Other OU Teambuilding V3

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APPROVED BY ALEXWOLF

Ok, since Alexander was banned I asked Alexwolf permission to open a new thread about it..

At this point everyone should know the rules of it, but I'll make sure that I'll repeat them.

Here you have to post a "standard" set of any usable pokèmon, this isn't the place of gimmick sets. You should also export your set from a simulator, I don't mind if its either PS or PO, but make sure that what you posted is clear. You have also to give to the set of the pokèmon you posted a role. I'll post the roles later in this post, and I'll probably add some in future if I forgot to do this now.

Also, feel free to discuss at the other people's set, but do that civility. I remember to everyone that this thread is also useful to get noticed for the Community Contributor badge, so I expect from this quality sets and quality discussions.

That being said, I will just begin to post the roles I'm looking for at the moment:

What to use:



By Fourth Inversion

What to Use:
ampharos-mega.png

Ampharos @ Ampharosite
Ability: Static
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Agility
- Thunderbolt / Thunder
- Dragon Pulse
- Focus Blast

Role: Special Sweeper / Late-Game Cleaner

What it Does: Despite Mega Ampharos only having 45 base speed, with 252 speed EVs and a Modest nature, it reaches 378 speed after an Agility, just outpacing Timid Greninja's 377 base speed. Talonflame, who Mega Ampharos easily beats 1v1, is the only pokemon that is OU by usage who outspeeds Mega Ampharos. Mega Ampharos has a good defensive typing, allowing it to set up an Agility against many pokemon in the tier, and then proceed to wreak havoc on the opponent with its high 165 Special Attack.

Mega Ampharos gets great coverage with its STABs, which take up the second and third slots. Thunder is its' strongest STAB, but the low accuracy outside of rain makes Thunderbolt the best choice for a weatherless team. Mega Ampharos lacks Draco Meteor, so Dragon Pulse is the only choice for a secondary STAB. Focus Blast is the best option for the final slot, as it hits common pokemon like Tyranitar, Ferrothorn and Excadrill, who can otherwise shrug off Electric and Dragon type moves. The only pokemon who currently resists all three of these moves is Whimsicott, who is very rare in OU. Mega Ampharos gains Mold Breaker upon Mega Evolving, which has a few uses, chiefly breaking through Skarmory's Sturdy and Dragonite's Multiscale.

Although Agility, Rock Polish, Automize and Tailwing are fairly widely distributed, Mega Ampharos is one of the few pokemon who can effectively run a setup sweeper set using one of these moves. Firstly, Mega Ampharos has a great defensive typing, providing it with a resistance to Talonflame's Brave Bird, Bullet Punch and Aqua Jet, and only leaving it vulnerable to Ice Shard (which it easily has enough bulk to survive) making it difficult to revenge kill. Secondly, Mega Ampharos's Electric typing means that it cannot be paralyzed, allowing it to bypass Prankster Thunder Wave from Thundurus and Klefki. Finally, as a Special Sweeper, Mega Ampharos is not crippled by Will-O-Wisp, and can comfortably set up an Agility on pokemon like Rotom-W.

Good teammates: Mega Ampharos can be used with or without Drizzle support. Mega Ampharos can be used effectively on weatherless teams, but needs team support to ensure that it's not functioning as a less powerful Mega Charizard-Y/Gardevoir/Heracross/Medicham. All of the aforementioned Mega Pokemon have trouble with Thundurus and Talonflame, two pokemon who Mega Ampharos comfortably beats, and this allows teams to run pokemon like Keldeo and Breloom without doubling up on type weaknesses. Mega Ampharos is also a very good receiver of Baton Pass boosts, and has great type synergy with Togekiss, who can pass a Nasty Plot boost.

On a Rain team, Mega Ampharos helps cover the Electric and Grass weaknesses that are shared by several pokemon on most Rain teams, and can run Thunder over Thunderbolt for some added power. Politoed is a mandatory member of Rain teams, and Rain also provides an opportunity for a Swift Swim user or users, most commonly Kabutops or Kingdra to unleash their boosted attacks. Mega Ampharos also helps cover Tornadus-T's Electric weakness, and Ferrothorn's Fire weakness, both of which can also help to wear down the opponent for a late game Mega Ampharos sweep.

What Counters it: Despite having 165 Special Attack, Mega Ampharos is slightly hindered by the relatively low base power of its STABs, and will never be able to sweep through a healthy team. The most common Choice Scarf users in OU have Ground typing, and all of these can outspeed and OHKO Mega Ampharos with Earthquake. Mega Aerodactyl and Noivern both outspeed +2 Mega Ampharos, and can threaten it with a super effective move. Mega Ampharos also has difficulties bypassing Assault Vest users, and Chansey, the bane of all Special Attackers.

Any Additional Info: Although it's almost always best to Mega Evolve Ampharos immediately, prior to Mega Evolving, Ampharos has a slightly higher base speed then Mega Ampharos, as well as fewer weaknesses. +2 Ampharos reaches 418 speed, placing it above Noivern, Mega Manectric, Adamant Mega Aerodactyl, and Modest Mega Alakazam. On the turn of Mega Evolution, Mega Ampharos keeps the slightly higher base speed but gains the additional power of its Mega form, so if you absolutely need to outspeed one of these pokemon and have enough bulk to setup without the Mega form, then you can set up the Agility before Mega Evolving.


By McBeengs
heracross-mega.gif

Role: Wallbreaker
Heracross-Mega (M) @ Heracronite
Ability: Skill Link
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Close Combat
- Pin Missile/ Substitute
- Rock Blast
- Swords Dance / Bullet Seed / Substitute
What it does: Being the holder of the 2° biggest attack stat of any Pokémon, Mega Heracross quite literally destroys everything in front of him, can come in several times in a battle with the proper support and still has an very nice bulk to patch reasonable strong, non-STAB moves. Most of its hard counters are handled easily with his awesome coverage, like Azumarill, who can come into his Hera's STAB , but still takes a ton of damage from Bullet Seed and Rock Blast., it should also be noted that a +2 Pin Missile will always ohko a 252/0 Azumarill if Stealth Rocks are on the field.
Mega Heracross low base Speed stat and therefore reliance on the others teammates does hold it back a bit, but with such 185 base Attack stat is nothing to be underestimated, and is definitely worth consideration on your team.

Good teammates: While Mega Heracross can easily sweep a whole team by itself after he's sufficiently weakened, he certanly appreciates some support of things that can patch his complete lack of speed to hit Flying types on an 1x1 situation. Some of his best parters includes all of the checks/counters that can deal with most of the omnipotent forces in Flying Spawn, being Talonflame and Mega Pinsir the primarily responsibles... With that in mind, Scarf Heatran is a fantastic partner to Heracross, since he not only can put an end to Talonflame and check Mega Pinsir, but also has an really good synergy with Heracross, being able to switch into Flying, Psychic, Fairy and Fire moves, white Heracross can come on Ground and Fighting almost all the match. Zapdos is also another interesting possibility, since him isn't just an really hard counter to Mega Pinsir, but to Flying Spam pokes in general... Also, Defog allows Heracross to switch with more freely and constantly than he could without SR and Spikes on the field. Pokémon that can come on certain walls that Mega Heracross struggle to reliability 2HKOes, like Skarmory or Gliscor are also welcome; Thundurus is the best choice on that case, since he can kill both with ease using Thunderbolt and HP Ice. And finally, while 80/115/105 defenses isn't what you 'd call bad, Mega Heracross is a Pokémon that tends to be burned very easily after mega evolving... If you aren't using Substitute in the last moveslot, it is recomended the attachment of an dedicate Status Absorver or Cleric, with ChestoRest Rotom-W being the best partner to it.

What counters it: Anyone that already uses Mega Heracross would laugh at your face, since "counter" is an really strong word to pair with him. Despite being impossible to properly wall, there's still some things that he can't automatically 2HKO, like Gliscor, Skarmory and Landorus-T (all with maximum HP and Defense investiment). Pokémon that function as an sweeper and carries a really strong STAB like Mega Medicham, Mega Pinsir, Psychic Landorus-i, Mega Gardevoir, care very problematic if given the chance of setup, since despite very bulky, Mega Heracross lacks the speed to do something before being hit. As mentioned above, FlyingSpam is the worst nightmare to any team that dares to have an Heracross on it, so caution is advised.

Any additional info: With the given EV's spread above you outspeed Adamant Bisharp, while putting whats left into HP for more bulk... This is the most optimal choice to Mega Heracross, since with a very disappointing base 75 Spd, Bisharp is the only really relevant landmark to start with, however, as mentioned on the official Smogon Strategy Dex, an alternative spread with a Jolly nature and 212 Speed EVs allows Mega Heracross to outspeed Adamant Dragonite and Gyarados, but forgoing the extra bulk and power generally isn't worth it. If you are running Swords Dance over Bullet Seed, keep in mind that you will lose some of your perfect coverage to things like Azumarill, but it's nothing too relevant at the point to run an Ferrothorn on your team; Also, make sure that all of the possible checks have been killed or damaged before attempt to use it properly, because revealing SD before something like Latios hasn't gone can help the other player to be more careful next time, same goes to Substitute; However, using it allows you to bypass Toxic Gliscor and some slowers WoWspers that may try to switch into an resisted move, like (Sp.Def) Heatran and Mew.

By Fourth Inversion

What to use:
keldeo.gif


Role: Wallbreaker

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

What it does: Keldeo has a very small useable movepool, but with a high base 129 Special Attack and 108 speed, its excellent STAB combination, and signature move Secret Sword allowing it to act as a mixed attacker, it is one of the best offensive pokemon in OU. Choice Specs is the most common item for Keldeo to hold, as with the added boost in power it can be an effective wallbreaker, while also being able to sweep with its high speed in the late game.
Hydro Pump is the first Water STAB move, and is immensely powerful when backed up by Choice Specs. Secret Sword is a Special Attack, but hits on a pokemon's Special Defense. This allows Keldeo to 2HKO Chansey, with the potential for an OHKO if Stealth Rocks are up, something that even Choice Specs Psyshock Latios cannot achieve. Scald is the 3rd move, and the second Water STAB, as Keldeo has no other useable special attacks with a high base power. Hydro Pump is 37.5% more powerful than Scald, but Scald's perfect accuracy and amazing 30% burn chance make it the most reliable move to go for. Keldeo's remaining move, most commonly Hidden Power, is used to lure in some of its checks and defeat them. This 4th move is how Keldeo adapts to the metagame, and at present, there are three main options, with the first two being the most common on Choice Specs sets.

Hidden Power [Flying] is primarily used to hit Mega Venusaur on a predicted switchin, and with Stealth Rocks up, is a guaranteed 2HKO on 252 HP/0 SpD Bold Venusaur. Celebi and Amoongus will also likely be 2HKOed without some SpD investment.

Icy Wind is used over Hidden Power [Ice], as Latios and Latias would otherwise be safe switchins to Keldeo, as they resist both STABs, outspeed and can OHKO Keldeo. Icy Wind's speed drop, allows Keldeo to potentially 2HKO both pokemon if it catches them on the switch (Latias needs Stealth Rock damage to guarantee the 2HKO). Icy Wind is also useful for hitting other Dragon types, particularly Dragonite who resists Keldeo's Dual STABs.

Hidden Power [Electric] can be useful for non-Mega Gyarados and Azumarill, although this is mainly used on Choice Scarf Keldeo sets, to outspeed +1 speed Gyarados. The other Hidden Power types are currently very situational, such as Hidden Power [Bug] for Celebi, and it may be more practical to use a teammate to counter a particular pokemon rather than relying on Keldeo to do so.

Good teammates: Choice Specs Keldeo is a fairly self-supporting pokemon and can fit onto a variety of offensive and balanced teams. Mega Charizard Y + Pursuit user + Keldeo was a common core in early XY OU, as Keldeo could remove Chansey for Mega Charizard Y, and the Pursuit user could trap Latios and Latias for Keldeo. Keldeo can wallbreak for Mega Gardevoir by removing Chansey as well as Steel types. Gen 5 OU Cores such as Keldeo + Pursuit Tyranitar + Landorus (or Landorus-T) can still be effective, although Azumarill is a notable new threat to this core. Even without defense investment, Keldeo still has reasonable 91/90/90 defenses, and is one of the few pokemon that can reliably switch into all common sets of Tyranitar and Bisharp, or come in to revenge kill +2 Bisharp. Because of this, the currently popular Choice Scarf Landorus-T is also a good partner, as its Intimidate activates Bisharp's Defiant, which can place it in Sucker Punch's OHKO range.

What counters it: A lot of pokemon that naturally outspeed Keldeo also have a super-effective STAB move to hit it with, including Mega Aerodactyl, Mega Alakazam, Mega Manectric, Protean Greninja, Thundurus, Tornadus-T, Latios, Latias and Noivern. A few slower pokemon either resist both of Keldeo's STABs, and/or have enough bulk to take two attacks, including Azumarill (particularly with Assault Vest), Slowbro, Amoongus, Mega Venusaur and Alomomola, although note that Keldeo may be able to hit these pokemon super effectively with its 4th move. Talonflame can revenge kill Keldeo, although Keldeo matches up well against all other priority users. Gastrodon and Jellicent are immune to one or both of Keldeo's STABs, although both pokemon are less effective now than they were in Gen 5 OU. Suicune can set up on Keldeo if it's locked into any move other than Secret Sword, and even then, Keldeo is not able to reliably beat Suicune.

Any additional info: Scald is generally the safest move to use in the early game, as most of Keldeo's counters do not like being burnt. Don't be tempted to use a Modest nature for added power, as this leaves Keldeo outsped by +Speed natured Base 95's, so it will no longer be able to check key threats that it otherwise could have.

By McBeengs

What to use:

medicham-mega.gif

Medicham (M) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Zen Headbutt
- Ice Punch / Thunder Punch
- Fake Out / Substitute / Bullet Punch / Thunder Punch

Role: Wallbreaker

What it does: Brings walls to the ground begging for mercy. Anything that doesn't like having an HJK in the face will be forever injured by his Pure Powered STAB's, and if still someone dares to claim fear nothing from it will be equally destroyed by his amazing coverage. After MegaEVO, Mega Medicham gains an new incredible dangerous 100 base stat on both his speed and attack, which is further boosted by his awesome ability, Pure Power, literally doubling the number to an unbelievable 200 BS.

After Aegislash ban, Mega Medicham certainly was one of the most benefited from the dramatic shift of the metagame, followed by Mega Gardevoir / Heracross... Since then, Medicham rise will probably continuing to grow, meaning that the more popular he gets, he also will get more dangerous.
Good teammates: After Mega EVO, Mega Medicham in most cases doesn't need any help to wallbreak a threat (hell, he even doesn't need setup!), however being extremely frail often cause it headaches to safely switch, even in a resisted move... To fix that, pair him with an effective VoltTurn core can help a lot when you need switch into, let's say, an Gliscor, but you would hate being Toxic'd; To do so, ChestoRest Rotom-W can be very helpful, taking status that would otherwise cripple Medicham, gaining an huge chunk of momentum with his slow Volt Switch and countering the ever present Talonflame, who further limits MCham sweeper actions. To finish the VoltTurn core, Greninja is also another great option, since he can easily pass through the Lati@s twins, threaten Landorus-T and put a lot of pressure into any Ghost Type like Gengar.

Pairing sweepers along MCham is something that you absolutely needs to do, with him softening or even killing Physical Walls can open a big hole to dangerous Revenge Killers / Late Game Cleaners like Terrakion or Choice Band Azumarill to pass through.

Having an middling 100 BS on speed isn't bad for an wallbreaker, but if you are considering using Mega Medicham as an sweeper, he will be constantly outspeed by many other Revenge Killers; A good way to remediate this is attach something like Sticky Web Shuckle or Prankster Thunder Wave Thundurus... In both cases, slowing key threats like Mega Gardevoir or Keldeo can be the difference between win or lost in some desperate situations at the late game.
What counters it: Thanks to your sheer force being so recognized, a lot of people actually put Mega Medicham as another "Threat without Counter", just like Terrakion or Mega Heracross. While this can appear believable, ironically it just made the life who put an end to him more easy, since because when this kind of people start to make a team arround MCham, they forgot to put checks to these mentioned counters. Knowing that, Slowbro is the best candidate to wall Mega Medicham, since Slowbro will easily eat all of your moves, taking laughabledamange from HJK and 3HKOing with Scald, while having the chance of fishing a burn; And if you tell me Thunder Punch:

252 Atk Pure Power Mega Medicham Thunder Punch vs. 252 HP / 252+ Def Slowbro: 184-218 (46.7 - 55.3%) -- 14.8% chance to 2HKO after Leftovers recovery
...In the meantime, Slowbro can easily switch back, restoring an good amount of HP with Regenerator and still give MM the middle finger. Thanks to its pure Psychic Type, Mew is another great shot at Cham, holding him relatively well to an stallbreaker, since he can either force Medicham out, or he can burn it with WoW, making Pure Power worthless... And since I speak about Psychic Types: Most of then can be considered an check / counter in potential, like Victini or Latias

Another possibility of quickly kill Mega Medicham are using very fast Revenge Killers, especially when they have powerfull priority into their movesets... In this category: CB BB Talonflame, Aqua Jet Azumarill are all dangerous, and if Medicham already has taken some damange, LO Sucker Punch Bisharp will also easily take it out

And finally, any Ghost Type that outspeeds Mega Medicham can limit their moveset into just 3 attacks since the risk of taking recoil from HJK into an predicted switch is gonna be so high that you will need to be 2x more careful as usual, making special mentions to Sableye. Equipped with Prankster WoW, Sableye can come anytime into both of MCham STABs, burn him and restore all the collateral damage with Recover, all at 0 cost.

Any Additional Info: If you are using Mega Medicham as an sweeper rather than an wallbreaker, Drain Punch can be used into the 1°st moveslot to minimize predictions and also being an passive way of restoring HP, however sacrifice Power by stability isn't recommended into an pure wallbreaker set, especially with MCham's strongest STAB. On the other hand, using Bullet Punch into an Physical Sweeper set is more recommended to use instead of Fake Out, since after used in the first turn, it becomes an dead slot... But again, into an WB set, the broken saches and cheap damande that FO provides can be pretty neat.

By silver97
What to use:

crawdaunt.gif


Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- crabhammer
- Knock Off
- Aqua Jet

role: wallbreaker or physical sweeper

what it does: basically it wrecks things. crawdaunt is one of the most fearsome pokemon in the metagame, boasting solid base 120 atk further improved by life orb boost and one of the strongest ability of the game: adaptability. this trait gives crawdaunt the strongest knock off of the meta and makes it able to not only get rid of annoying items but also hit like a truck in the process; the other STAB move, crabhammer, is ridicoulously strong, with adaptability and LO boosts it reaches an amazing 260 power. These two moves together make crawdaunt very scary to switch in even for those pokemon who resist its moves, in fact crawdaunt usually doesn't run coverage moves because even if the coverage with its STABs is not the best there is really nothing that can switch on it for free. Swords dance is used to take advantage of free turns to gain more power, although it is usually very difficult to setup, but if it manages to do it the opponent will have a hard time at stopping it. Aqua jet is a powerful priority that helps a lot with faster pokemon and makes crawdaunt good at cleaning in late game with weakened pokemon.
Anyway it has some flaws; this thing is way too frail and slow to use its positive traits at best, so it needs a lot of support from its teammates but if used in the right way crawdaunt will help a lot at beating the opposing team. it is used effectively mainly on hyper offensive or balanced teams. In the first case it helps the teammates by opening holes in the opposing team for another sweeper to clean or can take advantage of its teammates' job to sweep itself; in the second case it can benefit of more bulky teammates support that can help it coming in safely with slow volt-turn to fire off its strong attacks. crawdaunt perfoms at his best vs stall because with speed investment it can outspeed nearly every defensive pokemon but some like mew or gliscor (that are anyway threatened by craw) and with a swords dance boost becomes nearly impossible for defensive mons to stop it.
here some calcs:
+2 252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 248 HP / 0 Def Azumarill: 343-404 (85.1 - 100.2%) -- 81.3% chance to OHKO after Stealth Rock
+2 252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 252+ Def Skarmory: 322-382 (96.4 - 114.3%) -- guaranteed OHKO after Stealth Rock
252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 252+ Def Slowbro: 385-458 (97.7 - 116.2%) -- guaranteed OHKO after Stealth Rock

what counters it: nothing lol. using the word counter with this thing is almost always not correct, the only real counter is probably chesnaught and mega gyarados can use it as a setup fodder. other things that can switch into resisted moves more or less safely are keldeo, azumarill, mega venusaur and ferrothorn. but then there are a long list of faster offensive threats that can resist an aqua jet and retaliate with powerful attacks that will often KO it; some of them are fast electric types (thundy, raikou, m-manectric, scarfzone), latwins, birdspam that always carries powerful priority moves, kyu-b and many others.

good teammates: a poke that synergizes well with crawdaunt is mega venusaur, especially when it runs hp fire, it can counter/check all the pokemon listed before as pokemon that give craw troubles. Other pokemon that perform well with it are pokemon with similar traits like diggersby and mega pinsir that can help in HO teams to overwhelm the opponent with hard hits.

Any additional info: i found this pokemon to be one of the most fun to use alongside other hard hitters like diggersby, use it carefully and you won't regret having it on the team. there are some other option to use crawdaunt, like a band set that runs crunch to hit harder megas or superpower to hit mega gyarados or ferro, but it is overall inferior to LO imo. also you can run adamant but i think jolly is better because it outspeeds some relevant pokemon like lando-t without investment and rotom-w.

by Albacore
151.gif

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 96 SpD / 160 Spe
Careful Nature
- Taunt
- Will-O-Wisp
- Knock Off / Night Shade
- Roost

Role: Stalbreaker

What It Does: Arguably one of the best stallbreakers in the tier, Mew is great at harassing all kinds of Pokemon thanks to its great movepool of infuriating utility moves. Mew is basically guaranteed to beat any defensive Pokemon one-on-one as ling as they are not a fire type or a faster taunter. It's very simple to use: most of the time, it pits itself against a defensive Pokemon, Taunts it, and slowly wears it down with a combination of burn and Knock Off. Its good natural bulk means that it is almost impossible for something without any offensive investment to 2HKO it, and therefore, it can be a living nightmare for teams which don't have a hard-hitter. But what sets Mew apart from most other stallbreakers is how much work it puts in against offensive teams too. Few things on offense like getting burnt or knocked off, and furthermore, Mew's bulk lets it take hits from the likes of Mega-Medicham, Terrakion, and Thundurus. Its good natural speed enables it to outpace a few threats such as Bisharp, Mega-Gyarados, Mega Tyranitar, Mega-Heracross, and Excadrill outside of Sand. Mew can usually afford to sacrifice quite a bit of SpD investment for Speed, since it's naturally bulky enough to do what it needs to do on its own. Knock Off is the most useful offensive move for Mew in general thanks to the utility it provides, but Night Shade is a good option to get past Megas such as MVenu more easily, as well as other defensive Pokemon like Heatran and Gliscor.

Good Teammates: Mew should be paried up with something that can deal with the Zards and Talonflame, such as Landorus-T or Slowbro. Besides that, Mew needs little to no support to do its job.

What Counters It: Fire types do very well against Mew since they cannot be burnt. In particular, neither Charizard fears anything from it. Anything faster that is powerful enough to 2HKO even without their item can deal with Mew, particularly special attackers who don't care much about the effects of burn. Poison heal Pokemon, as well as Regenerator cores, can force Mew to wate its PP by switching round and regaining health back while they do so.

Any Additional Info: Mew is better used early on in the match, in order to heavily cripple Pokemon initially so that more offensive partners can break through the team much more easily. It can also carry Stealth Rocks or Defog, but if it does so, it loses out on a lot of its stallbreaking capabilities.

By Fourth Inversion

What to use.
talonflame.gif

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

Role: Revenge Killer

What it does: Talonflame's access to a priority STAB Base 120 Power move makes it a strong centralising force in OU, and this set is the simplest way to take advantage of Talonflame's priority, by equipping it with a Choice Band. Talonflame has three main offensive sets, Swords Dance, Bulk Up, and this, the Choice Banded set, along with rarer utility sets which forgo a boosting move or item. Although Choice Band is the least flexible of the sets, it is also the safest to use, due to the sheer amount of power it provides, combined with the difficulty that other Talonflame sets can face in setting up against some teams.

Brave Bird is the first, and main move on the set, and is extremely spammable, as the only 4x Flying resist commonly seen in OU, Magnezone is weak to Fire. Flare Blitz is the secondary STAB, and ensures that no Steel types other than Heatran can wall Talonflame. U-Turn is mostly used in the early game, and makes Talonflame an effective pivot if Stealth Rocks are not up. The 4th move will not come into play in most games, but there are a few possibilities that may have a niche. Sleep Talk allows Talonflame to switch into a predicted Sleep move, primarily from a Grass type pokemon. However, the most common user of Sleep status in OU, Breloom, commonly carries Rock Tomb, which Breloom will also often use on a predicted switch, making this an extremely risky possibility. Talonflame has access to priority Tailwind, although it may often be better to Brave Bird instead, as if the opponent chooses not to KO Talonflame, then you've given them a free turn. Steel Wing is a very niche choice, but it hits the rare Diancie super-effectively, and importantly, also lacks recoil, making it a passable emergency option if Talonflame is low on health.

This is the standard and simplest EV spread, with maximum attack and speed, and the last 4 EVs in Defense, for an odd number of HP, allowing Talonflame to switch into Stealth Rocks twice. It's possible to move some EVs from Speed into HP to give Talonflame a bit more longevity, at the cost of leaving you outsped by faster opposing Talonflames. A Jolly nature loses a noticeable amount of power, and is more commonly seen on Swords Dance Talonflame, but can be used on Banded Talonflame for outspeeding opposing Adamant Talonflames and Flare Blitzing Thundurus.

Good teammates: Choice Banded Talonflame is best suited for offensive teams, and can fit into a number of playstyles. 'Flying spam' refers to a playstyle pairing two or more Flying type pokemon on a team, to break down their shared resistances. The most common partner in this core is Mega Pinsir, who is best used to finish off a team after Talonflame has weakened it. Talonflame is also effective on Sand teams, as the standard Tyranitar and Excadrill core is weak to Scizor, Breloom, Chesnaught and Conkeldurr, all of whom Talonflame beats. Hazard removal is mandatory when using Talonflame, and it has good type synergy with the two main Rapid Spin users in OU, Excadrill and Starmie, as well as Scizor, Latias and Latios. Latias is a particularly useful Defog user to pair with Talonflame, as Latias has access to Healing Wish, giving Talonflame another chance to wreak havoc on the opponent. Note that as Healing Wish's recovery activates before entry hazards, Talonflame can still receive the Healing Wish even if it would normally faint to Stealth Rocks. Greninja (with Hidden Power Grass for Rotom-W) can OHKO, or at worst 2HKO many of the checks to Talonflame seen in the section below, and is a good partner for Choice Banded Talonflame on hyper offense.

What counters it: Stealth Rocks are the number one check to Talonflame, and this set is one reason why they will be found on every team. Not many pokemon can check Choice Banded Talonflame, as they will always need to take two attacks in order to do so, so some teams will play around this set by sacrificing a pokemon to lock it into an attack. The main OU viable Pokemon that are commonly used to counter Talonflame include (note that this is often contingent on having a physically defensive EV spread) Rotom-W (and the rarer Rotom-H), Slowbro, Heatran, Tyranitar, Gliscor, Hippowdon, Landorus-T, Mandibuzz, Mega Ampharos and Mega Aerodactyl. Mega Manectric and Thundurus can check Talonflame, but cannot switch in directly. On Rain teams, Kabutops sometimes carries Aqua Jet which will outspeed Talonflame's Brave Bird under rain, while Excadrill can also check Talonflame is Sand is up, as it resists Brave Bird.

Any additional info: One additional reason to consider Talonflame for a team is that it can revenge kill a lot of the most popular Mega Pokemon. In the post Aegislash metagame, Mega Gardevoir, Mega Heracross and Mega Medicham have all had a big surge in popularity, and Choice Banded Talonflame can OHKO all three of these with Brave Bird.

By TerrorDave
aerodactyl-mega.gif

Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 212 Atk / 44 Def / 252 Spe
Adamant Nature
- Aerial Ace
- Stone Edge
- Aqua Tail / Ice Fang
- Fire Fang



Role: Physical Sweeper (cleaner) / Revenge Killer

What It Does: A great sweeper / cleaner, Mega Aero is batshit fast and this allows it to revenge kill a shit ton of the metagame, even when adamant. It is a fantastic offensive check to the likes of Keldeo, Landorus, Zard Y, Talonflame, Greninja, Mega Pinsir, Mega Heracross, Mega Medicham, Mega Gardevoir, ext. A lot of these are huge threats to offence (namely Greninja) and removing them is always handy. A lot of them are also threats to Sand Offence, a playstyle that Mega Aero fits nicely on due to the Special Defence boost it receives. It's also got pretty nice moves available to it, running things such as Aqua Tail which can be used over Ice Fang to stop Hippo from walling you, but it does allow Lando-T to avoid the OHKO. Essentially, you want Mega Aero to be revenge killing threats to your team left and right, remove whatever the opponent has walling it and clean up sweep from there.

Good Teammates: This Mega Aero set, despite being able to muscle it's way through threats like Mega Venu, actually has a fair bit of trouble with stall. As a result, a Stallbreaker such as Mew makes for an excellent parter. Mew also runs Taunt, shutting down bulky waters, which are all effective counters to this Pokemon. If that isn't enough fo you, a Crocune check or counter is another good partner. Aero also supports hazards removal such as Excadrill, who also absorbs Twave from Thundy for Mega Aero. Finally, Tyranitar sets sand for Mega Aero, giving it a very nice Spdef boost, making it another good partner. It also sets Stealth Rocks, which turns many 2HKOes into important OHKOes.

What Counters It: There are a number of counters to this Pokemon. At best, Fire Fang only 3HKOes Skarmory, meaning that the iron bird is an effective counter. Crocune also easily sets up on this thing and takes minimal damage from any of Mega Aero's attacks. In fact, practically any bulky water has an easy time with Mega Aero.

As for checks, due to Mega Aero's completely insane speed, there isn't a lot that actually checks it. However, the 3 fastest relevant scarfers (Keldeo, Terrakion and Latios) are all effective checks. Azumarill and Scizor/Mega Scizor also check it due to their powerful priority moves.

Any Additional Info: Mega Aerodactyl is best used Mid-Late game to revenge kill key offensive threats or to clean up sweep. The 44 EVs in defence allows Mega Aero to avoid the 2HKO from Adamant Talonflame's Brave Bird.

By Fourth Inversion
What to use

excadrill.gif

Excadrill @ Life Orb / Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP [if using Life Orb]
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin / Swords Dance
Role: Physical Sweeper

What it does: Excadrill's high attack stat, combined with good neutral coverage and doubled speed in sand, makes it a terrifying physical sweeper. Indeed, Excadrill was found to be so overpowered under permanent weather in 5th Generation OU that it was banned to Ubers. In 6th generation, the limited duration of weather nerfed Excadrill to the point where it was balanced within the OU tier. Sand Rush Excadrill was not very common in early XY OU, but once its effectiveness was proven, it became a very popular play style, and now, is something that every team must be prepared to face.

Excadrill has a small movepool, and outside of its STABs, has few coverage options, so there's only one standard and viable set for it to use. Earthquake is its strongest STAB, and with the introduction of the Fairy type, Iron Head is now also a very useful secondary STAB, and backed by a life, it's powerful enough to have a small chance of OHKOing max physically defensive Clefable. Additionally, the 30% flinch chance can be used in do or die situations to hax your way past potential checks. Excadrill is one of the few physical attackers who lacks access to Stone Edge, but the greater accuracy of Rock Slide is a boon for Excadrill, as the move still has enough power to achieve the required OHKOes, including Thundurus (with a Life Orb boost). The 4th slot is generally used for Rapid Spin. While it seems odd to run this move on a physical sweeper, Gengar, the only common ghost type in OU can't safely spinblock (block Rapid Spin with its Ghost Typing) against Excadrill, and Excadrill's most popular teammates are often weak to Stealth Rock. Additionally, Tyranitar or Hippowdon who set up the sand for Excadrill are also commonly used to set Stealth Rocks, and so if there's a lead matchup in which both pokemon set up Stealth Rocks, Excadrill can them come in and freely Rapid Spin them away. The other viable, but significantly less common move run in the 4th slot is Swords Dance. Swords Dance sends Excadrill's attack stat through the roof, but its frailty makes it difficult to safely set up, and the shortened duration of sand means that it may be better off just attacking. Excadrill generally doesn't run a 4th attack, as X-Scissor and Shadow Claw don't provide much useful coverage on OU's common threats. The best choice for the 4th attack in the current metagame is probably Aerial Ace, to OHKO Mega Heracross, although Rapid Spin has a lot more general utility.

The most recent usage statistics show that the majority of Excadrills run 252 speed, so it's safest to match that on the EV spread. Under sand, this will make Excadrill faster than the entire OU tier, including all the viable Choice Scarf users. Adamant nature and 252 Attack allow Excadrill to hit as hard as possible. Sand Rush Excadrill can either hold a Life Orb or an Air Balloon, with the Life Orb being slightly more common, with the immediate benefit of additional power. Air Balloon gives Excadrill a once-off ground immunity, which helps in Excadrill mirror matchups, and lets Excadrill switch in on unsuspecting pokemons using a Choice item that are locked into Earthquake, such as Scarfed Landorus-T. If Excadrill is going to use Swords Dance over Rapid Spin, then an Air Balloon can provide a potential setup opportunity. Sand Rush Excadrills ocasionally run a Jolly nature to outspeed opposing Excadrills in an Excadrill mirror matchup, but the loss of power from this is undesirable.

Good teammates: Either Tyranitar or Hippowdon are mandatory, as they fuel the sandstream for Excadrill. Tyranitar is overwhelmingly the more common choice, as it has much better offensive synergy with Excadrill. Generally Focus Sash or Smooth Rock Tyranitars are used to set Stealth Rocks, and commonly run mixed sets with Fire Blast or Ice Beam as coverage moves to hit physical walls such as Ferrothorn, Gliscor, Landorus-T, Mega Scizor and Skarmory. It's possible to run Mega-Tyranitar + Excadrill, but this will leave Excadrill with fewer turns to use Sand Rush. If Excadrill is used with Hippowdon, then Excadrill can function more like a revenge killer, as Hippowdon's access to reliable recovery makes it a more durable weather setter, that is able to set up sand at multiple points in the game. However Hippowdon lacks Tyranitar's power and versatility, as Hippowdon will generally run Ground + Rock attacks, typings that are already covered by Excadrill.

Good teammates for this two pokemon sand core should be able to help remove the pokemon that wall Excadrill. Talonflame and/or Mega Pinsir can remove Fighting type pokemon with priority attacks for both Tyranitar and Excadrill. Powerful special attackers such as Mega Charizard Y, Keldeo and Greninja can hit physical walls on their weaker, special defense. Magnezone can trap Ferrothorn, Skarmory (and to an extent, Mega Scizor), and can run HP Ice on a Choice Scarf set to hit Landorus-T and Gliscor. Rotom-W and Magnezone can also use Volt Switch to help bring Excadrill in safely.

What counters it: Priority attacks are useful for revenge killing Excadrill. Excadrill is weak to Aqua Jet and Mach Punch, so Azumarill, Breloom and Conkeldurr are fairly realible checks to it. Although Talonflame cannot Flare Blitz Excadrill under sand, it can still outspeed with Brave Bird and do a little over 50% damage. Sand Rush Excadrill needs the sand up, and so one way to counter it is by threatening the sand setter, not allowing a free switch into Excadrill, or stalling out the sand turns. This is especially effective if the weather starter is not using Smooth Rock.Physically defensive Rotom-W is a fairly reliable counter to Sand Rush Excadrill. Landorus-T, phyiscally defensive Gliscor, Chesnaught and Skarmory are all fairly safe switchins. Mega Alakazam can trace Sand Rush and outspeed Excadrill, however this can only be done if Mega Alakazam has already mega evolved. Excadrill is not quite powerful enough to break through healthy pokemon with moderate bulk that are not weak to its STABs or coverage move; for example, Keldeo takes 81.4 - 95.6% from a Life Orb Earthquake. Finally, if Mega Charizard Y has already Mega Evolved, then it can set up sun, outspeed and OHKO Excadrill with Fire Blast.

Any additional info: Excadrill can viably run either Sand Rush or Mold Breaker as its abilities, although if you see Tyranitar + Excadrill, or Hippowdon + Excadrill on the same team, then you'll almost certainly be facing Sand Rush Excadrill. If Excadrill is using Mold Breaker, then 'Excadrill breaks the mold' will be displayed when it switches in.

By Fourth Inversion
kabutops.gif

Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Waterfall
- Stone Edge
- Swords Dance / Rapid Spin
- Aqua Jet / Low Kick

Role: Physical Sweeper

What it does: Kabutops is the best, and in fact only viable physical rain sweeper and should always be considered for a spot on a rain team. Waterfall, backed by the rain boost and Life Orb hits extremely hard. The 20% flinch chance is also a useful option in do or die situations, where you need some hax to win the game. Stone Edge is the strongest option for a secondary STAB, and it complements Waterfall well, by hitting most Water resists for neutral damage. Swords Dance is the best option in the 3rd slot, as while Kabutops is already powerful without a boost, with a Swords Dance, it reaches 722 attack, which is further boosted by Life Orb and rain. Almost nothing in OU is able to live an attack at +2. Although Swords Dance is difficult to set up, if Kabutops is able to get a safe switch in on an attacker lacking a super effective move, the added power will be well worth the moveslot. Rapid Spin can be run if there are no other options for hazard removal on the team, but it's not a preferable option, as Kabutops is one of the best win conditions for rain teams, and it's more reliable to use a teammate to provide this support.

In the 4th slot, Aqua Jet seems redundant, as Kabutops will outspeed every pokemon under the rain, but as it has +1 priority, Kabutops can outspeed Gale Wings Talonflame and Prankster Thundurus. Thundurus is OHKOed at +2 attack is Stealth Rocks are up, while every Talonflame set can be OHKOed if Stealth Rocks are up, or OHKOed if Kabutops is as +2. Aqua Jet also helps make up for Kabutops' low 80 base speed outside of the rain. Low Kick is viable to break through Ferrothorn, who resists both STABs, as Ferrothorn's weight make it hit at 100 base power. At +2, and boosted by Life Orb, it will always OHKO any common EV spreads, although it will take significant damage in the process from Iron Barbs, Life Orb and possibly Rocky Helmet. However, Low Kick is the best choice if your team has no other way of inflicting heavy damage on Ferrothorn.

29 HP IVs hit a Life Orb number, and the EVs are straightforward, maximising attack and speed. Kabutops already outspeeds every pokemon under rain (other than faster opposing Swift Swimmers), so an Adamant nature can be used over a Timid nature for maximum power.

Good teammates: Damp Rock Politoed is mandatory, to set up the rain for Kabutops, and there's also the option of using a suicide lead with Rain Dance and Damp Rock such as Azelf as an initial rain setter. Kingdra is a common partner in crime, as Kabutops can remove special walls and Assault Vest users for Kingdra. If using Aqua Jet over Low Kick, Tornadus-T, Thundurus-I and Thundurus-T can run Focus Blast or Superpower to inflict major damage on Ferrothorn. Mega Scizor can use its slow U-Turn to give Kabutops a safe switch in. Mega Heracross in particular, but also Mega Gardevoir and Mega Medicham benefit from Kabutops' ability to remove their faster checks, allowing them to reliably wallbreak for Kabutops and other Swift Swim users by removing pokemon like Ferrothorn. Mega Ampharos can use Thunder over Thunderbolt, and has useful resistances, including covering the weaknesses to Grass and Electric moves. Stealth Rocks are very helpful, as Kabutops can then beat Thundurus with Aqua Jet, and if not using a suicide lead with Stealth Rocks, Ferrothorn is a great hazard setter on rain teams, as it resists Grass and Electric type moves.

What counters it: Not much can reliably counter Kabutops after a Swords Dance, although Mega Aggron can take a hit at +2 and do significant damage back with Earthquake, as can Suicune's CroCune set with Scald, while physically defensive Mega Venusaur, can also survive one +2 Stone Edge and OHKO with Giga Drain. As mentioned above, Ferrothorn easily counters sets without Low Kick. Keldeo resists Water, Rock and Fighting type moves, and can OHKO Kabutops with a move of choice, and can fire off rain boosted Scalds or Hydro Pumps afterwards. Teams with Tyranitar, Hippowdon or Mega Charizard-Y can change the weather, although none of these pokemon want to directly switch in on a rain boosted attack. Breloom comes close to OHKOing Kabutops with Mach Punch and while Azumarill, Mega Scizor, Scizor and Conkeldurr can also inflict a reasonable amount of damage, they can't come close to OHKOing Kabutops at full health. Kabutops resists Extreme Speed and Talonflame's Brave Bird, so it's quite difficult to directly revenge kill with priority moves alone. Gastrodon is rare, but a physically defensive spread can comfortably take on Kabutops, as it is immune to Waterfall, resists Stone Edge and can threaten to OHKO with Earth Power. Otherwise, it's safest for teams to keep the pressure on Kabutops by attacking it directly (even if this means sacrificing a pokemon), as the consequences of letting Kabutops freely set up a Swords Dance could be gamebreaking.

Any additional info: As most Swift Swim users are special attackers, Kabutops plays a very valuable role on rain teams by being the best pokemon to take on Chansey. Don't switch Kabutops in unnecessarily, as it can be the most reliable win condition on rain teams, as the special attacking Swift Swim pokemon often have to rely on Hydro Pump's 80% accuracy.


By Fourth Inversion

politoed.gif


Politoed@Damp rock
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic / Hypnosis
- Encore / Perish Song
- Rest

Role: Support

What it does: Politoed is the only pokemon in OU with access to the ability Drizzle, fueling the whole playstyle of Rain teams. Politoed was given Drizzle as a hidden ability in Generation 5, and the combination of permanent rain and Swift Swim was quickly found to be overpowered, and was one of the first bans in BW OU. In XY, the shortened duration of weather (5 turns, 8 if holding the corresponding weather lengthening item) along with a slight reduction in base power of special attacks nerfed Rain enough that is currently a powerful, but not unbalanced playstyle in the OU tier.

Rain teams need Politoed's support to function, so while Politoed commonly ran offensive sets in BW OU, in XY OU it needs to survive for as long as possible to be able to set up the rain throughout the match. Max HP is essential, with the remainder of the defensive EVs placed into either defensive stat, with the corresponding nature to support it. Max Special Defense helps to check Mega Charizard Y, and is the most common option, but Max Defense is also viable to patch up Politoed's low 75 defense. Variants of these EV spreads are possible. Damp Rock is the only viable item to hold, so that Politoed doesn't need to switch in as often.

Scald is the best Water STAB for Politoed, due to the 30% burn chance. Politoed's special attack stat is very low without investment, so it's less common to run a second attack such as Ice Beam. Politoed has a wide array of support moves that can benefit the team. Encore and Hypnosis can provide a free switchin for a teammate, Toxic has good general utility, Perish Song and Haze can force out setup sweepers and Rest (which is generally not combined with Sleep Talk) allows Politoed to stay healthy to repeatedly set up Rain. Rain Dance is also an option to manually restart the rain. The movest is only a suggestion, and other than Scald, the remaining moves should be chosen based on the needs of your team.

Good teammates: Politoed should never be chosen without the support of appropriate teammates, as non-Drizzle Politoed is currently in the PU tier (below NU), indicating that it's not a very powerful pokemon by itself. The first port of call should always be one or more Swift Swim users, which benefit from doubled speed as well as from powered up Water STABs. Kabutops and Kingdra are the two best choices, as Kabutops can use Life Orb + Swords Dance + Waterfall to break through any physical wall, while Kingdra can hold Choice Specs, or even run a mixed set, capitalising on its access to high base power Dragon STABs. Omastar is rarer than Kingdra, but can fire off Choice Specs boosted Hydro Pumps, and also has access to the very risky Shell Smash. Seismitoad and Ludicolo are both niche options. Seismitoad's main niche is its secondary Ground typing, giving it an Electric immunity, as well as Prankster Thunder Wave from Thundurus. Ludicolo provides STAB Grass moves, and a neutrality to Electric and Grass moves, but is less powerful than other Swift Swim users.

On hyper offensive rain, it's possible to employ a suicide lead with Rain Dance and Damp Rock that can also support the team, with moves like Stealth Rock, or Dual Screens. Azelf is a popular choice, as it can also use Explosion to give a free switch in for a teammate. Rain balance is less matchup reliant than hyper offense. Ferrothorn is practically mandatory, as it resists Electric and Grass attacks, has its Fire weakness covered by rain, and can provide Stealth Rocks and Grass type attacks for the team. Tornadus-T with either Assault Vest or Life Orb can fire off 100% accurate Hurricanes. A Choice Scarfed Ground type pokemon can also be helpful for the added speed outside of rain, and ability to check Thundurus, with common options being Landorus-T or Excadrill, which can also Rapid Spin away hazards. Thundurus, Thundurus-T, Latias and Latios can all run Thunder over Thunderbolt, and Latias and Latios can also provide Defog support. Ferrothorn is an enormous pain to beat under Rain, and it's helpful to have at least one Fighting move on the team to help break through it.

There are several Mega Pokemon that can directly benefit from the rain. Agility Mega Ampharos set can run Thunder over Thunderbolt, and covers the Electric and Grass weaknesses of the team. Mega Scizor can provide Defog support, and Rain helps cover its 4x Fire weakness. Mega Gyarados can set up a Dragon Dance and fire off rain boosted Waterfalls. Other Mega Pokemon that can support the team out of Rain are also viable.

What counters it: As Politoed will always be paired with some rain abusers, the difficulty is always going to be countering Politoed's teammates. Weatherless offensive teams have the worst matchup against rain, as they tend to run many frail pokemon that can be outsped and OHKOed by Swift Swim users. Sand or Charizard-Y teams should play cautiously with their weather starter, and try to wear Politoed down, as it will need to repeatedly switch in to set up rain. Stall teams have a favourable matchup against rain, as they can quickly wear down the opposing team with status moves and have the bulk to outlast rain.
Water resists and immunities are the most difficult pokemon for Rain to deal with, so pokemon like Ferrothorn, Mega Venusaur, Assault Vest Azumarill, Slowbro and Gastrodon can all pose problems. Thunder Wave is a very annoying status for Rain teams to deal with, as Rain generally doesn't have a spare slot to run a cleric.

Any additional info: Keep rain up as much as possible, and try not to switch Politoed in unless it needs to set up rain, as the weather counter doesn't reset if Politoed switches in when rain is already active.











by Albacore

591.gif

Amoonguss @ Black Sludge
Ability : Regenerator
EVs : 252 HP / 136 Def / 120 SpD
Bold Nature
- Spore
- Giga Drain
- Clear Smog
- Foul Play / HP [Fire / Stun Spore / HP Ice

Role: Pivot

What It Does: Thanks to its typing and ability, Amoonguss is one of the best all-around answers to Water types such as Azumarill, Keldeo, Rotom-W, Suicune, Manaphy, and to a lesser extent, Mega-Gyarados, and also deals with a few Grass and Fighting types too. Although it suffers from a lot of competition with Mega-Venusaur, who is more powerful and has more raw bulk, Amoongus's ability to consistently switch into these threats without getting worn down thanks to its great ability, Regenerator, makes it better suited for teams which need a Water counter that is nearly impossible to wear down. Regenerator is really what makes this Pokemon what it is, enabling it to gain its health back very easily and making it much harder to take down, and letting it potentially escape from a 2HKO by swicthing out and gaining its health back. While its pretty bad offensive stats may make it look passive and easy to take advantage of, its access to Spore gives it one chance to disable a threat, so it isn't completely passive. It also it's setup bait either, since it has access to Clear Smog, which stops the likes of Clefable, Manphy and Suicune from muscling past him, and Foul Play can hurt physical setup sweepers such as Mega-Scizor and Dragonite. Amoonguss can be a bit of a sitting duck once Sleep Clause has been activated, but it can still use Giga Drain to wear out the opposition, can choose to run Stun Spore to cripple the opposition, or can hit a Pokemon like Ferrothorn and Landorusin their 4x weakenesses with Hidden Power Fire/Ice.

Good teammates: Some very obvious teammates for Amoonguss would be other Regenerator Pokemon such as Slowbro, Alomomola, or Tornadus-T. Bulky Fire types such as Mega-Charizard-X or Heatran (particularly the latter since it resists all of Amoonguss's weakenesses) have good synergy with Amoonguss, especially since they can, paired up with Slowbro or Alomomola, form a FWG core with it. Bulky Steel types are also good partners since they resist Psychic and Flying type moves, which Amoonguss is weak to. Hippowdon and Tyranitar is also a pretty good partner for Amoonguss, since a lot of Pokemon that threaten them and sand offense in general (Azumarill, Keldeo, Breloom, Suicune etc) areeasily deal with by Amoonguss.
What Counters/Checks It: Mandibuzz and Mega-Venusaur able to absorb Spore and beat it one-on-one. Once Sleep Clause has been activated, it isn't exactly difficult to beat Amoonguss, given his lack of offensive presence and weakeness to common types. Fire types such as Charizard-X Charizard-Y, Heatran, Flying types such as Talonflame, Tornadus-T and Staraptor, Ice types like Mamoswine and Kyurem-B, Psychic types like Mega-Alakazam and Mega-Medicham as well as Pokemon with coverage to beat it like Landorus-I and Greninja, and just powerful wallbreakers such as Mega-Heracross and Diggersby in general can deal with it just fine, however, none of these can prevent Amoonguss from switching out. The best way to completely remove Amoonguss is by trapping it with Gothitelle.

Any Additional Info: Amoonguss fits very well on Sand teams, since these tend to be quite water-weak. Also, thanks to Regenerator, it requires no hazard removal to counter the threats it need to.

What NOT to use:






By Sevifar
What not to use:

hydreigon.gif

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Dark Pulse
- U-turn
- Superpower/Flash Cannon/Fire Blast/Earth Power

Role: Revenge Killer/Pivot

What It Does: Hydreigon is a terrible scarfer, with a myriad of problems and no real niche over other scarfers like Terrakion, Lando-T or fast mons/revenge killers in general like Mega-Alakazam or Talonflame. The first problem that Hydreigon faces as a revenge killer is it's speed tier. While it's great for decently bulky pokemon, it is terrible for a "fast mon" as it outsped/beaten by Scarf Keldeo, Scarf Terrakion, Scarf Staraptor, Scarf Garchomp, +1 Char-X, SR Exca, etc. The point is that it loses the speed war to pretty much everything. The 2nd problem is it's typing, Which is exploited by every fast mon ever. Priority wise it's neutral to E-Speed/Brave Bird/B-Punch and weak to everything else. It's also weak to U-Turn and pretty much every fastmon I mentioned above can hit it SE with a STAB or powerful coverage (such as Staraptor's close combat). Oh, it resists Aqua jet but it's forced out anyway so its irrelevant. The 3rd problem is power, 125 neutral base w/o an item or ability is kinda weak and makes revengekilling kinda hard, especially since you're relying on neutral coverage most of the time. Draco meteor is powerful but no dragon will ever switch in and fairies like Azumarill resist your whole moveset and can come in with impunity. Lastly, if you get hit by knock off (entirely possible you'll use Hydreigon to resist a knock off) you are now 100% useless at revenge killing since you're below the 100 spe tier.

What Counters/Checks It: Azumarill, Heatran, Clefairy, actually most fairies, even if you're running Flash Cannon. Hydreigon is checked by pretty much every other scarfer, AV Conk, Mega Venusaur, Dnite W/multiscale.

Any Additional Info: While Hydreigon's Scarf set is terrible, the LO set is fairly decent at a different role. However, the bans of Aegislash and Mega-Mawile (Two big reasons to use it) and subsequent rise of the "Big 3" have hurt Hydreigon's viability on the whole quite a bit. Instead, use Talonflame, Garchomp, Terrakion, Lando-T or another mon that dosen't have the same set of flaws as this guy.

(I omitted the "Good Teammates" section because I felt that encourages usage which would be against this whole post. This is the 1st "What not to use" post so there's no precedent, but if it's required I'll include it)











Very well, since after Aegislash's and Mawile's bans the Metagame changed greatly, I decided to completely overhaul the actual Pokemons added in the previous Teambuilding Thread by TRC, I will later add some standard roles, feel free to post, and remember, no Gimmicks.
 
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Keldeo is an epic wallbreaker in OU.
keldeo.gif

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Scald
- Hidden Power Flying
 
Srsly ??? The V2 didn't even pass the mark of 2 days and we already are on V3, WTF?. Anyways, since everyone will Ctrl C + V everything again, I will re-post my older threat here:

Hey Erki, nice idea to revive this threat; I always went back to see new ideas to my teams onto the TRC one, and now that is back I hope to this hold until the end of Gen VI : ) (maaaaybe with other versions, but whatever). Since so many people are starting to fill the gaps again, I resolve start to pic some mons that still aren't choosen, but it's just a question of time to they start appearing again... With no more stalling, let me introcude to my review of M-Heracross:

What to use:

heracross-mega.gif

Heracross-Mega (M) @ Heracronite
Ability: Skill Link
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Bullet Seed / Swords Dance / Substitute

Role: Wallbreaker

What it does: Being the holder of the 2° biggest attack stat of any Pokémon, Mega Heracross quite literally destroys everything in front of him, can come in several times in a battle with the proper support and still has an very nice bulk to patch reasonable strong, non-STAB moves. Most of its hard counters are handled easily with his awesome coverage, like Azumarill, who can came into his STAB combination, but still takes a ton of damage from Bullet Seed. Mega Heracross low base Speed stat and therefore reliance on the others teammates does hold it back a bit, but with such 185 base Attack stat is nothing to be underestimated, and is definitely worth consideration on your team.

Good teammates: While Mega Heracross can easily sweep a whole team by itself after he's sufficiently weakened, he certanly appreciates some support of things that can patch his complete lack of speed to hit Flying types on an 1x1 situation. Some of his best parters includes all of the checks/counters that can deal with most of the omnipotent forces in Flying Spawn, being Talonflame and Mega Pinsir the primarily responsibles... With that in mind, Heatran is an fantastic partner to Heracross, since he not only can put an dead stop to Talonflame, but also has an really good synergy with Heracross, being able to switch into Flying, Psychic, Fairy and Fire moves, white Heracross can come on Ground and Fighting almost all the match. Zapdos is also other interesting possibility, since him isn't just an really hard counter to Mega Pinsir, but to Flying Spam pokes in general... Also, giving the support of Defog allows Heracross to switch with more freely and constantly than he could without SR and Spikes on the field. Pokémon that can come on certain walls that Mega Heracross struggle to reliability 2HKOes, like Skarmory or Gliscor are also welcome; Thundurus is the best choice on that case, since he can kill both with ease using Thunderbolt and HP Ice. And finally, while 80/115/105 defenses isn't what you can call bad, Mega Heracross is an Pokémon that tends to be burned very easily after mega evolving... If you aren't using Substitute in the last moveslot, is recomended the attachment of an dedicate Status Absorver or Cleric, with ChestoRest Rotom-W being the best partner to it.

What counters it: Anyone that already uses Mega Heracross would laugh at your face, since "counter" is an really strong word to pair with him. Despite being impossible to properly wall, there's still some things that he can't automatically 2HKO, like Gliscor, Skarmory and Landorus-T (all with maximum HP and Defense investiment). Pokémon that function as an sweeper and carries an really strong STAB like Mega Medicham, Dragonite and (Mega) Gyarados can also be problematic if gives the chance of setup, since despite very bulky, Mega Heracross lacks the speed to do something before being hit. As mentioned above, FlyingSpam is the worst nightmare to any team that dares to have an Heracross on it, so caution is advised.

Any additional info: With the given EV's spread above allows you to outspeed Adamant Bisharp, while putting whats left into HP to more bulk... This is the most optimal choice to Mega Heracross, since with an so disappointing base 75 Spd, Bisharp is the only really relevant landmark to start with, however, as mentioned on the official Smogon Strategy Dex, an alternative spread with a Jolly nature and 212 Speed EVs allows Mega Heracross to outspeed Adamant Dragonite and Gyarados, but forgoing the extra bulk and power generally isn't worth it. If you are running Swords Dance over Bullet Seed, keep in mind that you will lose some of your perfect coverage to things like Azumarill, but it's nothing too relevant at the point to run an Ferrothorn on your team; Also, make sure that all of the possible checks have been killed or damaged before attempt to use it properly, because revealing SD before something like Latios hasn't gone can help the other player to be more careful next time, same goes to Substitute; However, using it allows you to bypass some slowers WoWspers that may try to switch into an resisted move, like (Sp.Def) Heatran and Jellicent

And that's it... I think i cover everything thats was important to talk, but anything that I didn't say, everyone can feel free to remind me : ). I'm gonna start follow this threat from now, so If u like my text, plz send me your opinion because I will continue to post more reviews; Until then, here is my contribution.
 
mew.gif


Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 96 SpD / 160 Spe
Careful Nature
- Taunt
- Will-O-Wisp
- Knock Off / Night Shade
- Roost

Role: Stalbreaker

What It Does: Arguably one of the best stallbreakers in the tier, Mew is great at harassing all kinds of Pokemon thanks to its great movepool of infuriating utility moves. Mew is basically guaranteed to beat any defensive Pokemon one-on-one as ling as they are not a fire type or a faster taunter. It's very simple to use: most of the time, it pits itself against a defensive Pokemon, Taunts it, and slowly wears it down with a combination of burn and Knock Off. Its good natural bulk means that it is almost impossible for something without any offensive investment to 2HKO it, and therefore, it can be a living nightmare for teams which don't have a hard-hitter. But what sets Mew apart from most other stallbreakers is how much work it puts in against offensive teams too. Few things on offense like getting burnt or knocked off, and furthermore, Mew's bulk lets it take hits from the likes of Mega-Medicham, Terrakion, and Thundurus. Its good natural speed enables it to outpace a few threats such as Bisharp, Mega-Gyarados, Mega Tyranitar, Mega-Heracross, and Excadrill outside of Sand. Mew can usually afford to sacrifice quite a bit of SpD investment for Speed, since it's naturally bulky enough to do what it needs to do on its own. Knock Off is the most useful offensive move for Mew in general thanks to the utility it provides, but Night Shade is a good option to get past Megas such as MVenu more easily, as well as other defensive Pokemon like Heatran and Gliscor.

Good Teammates: Mew should be paried up with something that can deal with the Zards and Talonflame, such as Landorus-T or Slowbro. Besides that, Mew needs little to no support to do its job.

What Counters It: Fire types do very well against Mew since they cannot be burnt. In particular, neither Charizard fears anything from it. Anything faster that is powerful enough to 2HKO even without their item can deal with Mew, particularly special attackers who don't care much about the effects of burn. Poison heal Pokemon, as well as Regenerator cores, can force Mew to wate its PP by switching round and regaining health back while they do so.

Any Additional Info: Mew is better used early on in the match, in order to heavily cripple Pokemon initially so that more offensive partners can break through the team much more easily. It can also carry Stealth Rocks or Defog, but if it does so, it loses out on a lot of its stallbreaking capabilities.


amoonguss.gif


Amoonguss @ Black Sludge
Ability : Regenerator
EVs : 252 HP / 136 Def / 120 SpD
Bold Nature
- Spore
- Giga Drain
- Clear Smog
- Foul Play / HP [Fire / Stun Spore / HP Ice

Role: Pivot

What It Does: Thanks to its typing and ability, Amoonguss is one of the best all-around answers to Water types such as Azumarill, Keldeo, Rotom-W, Suicune, Manaphy, and to a lesser extent, Mega-Gyarados, and also deals with a few Grass and Fighting types too. Although it suffers from a lot of competition with Mega-Venusaur, who is more powerful and has more raw bulk, Amoongus's ability to consistently switch into these threats without getting worn down thanks to its great ability, Regenerator, makes it better suited for teams which need a Water counter that is nearly impossible to wear down. Regenerator is really what makes this Pokemon what it is, enabling it to gain its health back very easily and making it much harder to take down, and letting it potentially escape from a 2HKO by swicthing out and gaining its health back. While its pretty bad offensive stats may make it look passive and easy to take advantage of, its access to Spore gives it one chance to disable a threat, so it isn't completely passive. It also it's setup bait either, since it has access to Clear Smog, which stops the likes of Clefable, Manphy and Suicune from muscling past him, and Foul Play can hurt physical setup sweepers such as Mega-Scizor and Dragonite. Amoonguss can be a bit of a sitting duck once Sleep Clause has been activated, but it can still use Giga Drain to wear out the opposition, can choose to run Stun Spore to cripple the opposition, or can hit a Pokemon like Ferrothorn and Landorusin their 4x weakenesses with Hidden Power Fire/Ice.

Good teammates: Some very obvious teammates for Amoonguss would be other Regenerator Pokemon such as Slowbro, Alomomola, or Tornadus-T. Bulky Fire types such as Mega-Charizard-X or Heatran (particularly the latter since it resists all of Amoonguss's weakenesses) have good synergy with Amoonguss, especially since they can, paired up with Slowbro or Alomomola, form a FWG core with it. Bulky Steel types are also good partners since they resist Psychic and Flying type moves, which Amoonguss is weak to. Hippowdon and Tyranitar is also a pretty good partner for Amoonguss, since a lot of Pokemon that threaten them and sand offense in general (Azumarill, Keldeo, Breloom, Suicune etc) areeasily deal with by Amoonguss.
What Counters/Checks It: Mandibuzz and Mega-Venusaur able to absorb Spore and beat it one-on-one. Once Sleep Clause has been activated, it isn't exactly difficult to beat Amoonguss, given his lack of offensive presence and weakeness to common types. Fire types such as Charizard-X Charizard-Y, Heatran, Flying types such as Talonflame, Tornadus-T and Staraptor, Ice types like Mamoswine and Kyurem-B, Psychic types like Mega-Alakazam and Mega-Medicham as well as Pokemon with coverage to beat it like Landorus-I and Greninja, and just powerful wallbreakers such as Mega-Heracross and Diggersby in general can deal with it just fine, however, none of these can prevent Amoonguss from switching out. The best way to completely remove Amoonguss is by trapping it with Gothitelle.

Any Additional Info: Amoonguss fits very well on Sand teams, since these tend to be quite water-weak. Also, thanks to Regenerator, it requires no hazard removal to counter the threats it need to.
 
Last edited:
Thank you for existing, copy paste.

What to use:


Diggersby_XY.gif

Diggersby @ Life Orb
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Quick Attack
- Return
- Swords Dance

Role: Physical Sweeper

What It Does: With a sky high attack stat due to Huge Power, and the possibility to boost it even higher with Swords Dance, Diggersby can easily rip through unprepared teams. Come in on something that can't touch you or that you force out, use Swords Dance as it either switches out or desperately tries to do some damage, and attack.

Earthquake and Return are the main moves, destroying anything that does not resist it, and even some that do at +2. Despite being the weakest move, Quick Attack is the move you are going to use the most because Diggersby's speed is far from high. Nevertheless, it still does good damage despite having only 40 BP because of Diggersby's insane attack stat and STAB.

Good Teammates:
This set gets walled by Skarmory, so Magnezone is a nice teammate that can take care of it while possibly giving Diggersby a safe switch in with a slow Volt Switch. Anything with the move Pursuit is a great help to Diggersby, because Gengar is immune to both Normal and Ground. Other physical heavy hitters like Mega Pinsir benefit from Diggersby's ability to blow holes in the opponents team and vice versa.

What Counters It: Skarmory does not get 3HKO'd even at +2, and can phaze it out. Gengar is immune to both of its STAB's and can defeat it with Focus Blast or cripple it with Will O Wisp. Conkeldurr, Azumarill and other bulky pokemons with super effective priority can possibly check it but can't switch in.

Any Additional Info: Wild Charge is an option to destroy Skarmory, hit Gengar hard and water types super effectively, but it's not really worth replacing Earthquake, Return or Quick Attack for.
 
What to use.
talonflame.gif

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

Role: Revenge Killer

What it does: Talonflame's access to a priority STAB Base 120 Power move makes it a strong centralising force in OU, and this set is the simplest way to take advantage of Talonflame's priority, by equipping it with a Choice Band. Talonflame has three main offensive sets, Swords Dance, Bulk Up, and this, the Choice Banded set, along with rarer utility sets which forgo a boosting move or item. Although Choice Band is the least flexible of the sets, it is also the safest to use, due to the sheer amount of power it provides, combined with the difficulty that other Talonflame sets can face in setting up against some teams.

Brave Bird is the first, and main move on the set, and is extremely spammable, as the only 4x Flying resist commonly seen in OU, Magnezone is weak to Fire. Flare Blitz is the secondary STAB, and ensures that no Steel types other than Heatran can wall Talonflame. U-Turn is mostly used in the early game, and makes Talonflame an effective pivot if Stealth Rocks are not up. The 4th move will not come into play in most games, but there are a few possibilities that may have a niche. Sleep Talk allows Talonflame to switch into a predicted Sleep move, primarily from a Grass type pokemon. However, the most common user of Sleep status in OU, Breloom, commonly carries Rock Tomb, which Breloom will also often use on a predicted switch, making this an extremely risky possibility. Talonflame has access to priority Tailwind, although it may often be better to Brave Bird instead, as if the opponent chooses not to KO Talonflame, then you've given them a free turn. Steel Wing is a very niche choice, but it hits the rare Diancie super-effectively, and importantly, also lacks recoil, making it a passable emergency option if Talonflame is low on health.

This is the standard and simplest EV spread, with maximum attack and speed, and the last 4 EVs in Defense, for an odd number of HP, allowing Talonflame to switch into Stealth Rocks twice. It's possible to move some EVs from Speed into HP to give Talonflame a bit more longevity, at the cost of leaving you outsped by faster opposing Talonflames. A Jolly nature loses a noticeable amount of power, and is more commonly seen on Swords Dance Talonflame, but can be used on Banded Talonflame for outspeeding opposing Adamant Talonflames and Flare Blitzing Thundurus.

Good teammates: Choice Banded Talonflame is best suited for offensive teams, and can fit into a number of playstyles. 'Flying spam' refers to a playstyle pairing two or more Flying type pokemon on a team, to break down their shared resistances. The most common partner in this core is Mega Pinsir, who is best used to finish off a team after Talonflame has weakened it. Talonflame is also effective on Sand teams, as the standard Tyranitar and Excadrill core is weak to Scizor, Breloom, Chesnaught and Conkeldurr, all of whom Talonflame beats. Hazard removal is mandatory when using Talonflame, and it has good type synergy with the two main Rapid Spin users in OU, Excadrill and Starmie, as well as Scizor, Latias and Latios. Latias is a particularly useful Defog user to pair with Talonflame, as Latias has access to Healing Wish, giving Talonflame another chance to wreak havoc on the opponent. Note that as Healing Wish's recovery activates before entry hazards, Talonflame can still receive the Healing Wish even if it would normally faint to Stealth Rocks. Greninja (with Hidden Power Grass for Rotom-W) can OHKO, or at worst 2HKO many of the checks to Talonflame seen in the section below, and is a good partner for Choice Banded Talonflame on hyper offense.

What counters it: Stealth Rocks are the number one check to Talonflame, and this set is one reason why they will be found on every team. Not many pokemon can check Choice Banded Talonflame, as they will always need to take two attacks in order to do so, so some teams will play around this set by sacrificing a pokemon to lock it into an attack. The main OU viable Pokemon that are commonly used to counter Talonflame include (note that this is often contingent on having a physically defensive EV spread) Rotom-W (and the rarer Rotom-H), Slowbro, Heatran, Tyranitar, Gliscor, Hippowdon, Landorus-T, Mandibuzz, Mega Ampharos and Mega Aerodactyl. Mega Manectric and Thundurus can check Talonflame, but cannot switch in directly. On Rain teams, Kabutops sometimes carries Aqua Jet which will outspeed Talonflame's Brave Bird under rain, while Excadrill can also check Talonflame is Sand is up, as it resists Brave Bird.

Any additional info: One additional reason to consider Talonflame for a team is that it can revenge kill a lot of the most popular Mega Pokemon. In the post Aegislash metagame, Mega Gardevoir, Mega Heracross and Mega Medicham have all had a big surge in popularity, and Choice Banded Talonflame can OHKO all three of these with Brave Bird.

What to use:
keldeo.gif


Role: Special Attacker/Wallbreaker
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Scald
- Hidden Power [Flying] / Icy Wind / Hidden Power [Electric]

What it does: Keldeo has a very small useable movepool, but with a high base 129 Special Attack and 108 speed, its excellent STAB combination, and signature move Secret Sword allowing it to act as a mixed attacker, it is one of the best offensive pokemon in OU. Choice Specs is the most common item for Keldeo to hold, as with the added boost in power it can be an effective wallbreaker, while also being able to sweep with its high speed in the late game.
Hydro Pump is the first Water STAB move, and is immensely powerful when backed up by Choice Specs. Secret Sword is a Special Attack, but hits on a pokemon's Special Defense. This allows Keldeo to 2HKO Chansey, with the potential for an OHKO if Stealth Rocks are up, something that even Choice Specs Psyshock Latios cannot achieve. Scald is the 3rd move, and the second Water STAB, as Keldeo has no other useable special attacks with a high base power. Hydro Pump is 37.5% more powerful than Scald, but Scald's perfect accuracy and amazing 30% burn chance make it the most reliable move to go for. Keldeo's remaining move, most commonly Hidden Power, is used to lure in some of its checks and defeat them. This 4th move is how Keldeo adapts to the metagame, and at present, there are three main options, with the first two being the most common on Choice Specs sets.

Hidden Power [Flying] is primarily used to hit Mega Venusaur on a predicted switchin, and with Stealth Rocks up, is a guaranteed 2HKO on 252 HP/0 SpD Bold Venusaur. Celebi and Amoongus will also likely be 2HKOed without some SpD investment.

Icy Wind is used over Hidden Power [Ice], as Latios and Latias would otherwise be safe switchins to Keldeo, as they resist both STABs, outspeed and can OHKO Keldeo. Icy Wind's speed drop, allows Keldeo to potentially 2HKO both pokemon if it catches them on the switch (Latias needs Stealth Rock damage to guarantee the 2HKO). Icy Wind is also useful for hitting other Dragon types, particularly Dragonite who resists Keldeo's Dual STABs.

Hidden Power [Electric] can be useful for non-Mega Gyarados and Azumarill, although this is mainly used on Choice Scarf Keldeo sets, to outspeed +1 speed Gyarados. The other Hidden Power types are currently very situational, such as Hidden Power [Bug] for Celebi, and it may be more practical to use a teammate to counter a particular pokemon rather than relying on Keldeo to do so.

Good teammates: Choice Specs Keldeo is a fairly self-supporting pokemon and can fit onto a variety of offensive and balanced teams. Mega Charizard Y + Pursuit user + Keldeo was a common core in early XY OU, as Keldeo could remove Chansey for Mega Charizard Y, and the Pursuit user could trap Latios and Latias for Keldeo. Keldeo can wallbreak for Mega Gardevoir by removing Chansey as well as Steel types. Gen 5 OU Cores such as Keldeo + Pursuit Tyranitar + Landorus (or Landorus-T) can still be effective, although Azumarill is a notable new threat to this core. Even without defense investment, Keldeo still has reasonable 91/90/90 defenses, and is one of the few pokemon that can reliably switch into all common sets of Tyranitar and Bisharp, or come in to revenge kill +2 Bisharp. Because of this, the currently popular Choice Scarf Landorus-T is also a good partner, as its Intimidate activates Bisharp's Defiant, which can place it in Sucker Punch's OHKO range.

What counters it: A lot of pokemon that naturally outspeed Keldeo also have a super-effective STAB move to hit it with, including Mega Aerodactyl, Mega Alakazam, Mega Manectric, Protean Greninja, Thundurus, Tornadus-T, Latios, Latias and Noivern. A few slower pokemon either resist both of Keldeo's STABs, and/or have enough bulk to take two attacks, including Azumarill (particularly with Assault Vest), Slowbro, Amoongus, Mega Venusaur and Alomomola, although note that Keldeo may be able to hit these pokemon super effectively with its 4th move. Talonflame can revenge kill Keldeo, although Keldeo matches up well against all other priority users. Gastrodon and Jellicent are immune to one or both of Keldeo's STABs, although both pokemon are less effective now than they were in Gen 5 OU. Suicune can set up on Keldeo if it's locked into any move other than Secret Sword, and even then, Keldeo is not able to reliably beat Suicune.

Any additional info: Scald is generally the safest move to use in the early game, as most of Keldeo's counters do not like being burnt. Don't be tempted to use a Modest nature for added power, as this leaves Keldeo outsped by +Speed natured Base 95's, so it will no longer be able to check key threats that it otherwise could have.
 
Keldeo is an epic wallbreaker in OU.
keldeo.gif

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Scald
- Hidden Power Flying
Pikachu42
Please, use the same format used by McBeengs
Srsly ??? The V2 didn't even pass the mark of 2 days and we already are on V3, WTF?. Anyways, since everyone will Ctrl C + V everything again, I will re-post my older threat here:

Hey Erki, nice idea to revive this threat; I always went back to see new ideas to my teams onto the TRC one, and now that is back I hope to this hold until the end of Gen VI : ) (maaaaybe with other versions, but whatever). Since so many people are starting to fill the gaps again, I resolve start to pic some mons that still aren't choosen, but it's just a question of time to they start appearing again... With no more stalling, let me introcude to my review of M-Heracross:

What to use:

heracross-mega.gif

Heracross-Mega (M) @ Heracronite
Ability: Skill Link
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Bullet Seed / Swords Dance / Substitute

Role: Wallbreaker

What it does: Being the holder of the 2° biggest attack stat of any Pokémon, Mega Heracross quite literally destroys everything in front of him, can come in several times in a battle with the proper support and still has an very nice bulk to patch reasonable strong, non-STAB moves. Most of its hard counters are handled easily with his awesome coverage, like Azumarill, who can came into his STAB combination, but still takes a ton of damage from Bullet Seed. Mega Heracross low base Speed stat and therefore reliance on the others teammates does hold it back a bit, but with such 185 base Attack stat is nothing to be underestimated, and is definitely worth consideration on your team.

Good teammates: While Mega Heracross can easily sweep a whole team by itself after he's sufficiently weakened, he certanly appreciates some support of things that can patch his complete lack of speed to hit Flying types on an 1x1 situation. Some of his best parters includes all of the checks/counters that can deal with most of the omnipotent forces in Flying Spawn, being Talonflame and Mega Pinsir the primarily responsibles... With that in mind, Heatran is an fantastic partner to Heracross, since he not only can put an dead stop to Talonflame, but also has an really good synergy with Heracross, being able to switch into Flying, Psychic, Fairy and Fire moves, white Heracross can come on Ground and Fighting almost all the match. Zapdos is also other interesting possibility, since him isn't just an really hard counter to Mega Pinsir, but to Flying Spam pokes in general... Also, giving the support of Defog allows Heracross to switch with more freely and constantly than he could without SR and Spikes on the field. Pokémon that can come on certain walls that Mega Heracross struggle to reliability 2HKOes, like Skarmory or Gliscor are also welcome; Thundurus is the best choice on that case, since he can kill both with ease using Thunderbolt and HP Ice. And finally, while 80/115/105 defenses isn't what you can call bad, Mega Heracross is an Pokémon that tends to be burned very easily after mega evolving... If you aren't using Substitute in the last moveslot, is recomended the attachment of an dedicate Status Absorver or Cleric, with ChestoRest Rotom-W being the best partner to it.

What counters it: Anyone that already uses Mega Heracross would laugh at your face, since "counter" is an really strong word to pair with him. Despite being impossible to properly wall, there's still some things that he can't automatically 2HKO, like Gliscor, Skarmory and Landorus-T (all with maximum HP and Defense investiment). Pokémon that function as an sweeper and carries an really strong STAB like Mega Medicham, Dragonite and (Mega) Gyarados can also be problematic if gives the chance of setup, since despite very bulky, Mega Heracross lacks the speed to do something before being hit. As mentioned above, FlyingSpam is the worst nightmare to any team that dares to have an Heracross on it, so caution is advised.

Any additional info: With the given EV's spread above allows you to outspeed Adamant Bisharp, while putting whats left into HP to more bulk... This is the most optimal choice to Mega Heracross, since with an so disappointing base 75 Spd, Bisharp is the only really relevant landmark to start with, however, as mentioned on the official Smogon Strategy Dex, an alternative spread with a Jolly nature and 212 Speed EVs allows Mega Heracross to outspeed Adamant Dragonite and Gyarados, but forgoing the extra bulk and power generally isn't worth it. If you are running Swords Dance over Bullet Seed, keep in mind that you will lose some of your perfect coverage to things like Azumarill, but it's nothing too relevant at the point to run an Ferrothorn on your team; Also, make sure that all of the possible checks have been killed or damaged before attempt to use it properly, because revealing SD before something like Latios hasn't gone can help the other player to be more careful next time, same goes to Substitute; However, using it allows you to bypass some slowers WoWspers that may try to switch into an resisted move, like (Sp.Def) Heatran and Jellicent

And that's it... I think i cover everything thats was important to talk, but anything that I didn't say, everyone can feel free to remind me : ). I'm gonna start follow this threat from now, so If u like my text, plz send me your opinion because I will continue to post more reviews; Until then, here is my contribution.
McBeengs
Sadly, some unforeseen events happened (the previous user got banned) I hope I won't get banned, lol
Anyway yeah, Heracross looks solid, but I would suggest to slash Swords Dance as the first fourth move, since it's the primal reason he's such a scary wallbreaker, and i would also consider slashing the second Moveslot Substitute.
Anyway, looks solid, will edit later.
 
What to use.
scolipede.gif

Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Megahorn
- Poison Jab
- Earthquake
- Protect / Swords Dance / Baton Pass

Role: Revenge Killer/Physical Sweeper

What it does: Scolipede has a good physical movepool to work with, a reasonable attack stat, and Speed Boost, with a high enough base speed to use an Adamant nature and outspeed the whole unboosted OU tier at +1. Offensive Scolipede is less common than dedicated Baton Pass users, but makes for an excellent revenge killer, that can OHKO several top tier OU threats. The most common combination of attacks is Megahorn, Poison Jab and Earthquake. Megahorn is the strongest STAB Scolipede has, and the effective 180 base power makes up for Scolipede's middling attack. Latios and Latias have very high usage in OU, and Scolipede can comfortably OHKO both of them. Scolipede even has a 50% to OHKO Slowbro if Stealth Rocks are up. Poison Jab and Earthquake are reliable and accurate coverage options. Clefable is extremely common in OU and difficult to take out, but Scolipede can 2HKO it 1v1 with Poison Jab, while surviving 2 rounds of Life Orb Recoil, along with 1 unboosted Flamethrower. Poison Jab also OHKOes every Azumarill set, including the Assault Vest set with Max HP if Stealth Rocks are up. Earthquake is primarily useful for Steel and Rock types, particularly Heatran and Excadrill.

Rock Slide is also a possible option, but Charizard-Y is OHKOed by Poison Jab if Stealth Rocks are up, and Mega Pinsir, and Talonflame both have access to priority, and so need to be hit on a predicted switch. Superpower seems super powerful, but it's main use is for hitting Ferrothorn and Tyranitar harder and more reliably than Megahorn. The attack drop can also stop a sweep short. Aqua Tail is also a possibility, but it's slightly inaccurate, and even if super effective, only hits marginally harder than a neutral Megahorn, so it's a very situational move.

If Scolipede is only running 3 attacks, there are a few options for the 4th slot. Protect is a safe choice, as it guarantees that Scolipede will receive the initial speed boost, and is the best choice if Scolipede is being used as a revenge killer. Swords Dance is a riskier option, as Scolipede has to take a hit in order to set up, however at +2, with 656 attack and Life Orb, it can easily sweep through a weakened team. Baton Pass is another option, as if there's a target that Scolipede has trouble with, it can Baton Pass speed boosts to either a wallbreaker or sweeper to help finish the job. Two attacks, Baton Pass and Swords Dance is also an option, although Life Orb Scolipede will not be able to pass boosts as reliably as a Focus Sash or Mental Herb Scolipede would, and that set also has the option of passing a Substitute.

Life Orb is the best item to hold this set to use, as it needs as much power as possible to assist its middling attack stat. 29 HP IVs hit a Life Orb number, while the EVs maximise attack, use an Adamant nature for more power and then maximise speed to speed tie with other Scolipedes. Scolipede outspeeds positive base speed 95's without a boost, and the whole unboosted tier after a boost, and every OU viable pokemon at +2, including those with Sand Rush, Swift Swim or Chlorophyll.

Good Teammates: Life Orb Scolipede fits onto teams that appreciate its ability to remove Psychic and Fairy types. Rotom-W is able to Will-O-Wisp or hit many of Scolipede's best counters super effectively and can check Flying types. Mega Charizard Y and Keldeo can wallbreak for Scolipede by removing the slower pokemon that it struggles with, while Scolipede can remove Latios, Latias and Azumarill. Starmie has reasonable type synergy with Scolipede, and can Rapid Spin away hazards, and can threaten ground types. If running Baton Pass, Mega Medicham, with Ice Punch for Landorus-T is a great receiver.

What counters it: Scolipede has trouble breaking through healthy physically defensive Ground and Steel types, such as Landorus-T, Hippowdon, Skarmory and Ferrothorn. Priority users can also revenge kill Scolipede. Phasing Scolipede is an option, especially if Stealth Rocks are up, as it will be very quickly worn down. In general, Scolipede can't sweep through a team without prior damage, so as long as one pokemon is healthy and not weak to any of Scolipede's moves, it won't be able to sweep. Scolipede lacks priority, and is vulnerable to being revenged killed or statused by a Prankster pokemon such as Thundurus. Talonflame will always be able to revenge kill Scolipede, while the following are benchmarks at which Scolipede will become vulnerable to other priority users.
252 Mega Pinsir Quick Attack - 83.3 - 98%
252+ Life Orb Bisharp Sucker Punch - 76.8 - 90.7%
252+ Choice Band Scizor Bullet Punch - 68.7 - 81%
252+ Life Orb Lucario Extreme Speed 47.1 - 55.5%
44+ Mega Scizor Bullet Punch - 44.4 - 52.5%
252 Life Orb Mamoswine Ice Shard - 36.6 - 43.6%
252+ Azumarill Aqua Jet - 33.9 - 40.5%

Any additional info: [Note: This is not the same EV spread as the one that's currently in the Smogon Dex, but from looking at the most recent usage statistics, most people are running 252 Speed Scolipede, so I decided that that was the best spread to go with, to be able to speed tie with other Scolipedes.]


and from the first version of the thread, since this post was written for the current metagame.

What to Use:
ampharos-mega.png

Ampharos @ Ampharosite
Ability: Static
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Agility
- Thunderbolt / Thunder
- Dragon Pulse
- Focus Blast

Role: Special Sweeper / Late-Game Cleaner

What it Does: Despite Mega Ampharos only having 45 base speed, with 252 speed EVs and a Modest nature, it reaches 378 speed after an Agility, just outpacing Timid Greninja's 377 base speed. Talonflame, who Mega Ampharos easily beats 1v1, is the only pokemon that is OU by usage who outspeeds Mega Ampharos. Mega Ampharos has a good defensive typing, allowing it to set up an Agility against many pokemon in the tier, and then proceed to wreak havoc on the opponent with its high 165 Special Attack.

Mega Ampharos gets great coverage with its STABs, which take up the second and third slots. Thunder is its' strongest STAB, but the low accuracy outside of rain makes Thunderbolt the best choice for a weatherless team. Mega Ampharos lacks Draco Meteor, so Dragon Pulse is the only choice for a secondary STAB. Focus Blast is the best option for the final slot, as it hits common pokemon like Tyranitar, Ferrothorn and Excadrill, who can otherwise shrug off Electric and Dragon type moves. The only pokemon who currently resists all three of these moves is Whimsicott, who is very rare in OU. Mega Ampharos gains Mold Breaker upon Mega Evolving, which has a few uses, chiefly breaking through Skarmory's Sturdy and Dragonite's Multiscale.

Although Agility, Rock Polish, Automize and Tailwing are fairly widely distributed, Mega Ampharos is one of the few pokemon who can effectively run a setup sweeper set using one of these moves. Firstly, Mega Ampharos has a great defensive typing, providing it with a resistance to Talonflame's Brave Bird, Bullet Punch and Aqua Jet, and only leaving it vulnerable to Ice Shard (which it easily has enough bulk to survive) making it difficult to revenge kill. Secondly, Mega Ampharos's Electric typing means that it cannot be paralyzed, allowing it to bypass Prankster Thunder Wave from Thundurus and Klefki. Finally, as a Special Sweeper, Mega Ampharos is not crippled by Will-O-Wisp, and can comfortably set up an Agility on pokemon like Rotom-W.

Good teammates: Mega Ampharos can be used with or without Drizzle support. Mega Ampharos can be used effectively on weatherless teams, but needs team support to ensure that it's not functioning as a less powerful Mega Charizard-Y/Gardevoir/Heracross/Medicham. All of the aforementioned Mega Pokemon have trouble with Thundurus and Talonflame, two pokemon who Mega Ampharos comfortably beats, and this allows teams to run pokemon like Keldeo and Breloom without doubling up on type weaknesses. Mega Ampharos is also a very good receiver of Baton Pass boosts, and has great type synergy with Togekiss, who can pass a Nasty Plot boost.

On a Rain team, Mega Ampharos helps cover the Electric and Grass weaknesses that are shared by several pokemon on most Rain teams, and can run Thunder over Thunderbolt for some added power. Politoed is a mandatory member of Rain teams, and Rain also provides an opportunity for a Swift Swim user or users, most commonly Kabutops or Kingdra to unleash their boosted attacks. Mega Ampharos also helps cover Tornadus-T's Electric weakness, and Ferrothorn's Fire weakness, both of which can also help to wear down the opponent for a late game Mega Ampharos sweep.

What Counters it: Despite having 165 Special Attack, Mega Ampharos is slightly hindered by the relatively low base power of its STABs, and will never be able to sweep through a healthy team. The most common Choice Scarf users in OU have Ground typing, and all of these can outspeed and OHKO Mega Ampharos with Earthquake. Mega Aerodactyl and Noivern both outspeed +2 Mega Ampharos, and can threaten it with a super effective move. Mega Ampharos also has difficulties bypassing Assault Vest users, and Chansey, the bane of all Special Attackers.

Any Additional Info: Although it's almost always best to Mega Evolve Ampharos immediately, prior to Mega Evolving, Ampharos has a slightly higher base speed then Mega Ampharos, as well as fewer weaknesses. +2 Ampharos reaches 418 speed, placing it above Noivern, Mega Manectric, Adamant Mega Aerodactyl, and Modest Mega Alakazam. On the turn of Mega Evolution, Mega Ampharos keeps the slightly higher base speed but gains the additional power of its Mega form, so if you absolutely need to outspeed one of these pokemon and have enough bulk to setup without the Mega form, then you can set up the Agility before Mega Evolving.
 
I'll just repost my Specs Omastar set from the previous thread:

omastar.gif

Omastar @ Choice Specs
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Scald
- Ice Beam
- Knock Off / Surf / Hidden Power Grass

Role: Special Sweeper, Wallbreaker

What It Does: This little ammonite is one of the best special sweepers in Rain offense teams. Between Rain, STAB and Choice Specs, its Hydro Pump deals huge damage even to Water resists (Rocky Helmet Ferrothorn often falls to two Hydro Pumps). The other moves are just sidekicks: Scald always hits its target and can leave a nasty burn on things like Azumarill or Ferrothorn. Ice Beam covers Water-resistant Dragon types such as Dragonite and Knock Off removes items (removing Chansey's Eviolite is never a bad thing). There are a few other options such as HP Grass for Gastrodon or Surf to OHKO Mega Garchomp without resorting to Hydro Pump's imperfect accuracy. With this investment, Omastar hits 361 SpA (541 with Specs) and 209 Speed (418 under Rain, faster than any Scarf with <278 Speed). Note that Omastar is at worst neutral to all forms of priority except Mach Punch and, coupled with its nice 125 base Defense, it can stomach a few hits (Azumarill's Aqua Jet only 3HKOes Omastar under Rain).

Good Teammates: You've seen the word "Rain" several times in the paragraph above. It means that, of course, Omastar absolutely needs Politoed's downpour to sweep. You can use a secondary Rain inducer such as Azelf in case Politoed is down. Other Rain attackers such as Kingdra and Keldeo can help wearing down its counters (and wear down theirs in return).

What Counters It: If it's raining, not a lot. AV Azumarill, Chansey, Mega Ampharos (beware of Ice Beam) and Ferrothorn are among the best Omastar roadblocks available in OU. Water immunities are rare in OU, but keep an eye on them (especially Gastrodon which can retaliate with Earth Power). Mega Alakazam (if it has already Mega Evolved and after a kill) can Trace Swift Swim and sweep the entire team. Any faster Scarf attacker (Garchomp, Landorus-T...) can easily revenge kill Omastar. Tyranitar and Mega Charizard Y remove rain with their abilities and force it out.
If it's not raining, any remotely fast special attacker can scare Omastar out, but don't underestimate its Choice Specs Hydro Pump (actually stronger than Keldeo's because of the nature).

Any Additional Info: Don't forget, keep spamming Hydro Pump.
 
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What to use

Salamence (F) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty/Naive Nature
- Outrage
- Dragon Claw
- Earthquake
- Fire Blast
Role: late game cleaner/physical sweeper

What it does: i was actually kinda bordering on putting it on what not to use, but it has a niche over its competition worthy enough of use. this set puts speed and moxie together in one package. it also has neat coverage. outrage is the main move you'll be using to clean, and you should be using dragon claw to pick off certain threats. naughty nature is primary because it gives it the power to kickstart a late game sweep, but naive can be used if you are concerned about max speed adamant mega charizard x. fire blast beats ferrothorn, skarmory, and scizor, which otherwise wall this set, but it is subpar for sweeping for (hopefully) obvious reasons. earthquake is used to nab heatran and stuff. it excels at late game cleaning once dragon resists/immunes are either weakened or gone. it is also quite strong, hitting a meaty 405 attack stat when using naughty. it is important to note that it really appreciates SR, as it can pick up more ohkos/2hkos to kickstart a sweep.

Good Teammates: first off, i should make it clear that if you don't have a Garchomp doing something that isn't choice scarf, there is next to no reason to use salamence. so therefore, a stealth rock garchomp is an almost required teammate, to give mence a reason to be on your team and provide stealth rock. then, magnezone is a great partner, being able to break walls and fairy types, as well as trap steel types to open up a hole for salamence to sweep. haxorus is also another good teammate, since it can break down teams for salamence, and salamence in turn can break down teams for haxorus. mega gyarados is also a great teammate for the above reasons.

What counters it: bulky fairy types are a universal counter to salamence. clefable, sylveon, azumarill are all bulky fairy types that take advantage of salamence. that aside, bulky ground types, and most bulky waters also beat salamence. it really struggles against most balance teams for this reason, but thats why haxorus+mega gyarados are good teammates. since most of salamences counters fall within some sort of group, such as bulky fairy, water, or ground types, there really isn't much to list. as for offensive checks, its actually kinda small. its speed is a huge asset against offensive teams, but for checks that exist, weavile, mamoswine, and scarf garchomp are all great ones. thundurus has the ability to cripple it with thunder wave, thus removing part of what makes it so threatening: its speed. azumarill is also a mainstay on offensive teams, so thats one of the things that makes it struggle a bit.

Addition info: use garchomp alongside it. seriously. i prefer LO lure garchomp since it can beat a lot of its counters.
 
My post from other thread:

manectric-mega.gif

Manectric @ Manectite
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt/Thunder Wave/Thunder
- Hidden Power [Ice]
- Flamethrower/Overheat

Role: Pivot

What it does: Mega Manectric can gain offensive momentum very easily due to its high speed and high special attack. It can scare out a lot of threats in the S tier of OU, such as Azumarill (without an assault vest), Keldeo and Landorus (with Hidden Power Ice). Thunderbolt OHKO's common Keldeo sets, Thunderbolt has a 50% chance to OHKO 252 HP/0 Spdef Azumarill (without assault vest), and Hidden Power Ice OHKO's common Lando sets. Other threats in the tier are are also severely damaged or even OHKO'd such as 252 HP/ 252 SpDef Ferrothorn being OHKO'd by Overheat, Greninja (when water type) getting outsped and OHKO'd, Talonflame cannot 2HKO Mega Manectric after intimidate with Brave Bird, and Mega Pinsir is OHKO'd by Thunderbolt while always being able to survive a quick attack from a jolly pinsir, even at +6.

Being able to volt switch around an opponents team can put the opponent at a disadvantage early on. Mega Manectric's ability, intimidate, also helps to force physical attackers to switch. With Manectrics coverage with HP Ice and Flamethrower/Overheat, not many pokemon in the tier want to switch into it. Thunder Wave can also help to cripple fast pokemon that the rest of your team can't deal with, or catch something on a switch. With this EV spread, it reaches an impressive 369 Special Attack and 405 Speed, outspeeding almost the entire tier aside from the less common Mega Alakazam and Mega Aerodactyl in OU. It also outspeeds choice scarf TTar, being able to get an intimidate off and volt switch into something else.

Good teammates: Mega Manectric is best used on offensive teams, finding it's best used in VoltTurn teams or hyper offensive teams. Good partners to this poke would be scarfed Lando-T, with double intimidate and a strong VoltTurn core, it can cripple most physical attackers very quickly and can force another switch. Also anything that deals with sand rush Drill/TTar core well can be very helpful to Manectric. Defensive Politoed, can help to stop SR Drill, and can set up the rain for Thunder if used over Tbolt. Talonflame can also be useful to u-turn and help keep the offensive momentum going.

What Counters it: Mega Manectric's typing of pure Electric means that its only weakness is ground. That being said, Sand Rush Excadrill paired with Tyranitar can beat Manectric without the proper teammates. Choice Scarfed Lando-T also outspeeds and OHKO's Manectric (even after intimidate) with Earthquake. Bulky Latias can check Mega Manectric by easily taking HP Ice and not being heavily damaged by Tbolt and Overheat. Mamoswine can also take an Overheat with Thickfat while OHKO'ing with Earthquake.

Any Additional Info: Mega Manectric has one of the strongest and fastest volt switches in the game, giving it a huge advantage on offensive based teams. A VoltTurn team based around Mega Manectric can be very effective, while also having the possibility of playing on a rain team. Manectric can cripple a lot of threats with its ability, and can force a lot of switches making it one of the best offensive pivots in the game.

EDIT: Added suggestions/changed sprite
 
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WELP here we go again.

What to use:

scizor-mega.gif

Scizor @ Scizorite

Ability: Light Metal ==> Technician
EV's: 248 HP/ 44 Atk/ 116 Def/ 100 SpD
Adamant Nature
-Bullet Punch
-Knock Off/Superpower
-Swords Dance
-Roost

Role: Physical Sweeper

What it does: Kill things with chainsaw arms. No, really. While having Roost on a sweeping set may seem odd and out of place, Roost is what gives Scizor its uniqueness and likely the most bulk out of any set up mons. It literally has the physical bulk of Skarmory, one of the most notorious physical walls ever to exist. In addition to that, it has splendid special bulk that can easily tank moves from both spectrums. Not only that, but it only has one weakness: Fire. However, that one weakness is a common attacking type and can prevent Scizor from sweeping. Still, this Iron Man can set up on many of the most common OU mons there are: Ttar, Lando-T, Lati@s lacking HP Fire, Excadrill, and a hell of a lot more that I'm too lazy to type. With a base 150 Attack stat, STAB Technician priority in Bullet Punch, not much is really stopping this thing from sweeping. Once the checks are weakened and an SD is set up, you're golden.

Good Teammates: Anything that eats up Fire moves and can take out Rotom, Charizard, Skarmory, and Heatran. Politoed can be a decent partner, if you like weather. Rain will alleviate Scizor's Fire weakness, allowing it to set up with far less pressure. Kyurem-B can easily take down many of these threats, paving the way for a Scizor sweep. Also, Heatran can sponge Fire moves and fire back with an Earth Power. It can also set up Rocks to severely cripple Charizard and Talonflame, some of the most common Scizor switch ins. Basically anything that loves Fire attacks and can easily defeat common physical walls.

What Counters It: As I've been saying, fast Fire types pretty much kill this thing with ease. Examples are both Zard forms and Talonflame. Heatran can also wall most sets. Rotom-W is pretty safe, as it can tank BP's all day and can hit Zor with a WoW before Knock Off or Superpower comes in. Skarmory shrugs off all attacks, but can only phaze it out with Whirlwind. Physically defensive Venusaur with HP Fire can eat up attacks and 2HKO it with HP Fire.

Additional Comments: The EV's are a bit weird, but it allows you to avoid the 2HKO from Adamant Lando-T's Earthquake and Aegislash's Shadow Ball. However, Aegi is gone now, so a set with some speed and Superpower is viable for getting the jump on Heatran and OHKO'ing. Also one thing to note about Talonflame: Since Flare Blitz does not have priority and its defenses are very low, you can possibly take it out with a Bullet Punch if you manage to keep Rocks on the other side of the field:

+2 44+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 4 Def Talonflame: 137-162 (46.1 - 54.5%) -- 50% chance to OHKO after Stealth Rock



What to use:

mamoswine.gif

Mamoswine @ Focus Sash
Ability: Oblivious
EV's: 252 Atk/ 4 Def/ 252 Spe
Jolly Nature
-Stealth Rock
-Endeavor/Icicle Spear
-Earthquake
-Ice Shard

Role: Hazard Setter

What it does: Mamoswine is a lead meant to get up hazards and cripple an opposing lead. With Focus Sash, it is guaranteed to at least get up your Rocks, especially since Oblivious prevents it from being Taunted. Once brought down to the Sash, Mamoswine can decide to use Endeavor to lower the opponents HP to literally 1, then pick it off with Ice Shard. Mamoswine doesn't always have to lay down the hazards the first turn; if up against a faster opponent, Endeavor could be used first to be able to pick it off with Ice Shard. Mamoswine is also helpful later in the match, even when he is at 1%, because of his STAB priority. Ice Shard can revenge kill a lot of other opponents with his base 130 Attack stat, so don't mindlessly sacrifice him early in the game.

Good Teammates: Most things that appreciate Rocks on the other side of the field, such as sweepers or wallbreakers. This set is dedicated to offensive teams, so make sure to have powerful sweepers teamed up with it. If not using Icicle Spear, this set can have some trouble with other leads, such as Smeargle or Breloom. Espeon is slightly niche, but it can be used for the mind games against Smeargle. Basically, any strong attacker that can net more OHKO'es with Rocks likes Mamoswine, such as Dragonite or Landorus.

What Counters It: Not too much can necessarily 'counter' a lead, but as previously mentioned, mons like Smeargle and Breloom can give it a hard time with Spore and Focus Sash. Espeon is a decent check to it, preventing it from getting up its hazards. However, it is frail and will fall to Earthquake and Ice Shard. Pretty much anything preventing it from getting hazards up is a decent counter to Lead Mamoswine.

Additional Comments: Icicle Spear can be run over Endeavor to break opposing Sashes on mons such as Breloom and Smeargle, but Endeavor is usually the best option for faster attackers that bring you down to your sash.

Edit: Can I ask why Alexander got banned, or is that a private matter?

Edit #2: Enki I put Mamo as a hazard setter, thanks for telling me.
 
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okay

gardevoir-mega.gif

Rebecca (Gardevoir) (M) @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast / HP Ground
- Taunt / Will-O-Wisp / Calm Mind

Role: Wallbreaker/Stallbreaker

What it does: With the awesome power of Pixilate Hyper Voice (FAE SCREAM OF DEATH,) STAB Psyshock to hit Chansey, good coverage options, and a wide support movepool with Taunt, Wisp, Calm Mind, Healing Wish, Destiny Bond, Encore, Wish, etc. etc. Mega Gardevoir is an exceptionally good stall breaker, with very little being able to stand up to its powerful STABs. Taunt also shuts down any attempts at recovery (or other support moves like Toxic) while Calm Mind boosts Gardevoir's already ridiculous offenses. Wisp is also a good option, crippling many possible counters. Mega Gardevoir also has impressive 68/135 special bulk, allowing it to take a hit or two from Thundurus, Keldeo, Greninja, Landorus, etc.

It should be noted that Gardevoir has Trace before Mega Evolving, which allows it to do things like get Poison Heal from Gliscor, Flash Fire from Heatran, Multiscale from Dragonite, Speed Boost from Scolipede, or Swift Swim from Kingdra and friends. However, its ability will become Pixilate when it Mega Evolves, and you don't have the extra power from the SpA increase nor a Fairy STAB, but it does give an extra level of utility for Gardevoir.

Good Teammates: Magnezone traps most of Gardevoir's counters and allows Gardevoir to run the more reliable HP Ground for Heatran, as it doesn't need to worry about Ferrothorn. Scizor and Jirachi are still able to U-Turn out, but not all of their sets carry it. Garde and Zone's defensive synergy is not so bad either, with Magenzone being immune to Poison and quad-resisting Steel, while Gardevoir quad-resists Fighting. Beyond that, Gardevoir doesn't really need any more support than the usual defensive/pivot/hazard support that most Pokemon appreciate.

What counters it: Mega Scizor, Doublade and Jirachi are good checks, but are very vulnerable to burns. Bronzong can also check but is very, very uncommon. Victini is a good check, but is weak to rocks and has no recovery. Base 100 speed and low physical bulk means Gardevoir is not hard to revenge kill, but this doesn't prevent it from being a menace to defensive teams.

Addition info: Don't use Hyper Beam, it's powerful beyond reason with Pixilate but the recharge turn is utterly debilitating. The 24 Def EVs prevent a 2HKO from LO Latios Psyshock.
 
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Ok, I said that I would come back... Time to another review:

What to use:


bisharp.gif

Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Pursuit / Swords Dance

Role: Physical Sweeper / Wallbreaker

What it does: Thanks to all the mechanics buffs that Gen 6 brought to the competitive scenery, Bisharp was easily one of the most benefited from the transition to XY OU, after all, he's gotten everything he could have asked for: An overall raise in popularity to his STABs, a much better main attack in Knock Off, several new stat droppers / entry hazards to abuse Defiant and a new type to destroy with Iron Head. Despite his low speed, Knock Off still hits incredible hard, and since nobody wants to lose their item, Bisharp is also an extremely difficult Pokémon to switch into; Plus, when you add that most of your counters also has something to fear from you, like Gliscor fearing lose their Toxic Orb or Skarmory giving you a free +2 Atk, there's plenty of reasons why the Sword Blade Pokémon got such an sky-high usage, even after the Aegislash ban.

Good teammates: Being weak to nearly every Revenge Killer in OU isn't what expect from an Pokémon that wants to sweep or even wallbreak some poké that's are holding your team back... Also, with an 4x weakness to Mach Punch, you can almost hear Bisharp screaming for an teammate that, at the very least, resists Fighting types; To do so: Dragonite, Gyarados and Charizard-Y are all great partnes for the same reasons: All of them resists or are immune to Fighting, Ground and Fire... And with Bisharp switching into Rock, Dragon and Fairy (most of the time), there are nearly 0 opportunity cost to use it with the Pokémon mentioned above.

Pair Bisharp with an hazard setter is unquestionably obligatory, since all of his uniqueness lies on his ability, Defiant, and without it, he would been easily replayced by any other faster Physical Sweeper; Having that on mind, nearly every SR setter can work wonderfully with him, like Focus Sash Garchomp, who despite don't having so much synergy with Bisharp, it still does a good hole into the opposing team, roasting things like Skarmory and Scizor with Fire Blast, do some serious damange do Azumarill with EQ and sacrificing itself to kill an Charizard form with Outrage. And finally, due to Bisharp's low base speed, he is a Pokémon that tends to be burned extremely easy by faster WoWspers since Sucker Punch will not work... One of the best partnes to fix this issue is AV Conkeldurr. Thanks to Guts, Conkeldurr can deal with most of Bisharp's common switches like Breloom, Excadrill and Ferrothorn, while also having the benefit of all Psychic types been removed by Bisharp.

What counters it:
Thanks to Defiant and Knock Off, there isn't too much that can switch in safely in order to check / counter Bisharp when he is in a rampage... Perhaps some of the best counters to it are also some of his best partners, being Mega Gyarados the primary example. Since most of Hyper Offensife variants run Moxie over Intimidade, Gyarados doesn't give a shit to Knock Off, can setup multiple DD after mega evolving and retaliate back with EQ. Pokémon that outspeeds it without fearing Sucker Punch and therefore carries an SE move like Keldeo, Heracross, Terrakion and Mach Punch Conkeldurr can come in relatively safety, however neither of then can switch into an +2 Iron Head (except Keldeo). At last, every WoWsper above 70 base speed can burn Bisharp, rendering him useless.

Any additional info: Bisharp's primarily goal is to be an supporter to your team with Knock Off and Defiant rather than an Sweeper properly speaking, so it's very important to attempt a sweep just when all the Dark-Resisted Pokémon and WoWspers are already dead, since Sucker Punch will fail to kill or even hit those who resisted it or have some sorta of status-inducing move.


[EDIT] I changed some references that didn't add anything in my review, like Landorus-T giving a free +1 Atk (since Defiant would only negates the stat drop rather than raising it) and I have corrected some gramatical erros that passes by me unnoticed. Also I give it an better polishment overall, mentioning things like Skarmory or Mach Punch Conkeldurr, since it would be a crime not to do so.
 
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McBeengs
There were some grammatical errors, I have corrected the one i was able to locate, but really, this isn't something I'm supposed to do, so I changed something on your Post and called it a day, but I shouldn't do that.
Also, Azumarill is a shaky check, at best; pin missile will always 2hko 252 azu, or ohko after a swords dance, with the help of Stealth Rocks, I don't think Bullet Seed is really that much important for MegaHera (Quagsire too, will get 2hked by pin missile, while the only thing he can do is fishing a burn with Scald or Toxic you, but those are hardly solutions.
I also cannot see how Gyarados and Dragonite can win a "1 on 1" battle against Heracross, Gyara's only flying stab is Bounce, pretty much fucked by Substitute and quite rare really, and I cannot remember any good flying stab from Dragonite (cb fire punch will fail to ohko, while Rock Blast laughs at Multiscale).
I have removed any mentions of Jellicent, while I also wanted Jellicent from unranked to D Rank in the OU Viability Ranking he's not enough relevant in OU to be discussed.
GrimoireGod
You might want to expand your Post, some Damage Calcs would also be ideal, in order to show newer Players Diggersby strenght.
Speaking of Damage Calc, Skarmory is indeed 2hked by a +2 Return/Frustation
+2 252+ Atk Life Orb Huge Power Diggersby Return vs. 252 HP / 252+ Def Skarmory: 160-187 (47.9 - 55.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

SP458
I don't understand if this is a "What to use" or "What not to use" but judging from your comment I'd say it's a "What to Use"
I do see Omastar's niche on Rain teams, but truth to be said he seems a bit outclassed by the likes of Kabutops and Kingdra, you also DO NOT want to be locked on Knock Off
Smog Frog
I have seen your efforts about Salamence in the OU Viability Ranking Thread, and while I do also think that Salamence deserves a chance, I would prefer at the moment to not add Salamence a D Rank pokemon in the list, remember this is mostly for newer players, I can see a "veteran" having great success with this set, since moxie outrage was a thing last gen (albeit they were no fairy 'mons) but a new player might struggle with it.
Sokudi
You may want to change Manectric's sprite.
Majority of 252 azumarill are Assault Vest, so I don't know how much valuable the 50% chance to ohko 252 without Assault Vest Azumarill really is...
Judging by the OU Suspect 1760 stats majority of Ferrothorn are impish/relaxed with max hp and physical defense, you'll hardly see a max sdef careful/sassy 'thorn, I would also advise against Overheat, while the extra power might be cool, it makes manectric a set up fodder for many things., but that's just me, yeah.
Croven
Scizor looks solid, will add that later (have to go to bed now), about Mamoswine, I didn't added a "Lead" section, while I do understand that some pokemon have a "dedicated lead" sign over them (sashkion, sashchomp, lando-therian and rotom-wash) I believe that having a dedicated lead in the long run makes you predictable, and the "true lead" should be selected by the "data" you gained judging the opponent team.
Of course, I'm open for a debate about it, I have no problem in adding it if required.


Sergeant Spooky


I don't think that Mega Gardevoir can be classified as a Wall, and while TauntVoir is some kind of a Hybrid of a Wallbreaker and Stallbreaker, I'm more keen to put it in the Wallbreaker section, especially since not all MegaVoir will have Taunt.
Trace while it might be useful it brings a problem, Gardevoir cannot stay in without mega evolving too much, 80 base speed, VERY weak hp and pdefense, no powerful "scream of death" brings him down too much, I have also seen some players using Synchronize in order to punish stuff like Rotom-wash and random Scalds, not saying that Trace sucks, but I don't think Normal Gardevoir's ability is set in stone.
And yeah, agreed on Hyper Beam, perhaps additional information about the 24 pdef evs in order to avoid a 2hko from psyshock might be good for the players interested about it.
Thanks everyone for your efforts! I won't forget any one of you don't worry, it's just that I'm a bit tired at the moment, I'll be sure to continue whenever I can.


And yeah, I will add the user's name who did the set in the OP.
 
I didn't say it was a wall lol, Wall/stallbreaker as in wallbreaker+stallbreaker cause it's kind of both? I don't know.

I mentioned drawback of staying in normal form, Trace is mentioned cause it does give some stuff like being able to RK Kingdra (cause turn order is determined before the turn starts, so upon m-evolving you get Swift Swim boost AND Pixilate iirc,) switch in to Heatran's fire attacks, get +1/+2 speed with speed boost, etc. You obviously can't stay in normal form for long but some neat stuff can be pulled off with it. And Synchronize sucks compared to Trace what are you talking about ._.
 
What to use:

645-therian.gif

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Knock Off / Toxic / U-Turn
- Stone Edge


Role: Physical Wall / Hazard Setter

What it does: Provides a strong defensive backbone and Stealth Rock support. Thanks to Lando-T's decent defense and Intimidate, it's capable of switching into countering or checking several dangerous threats, including Garchomp, Excadrill, Talonflame, and Charizard X, among others. From there, it can set up Stealth Rock or hit back hard, as even it's uninvested attacks hit hard thanks to it's base 145 Attack stat. EdgeQuake coverage allows for Landorus-T to hit most of the tier for neutral damage, while Knock Off or Toxic gives it a way to wear down it's switch ins, such a Rotom-W, Gliscor, and opposing Landorus-T. Alternatively, U-Turn can provide momentum on predicted switches.

Good teammates: Landorus-T enjoys being paired up with specially defensive mons, who cover it's weaker special defenses. Latias makes for a great partner, forming a solid hazard control core with both Defog and Stealth Rock, while the two have decent synergy in both typing and bulk, being able to cover a wide range of offensive threats. Lando-T hates status effects, as it's prone to being worn down throughout a match. A cleric or status absorber benefits Lando-T greatly as a result, and a Wish passer is fantastic as well. Chansey stands out, thanks to it's massive special bulk and ability to pass enormous wishes and clear status effects away.

Any Pokemon that appreciates having hazards on the other side of the field (read: all of them) love having Landorus-T to set up Stealth Rock, as it's very reliable at doing so. Keldeo for one enjoys both Stealth Rocks and having a reliable switch in to many of it's revenge killers as a teammate.

What counters it: As with most Ground types, Landorus-T struggles against Gliscor, who can easily wall it and Toxic stall it to death, while preventing Landorus-T from getting up Stealth Rocks with Taunt. However, if Gliscor's Toxic Orb isn't activated, it risks losing it to Knock Off on the switch in. In a similar vein, opposing Landorus-T can come in easily thanks to Intimidate and beat it down with Stone Edge or Knock Off. Slowbro is another large threat, not really caring about either Earthquake or Stone Edge and taking Knock Offs surprisingly well, all the while threatening enormous damage and a potential burn with Scald. Rotom-W is similar, either dealing enormous damage with Hydro Pump or crippling Landorus-T with Will-o-wisp or a Choice Scarf.

Although physically bulky, Landorus-T struggles against anything that hits it's lesser special bulk. Most powerful special attackers will be able to force it out with ease, although they may struggle to get in without being heavily damaged themselves. More dangerous are mixed lures, notably Mixed Mega-Garchomp, who can blast Landorus-T with a powerful Draco Meteor, either crippling or outright killing it. It also fares poorly when faced with residual damage, status, and repeated hits, as it has no recovery outside of Leftovers and can be worn down quickly.

Any additional info: Generally, balance and bulky offensive teams profit the most from this set, as they appreciate the bulk and power that Landorus-T brings to the team.

On a somewhat unrelated note, I never want to have to write Landorus-T again.
 
politoed.gif

Politoed @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
or
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic / Hypnosis
- Encore / Perish Song
- Rest

Role: Support

What it does: Politoed is the only pokemon in OU with access to the ability Drizzle, fueling the whole playstyle of Rain teams. Politoed was given Drizzle as a hidden ability in Generation 5, and the combination of permanent rain and Swift Swim was quickly found to be overpowered, and was one of the first bans in BW OU. In XY, the shortened duration of weather (5 turns, 8 if holding the corresponding weather lengthening item) along with a slight reduction in base power of special attacks nerfed Rain enough that is currently a powerful, but not unbalanced playstyle in the OU tier.

Rain teams need Politoed's support to function, so while Politoed commonly ran offensive sets in BW OU, in XY OU it needs to survive for as long as possible to be able to set up the rain throughout the match. Max HP is essential, with the remainder of the defensive EVs placed into either defensive stat, with the corresponding nature to support it. Max Special Defense helps to check Mega Charizard Y, and is the most common option, but Max Defense is also viable to patch up Politoed's low 75 defense. Variants of these EV spreads are possible. Damp Rock is the only viable item to hold, so that Politoed doesn't need to switch in as often.

Scald is the best Water STAB for Politoed, due to the 30% burn chance. Politoed's special attack stat is very low without investment, so it's less common to run a second attack such as Ice Beam. Politoed has a wide array of support moves that can benefit the team. Encore and Hypnosis can provide a free switchin for a teammate, Toxic has good general utility, Perish Song and Haze can force out setup sweepers and Rest (which is generally not combined with Sleep Talk) allows Politoed to stay healthy to repeatedly set up Rain. Rain Dance is also an option to manually restart the rain. The movest is only a suggestion, and other than Scald, the remaining moves should be chosen based on the needs of your team.

Good teammates: Politoed should never be chosen without the support of appropriate teammates, as non-Drizzle Politoed is currently in the PU tier (below NU), indicating that it's not a very powerful pokemon by itself. The first port of call should always be one or more Swift Swim users, which benefit from doubled speed as well as from powered up Water STABs. Kabutops and Kingdra are the two best choices, as Kabutops can use Life Orb + Swords Dance + Waterfall to break through any physical wall, while Kingdra can hold Choice Specs, or even run a mixed set, capitalising on its access to high base power Dragon STABs. Omastar is rarer than Kingdra, but can fire off Choice Specs boosted Hydro Pumps, and also has access to the very risky Shell Smash. Seismitoad and Ludicolo are both niche options. Seismitoad's main niche is its secondary Ground typing, giving it an Electric immunity, as well as Prankster Thunder Wave from Thundurus. Ludicolo provides STAB Grass moves, and a neutrality to Electric and Grass moves, but is less powerful than other Swift Swim users.

On hyper offensive rain, it's possible to employ a suicide lead with Rain Dance and Damp Rock that can also support the team, with moves like Stealth Rock, or Dual Screens. Azelf is a popular choice, as it can also use Explosion to give a free switch in for a teammate. Rain balance is less matchup reliant than hyper offense. Ferrothorn is practically mandatory, as it resists Electric and Grass attacks, has its Fire weakness covered by rain, and can provide Stealth Rocks and Grass type attacks for the team. Tornadus-T with either Assault Vest or Life Orb can fire off 100% accurate Hurricanes. A Choice Scarfed Ground type pokemon can also be helpful for the added speed outside of rain, and ability to check Thundurus, with common options being Landorus-T or Excadrill, which can also Rapid Spin away hazards. Thundurus, Thundurus-T, Latias and Latios can all run Thunder over Thunderbolt, and Latias and Latios can also provide Defog support. Ferrothorn is an enormous pain to beat under Rain, and it's helpful to have at least one Fighting move on the team to help break through it.

There are several Mega Pokemon that can directly benefit from the rain. Agility Mega Ampharos set can run Thunder over Thunderbolt, and covers the Electric and Grass weaknesses of the team. Mega Scizor can provide Defog support, and Rain helps cover its 4x Fire weakness. Mega Gyarados can set up a Dragon Dance and fire off rain boosted Waterfalls. Other Mega Pokemon that can support the team out of Rain are also viable.

What counters it: As Politoed will always be paired with some rain abusers, the difficulty is always going to be countering Politoed's teammates. Weatherless offensive teams have the worst matchup against rain, as they tend to run many frail pokemon that can be outsped and OHKOed by Swift Swim users. Sand or Charizard-Y teams should play cautiously with their weather starter, and try to wear Politoed down, as it will need to repeatedly switch in to set up rain. Stall teams have a favourable matchup against rain, as they can quickly wear down the opposing team with status moves and have the bulk to outlast rain.
Water resists and immunities are the most difficult pokemon for Rain to deal with, so pokemon like Ferrothorn, Mega Venusaur, Assault Vest Azumarill, Slowbro and Gastrodon can all pose problems. Thunder Wave is a very annoying status for Rain teams to deal with, as Rain generally doesn't have a spare slot to run a cleric.

Any additional info: Keep rain up as much as possible, and try not to switch Politoed in unless it needs to set up rain, as the weather counter doesn't reset if Politoed switches in when rain is already active.

Enki, would it be possible to add a support category to the OP, as Politoed doesn't really fit into any of the existing fields?
 
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kabutops.gif


Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Waterfall
- Stone Edge
- Swords Dance / Rapid Spin
- Aqua Jet / Low Kick

Role: Physical Sweeper

What it does: Kabutops is the best, and in fact only viable physical rain sweeper and should always be considered for a spot on a rain team. Waterfall, backed by the rain boost and Life Orb hits extremely hard. The 20% flinch chance is also a useful option in do or die situations, where you need some hax to win the game. Stone Edge is the strongest option for a secondary STAB, and it complements Waterfall well, by hitting most Water resists for neutral damage. Swords Dance is the best option in the 3rd slot, as while Kabutops is already powerful without a boost, with a Swords Dance, it reaches 722 attack, which is further boosted by Life Orb and rain. Almost nothing in OU is able to live an attack at +2. Although Swords Dance is difficult to set up, if Kabutops is able to get a safe switch in on an attacker lacking a super effective move, the added power will be well worth the moveslot. Rapid Spin can be run if there are no other options for hazard removal on the team, but it's not a preferable option, as Kabutops is one of the best win conditions for rain teams, and it's more reliable to use a teammate to provide this support.

In the 4th slot, Aqua Jet seems redundant, as Kabutops will outspeed every pokemon under the rain, but as it has +1 priority, Kabutops can outspeed Gale Wings Talonflame and Prankster Thundurus. Thundurus is OHKOed at +2 attack is Stealth Rocks are up, while every Talonflame set can be OHKOed if Stealth Rocks are up, or OHKOed if Kabutops is as +2. Aqua Jet also helps make up for Kabutops' low 80 base speed outside of the rain. Low Kick is viable to break through Ferrothorn, who resists both STABs, as Ferrothorn's weight make it hit at 100 base power. At +2, and boosted by Life Orb, it will always OHKO any common EV spreads, although it will take significant damage in the process from Iron Barbs, Life Orb and possibly Rocky Helmet. However, Low Kick is the best choice if your team has no other way of inflicting heavy damage on Ferrothorn.

29 HP IVs hit a Life Orb number, and the EVs are straightforward, maximising attack and speed. Kabutops already outspeeds every pokemon under rain (other than faster opposing Swift Swimmers), so an Adamant nature can be used over a Timid nature for maximum power.

Good teammates: Damp Rock Politoed is mandatory, to set up the rain for Kabutops, and there's also the option of using a suicide lead with Rain Dance and Damp Rock such as Azelf as an initial rain setter. Kingdra is a common partner in crime, as Kabutops can remove special walls and Assault Vest users for Kingdra. If using Aqua Jet over Low Kick, Tornadus-T, Thundurus-I and Thundurus-T can run Focus Blast or Superpower to inflict major damage on Ferrothorn. Mega Scizor can use its slow U-Turn to give Kabutops a safe switch in. Mega Heracross in particular, but also Mega Gardevoir and Mega Medicham benefit from Kabutops' ability to remove their faster checks, allowing them to reliably wallbreak for Kabutops and other Swift Swim users by removing pokemon like Ferrothorn. Mega Ampharos can use Thunder over Thunderbolt, and has useful resistances, including covering the weaknesses to Grass and Electric moves. Stealth Rocks are very helpful, as Kabutops can then beat Thundurus with Aqua Jet, and if not using a suicide lead with Stealth Rocks, Ferrothorn is a great hazard setter on rain teams, as it resists Grass and Electric type moves.

What counters it: Not much can reliably counter Kabutops after a Swords Dance, although Mega Aggron can take a hit at +2 and do significant damage back with Earthquake, as can Suicune's CroCune set with Scald, while physically defensive Mega Venusaur, can also survive one +2 Stone Edge and OHKO with Giga Drain. As mentioned above, Ferrothorn easily counters sets without Low Kick. Keldeo resists Water, Rock and Fighting type moves, and can OHKO Kabutops with a move of choice, and can fire off rain boosted Scalds or Hydro Pumps afterwards. Teams with Tyranitar, Hippowdon or Mega Charizard-Y can change the weather, although none of these pokemon want to directly switch in on a rain boosted attack. Breloom comes close to OHKOing Kabutops with Mach Punch and while Azumarill, Mega Scizor, Scizor and Conkeldurr can also inflict a reasonable amount of damage, they can't come close to OHKOing Kabutops at full health. Kabutops resists Extreme Speed and Talonflame's Brave Bird, so it's quite difficult to directly revenge kill with priority moves alone. Gastrodon is rare, but a physically defensive spread can comfortably take on Kabutops, as it is immune to Waterfall, resists Stone Edge and can threaten to OHKO with Earth Power. Otherwise, it's safest for teams to keep the pressure on Kabutops by attacking it directly (even if this means sacrificing a pokemon), as the consequences of letting Kabutops freely set up a Swords Dance could be gamebreaking.

Any additional info: As most Swift Swim users are special attackers, Kabutops plays a very valuable role on rain teams by being the best pokemon to take on Chansey. Don't switch Kabutops in unnecessarily, as it can be the most reliable win condition on rain teams, as the special attacking Swift Swim pokemon often have to rely on Hydro Pump's 80% accuracy.
 
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What not to use:

hydreigon.gif

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Dark Pulse
- U-turn
- Superpower/Flash Cannon/Fire Blast/Earth Power


Role: Revenge Killer/Pivot

What It Does: Hydreigon is a terrible scarfer, with a myriad of problems and no real niche over other scarfers like Terrakion, Lando-T or fast mons/revenge killers in general like Mega-Alakazam or Talonflame. The first problem that Hydreigon faces as a revenge killer is it's speed tier. While it's great for decently bulky pokemon, it is terrible for a "fast mon" as it outsped/beaten by Scarf Keldeo, Scarf Terrakion, Scarf Staraptor, Scarf Garchomp, +1 Char-X, SR Exca, etc. The point is that it loses the speed war to pretty much everything. The 2nd problem is it's typing, Which is exploited by every fast mon ever. Priority wise it's neutral to E-Speed/Brave Bird/B-Punch and weak to everything else. It's also weak to U-Turn and pretty much every fastmon I mentioned above can hit it SE with a STAB or powerful coverage (such as Staraptor's close combat). Oh, it resists Aqua jet but it's forced out anyway so its irrelevant. The 3rd problem is power, 125 neutral base w/o an item or ability is kinda weak and makes revengekilling kinda hard, especially since you're relying on neutral coverage most of the time. Draco meteor is powerful but no dragon will ever switch in and fairies like Azumarill resist your whole moveset and can come in with impunity. Lastly, if you get hit by knock off (entirely possible you'll use Hydreigon to resist a knock off) you are now 100% useless at revenge killing since you're below the 100 spe tier.

What Counters/Checks It: Azumarill, Heatran, Clefairy, actually most fairies, even if you're running Flash Cannon. Hydreigon is checked by pretty much every other scarfer, AV Conk, Mega Venusaur, Dnite W/multiscale.

Any Additional Info: While Hydreigon's Scarf set is terrible, the LO set is fairly decent at a different role. However, the bans of Aegislash and Mega-Mawile (Two big reasons to use it) and subsequent rise of the "Big 3" have hurt Hydreigon's viability on the whole quite a bit. Instead, use Talonflame, Garchomp, Terrakion, Lando-T or another mon that dosen't have the same set of flaws as this guy.

(I omitted the "Good Teammates" section because I felt that encourages usage which would be against this whole post. This is the 1st "What not to use" post so there's no precedent, but if it's required I'll include it)

Edit: I might edit this with a "what to use" regarding the LO set, since Hydreigon has no OU analysis and the UU one is tagged VGC.
 
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Shameless copy and paste:

What to use:
Mega_Pinsir_XY.gif

Pinsir (M) @ Pinsirite
Ability: Hyper Cutter -> Aerilate
Happiness: 0
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Frustration
- Quick Attack
- Close Combat/Earthquake
- Swords Dance

Role: Physical Sweeper

What it does: This is one of the most fearsome sweepers in the game. To start, Mega Pinsir gets a staggering 155 base attack, great 105 base speed, and an unusually overlooked base 120 defense. Aerilate was a gift from the Mega gods and turns it into a complete monster. For the unaware, Aerilate takes any Normal-type move (in this case Frustration and Quick Attack) and turns them into Flying type moves. But that's not all! In addition to getting STAB on those Flying moves (Mega Pinsir becomes half Flying upon Mega Evolving), those moves receive a 30% boost on top of the aforementioned STAB. So you essentially have 199 BP STAB move and a 78 BP priority. Now, Flying is a great type, but it is resisted by Electric, Steel and Rock. Conveniently, Mega Pinsir gets two great moves to deal with those types. Close Combat and Earthquake both take out Rock and Steel types, with the latter also taking out Electric types. Earthquake is great for dealing with Electric types, but most prefer Close Combat because it heavily dents two of the flying beetle’s two most common answers: Rotom-W and Skarmory. At +2, which it can get from Swords Dance, Pinsir easily 2HKO’s Rotom-W on the switch and just ekes out the 2HKO against Skarm. Granted, it has to hit the two of them on the switch with CC, but it really says something when your common answers can’t avoid the 2HKO. The last move slot goes to Swords Dance, which is just the icing on the ridiculously powerful sweeper cake. Mega Pinsir is a force unboosted, but if it grabs an SD boost (or a Moxie boost before evolving) you better have some good revenge killers lined up. In summary, monstrous attack, a good speed tier, Aerilate boosted priority and three great attacking moves make Mega Pinsir quite the force.

Good teammates: Pinsir’s biggest pain is Talonflame, who can revenge with BB fairly easily. Rotom-W, Zapdos or Rhyperior are good teammates to deal with Talonflame, and they also pick up the slack against other threats like opposing Mega Pinsir. The other major support Pinsir needs in hazard control. An already decent Stealth Rock weakness gets even bigger upon evolving, and can really hamper switch in opportunities. Two good hazard control teammates are Starmie and Latias. Starmie packs quite the special punch to balance Pinsir’s physical presence. Latias is useful support for two reasons. One, similar to Starmie it packs a good punch from the special side, and two, it can give a weakened Mega Pinsir a second shot at life with Healing Wish. A Ground type can also be helpful, because Mega Pinsir tends to draw a lot of Electric attacks from BirdSpam counters. Something like Excadrill can provide good suppport in the way of absorbing Electric attacks, setting Rocks and spinning hazards away.

What counters it: The common BirdSpam counters give it headaches. Watch out for Raikou, Mega Manectric, Zapdos, Thundurus and Rotom-W. They all carry strong Electric attacks that can end Mega Pinsir quickly, and most of them can outspeed you be it naturally or with a Scarf. Manectric can also harass you with Intimidate and Thundurus can do the same with Thunder Wave. Zapdos and Thundurus hold the claim of being two of the only OU mons to resist all three of Pinsir's main attacking types. Talonflame also looms as a warning not to set-up. While not a counter, Talon is certainly the biggest threat.

Any additional info: If you are using Earthquake, Mold Breaker can be used over Hyper Cutter to nail Rotom-W on the switch prior to Mega evolving. Moxie can also be used over Hyper Cutter to snag a quick +1 before Mega Evolving. All three abilities have their merits, Hyper Cutter is usually the most useful out of the group. Frustration is used over Return because of Ditto trying to revenge it. Other then that, just Swords Dance and wreck stuff. Watch as whole teams crumble at your feet.
 
SP458
I don't understand if this is a "What to use" or "What not to use" but judging from your comment I'd say it's a "What to Use"
I do see Omastar's niche on Rain teams, but truth to be said he seems a bit outclassed by the likes of Kabutops and Kingdra, you also DO NOT want to be locked on Knock Off
Then lots of people are misusing Omastar. In the 1695 stats:
| Knock Off 39.350% |
And in the 1825 stats:
| Knock Off 81.514% |
Especially when:
| Choice Specs 87.282% |
Most of the Pokémon Omastar lures (except Megas) would like to tank a Hydro Pump rather than lose their items. In this case, Knock Off's utility exceeds Hydro Pump's middling damage on its counters. After removing, let's say, Azumarill's Assault Vest, you can bring in your check and get the upper hand. Then, you can spam Hydro Pump or Scald on them.
However, if you already have another item remover (like Tornadus-T), then Knock Off will be less useful and you'll want to have Surf instead.
 
Then lots of people are misusing Omastar. In the 1695 stats:
| Knock Off 39.350% |
And in the 1825 stats:
| Knock Off 81.514% |
Especially when:
| Choice Specs 87.282% |
Most of the Pokémon Omastar lures (except Megas) would like to tank a Hydro Pump rather than lose their items. In this case, Knock Off's utility exceeds Hydro Pump's middling damage on its counters. After removing, let's say, Azumarill's Assault Vest, you can bring in your check and get the upper hand. Then, you can spam Hydro Pump or Scald on them.
However, if you already have another item remover (like Tornadus-T), then Knock Off will be less useful and you'll want to have Surf instead.


Why would you run Hydro Pump, Scald and Surf? HP Grass would be more useful in my opinion.
 
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