Other OU Teambuilding

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APPROVED BY HAUNTER

Welcome to the Team Building for OU project. This project was originally hosted by Huntofthelion, Nova and Asek a while back, and then the BW2 version was hosted by Subject18. It's time to bring it back for XY!

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

That's where you guys come in! By posting your favorite sets with a quick little description you can help save new users everywhere from using some of that more terrible sets, as well as helping them fill out their team by giving them a quick list of what fills different roles. Also feel free to post sets that people should not be using, yet still do. Remember however this is not the place to post over specialized / gimmick sets. Those sets belong in one of the creative move-set threads located in the OU sub-forum.

Other users can then comment on the set and discuss if it should be placed on the good or bad side of the fence. Discussion on sets is encouraged so don't worry about jumping in and offering your input on a posted set! If a pokemon fits under more than 1 category list the role it is geared towards the most first followed by the other roles it can perform with the same set. This is a great way for you people new to OU to see what are good additions to your teams so check in regularly to see which Pokemon work so you can improve your team building skills!

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

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

[SET](Follow this set format!)
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch / Earthquake
- Ice Punch / Earthquake

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

What It Does: mention what it counters and why it is good at its role OR say why it's bad if you're purposely posting something not to use

Good Teammates: stuff it works well with. For "What Not To Use". leave this section blank.

What Counters It:

Any Additional Info:
If it doesn't follow this format (ie, you just post a set and a couple of lines of description) then it will not be included in the OP.

IMPORTANT
EV SPREADS FOLLOW THIS KEY
  • HP
  • Atk
  • Def
  • SpA
  • SpD
  • Spe
I don't care about PS importables, just use this format!
Also, the gender from a PS importable isn't necessary either
Stuck on looking for ideas? Check here to see a list of Pokemon that roles can be written for, and then check here for their most common sets. If it isn't here, then go ahead and write it!

These are the roles I am looking for:

What to use:



Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch / Earthquake
- Ice Punch / Earthquake

What It Does: Mega Tyranitar is probably one of the most reliable win conditions in the OU tier. With such a moronically high Attack stat, solid STABs, and an offensive movepool deeper than Evangelion it's very strong, and customizable to get past most defensive Pokemon. What makes Mega DD tar so reliable, and powerful is that it's bulk is so colossal, that it sets up on damn near anything, and is VERY hard to revenge kill. 100 / 150 / 120 defenses boosted by sandstorm is absolutely legendary, and this assists Tyranitar's ability to set up greatly, letting you tank even STAB super effective moves in a pinch. This means that against a sufficiently worn down team, often there is really nothing hte opponent can do to stop DDtar from finishing them off lategame. At base 71 speed, it's a bit slow, but at the same time it's just enough to get past the unboosted meta, outpacing stuff like Greninja, and Alakazam. The moveset is pretty standard running dual STAB and coverage, or dropping dual STAB for a single STAB and superior coverage. EdgeQuake is always good, especially when backed up with an Ice-type move to get through Gliscor/Lando, and crunch is also pretty damn good as a STAB. Some other things to note are that the residual sand damage helps TTar sweeping, and TTar's number of viable sets can make it such that Mega DDTar will catch them off guard.

Good Teammates: Azumarill is probably one of the best partners to Mega DDTar as it completely counters the typical Conkeldurr, and Keldeo who are Mega Tar's most common counters. Technician Breloom, and Ferrothorn are a bit problematic for Tyranitar, Physically defensive Zapdos is quite good at handling these Pokemon, brushing off thunder waves, Bullet Seeds, Mach Punches and Gyro Balls with ease, and threatening to KO back with heat wave. Scarfers in general are problematic for TTar as it will generally underspeed all of them, and one of the best way eliminate Choice Scarf users is Wobbuffet, thus, it is a solid supporter for this set.

What Counters It: Fighting types with no weaknesses to T-tar's coverage moves, Ferrothorn, LO Deoxys-S, and strong Choice Scarf users

Any Additional Info: Like all other dragon dancers it can't 1 shot everything at +1, it is best to utilize TTar late in the game when the big bulky Pokemon on the opponent's team you can't one shot have taken at least some damage.


Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Outrage
- Roost

What It Does: more like what it CAN'T do. Motherfucker rips everything apart at +1, let alone +2, which is easy to get thanks to the fact that nothing can switch in to CharX without taking so much damage, and that includes OU's premier physical walls, like Hippowdon and Slowbro. Roost gives it so much more longevity that it desperate needs, and is what allows it to wallbreak so effectively. Flare Blitz and Outrage are insanely strong and with +1 they almost OHKO everything. The sacrificed speed for Adamant nature isn't so bad because the only things it misses out on are Choice Scarf Landorus-T and Kyurem-B. The former two are luckily not so common, and the former can only Ice Beam which doesn't do enough to let CharX kill itself after taking damage and Flare Blitz recoil, compared to the damage difference it can do to certain walls, like the fact that Adamant OHKOs 252 HP Tyranitar at +1.

Good Teammates: Rotom-W is a pretty solid teammate, to put Azumarill in check. Mandibuzz is also a good partner because it can remove hazards with Defog, and so is Excadrill, who can spin them away. Having an answer for Heatran is also important since it's immune to one of Charizard's STABs, while resisting the other. For that reason, Assault Vest Conkeldurr can prove to be a worthy teammate, as it can switch into Heatran and force it out. Blissey/Chansey can also wall it, and easily kill it with a few Seismic Tosses as it has no reliable recovery. Tyranitar keeps it in check.

What Counters It: Assuming it doesn't go to +2, base 100+ scarfers, Azumarill to an extent, physically defensive Hippowdon can take lots of damage from +1 Outrage but isn't OHKO'd, and can do serious damage back with Earthquake.

Any Additional Info:


Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Ice Fang / Stone Edge / Bite

What It Does: Mega-Gyarados is well suited to running a Dragon Dance set, as it is fast enough to use an Adamant Nature while still outspeeding almost all of the unscarfed OU metagame after a Dragon Dance. Intimidate helps it set up against many physical attackers. Notably, the type change in Mega-form from Water/Flying to Water/Dark removes the 4x weakness to Electric, which along with the increased bulk, allows Gyarados to get a Dragon Dance off against most pokemon, before outspeeding and striking back on the next turn. Mold Breaker allows Mega-Gyarados to smash pokemon that counter its regular form, most notably Rotom-Wash, which loses Levitate, making it vulnerable to Earthquake. Dragon Dance is essential for Mega Gyarados, as defensive sets are better suited for normal Gyarados, which has a better defensive typing, and can hold Leftovers for additional recovery. Waterfall is physical STAB, and Earthquake is the strongest coverage option, being powerful, 100% accurate and hitting Levitate pokemon thanks to Mold Breaker. There are a number of possibilities for the last move. Ice Fang is perhaps the best option, as it gives Gyarados unresisted neutral coverage. Although Stone Edge is more powerful than Ice Fang, the 80% accuracy is risky for a physical sweeper, and it leaves Gyarados without a good option against Grass/Fighting pokemon, as well as Garchomp. Gyarados does not learn Crunch, so Mega-Gyarados is stuck with Bite for a weak STAB move that offers little additional coverage. Substitute is also an option, as it helps deal with Status, but the additional coverage provided by a third attacking move is generally the more reliable option.

Good Teammates: Mega-Gyarados has trouble breaking through grass types, as its best two offensive options, Waterfall and Earthquake are both resisted by them. In normal form, Gyarados resists all of Heatran's weaknesses, and Heatran can set up Stealth Rocks, and handle Ferrothorn, who can status and/or Leech Seed Gyarados, as well as Talonflame. Mega-Gyarados also has trouble breaking through physically bulky grass types like Mega-Venusaur and Chesnaught, so a wallbreaking pokemon like Life Orb L@tios, which has good typing synergy with Mega-Gyarados can help weaken or remove potential checks. L@tios can also provide Defog support.

What Counters It: Choice Scarf users can be used to revenge kill a (weakened) +1 speed Gyarados or Mega-Gyarados. Gyarados has a weakness to Stealth Rocks, and is susceptible to revenge killing, as it lacks priority, and after Mega-Evolving, it gains a fighting weakness, enabling it to be checked with Mach Punch. After losing 25% upon switching into Stealth Rocks in regular form, Mega-Gyarados only needs a little bit more damage to be in revenge killing range of Talonflame's Brave Bird. Any pokemon with status, particular Prankster users can cripple Gyarados, with Thunder Wave being the safest option.

Any Additional Info: Mega-Gyarados should only be brought out in the mid to late game, after the opponent's team has been scouted and potential checks and counters have been weakened. Gyarados has a stronger defensive typing than Mega-Gyarados, as well as the Intimidate ability to help it Dragon Dance on physical attackers and an immunity to grounded entry hazards, so it should only be Mega-Evolved if you suspect an Electrical attack, if it needs Mold Breaker to bypass a Pokemon's ability, or if the additional attack is needed for it to break through a pokemon. Mega-Gyarados hates all forms of status, and should only be switched in on pokemon that don't commonly carry a status move.


Mawile (F) @ Mawilite
Ability: Intimidate
EVs: 132 HP / 252 Atk / 124 Spd
Adamant Nature
- Swords Dance
- Sucker Punch
- Play Rough
- Fire Fang / Knock Off

What it does: Swords Dance Mega Mawile is a massively threatening offensive Pokemon that can put the hurt on offensive and defensive teams alike. The combination of an already solid base 105 Attack stat and an amazing ability in Huge Power makes Mega Mawile hit incredibly hard (highest effective attack stat out of any pokemon!), pretty much 2HKOing anything that doesn't resist its attack at worst, and even some Pokemon that resist its moves will fall. For comparison's sake, Mega Mawile's play rough is stronger than CB Azumarill's, and its Sucker Punch and Knock Off are slightly stronger than they are from Bisharp without a boosting item (can't quite match Life Orb Bisharp though). Anyways, Mega Mawile's solid 50/125/105 defenses, great Steel/Fairy typing, and Intimidate ability before mega evolving make it quite easy to switch in Mawile in on Pokemon such as Conkeldurr, Lati@s, and Mandibuzz and either fire off a massively powerful Play Rough or set up a Swords Dance and go from there. Mega Mawile's low base Speed stat and therefore reliance on the inconsistent Sucker Punch does hold it back a bit, but Mega Mawile is nothing to be underestimated, and is definitely worth consideration on a variety of teams.

Good Teammates: Teammates that can eliminate annoying Ground- and Fire-types such as Landorus-T, Hippowdon and especially Heatran are excellent teammates for Mega Mawile. Water-types such as Azumarill, Gyarados, Greninja and Keldeo are excellent at this, bar a Lava Plume burn from Heatran, Belly Drum Azumarill and Gyarados can switch in and force out most Fire- and Ground-types quite easily and use them as set up fodder for Dragon Dance and Belly Drum, respectively. Meanwhile CB Azumarill, Greninja and Keldeo can Fire off massively powerful attacks to blow holes in the opposing team and help Mawile sweep Methods of Speed control such as Sticky Web are great for Mawile as well, such as Priority Thunder Wave from Thundurus-I, and the more niche Trick Room and Sticky web.This lets Mawile get the jump on Pokemon that'd outspeed it otherwise, and become less dependent on Sucker Punch as well.

What counters it: Because of its massive power, decent set of coverage options, and ability to boost, Mega Mawile is very difficult to outright counter. However, there are definitely some solid checks out there. Heatran gives any set with Fire Fang as the coverage move quite a bit of trouble, 4x resisting Play Rough, being immune to Fire Fang, and being able to evade Sucker Punch by simply not attacking, while either KOing Mawile with Lava Plume or burning it with WoW in return, however sets that use Brick Break or Knock Off can heavily dent it and in the latter's case remove its item in the process. Landorus-T can Intimidate Mawile, take Play Rough+Sucker Punch with the proper investment and threaten Mawile with Earthquake, Physically defensive Hippowdoncan take on Unboosted Mawile quite well, but comes out barely alive if Mawile manages to nab a Swords Dance boost. Rotom-W Can take a single Play Rough from Mawile and force it out once with Will-O-Wisp, but it won't be able to hold off Mega Mawile in the long run.

Any additional info: Mega Mawile takes some prediction to use and often finds itself in Sucker Punch mindgames. Sucker Punch is powerful, but fails when the opponent uses a faster priority move or doesn't attack, resulting in 50/50s against things such as faster Pokemon with Substitute, as well as things like Mega Pinsir where you have to choose between picking off a weakened once with sucker punch or using play rough as he quick attacks. Also, while Swords Dance is definitely nice, Mawile hits so damn hard that it often doesn't need to use it to break what it needs to.


Bisharp @ Dread Plate / Life Orb / Leftovers
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
-Knock Off
-Sucker Punch
-Iron Head
-Swords Dance

What It Does: Bisharp is a phenomenal pokemon despite his low speed and somewhat disappointing defenses. With Knock Off, Bisharp can hit exceptionally hard while being an extremely difficult pokemon to switch into. Nobody wants to lose their item, especially when it comes with taking a STAB'd 97 Base Power attack. Knock Off optimizes his wallbreaking ability as many defensive pokemon are dependent on their items, and Knock Off will hit very hard. Sucker Punch is a priority move and patches up the bad speed while being a strong attack, but it can be unreliable if your opponent doesn't have all attacking moves (it only works if your opponent attacks on the same turn, it will fail if the opponent uses a non-attacking move). As such, use wisely. Bisharp's ability Defiant means he gets +2 Attack if he has his stats dropped, allowing him to get a free SD off of the likes of Sticky Web or Defog. Because of this he is invaluable for teams that don't want Web on their field or anyone wanting to take advantage of the opponent Defogging. Bisharp hits extremely hard unboosted or not and can punch holes in a team or at least cripple them with Knock Off, while being able to sweep with Sucker Punch and some prediction.

Good Teammates: Bisharp is weak to Ground, Fire, and 4x weak to Fighting. Something that resists those weaknesses could be very useful. Examples include Gyarados and Dragonite. He is prone to being burned because of his low Speed and Will-O-Wisp causing Sucker Punch to fail, so either a status absorber like Conkeldurr or a cleric like Blissey (note Blissey and Bisharp are both weak to Fighting) would be valuable. He also pairs well with Fighting types who would appreciate having any Fairy or Psychic types removed from the field, and with grounded fast pokemon like Keldeo or Greninja who hate Sticky Web. Bisharp doesn't need much in the way of support, he's mostly a solo performer who provides support to your team with Knock Off, and Defiant discouraging any stat droppers.

What Counters It: Fighting types in general do well against Bisharp, especially if they have Mach Punch. Conkeldurr can take any hit and OHKO back, Infernape and Keldeo resist both of Bisharp's STABs. Bulky ground types like Gliscor or Hippowdon can also handle Bisharp very well, and rough Bisharp up with Earthquake. Note that Gliscor should already be poisoned, having your Toxic Orb removed before you're poisoned sucks. Quagsire can ignore any Attack boosts with Unaware and use Scald.

Any Additional Info: It's hard to adequately convey how good Bisharp is. He was UU last gen but this time around it's all gone Bisharp's way. He's gotten everything he could have asked for: An upgrade to his STABs allowing him great coverage with just those, a much better main attack in Knock Off, slightly fewer Fighting types to overkill him, several new stat droppers with which to abuse Defiant, and a new type to destroy with Iron Head. I heavily advise you just try him out and, provided you play him well, you will not be disappointed.


Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spd
Adamant Nature
- Aqua Jet
- Play Rough
- Waterfall
- Belly Drum

What It Does: Belly Drum makes Azumarill into a terrifying late game sweeper. With access to Aqua Jet to help mitigate its poor speed it was quickly clean up weakened teams. Once the opposing teams water resist has been weaken or killed, Azumarill can set up a Belly Drum and destroy a team before you're opponent can do much to stop you. The EV spread allows you to outpace uninvested base 70s and Relaxed Nature Mega Venusaur.

Good Teammates: Pokemon that attract choiced locked Ice, Water, Dark, Dragon, or Fighting moves will allow Azumarill to come in and be able to set up a Belly Drum. Examples of these Pokemon are Dragonite, Landorus, Thundurus. Being able to clear out Mega Venusaur, Quagsire, or Unaware Clefable is greatly appreciated to help Azumarill sweep. Latios,

What Counters It: Mega Venusaur and Unaware Quagsire are all good counters for it. Mega Venusaur resists both of Azumarill's STAB moves and can Giga Drain back any health lost. Quagsire has Unaware which renders the Belly Drum boost useless. Quagsire can either Toxic it and stall Recover stall until Azumarill dies.

Any Additional Info: An alternative spread of 252 Atk / 4 SpD / 252 Spe with a Jolly Nature is an option to outspeed 0 Spe Rotom-W but this isn't ideal anymore as most are running enough speed to outpace Jolly Azumarill.


Mega Absol @ Absolite
Ability: Magic Bounce
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
-Sucker Punch
-Play Rough
-Fire Blast
-Swords Dance / Pursuit

What it does: Sweep Lategame, with no interruptions. Absol had a problem and it was a big one. It was really slow, too slow to make use of its fantastic coverage, and coupled with the defences of your brown lunch bag, it couldn't take hits. Mega evolution arguably solved almost everything. 155/115 offences coupled with 115 base speed is fantastic for a sweeper. Also, it gained something really nifty as well. It is one of the few users of the coveted ability Magic Bounce, and its most offensive user. Now, you'd think it's goal is to simply come in sweep, giving no time to actually abuse Magic Bounce. But that isn't how you use it. What makes this ability so good is it can setup in the face of any defensively oriented pokemon. And fear nothing. Rotom-W sensing an incoming sweep, uses Will-o-Wisp? Bam, gets sent back to it. Klefki wanting to paralyze you and SwagKey you to death? I wonder how it feels when Klefki is put in the same position, Confused and Paralyzed. MAbsol's biggest niche is that it can't be stopped through status. At +2 (which isn't very hard considering you can setup very easily on most defensive pokemon), you have no choice other than kill it in order to beat it. And if you're RKer is frailer than Garchomp and doesn't resist Sucker Punch? It's probably going to die. Fucking SmogonBird (Talonflame) can't get past this thing unless it runs Jolly, which is pretty damn impressive. Onto its moveset, it is pretty nice. Sucker Punch is a solid STAB that has priority and 80 BP, which should be a staple on any MAbsol. Play Rough offers Fantastic coverage alongside Sucker Punch, and is a generally good move in almost all situations. Fire Blast, coupled with its new and improved base 115 SpA, helps it beat Mawile and Klefki, the only two pokemon that resist its SP/PR combo, and is a good move to hit Ferro and other weakened walls with. Swords Dance is the key move here, as it makes MAbsol a very strong hitter, which makes it a fantastic Lategame Sweeper. Pursuit is there if you feel you don't need SD, and Night Slash is a solid STAB move overall.

Good Teammates: As a Lategame Sweeper, it needs a lot of prior damage to wear down faster/bulkier pokemon (less so if using Swords Dance). Because of this, hazards like STealth Rocks or Spikes are fantastic, and really help weaken MAbsols opponents and walls before attempting the sweep. Wallbreakers like Kyurem-B and Mixed Aegisalsh really help it, and have the added benefit of being able to stay away from Status+Entry Hazards, which is very nice (due to MAbsol being there to reflect them). Also, having an answer to AV Conkeldurr is necessay, as nothing stops an MAbsol sweep better than him, as priority Mach Punch and SP resistance is perfect for stopping it. Things like Latios with Psyshock and other pokemon that can wear it down greatly help.

What Counters it: Bulk. And Priority. See, MAbsol has a bulk probem, as its defenses were never changed, meaning that if you're opponent manages to land an SE/really strong hit on you... it's over. Any Bulky pokemon like Conkeldurr or Azumarill can usually beat MAbsol unless enough prior damage has been taken so that SP or coverage kills it. Beware, don't use things like Talonflame, because you're asking to get SPed in the face. Bulky Scarfers are a good choice, but always play safe around this thing, as it isn't limited to that set, and your Garchomp coming in on an (unboosted) Fire Blast could be met with an Ice Beam.

Any Additional Information: As addressed in the last sentence, the amount of options MAbsol has is so insane, it is rather hard to say. Picture it this way. It learns a move from 16 out of the 18 types. You have options like Thunder/Bolt, Ice Beam or Blizzard, Flamethrower, Megahorn, Superpower, Psycho Cut etc... Whatever your team needs, MAbsol probably has a move you can tack on for help.


Pinsir @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Swords Dance
- Frustration
- Quick Attack
- Earthquake


What It Does: Pinsir received a crazy buff this generation in the form of a new Mega Evolution, which granted access to an incredible base 155 Attack, base 105 Speed, and Aerilate to further boost it's power when using Flying type move (to be exact, by 30%). This alone makes Pinsir one of the most dangerous threats this metagame has seen, and there's a reason it's S rank right now. Lets go more into detail about the move choices. So Swords Dance is used to enable you to sweep a team easily with +2 Frustration or Quick Attack. Frustration actually become a Flying type move due to Aerilate, and it boosts it's power by an extra 30%. The same happens with Quick Attack, making Pinsir very hard to stop once it's at +2. The reason for Frustration > Return is for opposing Dittos, as their Frustration would be super weak due it's high Happiness. Finally, Earthquake offers the best coverage along with Flying type moves, as it hits Electric, Rock, and Steel types that resist Pinsir's Flying STAB moves. A Jolly Nature is used to out speed Garchomp and easily OHKO with +2 Frustration, but Adamant is an option if you really like power. Hyper Cutter is the best ability for Pinsir, as it stops Intimidate users such as Landorus-T or Gyarados from lowering it's attack before it Mega Evolves, which is pretty crucial to allow Pinsir to muscle through the sturdiest of walls.

Good Teammates: Pinsir is often paired with Pokemon that share similar counters, as they easily break eachother's checks down nicely. This makes Talonflame a great partner, as they are both usually checked by Rotom-W, but due to both hitting so hard, together they can easily muscle through Rotom-W. Excadrill is also a great partner, as it provides and removes entry hazards, allowing Pinsir to switch in without the fear of losing 25/50% of it's health (depending on whether you've Mega Evolved or not). Latias is also a very good partner, for it's ability to check Rotom-W, removing hazards with Defog, and it's ability to use Healing Wish in order to give Pinsir a second chance at sweeping. Specs Keldeo is another good partner, as it can come in on Rock-, Ice-, and Fire-type attacks very easily, and it threatens all of Mega Pinsir's best checks.

What Counters It: Bulky Electric and Steel types that are immune to Earthquake. This makes Skarmory, Rotom-W, and Zapdos your best bets, as they resist Pinsir's STAB attacks, and are immune to it's only coverage move. Skarmory can Brave Bird or just Whirlwind Pinsir, depending on how low health it is. Rotom-W can burn Pinsir with Will-O-Wisp and hit it very hard with Volt Switch. Zapdos easily tanks Frustration and does serious damage back with Thunderbolt. Other than Pinsir, Pinsir doesn't really have any real counters. Faster Pokemon can be used to check Mega Pinsir, like Choice Scarf Landorus-T, Assault Vest Raikou, and Thundurus-I all make for solid checks. Often sometimes Pinsir's biggest problem is Stealth Rock, so keeping it on the field at all times will help you deal with Mega Pinsir.

Any Additional Info: Just make sure you carry a solid check / counter to this thing or you will get swept by it. It's seriously an incredible Pokemon, and it's power is Uber like in my opinion.


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

What It Does: Kabutops is an absolute nightmare under rain. Its speed is doubled due to its ability, Swift Swim; under rain, it is faster than Deoxys-S. It is also not weak to any priority with the exception of Mach Punch. If it gets a chance to use Swords Dance there's often very little the opposing team can do to stop it, with its +2 Life Orb and rain boosted Waterfalls OHKOing things as bulky as Skarmory, and its secondary STAB in Rock giving it great coverage for anything that resists water. Kabutops' speed and raw power make it almost impossible to stop in rain, and it is a top choice for rain teams.

Good Teammates: Kabutops is a top choice for rain teams, but rain teams only. Without rain, Kabutops is a very mediocre Pokemon. Politoed is the centerpiece of most rain teams, with its ability in Drizzle instantly giving eight turns of rain with Damp Rock. Rain can also be summoned manually with Rain Dance; Tornadus is a great rain setter, with its speed and ability in Prankster guaranteeing rain to fall, and with its 100% accurate Hurricanes giving it good offensive power. Deoxys-S is also a great choice, having both Stealth Rock and Rain Dance, and the blazing speed to set them up reliably.

What Counters It: Ferrothorn is the bane of nearly all swift swimmers, Kabutops included. It resists Kabutops' STABs and can OHKO back with power whip, or just stall it out. If Kabutops ever wants to break past Ferrothorn, it must run Low Kick, which means it can't run the ever useful Aqua Jet. Chesnaught, while not as common as Ferrothorn, has little trouble switching in to Kabutops. Breloom is a common counter, resisting both of its STABs and OHKOing with its powerful Technician Mach Punch, but a combination of Waterfall and Aqua Jet can take out most Brelooms with a bit of prior damage. Keldeo can also counter, but must be at absolutely full health to do so. Some other things, such as Storm Drain Gastrodon and Dry Skin Toxicroak, are also able to counter Kabutops, but they are a rare sight.

Any Additional Info: Kabutops has access to Rapid Spin, allowing it to remove hazards. Hazard control can be hard to fit in on a rain team, so Rapid Spin can be a good choice if you absolutely need it.


Thundurus @ Power Herb / Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly / Hasty Nature
- Wild Charge
- Knock Off
- Superpower
- Fly / Hidden Power Ice

What it does: Punishes defog. It is different from bisharp by being MUCH faster and getting by skarm and mandi better. It can also get around its number one counter, Mega Venusaur, with Power Herb Fly. Hidden Power Ice is slashed because it allows it to get by the crowd of things 4x weak to ice. Knock off destroys the Lati@s, the go-to defoggers on offensive teams. It has the uncanny ability to utterly demolish unprepared offensive teams, as its base speed is a troll 111, allowing it to outspeed gengar, the lati@s, the muskedeers, pinsir, mega charizard, excadrill, garchomp, adamant talonflame, gyarados(it gets the defiant boost, too!), and lando-i. It isn't only good against offense! The only counter normally found on stall is quag, and while it does counter it pretty well, its only 1 pokemon, so you only need 1 teammate. It is a huge threat to any team that uses defog as hazard removal, period. So why isn't this thing banned yet? Its really frail. Ice shard from any mamo kills it, and after a bit of weakening, other priority kills it too. Don't let these flaws discourage you! It is as good, if not better, than bisharp at keeping defog at bay, due to the threat it poses. Every team using defog should have thundurus covered as it runs through teams that aren't.

Good teammates: Deoxys-Defense is the best hazard setter there is, so it's a natural teammate. Pokémon with grass attacks are also great teammates for it, as they can get rid of its 2 counters, rotom-w and quagsire. Breloom comes to mind, but Megasaur is better if you can fit it onto your team. A spinner is a big asset to it, as it doesn't have to lose 25% of its health coming in. With wild charge recoil and life orb recoil, residual damage stacks up rather quickly. A special attacker like latios or greninja are great teammates as they can break through quaggy and rotom-w easily. Grass knot greninja is a great teammate in particular, as this pokemon enjoys grass coverage. Last but not least, spinblockers are good teammates as they can block the other way of removing hazards.

What counters it: Rotom-w, and quagsire are the first two counters to come to mind. They can take its attacks and retaliate with a crippling burn. Other than that, all you have are checks. Greninja is the number one check to it, as it outspeeds and KOes with ice beam. Mamoswine comes in second, as it kills it with an ice shard. Scarfers like Garchomp, Terrakion, and Excadrill can all outspeed and KO with a rock move. Another major check is stealth rock. It loses 25% of its hp just by coming in, and with wild charge recoil, that adds up quickly. Other than that, good luck beating it.

Any additional info: Grass coverage can take over any slot, but it generally isn't worth it.


Barbaracle @ White Herb
Ability: Tough Claws
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Shell Smash
- Stone Edge
- Razor Shell
- Cross Chop / Earthquake

What it does: Barbaracle seems like a joke, but in battle, it can rip unsuspecting opponents to shreds. Barbaracle boasts arguably the greatest set-up move of all time, Shell Smash, which doubles Speed, Attack, and Special Attack at the cost of -1 to Defence and Special Defence. With Barbaracle's nice bulk, it can set-up while taking a hit, but then any priority ruins it. However, the use of a White Herb alleviates the drop, meaning Barbaracle can keep his bulk to stomach stray priority attacks, thus easing the sweep. Stone Edge is stab, and despite not getting the Tough Claws boost, it still packs a Punch at +2. Razor Shell is an amazing Stab, with a Critical Hit Ratio, and a Defence drop chance, and a Tough Claws boost, which means it's amazing for taking out things like Landorus-I, weakened, Hippowdons, and bulkier pokemon like Garchomp. Cross Chop defeats most other pokemon, like Bisharp and Tyranitar, and Ferrothorn, who walls this set otherwise, but with the downside of having poor accuracy in exchange for a Tough Claws boost and a higher Criticalhit Ratio. Earthquake is a decent alternative if missing isn't your fancy, and it takes things like Heatran out reliably.

Good Teammates: Wallbreakers like Kyurem-B or Mega Medicham that can severely weaken Barbaracle's opponents that can survive its onslaught at +2 are vital. Also, Dual Screen support is extremely useful, as it makes setting up much easier. A good partner for this is Espeon, who also has the ability to bounce back statuses that can cause Barbaracle lose it's power or speed after a Shell Smash. Finally, one thing that Barbaracle needs is the perfect turn to set-up, and slow- Volt-Turners like Scizor or Rotom-W can provide that. Grass types like Roserade, Ferrothorn or Chesnaught partner fantastically with Barbaracle, covering Barbaracles Grass and Electric weaknesses. In addition, Barbaracle takes out any Bug, Flying, or Fire pokemon that they have trouble with.

What counters it: Barbaracle has fantastic coverage, but it needs a Shell Smash to really be a threat, so if one puts enough pressure, Barbaracle may not be able to get it off and then becomes useless. Also, many pokemon can survive Barbaracle's +2 attacks if not Super Effective, but IF ANY prior damage happens to befall them, they lose they're ability to survive Barbaracle's attacks. Examples are Conkeldurr and , who can take a hit, but any prior damage means they are toast. Scarfers are a great way to deal with it, as with a +2 Adamant natured Barbaracle with 112 Spped Evs, it only reaches 400 base speed, meaning that most scarfers can revenge kill it. Things like Ferrothorn (Without Cross Chop) or Aegislash (Without EQ) have the natural defences to wall Barbaracle, but if carrying the correct coverage move, Barbaracle is going to make mince meat out of them. Strong Priority also works, like CB Azu's Aqua jet or Conk's Mach Punch, but Barbaracle needs to be under ~%60 for those to KO without the SS Defence drop.

Additional Info: Customize the Evs as you see fit, as Barbaracle can be faster in order to outspeed certain scarfers if it needs to. Also, you could put on Sniper as the ability, and swap Barbaracle's item to be a Scope Lens, and put try to sneak Focus Energy in the set. While risky, makes it that it will be getting Crits left and right, and hurt way harder than normal, though this is reliant on luck if Focus Energy is not used.


Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Iron Tail
- Extreme Speed

What It Does: It's simple. Switch in on an resisted move, scare the opposing Pokémon out and grab a Swords Dance boost in the process. If the team has provided enough damage to the opposing defensive backbone, +2 Lucario should be ready to sweep and call it game. Close Combat and Iron Tail are two extremely potent STABs that are capable of dishing huge amounts of damage, if not straight up KOs. Extreme Speed is what makes Lucario different from the plethora of physical sweepers XY has introduced. Being one of the few Fighting-type Pokémon to not care about priority Brave Bird, Deoxys-Speed's base 180 Speed and many common Scarfers makes Lucario a serious threat for HO teams especially, who tend to lack strong defensive cores.

Good Teammates: Pokémon that can lure in Bisharp and Tyranitar and also Steel Types in general such as Skarmory, Ferrothorn, Mega Scizor, Heatran, etc. Latios fits the bill perfectly, not only because it attracts many of the aforementioned Pokémon but also because Latios has access to Memento which can seriously help Lucario set up, considering Lucario's frailness.

What Counters It: Aegislash, Zapdos, Gyarados and Slowbro are some of the common counters that Lucario will struggle against. Conkeldurr, Scarfed Excadrill and Scarfed Garchomp are some strong checks that can take on Lucario 1 v 1, in an optimal situation.

Any Additional Info: Late-game is the ideal time to launch out Lucario. Having to swap out a +2 Lucario isn't the best situation for our frail 'mon, so its imperative that you realize when to send out Lucario



Manaphy @ Leftovers / Wacan Berry
Ability: Hydration
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Surf
- Ice Beam
- Energy Ball / Psychic

What it does: Manaphy's stats seem pretty average until you look at it's movepool. It possesses one of the best boosting moves in the game, Tail Glow. Tail Glow boosts Manaphy's Special Attack 3 stages in a turn capable of destroying teams in an instant that aren't prepared. With 100/100/100 Defenses, it can take pretty much any neutral hit and even some weak super effective hits. Wacan Berry allows it to weaken an incoming Electric attack allowing Manaphy an easier time to setup. It's average base 100 Special Attack turns monstrous in one turn of setup reaching an amazing special attack stat of 748 in only one turn! Manaphy likes to setup mid-end game once the opposing team is weakened and then proceed to clean shop.

Good Teammates: Teammates who can eliminate dedicated special walls such as Chansey and Florges are great teammates allowing Manaphy to sweep. Tornadus-T with Knock Off + Superpower does a great job of luring in Chansey and proceeds to Knock Off it's Eviolite and proceed to KO with Superpower. Wallbreaker Aegislash with Iron Head does a great job of eliminating both.

What Counters it: Mega Venusaur takes only about half damage from +3 Ice Beam because of it's amazing bulk paired with Thick Fat while dealing massive damage in return with Giga Drain. Chansey and Blissey do a decent job of walling Manaphy but +6 Surf can 2HKO both while they can't do much in return without Toxic.

Any Additional Info: Don't get too greedy trying to get +6 as an untimely crit can ruin your sweep if it's unnecessary.


Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt / Volt Switch
- Thunder Wave
- Focus Blast
- Hidden Power Ice / Hidden Power Flying

What it Does: Thunder Wave + 3 attacks Thundurus is one of the best offensive checks to a lot of threatening Pokemon in this metagame, including Manaphy, Mega-Pinsir, and Keldeo. Thanks to its priority Thunder Wave, Thundurus can put a stop to the sweep of any pokemon not immune to paralysis, and possibly get away safely due to full paralysis. This is not to say that Thundurus's only job is to sacrifice itself for paralysis, as if its priority T-Wave isn't needed, it can still fire off powerful, Life Orb boosted attacks using its impressive 125 base special attack, 111 speed, and good coverage. Thundurus's frailty and weakness to Stealth Rock are definitely large issues for it, but it should be strongly considered by any team wanting insurance against being swept and a strong special attacker.

Good Teammates: This Thundurus fits very well onto hyper offensive teams, and loves hazard support, which makes the Deoxys formes ideal teammates to the genie. It also appreciates the removal of Stealth Rock, making Excadrill an excellent partner, as he can spin rocks away and take advantage of the paralysis spread by Thundy. Mega-Pinsir forms a formidable offensive core with Thundurus, threatening special walls such as Chansey, while Thundurus can defeat Pinsir's main counters, Rotom-W and Skarmory.

What Counters It: Specially bulky pokemon that don't mind paralysis are generally the best answers to Thundurus. These include Blissey, Chansey, and specially defensive Hippowdon. Mega-Venusaur and AV Conkeldurr also do well against it unless it is carrying Hidden Power Flying. Choice Scarf users aiming to revenge kill Thundurus must be wary of being paralyzed, although Scarfers immune to paralysis such as Garchomp or Landorus-T can reliably take care of it. Choice Banded Genesect can kill it with ExtremeSpeed after a small amount of prior damage, though it can't switch in.

Any Additional Info: Be careful when switching Thundurus in, as it despises taking any kind of non-resisted attack. Taunt is an option in the last slot, likewise, Leftovers can be used over Life Orb for greater longevity, though the loss in power is very noticeable.


Raikou @ Leftovers
Ability: Pressure
EVs: 32 HP / 252 SAtk / 224 Spd
Timid Nature
IVs: 0 Atk / 30 Def
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]
- Substitute / Extrasensory

What it does: Comes in late-game, sets up, and sweeps. Thunderbolt and Hidden Power form the famed BoltBeam coverage, with only Magnezone, Thick Fat Mamoswine, and some of the Rotom formes resisting it. It can use many standard OU Pokemon for setup bait, even Thundurus and Aegislash. The Speed EVs are just enough to outspeed maximum Speed Thundurus and everything slower, and Thundurus cannot paralyze Raikou since it is an Electric-type. Raikou is free to set up Calm Minds on it, and defeat it with Hidden Power. Even with maximum Special Attack, Aegislash can only take off about 35% of Rakou's health with Shadow Ball after a single Calm Mind. Substitute is excellent so that it can avoid Toxic, Leech Seed, and other status and have a safeguard against priority, but Extrasensory lets it have an easier time with Mega Venusaur, and Conkeldurr. Make sure not to set up more Calm Minds than you need to, as a critical hit or strong priority can make your hard work go to waste.

Good Teammates: Raikou needs teammates who can remove its checks and counters. Landorus is good at that, being able to cripple Chansey with Knock Off, destroy Mega Venusaur with Psychic, and defeat Ferrothron with Focus Blast. Keldeo also works well, stopping Chansey with Secret Sword and Ground-types with Hydro Pump. Gothitelle works great as well, since it can Trick away Chansey's Eviolite, or use Hidden Power Fire to beat Ferrothorn, Psyshock to beat Mega Venusaur, or Energy Ball to beat Quagsire and Hippowdon. Lastly, strong Steel or Poison type physical attackers such as Bisharp can remove Sylveon and Clefable.

What Counters It: Most of Raikou's checks and counters fall into two groups: Ground-types and special walls. Ground types who often carry a Choice Scarf such as Excadrill, Garchomp, and Landorus-T can revenge kill it with Earthquake if it doesn't have a Substitute up. Hippowdon, whether physically or specially defensive, can sponge any attack, even a +1 Hidden Power Ice, and OKHO it with Earthquake and a tiny bit of prior damage. Unaware walls such as Quagsire and Clefable don't care about the Calm Mind boosts, and Quagsire can Earthquake it while Clafable can spam Moonblast to try to lower its Special Attack. Chansey and Sylveon can take repeated Thunderbolts, while Chansey can Seismic Toss or Toxic and Sylveon can Hyper Voice. Lastly, Grass types who are neutral to Ice, such as Ferrothorn and Mega Venusaur, can usually take a neutral Hidden Power and strike back.


Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Calm Mind
- Rest
- Sleep Talk

What It Does: The legendary Crocune. This is an ancient set, but is nonetheless very effective. Thanks to Suicune's great bulk and defensive typing, it can easily set up multiple Calm Mind boosts, then sweep. Rest lets you recover lost HP, as well as healing you from status that would otherwise cripple you and severely hinder a sweep. Sleep Talk allows you to continue attacking and accumulate boosts while asleep. Suicune is nigh impossible to stop once it sets up. It can even beat Pokemon that resist Scald, by burning them, or even PP stalling them with the help of Pressure.

Good Teammates: Suicune is best paired with Pokemon that can give it set-up opportunities, like Voltturners. Suicune really appreciates Toxic Spikes support, to allow it to get through Pokemon like Chansey, Gastrodon, and Jellicent, which it can't break with Scald, due to either ridiculous special bulk, or immunity to Water moves.

What Counters It: The best way to stop Suicune is through Taunting it, or Tricking it a Choice item. Thundurus is a very good answer to Suicune, as it can Taunt it, and threaten it with super effective Thunderbolts. Suicune will also fall to powerful physical attackers with super effective moves, like Kyu-B and Breloom. Chansey, Blissey, or any Pokemon with a water immunity will wall Suicune completely. Keldeo resists Scald and can hit Suicune on its unboosted defense with Secret Sword. Mega Venusaur can wall it, but Giga Drain and Synthesis can both be PP stalled. Calm Mind Lati@s and Calm Mind Slowbro can boost up alongside Suicune and take it out with a Psyshock. Suicune is also quite prone to being critted.

Any Additional Info: Suicune may seem unbreakable at first, but it isn't. Don't try to set up too early in the game, or you risk losing Suicune, or giving free turns to something like Toxicroak or Chansey. Make sure Suicune's checks and counters are out of the way before attempting to sweep.


Volcarona @ Lum Berry
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Quiver Dance
- Fiery Dance
- Giga Drain
- Hidden Power Rock / Bug Buzz

What It Does: With access to Quiver Dance, undeniably one of the best boosting moves in the game, Volcarona is truly a threatening opponent to face. Boasting 135 Special Attack paired with 100 Speed, Volcarona can just attack from the get-go and expect a boost if it used Fiery Dance, another reason to use Volcarona. Quiver Dance is the main move, as without it, he can't outspeed mons it can usually kill such as Greninja, M-Charizard, M-Lucario (can take priority bar ESpeed), and others. The most spammable move on the set is Fiery Dance, a mandatory STAB with a 50% of boosting Spa by +1. The second move, Giga Drain, provides ways to answer Water-Types such as Rotom-W, Keldeo, Greninja, and friends while also providing valuable recovery. The last slot however is a bit unclear: if you want a sweep unhindered by Charizard, Dragonite, and others while luring in Talonflame, HP-Rock is the way to go. On the other hand, Bug Buzz provides a stronger STAB that can pass through Substitutes; the last slot is merely coverage versus reliability. Overall, Volcarona is an asset to any team that can abuse it to it's fullest, and a threat to any team without Heatran.

Teammates: A good Hazards Remover mon is a must for any team using Volcarona, as it is hampered by Stealth Rock greatly, losing 49-50% percent of its health per switch-in. Solid answers to Heatran, Tyrannitar, Pinsir, and to a lesser extent Garchomp are preferred; Landorus-T can easily keep all of them at bay and also provides SR for easier kills, while Conkeldurr handles the former two comfortably. If lacking HP-Rock, answers to Flying-Types that resist Fiery Dance are also preferred to open up a Volcarona sweep.

What Counters It: Heatran is the best Volcarona counter to ever exist, with an immunity to Fire and 4x resistances to Grass and Bug. Meanwhile, Tyrannitar gets massive Special bulk in the sand and can easily Stone Edge Volcarona into oblivion and Talonflame that safely switch in can easily kill with priority Brave Bird. Scarfed Pokemon with a strong, preferably Super-Effective physical move can easily handle Volcarona if they outspeed; otherwise, any mon that can live Volc and hit back Physically just checks.

Any Additional Info: Fire Blast can go over Fiery Dance for more instant power; however, the boost chance will be missed. Lum Berry is the preferred item to protect from stray status, but any item such as Life Orb can be used as well.


Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 HP / 192 Def / 64 Spe
Bold Nature
- Quiver Dance
- Fiery Dance
- Bug Buzz / Giga Drain
- Roost

What It Does: It lives. It keeps pumping like a beating heart and it gets stronger and stronger until the opposing team is overwhelmed by the beautiful flames. It lives because it tanks physical hits, it sponges special hits, and it restores itself back to full health after setting up. Here are some of the more prominent threats it beats and/or sets up on: Genesect, Aegislash, Scizor, Mega Venusaur, LO Deoxys-S, AV Conkeldurr, Mega Mawile, etc. It can tank a hit from and subsequently set up on 4 SpAtk Rotom-W. It can serve as a bulky pivot early and mid-game, sponging resisted hits and fishing for burns. Then, once the field is cleared of key threats (Chansey/Blissey, Talonflame/Mega Pinsir, incoming Stone Edges & Rock Slides), it finds an opening and it strikes. The spread I listed gets the jump on Greninja after one boost (and is marginally bulkier than defensive Timid spreads), but you can tailor it to beat Noivern or w/e you want. Bug Buzz hits a hell of a lot harder than Giga Drain, hits through subs, and has a chance to drop SpDef; Giga Drain hits Azumarill and Keldeo and makes Volcarona that much harder to kill. Both are viable.

Good Teammates: Volcarona needs a lot of support. You need to understand this at the start. There are a whole host of pokémon that can stop it from doing its job, so those pokémon need to be targeted early-game if you're aiming for a sweep. Defog/Rapid Spin support is a given; Lati@s and Mandibuzz are among the most reliable imo, but use whatever you like best. I'm loving SD Terrakion as an offensive partner to nail Chansey/Blissey, Heatran, Tyranitar, other Rock- and Fire-types Volcarona doesn't want to face, while serving as an alternate win condition on the other defense when necessary. Basically, understand Volcarona's limitations and target its counters. Dual STAB or Fire/Grass has terrible coverage, so have multiple answers for the Fire-types and Flying/Dragons threatening the bug. Scarf Chomp/Latios are viable options. Bring your favorite answer to Talonflame: mine is Rocky Helmet Garchomp.

What Counters It: A whole lot. Chansey, Blissey, and Heatran are nigh unbreakable on the special side. Heavy physical hitters with EdgeQuake coverage are likely going to win. Physical hitters that resist Volcarona's two moves (notably Flying/Dragons) have to be severely weakened or, better yet, dealt with by a teammate. Volcarona hates Toxic, so it's not always wise to come in on walls expecting easy boosts, unless you've scouted the moveset first. Rocks make its life much harder, so bring your A-game hazard removal. Talonflame needs to be removed; Mega Pinsir can't kill with Quick Attack, but outspeeds before a QD.

Any Additional Info: Volcarona is well worth the support it requires. Look at the top-tier threats that cannot touch Volcarona. It turns so many opposing pokémon into liabilities and it cleans up easy. Understand its strengths and the limitations of this particular set, and the Sun Pokémon will take you far.


Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dragon Pulse
- Hydro Pump
- Draco Meteor
- Surf / Ice Beam

What It Does: Kingdra is a premier swift swimmer, outspeeding the entire metagame with its effective 538 speed. Its rain boosted, Choice Specs Hydro Pumps hit unbelievably hard, even off of its fairly modest 95 base special attack; they are capable of OHKOing nearly the entire metagame, and 2HKOing all but the bulkiest of resistant pokemon. Its secondary STAB in Dragon gives it nearly flawless coverage, and the only things that resist its STABs are Azumarill, Empoleon, and Ferrothorn. Dragon Pulse is a reliable secondary STAB, and hits a bit harder than a resisted Hydro Pump. Draco Meteor is useful when you need something gone right now, but the -2 SpA forces you out. Kingdra's speed and incredible power make it a menace that can tear teams apart.

Good Teammates: Kingdra is a top choice for a rain team, but pretty much just. Without rain, Kingdra is a fairly mediocre Pokemon. Politoed is the centerpiece of most rain teams, with its ability in Drizzle instantly giving eight turns of rain with Damp Rock. Rain can also be summoned manually with Rain Dance; Tornadus is a great rain setter, with its speed and ability in Prankster guaranteeing rain to fall, and with its 100% accurate Hurricanes giving it good offensive power. Deoxys-S is also a great choice, having both Stealth Rock and Rain Dance, and the blazing speed to set them up reliably.

What Counters It: Handling Kingdra's unmatched speed and devastating power in rain can be difficult. The power of its Hydro Pumps are hard to exaggerate, and they allow Kingdra to power its way through many resistant Pokemon. Kingra is also fairly bulky with 75/95/95 defenses and a unique typing, which makes it neutral or resistant to all forms of priority and leaves it with only two weaknesses. However, it is possible to counter. Blissey and Chansey, the bane of all special attackers, have no trouble walling Kingdra, and are the most reliable counters to Kingdra. Specially defensive Mega Venusaur resists Hydro Pump and is 3HKOed at best by Dragon Pulse, and it can heal itself with Giga Drain while damaging Kingdra. Physically defensive Mega Venusaur risks being 2HKOed by Dragon Pulse, however. Ferrothorn is 3HKOed at best with some investment, and can paralyze Kingdra with Thunder Wave, ending its sweep. It can also use Leech Seed on Kingdra, extending its longevity further. Azumarill is 2HKOed by Hydro Pump, but Assault Vest turns that into a 3HKO, and Azumarill can OHKO back with Play Rough. Empoleon, while uncommon, does not have much of an issue taking on Kingdra.

Any Additional Info: Kingdra can use Life Orb to switch attacks and become even harder to check, but this reduces its power and compromises its bulk. Kingdra's attack is identical to its special attack, which allows it to run a physical or mixed set; while Waterfall is much weaker than Hydro Pump, Kingdra has access to Dragon Dance and Outrage. Yawn is an interesting move on Kingdra, though inadvisable with Specs: Kingdra can use Yawn when a counter comes in, possibly giving a teammate a chance to set up after Kingdra is KOed.



Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 52 HP / 4 Atk / 216 SpA / 236 Spe
Rash Nature
- Substitute
- Ice Beam
- Fusion Bolt
- Earth Power

What It Does: When something with a BST like this is on OU, something is wrong. The mixed Sub set is his best one; 120 SpAtk isn't what one would call bad, but when you pair it with a 170 Atk, it's ridiculously good. It can completely clean up teams with the right moves; it's Ice-Typing just proved it a bit too prone to damage. However, when under a Substitute, Kyu-B is in whole new world, as now things that previously killed it, it can kill; Garchomp can't take him out now, while Scizor will take some damage. The fact that you can set-up on the face of the most used mon in the meta, Rotom-W, is very impressive. His very nice Super-Effective coverage is a huge asset as well. The biggest selling point, however, is the fact that it can completely decimate walls such as Gliscor, Skarmory, Heatran, MegaSaur, Aggron, and others. Teravolt cancels abilities that deal with battle damage which helps huge with the latter two, meaning no Thick Fat and Filter involved. Truly he is a mon you would consider if you're having problems with the said walls and want a good cleaner.

Good Teammates: Anyone that would want the said walls gone would make good teammates. Good Deffogers and Rapid Spinners also make good teammeates. Good answers to Keldeo, Conkeldurr, Terrakion and Scizor are

What Counters It: AV Conkeldurr can take any attack it can deal and Drain Punch in return. Scizor can dish out Bullet Punches which can send Kyu-B packing. With this set, it loses to Chansey who just recovers back damage to stall Fusion Bolts pitiful PP. Outside of a sub, any faster Dragon or Fighting-Type can KO him.

Any Additional Info: As much as possible, try to keep your Substitute up. There are a lot of things which it can dent more safely with a Sub up, most notably Garchomp, Lati@s, Aegislash, and Scizor.



Scizor @ Choice Band
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- U-Turn
- Bullet Punch
- Pursuit / Knock Off
- Superpower

What it does: Good 'ol Scizor, one of the most used Pokémon in Generation 5 and for good reason. What makes Scizor so good is his ability to gain momentum with the strongest U-Turn out there, while also providing utility with a STAB Technician boosted priority in the form of Bullet Punch. The loss of his resistances to Ghost and Dark sure have hurt him, but it just means it has a little less opportunities to switch in. A handy resist to Fairy sure comes in handy as it now can switch in on the likes of Clefable or Togekiss and force them out with BP. While he can't switch in as easy anymore his base 100 Defense still helps him to switch in against Tyranitar and threaten it with your STAB moves. It also makes an excellent Pursuit-trapper against the Lati-twins (especially if you come in on a Draco Meteor). The very common MegaVenusaur also struggles against this mighty Bug Warrior as Scizor resists both of Venu\s STAB moves and can retaliate with a powerful U-Turn.

Good teammates: If you are using Scizor as Pursuit trapper, anything that benefits from having Lati@s removed from the field is a great teammate. Keldeo can be an example as it resists the fire moves Scizor hates and also doesn't give a damn about Will-o -Wisp, while Scizor can handly take grass moves. Rotom-W is probably one of the best teammates for Scizor as they have almost perfect synergy and provide you an immediate solid VoltTurn core. Stuff like Heatran or Gastrodon/Quagsire cover Scizor's weaknesses very well

What counters it: If there is one thing a Scizor user always has to be aware of then it is: HP FIRE. HP Fire on Venusaur or Lati@s can ruin Scizor's whole day. Fairies like Clefable and Togekiss can also be running Flamethrower to catch Scizor on the switch. Heatran can take every move barring Superpower and Aegislash can just abuse King Shield and hit hard with Shadow Ball. Skarmory and Rotom-W are things that can reliably take every move Scizor wants to go for. As far as offensive switches go Landorus-T poops on most Scizor and Gyarados is also an excellent switch in with Intimidate. Magnezone with HP Fire can revenge kill or switch, just be wary of Superpower and U-Turn.

Any additional info: Always, always scout for fire moves if you want to switch in. It's not a bad idea to invest in speed on Scizor as it is in a speed tier where many bulkier Pokémon compete in (Rotom-W, Heatran, Venusaur, Tyranitar), but this heavily depends on what your team needs.


Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Stone Edge
- Stealth Rock / Will-O-Wisp

What it does: Offensive Heatran is a great Pokemon. Using its great Fire/Steel typing and good 106 defensive stats, Heatran doesn't have trouble coming in on a lot of big threats, such as Talonflame, Volcarona, and Scizor. Heatran's 135 Special Attack is nothing to mess around with, as STAB Fire Blast can damage a lot of offensive teams. Air Balloon further assists Heatran when switching in, as it can come in on Pokemon such as Excadrill and Heatran and threaten them out with Fire Blast and Earth Power. Fire Blast is it's main STAB, while Earth Power is used to hit Fire- and Rock-type Pokemon. Stone Edge does the most damage to Pokemon such as Charizard-Y and Volcarona, making it the preferred option over Ancient Power. Finally, due to Heatran's great bulk, it can easily set up Stealth Rock. Will-O-Wisp can be used, however, to get a burn on slower Pokemon, such as Azumaril and Mawile

Good Teamates: Pokemon who resist Water- and Ground-type attacks, such as Latios, Latias, Rotom-W, and Celebi, all make good partners for Heatran. Mega Venusaur forms the famous VenuTran combination, which is an excellent combination of Pokemon who cover each other's weaknesses quite well. Heatran also appreciates Fairy-type Pokemon, such as Clefable and Togekiss, who can absorb Fighting-type attacks for it. Heatran can also remove Steel-type Pokemon for Fairies, making them even better partners. Finally, Pokemon that dislike Steel-types, such as Skarmory, make great partners. Examples include Mega Tyranitar, Mega Gardevoir, and Scizor.

What Checks/Counters It: Powerful Fighting- and Water-type Pokemon, such as Conkeldurr, Terrakion, Infernape, Keldeo, Manaphy, Greninja, and (Mega) Gyarados all deal with Heatran quite well. Once his Air Balloon has been removed, Ground-type Pokemon can all easily threaten Heatran out quite well. Some prime examples include Garchomp, Excadrill, Landorus, and Mamoswine. Chansey and Blissey can wall Heatran all day, while Specially Defensive Mega Venusaur can absorb almost blow thanks to Thick Fat. Bulky Dragon-types such as Latias and Goodra can all tank hits from it quite well. Finally, powerful priority from the likes of Choice Band Azumaril and Technitian Breloom can KO Heatran after some prior damage.

Additional Info: Leftovers can be used for more longevity. Life Orb can be used for more power, but it usually isn't worth the recoil. Hidden Power Ice can also be used to nail Pokemon such as Landorus-T, Gliscor, and Garchomp.


Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SAtk / 20 Spd / 4 SDef
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

What it does: While Mega Venusaur first became famous as a part of the famous VenuTran defensive core, it can also be used as a very useful bulky attacker. Thanks to its ability Thick Fat and its Grass/Poison typing, it has 5 resistances and only two real weakness: Psychic and Flying. This, combined with its excellent 80/123/120 bulk, makes it easy for it to switch into a large number of Pokemon, and thanks to STAB Giga Drain coming off base 122 Satk, it can easily gain the HP lost back while still maintaining offensive momentum. Sludge Bomb is also a strong STAB move that lets it check many threats that resists Giga Drain. Hidden Power fire is a vital move that lets Mega Venusaur take on many Steel-type threats that would otherwise wall it, such as Skarmory and Mega Mawile. Lastly, if Giga Drain doesn't heal fast enough, Synthesis can be used as a faster recovery option.

Good Teammates: Pokemon who resist Psychic and Flying make the best partners for Mega Venusaur. Good candidates are offensive Heatran, Bisharp, Excadrill and Tyranitar, though you should be careful if you use Tyranitar since its Sand Stream ability hinders Mega Venusaur's healing abilities. In addition, Kyurem-B and Mega Gyarados both have access to Mold Breaker Ice attacks, so Pokemon that can switch in on them and threaten them out is also useful, however both are difficult to counter, so you'll likely need to rely on checks. Luckily normal Gyrados and Kyurem-B are weak to Stealth Rock, which makes checking them with Scarfers like Keldeo easier.

What Counters it: Heatran stops this set cold. It can switch in on any attack and spam Lava Plume until Synthesis runs out. Choice Band Talonflame can come in and OHKO it with Brave Bird. Lati@s and Kyurem-B can come in on Giga Drain or Hidden Power Fire and threaten it with Psyshock and Mold Breaker Ice Beam, respectively.

Any additional info: If the extra healing of Synthesis seems redundant, it can be swapped for Sleep Powder for extra utility, though the 75% accuracy may induce rage at times. It's also possible to swap Hidden Power Fire for Earthquake to 2HKO Heatran, but this will cause you to be threatened by Skarmory, Ferrothorn and Scizor, so the loss of coverage is usually not worth it. Lastly, try to get Venusaur mega-evolved as soon as possible, preferably within the first few turns, otherwise the extra 2 weaknesses will make it harder for it to switch in later on when you need it.



Charizard @ Charizardite Y
Ability: Drought
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty/Mild Nature
- Fire Blast
- Solar Beam
- Dragon Pulse / Focus Blast
- Earthquake / Roost

What It Does: Breaks any defensive cores to smithereens. The sheer unpredictability of Charizard as a Pokemon really allows Mega Charizard Y to break through defensive cores with ease. STAB Fire Blast in the Sun coming off of Mega Zard's Y Special Attack stat is simply unreal. Solar Beam is an amazing coverage move that KOs many Fire Blast resist Pokemon such as Rotom-Wash, Gastrodon, Tyranitar, etc. Dragon Pulse hits the Dragon Types that can tank both Fire Blast and Solar Beam (usually Goodra and Latias). Focus Blast can be used in place of Dragon Pulse for a more effective way of handling Tyranitar. Earthquake is great for breaking Heatran while Roost provides Mega Charizard Y with longevity.

Good Teammates: Defoggers/Rapid Spinners, Lures and cleaners. Excadrill, Starmie and Latias are some good examples of Pokemon that are capable of clearing any Stealth Rocks off the field. Pokemon such as Keldeo and Thundurus-Incarnate make fantastic lures, drawing in Chansey and Blissey and then hitting both of them on their weaker Defense stat. Finally, since Mega Charizard Y tends to leave the opposing team in ruins after its job is complete, a cleaner such as Scarfed Keldeo makes for a great offensive partner.

What Counters It: Chansey, Blissey and Goodra. These three Pokemon take pitiful damage from any of Mega Charizard Y's moves and are capable of damaging it back in return. Heatran can take on any non-EQ or Focus Blast variants while bulky Latias can tank a Fire Blast and attempt to either set up Calm Minds or do some damage in return. Tyranitar and Politoed are slightly shaky but are capable of KOing Mega Charizard Y. As long as they eliminate the Sun, Mega Charizard Y will lose in many 1v1 scenarios.

Any Additional Info: Mega Charizard Y works great mid-game as a wall breaker and is capable of cleaning late game against slower, defensive teams as well.


Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 52 HP / 4 Atk / 216 SpA / 236 Spe
Rash Nature
- Substitute
- Ice Beam
- Fusion Bolt
- Earth Power

What It Does: When something with a BST like this is on OU, something is wrong. The mixed Sub set is his best one; 120 SpAtk isn't what one would call bad, but when you pair it with a 170 Atk, it's ridiculously good. It can completely clean up teams with the right moves; it's Ice-Typing just proved it a bit too prone to damage. However, when under a Substitute, Kyu-B is in whole new world, as now things that previously killed it, it can kill; Garchomp can't take him out now, while Scizor will take some damage. The fact that you can set-up on the face of the most used mon in the meta, Rotom-W, is very impressive. His very nice Super-Effective coverage is a huge asset as well. The biggest selling point, however, is the fact that it can completely decimate walls such as Gliscor, Skarmory, Heatran, MegaSaur, Aggron, and others. Teravolt cancels abilities that deal with battle damage which helps huge with the latter two, meaning no Thick Fat and Filter involved. Truly he is a mon you would consider if you're having problems with the said walls and want a good cleaner.

Good Teammates: Anyone that would want the said walls gone would make good teammates. Good Deffogers and Rapid Spinners also make good teammeates. Good answers to Keldeo, Conkeldurr, Terrakion and Scizor are

What Counters It: AV Conkeldurr can take any attack it can deal and Drain Punch in return. Scizor can dish out Bullet Punches which can send Kyu-B packing. With this set, it loses to Chansey who just recovers back damage to stall Fusion Bolts pitiful PP. Outside of a sub, any faster Dragon or Fighting-Type can KO him.

Any Additional Info: As much as possible, try to keep your Substitute up. There are a lot of things which it can dent more safely with a Sub up, most notably Garchomp, Lati@s, Aegislash, and Scizor.


Mawile @ Mawilite
Ability: Intimidate
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Substitute
- Play Rough
- Sucker Punch
- Focus Punch

What it does: It is a beauty. With more attack than a CB Azumarill from the start, its mere presence is incredibly threatening to offensive and defensive teams alike. Unfortunately, it's very low speed and reliance on Sucker Punch is rather easy to exploit by many offensive teams, who very often switch in something faster, like Garchomp. Substitute handily fixes this issue, screwing over faster revenge-killers and allowing you to use your more powerful STAB. Its many resistances and Intimidate before the mega allows it to set up on a lot of things, above all choiced attacks, Outrage locks, many walls, the Latis, even Conkeldurr. It also has the benefit of at times forcing Focus Punch is the real trump-card in this set; Mawile attracts Heatran in ways no other fairy can, and Focus Punch is always a clean OHKO, clearing the way of this often troublesome defensive threat.

Good teammates: This Mawile's ability to remove Heatran means, it can support sweepers as Talonflame and Volcarona very well. The Latis stands out as good teammates, as they can remove Mega Venusaur, one of the most problematic foes for Mawile. Mawile can in turn smash through special-defensive fairies and the blobs. Latias' Healing Wish is incredibly powerful paired with Mawile; your opponent most certainly does not want to face two Mawiles in a row! Water-type sweepers pair well with Mawile, as they can threaten Ground- and Fire-types. Substitute without recovery means, you'll be worn down a bit more than you might like, so a Wish-Passer like Sylveon and Clefable are also good teammates. Clefable also deals quite handily with Gliscor. Volt-turn is always helpful to bring in Mawile safely, to avoid it being worn down too much.

What counters it: M-Venusaur is really annoying for this set. Because you can't touch it with anything on this set and will recover off damage, it wastes your precious substitute (of which you have but four at most). Landorus-T can sponge an attack, drop Mawile's attack, and threaten with STAB Earthquake, but it really does not like switching repeatedly into Play Rough, as it has no reliable recovery. Gliscor lasts quite a bit longer, and it can always spam Protect to recover health. Skarmory and Hippowdon take any one of these attacks, even Focus Punch (as long as not roosting), and whirlwinds out the Substitute. Once Mawile's Sub is broken, faster, hard-hitting offensive threats capable of taking a Sucker Punch can force it out.

Additional Info: Try not to use Substitute too much if you haven't much prior damage to Mawile's counters and checks; early-game, it's oft better to just attack and at least put that Lando-T in KO-range sometime. Remember, you have no recovery! Conversely, when you have a Sub up, try to keep it up as long as possible, as it will ease your wallbreaking and possible sweep. This means, know when to use Sucker Punch and when to use your other moves.


Aegislash @ Life Orb
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Shadow Ball
- Iron Head / Sacred Sword
- Shadow Sneak
- King's Shield

What it does: Mixed Aegislash is a wonderful wallbreaker. This means that it can break down various walls in the game such as Skarmory and Florges to name a couple. This allows another teammate to come in on weakened walls and sweep the opposing team. Aegislash does this extremely well because of it's amazing mixed attacking stats, 150/150 which matches those of Deoxys. Walls coming into to take an attack from Aegislash may expect to take one type of attack, only to get smacked by the other. For example, when a player sees an Aegislash, they may expect a Shadow Ball and proceed to switch in their Florges since it has amazing special bulk. When they do switch in to take it, Aegislash can just hit them on their weaker defensive stat and proceed to KO Florges with Iron Head instead. This also works the other way around with something like Skarmory who may be expecting an Iron Head only to get smashed by Shadow Ball.

Good Teammates: Teammates who can eliminate strong Ground- and Fire-types are great as they can threaten Aegislash with their strong STAB attacks. Mamoswine is a great offensive partner for this as it can KO various Ground-types such as Garchomp, Gliscor, and the Landorus forms with Ice Shard while also eliminating Fire-types such as Heatran with STAB Earthquake. Aegislash can eliminate or weaken those dedicated Physical walls such as Skarmory that Mamoswine has trouble powering through.

What Counters it: Bulletproof Chesnaught does an amazing job at countering Aegislash. With Bulletproof, it's immune to Ball and Aura moves such as Aegislash's Shadow Ball. With it's great physical bulk, it can take repeated Iron Heads and Sacred Swords and proceed to setup Spikes or just Leech Seed Aegislash.

Any Additional Info: Don't make it a habit of constantly using King's Shield as experienced players can use a predicted King's Shield as a setup opportunity.


Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Psycho Cut / Zen Headbutt
- Ice Punch
- Fire Punch / Thunder Punch / Baton Pass

What It Does: Rips and tears. Mega Medicham excels at getting rid of walls and defensive cores, opening up a sweep for the rest of its teammates. Being able to OHKO or 2HKO nearly the entire game with only one moveset is not something that many Pokemon can boast. High Jump Kick is your main STAB move, and is the strongest unboosted and unbanded physical attack in the game. Psycho Cut and Zen Headbutt are good for things that resist High Jump Kick, and is especially good for Mega Venusaur. Ice Punch is for things like Gliscor, Dragonite and Lando-T, which would otherwise counter you, and are all prominent enough to warrant the usage of Ice Punch. The last slot has some options; Fire Punch allows you to deal heavy damage to Aegislash on the switch, but Aegislash can deal heavy damage or OHKO with Shadow Sneak, or use King's Shield to reduce your attack and avoid the 2HKO from Fire Punch. Thunder Punch allows you to deal with Gyarados and Slowbro. Baton Pass is a great option, as it removes the need to predict switches and allows Medicham to act as an offensive pivot.

Drain Punch provides a source of healing, and allows Medicham to stick around longer, but is not recommended for a pure wallbreaker set. Bullet Punch and Fake Out are two possible sources of priority for Medicham, but neither deal significant damage and are entirely ineffective against walls.

Good Teammates: Mandibuzz and Bisharp are great teammates for Medicham. Mandibuzz is an excellent wall and the #1 counter to Aegislash, who gives Medicham the most trouble. Bisharp is one of the best partners for Medicham, as it can come in with Baton Pass on many of Medicham's counters and Pursuit trap them, and is a great check to Aegislash. Rotom-W and Tyranitar are great for dealing with Talonflame, who is a huge threat to Medicham. A cleric is another great teammate, as, like most physical attackers, Medicham is dead weight when Burned.

What Counters It: Bulky Psychics and Ghosts. Aegislash is by and far the most prominent and Slowbro is also a headache. Aegislash and Slowbro can be dealt with by using Fire Punch and Thunder Punch, but Medicham will never, ever get past Sableye. There's also Cofagrigus and Mew who are rare but not unseen.

Even the presence of a ghost on the other team hinders Medicham's wall-breaking ability, since it can't safely use High Jump Kick without a possible ghost switch in. Things with Protect can also cause severe damage to Medicham, but it's usually easy to tell what has Protect and what doesn't. Medicham's counters are all almost exclusively weak to Dark, which is why Bisharp makes such a good partner.

Any Additional Info: It is possible for Medicham to sweep a team, but this would usually require a Parashuffler or Tailwind support. It's more reliable to have Medicham crush any walls, and have other teammates handle the clean up. Due to Medicham's general frailty and decent but not great speed, it is relatively easy to check, so it would be good to have a defensive core to retreat to when you're forced out.


Mawile (F) @ Mawilite
Ability: Intimidate
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Play Rough
- Fire Fang / Knock Off

What it does: Swords Dance Mega Mawile is a massively threatening offensive Pokemon that can put the hurt on offensive and defensive teams alike. The combination of an already solid base 105 Attack stat and an amazing ability in Huge Power makes Mega Mawile hit incredibly hard (highest effective attack stat out of any pokemon!), pretty much 2HKOing anything that doesn't resist its attack at worst, and even some Pokemon that resist its moves will fall. For comparison's sake, Mega Mawile's play rough is stronger than CB Azumarill's, and its Sucker Punch and Knock Off are slightly stronger than they are from Bisharp without a boosting item (can't quite match Life Orb Bisharp though). Anyways, Mega Mawile's solid 50/125/105 defenses, great Steel/Fairy typing, and Intimidate ability before mega evolving make it quite easy to switch in Mawile in on Pokemon such as Conkeldurr, Lati@s, and Mandibuzz and either fire off a massively powerful Play Rough or set up a Swords Dance and go from there. Mega Mawile's low base Speed stat and therefore reliance on the inconsistent Sucker Punch does hold it back a bit, but Mega Mawile is nothing to be underestimated, and is definitely worth consideration on a variety of teams.

Good Teammates: Teammates that can eliminate annoying Ground- and Fire-types such as Landorus-T, Hippowdon and especially Heatran are excellent teammates for Mega Mawile. Water-types such as Azumarill, Gyarados, Greninja and Keldeo are excellent at this, bar a Lava Plume burn from Heatran, Belly Drum Azumarill and Gyarados can switch in and force out most Fire- and Ground-types quite easily and use them as set up fodder for Dragon Dance and Belly Drum, respectively. Meanwhile CB Azumarill, Greninja and Keldeo can Fire off massively powerful attacks to blow holes in the opposing team and help Mawile sweep Methods of Speed control such as Sticky Web are great for Mawile as well, such as Priority Thunder Wave from Thundurus-I, and the more niche Trick Room and Sticky web.This lets Mawile get the jump on Pokemon that'd outspeed it otherwise, and become less dependent on Sucker Punch as well.

What counters it: Because of its massive power, decent set of coverage options, and ability to boost, Mega Mawile is very difficult to outright counter. However, there are definitely some solid checks out there. Heatran gives any set with Fire Fang as the coverage move quite a bit of trouble, 4x resisting Play Rough, being immune to Fire Fang, and being able to evade Sucker Punch by simply not attacking, while either KOing Mawile with Lava Plume or burning it with WoW in return, however sets that use Brick Break or Knock Off can heavily dent it and in the latter's case remove its item in the process. Landorus-T can Intimidate Mawile, take Play Rough+Sucker Punch with the proper investment and threaten Mawile with Earthquake, Physically defensive Hippowdoncan take on Unboosted Mawile quite well, but comes out barely alive if Mawile manages to nab a Swords Dance boost. Rotom-W Can take a single Play Rough from Mawile and force it out once with Will-O-Wisp, but it won't be able to hold off Mega Mawile in the long run.

Any additional info: Mega Mawile takes some prediction to use and often finds itself in Sucker Punch mindgames. Sucker Punch is powerful, but fails when the opponent uses a faster priority move or doesn't attack, resulting in 50/50s against things such as faster Pokemon with Substitute, as well as things like Mega Pinsir where you have to choose between picking off a weakened once with sucker punch or using play rough as he quick attacks. Also, while Swords Dance is definitely nice, Mawile hits so damn hard that it often doesn't need to use it to break what it needs to.


Heracross (M) @ Heracronite
Trait: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Pin Missile
- Earthquake
- Rock Blast

What it does: It just destroy everything in front of him, with a stellar base attack of 185 and its good coverage moves even the fattest physical wall like Hippowdon, Slowbro etc. get easily destroyed. Skarmory has actually the bulk to take two hit but with a bit of residual damage it gets 2HKO'd by Close Combat as well.

Good teammates: Deoxys-D is one of the best teammate of Heracross because it really likes having Spikes support. Aegislash is another great partner because it usually beats Psychic / Fairy types which can be a problem for Heracross, that can also protect Aegislash from Ground-type mon. Something like HP Ice Terrakion (just to make an example) that lures and weakens Gliscor and Landorus-T is really helpful if you want to run M Heracross because it actually struggles at Gliscor and Landorus-T, mainly at the first one which have a reliable way to recover its HP with Poison Heal + Protect and which can Toxic-stall Heracross out. Another great teammate is Garchomp, especially the SD one, which really appreciates the job of Heracross on destroying Physical walls (and Chomp can also lures and weaken Gliscor and Landorus-T with a boosted Aqua Tail). Sticky Web / Trick Room users and mon like Thundurus that can give it solid paralyis support are great teammate too because Heracross is quite slow.

What counters it: Gliscor is probably the best mon at countering it, while Landorus-T is good too. I wouldnt call Skarmory a counter because it takes a ton from Close Combat and Sword Dance is an option too (even if I dont suggest it because losing a coverage move is huge).

Any additional info: You can run Sword Dance if you want but yeah as I already said before losing a coverage move is pretty bad. You can also run an Adamant nature but M Heracross is already pretty slow so yeah I dont suggest it either. Sticky Web, paralyis support and Trick Room are the ways to solve it.


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

What it Does: Keldeo smashes through unprepared teams with stab hydro pump coming from 129 base SpA. Additionally it can punch huge holes through many specially defensive walls, such as Chansey and Blissey with secret sword, which gives it pseudo mixed stab coverage. Most of its hard counters, such as Latias, Celebi, and Jellicent are nowhere near as common this generation. Azumarill, one of the new counters to Keldeo still takes a lot of damage from hydro pump on the switch in, and with no recovery, it is often overwhelmed later on in the match. Additionally, its 108 base speed means it can do a lot more than just break walls, and can sweep late game once faster pokemon such as Thundurus and Lucari0 have been eliminated. Keldeo has enough bulk, even uninvested, that it can take a few neutral hits. Icy wind helps take down dragons such as Dragonite.

Good Teammates:
Band-Tyranitar is one of the best teammates for Keldeo as it can take out many of Keldeo's counters and checks with pursuit. This includes, Celebi, Talonflame, Latias, Latios, and Jellicent. Tyranitar can switch into anything that Talonflame can dish out (bar U-turn) and guarantee a OHKO with pursuit (assuming one turn of sandstorm damage).
  • 252+ Atk Choice Band Tyranitar Crunch vs. 4 HP / 0 Def Talonflame: 292-345 (97.9 - 115.7%) -- 87.5% chance to OHKO
Keldeo minds the sandstorm drawback to using Tyranitar even less than last generation as it now only lasts 5 turns. Politoed is a decent teammate which allows hydro pump to hit even harder, though its hard to abuse the rain when it only last 5-8 turns and with the popularity of Tyranitar and Charzard-Y. Celebi and Mega-Venusaur are decent teammates as they can switch into Thundurus-I and force the switch. Celebi has the advantage of being able to heal any paralysis when it switches out and access to leftovers. However, Mega Venusar can switch into Azumarill, something Celebi can't do. I don't mention dedicated special walls, such as Chansey as they lose momentum too easily, and keldeo is generally on offensive teams that can't afford to give up too much. Finally, Keldeo, like all other wall breakers appreciates Stealth Rock support.

What Counters It: Keldeo's old counters such as Celebi, Latias, and Jellicent hard wall it just as much as last gen, though they're much rarer in OU now (especially Jellicent, the best counter for Keldeo). Gen 6 also introduced some new counters such as Azumarill and Mega-Venesaur. Mega-Venesaur can reliably switch into anything keldeo can dish out and must be taken out by team mates. Azumarill can switch into a few hydro pumps and force the switch, but it gets worn down after a few times of this, and eventually Keldeo can break through. Sylveon also doesn't take too much from even hydro pump and can OHKO with hyper voice.

Talonflame, Thundurus-I, Greninja, and most other faster pokemon that can hit it super effectively are good checks to Keldeo.

Any Additional Info: Modest is also an option on Specs Keldeo as it allows it to hit even harder. However, it should only be used when keldeo is not meant to sweep later in the game, and when you have other solid answers to pokemon 95 Speed and faster.


Staraptor @ Choice Band
Ability: Reckless
EVs: 4 HP / 252 Atk / 252 Spe
Jolly / Adamant Nature
-Brave Bird
-Close Combat
-Double Edge / Quick Attack
-U-Turn

What it Does: CB Staraptor is a very simple pokemon to use: Bring it in on something it threatens, forcing your opponent to switch to their Flying resist (usually Heatran / Rotom-W / Tyranitar). You could try to predict the switch and use the appropriate move, but most of the time you'll be safe just spamming Brave Bird. The idea is that after taking on Staraptor once or twice, your opponent will have nothing left that can block the Talonflame or Mega-Pinsir that you have waiting in the wings. There is nothing in OU that can take two CB Reckless Brave Birds and still counter your second Flying type.

Good Teammates: Obviously Talonflame or Mega-Pinsir is the most important teammate for Staraptor, as without them there is almost no reason to use it. Staraptor and his Flying friends also require Stealth Rock removal to not die too quickly. A Defogger is probably the best option here because you really do need those rocks gone ASAP. Stealth rocks on the opponent's side are nice as always to help wear down the stuff Staraptor is bashing that much faster. Staraptor also appreciates a U-Turn partner that can threaten at least some of the stuff that will switch into him, in case you decide to click U-Turn instead of Brave Bird for whatever reason.

What Counters it: It's hard to really counter Staraptor, because if you switch your wall into it it's already done its job. The best you can do is to get Stealth Rocks up and keep them there by putting enough pressure on your opponent that they can't defog. This will at least ensure that Staraptor kills itself as soon as possible. You could also switch in Chansey, who survives a Brave Bird but passes tons of recoil damage back to Staraptor.

Any Additional Info: Staraptor will kill itself very quickly, so it's important to conserve its health by making sure you only use Brave Bird when it's really necessary. It is also very easy to check and force out Staraptor with offensive pressure, as it's relatively slow and very frail.


Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Quick Attack / X-Scissor

What It Does: Terrakion has arguably one of the best dual STAB coverages in the ou metagame. With a high base 129 Attack stat, Choice Band turns Terrakion into an absolute monster, capable of denting almost any defensive Pokemon that fails to resist its moves. Close Combat and Stone Edge are its two STAB moves and the two moves are usually more than enough to deal with whatever silly Pokemon is sitting in front of it. With the introduction of Aegislash, Earthquake becomes mandatory so that the oversized kitchen knife doesn't impede Terrakion's wallbreaking. Quick Attack is an absolute godsend allowing Terrakion to snipe that last 20% off of Scarf Latios. The last move is honestly up for grabs. Feel free to go wild with the last slot. Just don't use Focus Blast though. Please. It happens too frequently.

Good Teammates: Obviously since Banded Terrakion is a wallbreaker, offensive sweepers such as Lucario and Mega Scizor greatly appreciate the holes the Banded Terrakion tends to leave behind. To make Choice Banded Terrakion's life a bit easier, it helps to carry teammates that can deal with Pokemon that can stomach Terrakion's hits such as Gliscor, Landorus-T and Aegislash. Mamoswine stands out as a phenomenal partner hitting all three for super-effective damage.

What Counters It: Aegislash is an amazing check being immune to Close Combat and Quick Attack while heavily resisting Stone Edge and X-Scissor. It remains a check because a Banded Earthquake will certainly make the sword crumble. Defensive Celebi, Gliscor and Landorus-T are all great answers for Banded Terrakion.

Any Additional Info: Banded Terrakion is best played early to mid-game. Try to bait out the defensive Pokemon that wall your main sweeper so that Banded Terrakion can come out and slap them around a bit. Also due to the immense pressure Banded Terrakion can generate, hazard support can really help in some situations.


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

What It Does: With the Knock Off buff in sixth gen, it is easily one of the best moves in the game,with Bisharp being one of the best abusers. Even if it won't kill, it will still dent nearly anything, as well crippling the target by removing its item. Using the sheer brunt force of Knock Off, Bisharp can easily destroy anything thats walling your main sweeper, or at the very least weakening it to the point where the sweeper is able to reliably take out its counter. Bisharp also has one of the most destructive Sucker Punches in the game, which is really good for taking out anything that out speeds you, and can be useful for setting up its own mini-sweep. Revenge killers, even fighting types that resist Sucker Punch, still get hurt very hard by a +2 Sucker Punch. Iron Head is great for destroying Fairies, as well as offering a nice second powerful STAB attack and a chance for flinching. It also functions as a defog Blocker, oftentimes your opponent is forced to make a crucial decision on whether to defog and potentially give you +2 if you switch in to Bisharp, or to just leave the hazards on the field.

Good Teammates: Deoxys-D or Deoxys-S are both wonderful teammates for Bisharp, as they provide the vital Deo-Sharp core that is widespread on many HO teams. Things that can handle Conkeldurr are very welcome, as Conkeldurr is perhaps one of the greatest banes to Bisharps existence, easily KO-ing with a Mach Punch, while taking minimal damage from a Sucker Punch. I personally use Mega-Pinsir, which can come in safely on anything not named Ice Punch or the rare occasional Poison Jab, and OHKO with Return.

What Counters It: Nothing really counters Bisharp, since everything fears losing an Item (besides Megas). However, even Megas don't want to take a STAB LO Knock Off from a Bisharp, which still packs a punch, boost or no boost. However, something that really does work well against this particular Bisharp set is Mega-Gyarados, without pre-MEvo Intimidate. Seeing as how Water-Dark resists Dark and Steel, Bisharp really can't do much to Gyarados, which can just KO with EQ. As mentioned before, Conkeldurr can easily beat Bisharp with Mach Punch.


Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid / Naive Nature
-Earth Power
-Focus Blast / Sludge Wave
-Psychic
-Hidden Power Ice / U-turn

What It Does: Landorus does pretty much of what you would expect of a pokemon with 115 SpA, sheer force boosted moves, and a spamable stab. That is, tear huge holes in teams that lack dedicated special walls, or Landorus’ few counters such as Rotom-W. Sheer force in conjunction with life orb, grants Landorus a x1.69 boost on all attacks other than HP Ice and U-turn, with no negative drawback. Earth Power is the move that Landorus will be spamming most of the time, and is capable 2HKO'ing almost all the tier that doesn't resist it. It packs enough power to OHKO Aegislash, with the only other pokemon that can reliably do so being life orb Excadrill. Focus Blast does massive damage against Skarmory and Ferrothorn, and OHKO's all Tyranitar sets. Focus Blast is also Landorus' best answer to Rotom-W, a common switch in. Psychic enables it to 2HKO Mega-Venesaur, which would otherwise wall Landorus and Assualt Vest Conkeldurr, which can KO back with ice punch. Sludge Wave has about a 70% chance of OHKO'ing Azuramill, a pokemon that can otherwise force Landorus out with aqua jet, on the switch. It also has about a 60% to 2HKO Sylveon. HP Ice is generally the prefered move for the last moveslot, as it allows Landorus to KO Landorus-T, Gliscor, Garchomp, Dragonite (with multiscale broken), and ironically, opposing Landorus-I that run sludge wave or U-turn over HP Ice. U-turn provides momentum against the multitude of switches that Landorus forces, but wears down Landorus with life orb recoil.

Good Teammates:
Rotom-W and Mega-Venesaur serve as a great teammates, as they can easily switch into Thundurus, Banded Azuramill (Rotom onto Aqua Jet), and most other checks that attempt to use water or ice moves to take it down. Rotom-W also can provide safe switch ins with a slow volt switch. Guts Assualt Vest Conkeldurr is a great teammate for absorbing status from both Rotom-W and Chansey/Blissey, both pokes that hard counter Landorus. Otherwise, late game sweepers such as Talonflame, greatly appreciate the large holes Landorus is able to open up in teams, and makes their job significantly easier. Band Terrakion hits a similar range of types as Landorus, but hits on the physical side, allowing the two to form a mighty wall breaking core.

What Counters It:
As stated earlier, dedicated special walls such as Chansey and Blissey fear nothing from Landorus and can toxic back. Specially defensive Rotom-W can switch in to Landorus relatively easily and force it out with hydro pump. Venesaur can wall Landorus lacking psychic and Sylveon can do the same to those without sludge wave. Azuramill can also switch in to Landorus lacking sludge wave and OHKO back with aqua jet. While there are very few counters to Landorus, there are a multitude of checks in OU. 101 Spe, while still in an increadibly trolly speed tier, is no longer quite what is was last generation. Between faster checks like Keldeo, Thundurus, and Greninja, and pokemon with strong priority such as Azumarill, Talonflame (deals 80-95% with banded brave bird), and Bisharp (deals 62-74% LO Sucker Punch), Landorus often finds itself revenge killed.

Any Additional Info: Gravity can also be used in the last move slot to great affect. The reason its not discussed in this analysis is because it plays entirely differently despite having a similar moveset and spread. With gravity, Landorus attempts to be a sweeper, needs its own counters to be removed, and is best used with sticky web.


Garchomp @ Garchompite
Ability: Sand Veil
EVs: 180 Atk / 252 SpA / 80 Spe
Naughty Nature
- Draco Meteor
- Earthquake
- Fire Blast / Flamethrower
- Stone Edge / Substitute / Stealth Rock

What It Does: Mega Garchomp is often ignored due to the decrease in speed it gains turn 2 after Mega Evolution making it widely ignored, however, it becomes the best mixed wallbreaker in the tier being able 2HKO the whole metagame in the sand. However, do not let the support required by sand fool you as Hippowdon and Tyranitar are very good pokemon and are not dead-weight due to their great stats unlike Politoed and Ninetales. To demonstrate Mega Garchomp's unbeilievable power, it 2HKOes some of the best physical walls used in OU such as Slowbro and Mega Venusaur. Unlike other Dragon-types in OU, Garchomp is the only PKMN in OU 4x weak to Ice to live Mamoswine's Ice Shard meaning it can barely live and OHKO with Stone Edge. Another scenario to demonstrate Mega Garchomp's ability to tank and OHKO back is Azumarill. It can survive a +6 Aqua Jet and OHKO back with Earthquake in the sand. Even with only Stealth Rock damage, Azumarill is OHKOed by Earthquake. Mega Garchomp's role of wallbreaker is usually kept down to Earthquake. However, its base form remains to be a powerful force to lure in Skarmory. Garchomp commonly lures in Skarmory and Mega Scizor meaning that it can MEvo on them and OHKO said with a powerful Fire Blast from its very good Base 120 Special Attack stat (after Stealth Rock). Another example of Garchomp's luring capabilities is against Landorus-T. With correct prediction, you can MEvo and 2HKO Landorus-T with Draco Meteor (62.8 - 74%). Draco Meteor also has its merits against a weakened Rotom-W thinking ti can switch in and burn Mega Garchomp (62.5 - 74%). The last slot is used for everything that hard walls Mega Garchomp. Stone Edge completely destroys Togekiss without Defensive investment, demolishes Zapdos, crushes Rotom-H (also does a lot to Rotom-W), tears apart Mega Charizard Y (+Talonflame), and last but not least, beats Mandibuzz. However, if Mega Garchomp wants to take full advantage of the switches it forces to ease prediction, Substitute can be used as it lets you safely 2HKO walls that carry super-effective coverage against Mega Garchomp -- think Slowbro, and lets it have use against Offensive teams which is something Mega Garchomp struggles with. If one desperately needs Stealth Rock, it can be used as well, but the utility provided by Substitute and the coverage provided by Stone Edge means that it should be only used if one cannot find use on another PKMN for it. The part that Mega Garchomp creates free turns should not be ignored. Overall, Mega Garchomp is the best mixed wallbreaker in the tier (better than Aegislash) and can completely turn Stall Teams in the Wrecking Ball (6-0s most variants in sand) that Garchomp wants them to be.

Good Teammates: Since Garchomp and its MEvo need sand to function properly, Tyranitar and/or Hippowdon are mandatory. There ability to set-up sand lets Mega Garchomp completely decimate walls and gives regular Garchomp a nice evasion boost. Tyranitar's ability to remove Lati@s which usually come in on Mega Garchomp for the revenge kill makes it one of its best partners. It takes Ice Beams and Hidden Power [Ice]s really well too and the Scarf set can surprise kill PKMN which check Mega Garchomp such as regular Garchomp and Kyurem-B. Rotom-W is a really good teammate as well as it has very good synergy with Mega Garchomp while also beating Greninja which the standard Mega Garchomp / Tyranitar / Keldeo core cannot beat in addition to being able to come in on Mamoswine with ease and burn it with Will-O-Wisp making it no longer a threat for the landshark. Speaking of Keldeo, it is a very great teammate to pair with it as it can also beat Greninja while also spreading burns with its very powerful Scalds. Burns also complement Mega Garchomp's fantastic 108 / 115 physical bulk.

What Counters It: There are none! The closest you can come to is Physically Defensive (252 / 252+) Mega Venusaur, but even it is 2HKOed by Sand Force Earthquake, so it cannot switch-in (yes, Sandstorm damage adds up). It can come in and use Giga Drain, however, it will still be 3HKOed despite its attempts. Hippowdon can try Slack Off stall EQs PP, but a combination of Draco Meteor + Earthquake means even it cannot switch in directly. The best idea is to check Mega Garchomp, but its great bulk can make them a liability and Mega Garchomp completely wrecks stall teams meaning that they should depend on Mega Venusaur's Sleep Powder / Ammonguss's Spore to beat it.

Any Additional Info: Mega Garchomp can use Flamethrower for more reliable accuracy, but note it can't OHKO Skarmory after Stealth Rock. A faster Mega Garchomp can be used


Exploud @ Choice Specs
Ability: Scrappy
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Boomburst
- Overheat
- Focus Blast
- Flamethrower / Surf

What It Does: In Generation 5 NU, Exploud currently has 1% usage and sits at D- on the NU viability rankings. However in Generation 6, Exploud received a small buff to Special Defense, alongside one enormous gift in the form of STAB Boomburst, a 140 base power attack with no drawbacks. This attack combines perfectly with Exploud's hidden ability Scrappy, allowing it to hit Ghost type pokemon with its STAB, and the change to Gen. 6 mechanics allow sound-based moves to hit through Substitutes too. Exploud was previously reliant on Hyper Voice's base 90 power, which off of base 91 special attack, left it well behind acceptable OU power levels, but now with a base 140 STAB move, it's able to function as a very dangerous wallbreaker in the OU tier.

Factoring in STAB, Boomburst has an effective power of 210, so that although Exploud, like many other normal types, has access to a very wide special movepool, coverage is only used to hit certain Rock and Steel pokemon that both resist Boomburst and take super effective damage from a coverage move. For this reason, Choice Specs is the best item, as Boomburst will be the move that you opt for at least 90% of the time. Life Orb is an inferior option, as Exploud needs Boomburst to be as strong as possible, plus Life Orb recoil makes it far easier to revenge kill, while Silk Scarf both removes important OHKOs and 2HKOs from Boomburst, and severely weakens its coverage options, leaving it potentially outclassed by Pokemon like Nidoking. With Choice Specs, Boomburst is powerful enough to 2HKO any frailer Steel or Rock pokemon, like standard Bisharp and Scizor that choose to switch in. For coverage, Fire moves like Overheat or Flamethrower are great for Aegislash, Scizor and Ferrothorn, while fighting moves are super effective against both Rock and Steel types, so despite its inaccuracy, Focus Blast is useful. Surf hits Rock type pokemon super effectively with 100% accuracy, so it is chosen in the 4th slot. Ice Beam is not necessary, as it's unable to OHKO Dragonite through Multiscale, while Specs Boomburst already has over a 50% chance of OHKOing Max HP Landorus-T, and picks up guaranteed OHKOs on standard Gliscor and Landorus.

Exploud has 68 base speed, but as common OU pokemon that sit at a slightly higher speed tier, such as Heatran, Rotom-Wash and Mega-Venusaur do not run many Speed EVs, and pokemon at slightly lower speed tiers tend not to run speed investment either, there's no need to use lose out on power by using a Timid nature over a Modest one.

What Counters It: Exploud has average bulk, is fairly slow and lacks priority, so it's vulnerable to revenge killing. Banded Talonflame and Life Orb Breloom's Mach Punch can both OHKO it at 100%, but at full health however, it can survive Mach Punch from Assault Vest Conkeldurr, and attacks like Life Orb Bisharp's Sucker Punch and anything from Life Orb Greninja, although Exploud will be OHKOed by most fighting attacks or by extremely powerful STAB attacks. Note that frailer offensive pokemon, including many offensive Mega Pokemon like Mega Charizard-X and Mega Pinsir cannot switch directly into Boomburst.

Switching a specially defensive wall into Exploud without an Assault Vest is very risky, as outside of Blissey, Chansey and Goodra (with full investment in HP and special defense), no other slow special walls can take two unresisted Boombursts without an Assault Vest, as even Sylveon and Mega-Venusaur can potentially be 2HKOed by Specs Boomburst. Assault Vest users like Tyranitar laugh at Boomburst, but can be 2HKOed by Focus Blast on the switch.

Soundproof pokemon are rare, but full baton pass teams will often carry Mr. Mime, who is immune to Boomburst.

Good Teammates: The pink blobs Chansey (and Blissey) counter Exploud, so a counter to them is necessary, as well as a pokemon that can deal with Steel and Rock types who resist Boomburst, such as Tyranitar, Heatran and Ferrothorn. Terrakion can easily dispose of all of these pokemon, and is a great teammate. Exploud shouldn't be switched directly into attacks, so to give it additional opportunities to switch in, a slow U-Turn or Volt Switch from a pokemon like Scizor is an option.

Exploud can be run with Sticky Web or Baton Pass support, or under Trick Room (removes the EVs from speed, put them into HP, reduce the speed IVs to 0 and change the nature to Quiet), but it's not fast enough to outspeed every pokemon with Sticky Web, nor is it slow enough under Trick Room to 'outslow' threats like Conkeldurr, and so shouldn't be the sole option as a sweeper for either team.

Any Additional Info: Scrappy + Boomburst is the only niche Exploud has in OU, so make sure it's the optimal choice of wallbreaker for your team. Boomburst is almost always the safest and best move to select.


Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Will-O-Wisp
- Focus Blast / Hidden Power Ground / Shadow Ball / Calm Mind / Taunt

What It Does: Screams loudly to win. Mega Gardevoir's Pixilate Hyper Voice is an extremely powerful attack, and it has no draw backs. Not only that, but it ignores substitutes; this is especially useful for Kyurem-B sets that use it, as it is very difficult to check while its sub is up. Gardevoir's Psychic typing is very useful for its role as a wall breaker, getting STAB on Psyshock and allowing it to hit special walls hard. Chansey, for example, is 3HKOed by Psyshock after Stealth Rock. Gardevoir has many coverage options, but the main two you'll want to use are Shadow Ball and Focus Blast. Fairy/Ghost is perfect neutral coverage, however a resisted Hyper Voice will do more damage than a neutral Shadowball, meaning that the primary target for Shadow Ball is going to be Aegislash. Focus Blast will hit other steel types harder, especially if they're SE. Heatran, who is 4x resistant to Fairy, is an especially good reason as to why you'd want to run Focus Blast. If you're concerned about accuracy, then HP Ground hits Heatran just as hard. However, you will get checked by things like Excadrill, who avoid an OHKO from HP Ground.

Not only does Mega Gardevoir have powerful STABs and flawless coverage, but it also has a massive support movepool. Especially useful is Will-O-Wisp. Nothing appreciates getting burned; the passive damage it deals compromises bulk and makes things easier to KO, and physical attackers have their damage halved. Mega Gardevoir is an excellent spreader of burns, as it threatens a large number of Pokemon and causes switches. Its special bulk (65/135) also means that only physical attackers are likely to take it down in more than one hit. Not only that, but it can beat common status absorbers like Conkeldurr and Gliscor with no issue. Will-O-Wisp should be a major consideration on any Gardevoir set, as the utility it gives is invaluable.

Two other great moves in Gardevoir's arsenal are Calm Mind and Taunt. Both moves make Mega Gardevoir very potent against stall and defensive teams. Calm Mind allows it to break through even the bulkiest of walls, and Taunt prevents them from using Toxic or recovering health.

Good Teammates: Mega Gardevoir is hard to switch into, but not hard to revenge kill. Its awful physical bulk and underwhelming 100 base speed mean that it falls to any remotely strong physical attacker. As such, a good physical tank or pivot would be good to fall back to if it gets checked. As for type synergy, Bisharp resists Ghost, Steel, and is immune to Poison, and Gardevoir 4x resists Fighting which Bisharp is 4x weak to. Bisharp is especially good at handling Aegislash, who can give Gardevoir a lot of trouble.

What Counters It: Now, "counter" is a strong word. Nearly anything that's capable of switching into Mega Gardevoir's powerful Hyper Voices, STAB Psyshock, and flawless coverage; and KOing before it gets KOed (remember, 135 base SpD) is probably going to be susceptible to burns. Even if they can win against Mega Gardevoir, they risk becoming crippled for the rest of the match unless they get cured.

But, as for things capable of switching in to Mega Gardevoir and winning: Aegislash is its best counter. While burn sucks and means it can't use physical attacks effectively, it can still OHKO Mega Gardevoir with a 252+ Shadow Ball. It can also possibly OHKO with Shadow Sneak. Scizor also has no issue beating Mega Gardevoir, but a burn seriously hurts it. Mega Mawile can OHKO with Iron Head even if it gets burned, and can KO with Sucker Punch when healthy. Talonflame can switch into any attack and is immune to burns, but loses a ton of health and can't switch in if Stealth Rock is up.

Any Additional Info: Gardevoir's movepool really is huge. Destiny Bond, Screens, Thunder Wave, Healing Wish, Wish, Heal Bell, Encore, Trick Room, Memento; the list goes on. Many of these moves have useful applications, but can be hard to fit in with only four moveslots. Still, it doesn't hurt to try them out. Except Hyper Beam. As ridiculously powerful as Pixilate Hyper Beam is, the recharge turn gives your opponent a completely 100% free turn, which is not good.


Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Earth Power
- Ice Beam
- Fire Blast / Thunderbolt

What it does: Keeps defensive teams guessing and breaks them with his supreme coverage. Nidoking was blessed with an excellent ability in Sheer Force and a deep movepool to boot. Deals with top pokes with ease, denting them and 2HKOing at worst. 2HKOs Aegislash-Shield, Mega Venusaur, Mega Aggron and other prominent walls. Moveset is pretty standard with STAB Earth Power and Sludge Wave for Steels and Fairies with the last 2 slots up to preference. I personally prefer Ice Beam and Fire Blast. Ice Beam allows me to nail Gliscor, Hippowdon and all genie formes for SE damage. Fire Blast is for Skarmory and Ferrothorn. Thunderbolt is also a good choice as it allows you to hit Suicune, Mega Zard Y and Mega and non Mega Gyarados. It also gives you that sweet BoltBeam coverage. Other options include Shadow Ball for Ghosts and Psychics, Focus Miss Blast for Tyranitar, Chansey / Blissey and a Physical set with Megahorn, EQ and Sucker Punch.

Good Teamates: Hazard support is greatly appreciated. It turns potential 2HKOs to OHKOs. SR and Sticky Web are two excellent hazards to have, the former able to hit most if not all pokes while the latter alleviates Nidoking's average speed but has terrible distribution among viable OU pokemon. Spikes / Toxic Spikes aren't that bad either. Setup sweepers like Mega Pinsir and offensive Mega Zard X are also great team mates as they love their checks and counters weakened or removed. Someone who can deal with bulky Water types is also good. Zard Y can be used to deal with bulky Waters with Solarbeam. Pokes that can eliminate the blobs like Scizor and Conkeldurr are excellent partners as well

What Checks/Counters It: Like any other special attacker, the blobs are Nidoking's bane. They can absorb ANY attack from King and heal off the damage as Focus Blast only friggin' 3HKOs even after SR. Speed issues also plague Nidoking. Base 85 speed isn't exactly bad, but it isn't the best for an offensive Pokemon. Fast Water types like Greninja and Rotom-W (who has base 86 Speed btw) can outspeed and OHKO Nidoking. Azumarill also gets a mention because of Aqua Jet.

Additional Info: Nidoqueen is a slightly bulkier, slower version of Nidoking who could be used in Bulky Offensive teams. Both also resist SR and absorb Toxic Spikes.



Reuniclus @ Leftovers / Life Orb
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Calm Mind
- Psyshock / Psychic
- Focus Blast
- Recover / Shadow Ball

What It Does: I know TR Reuniclus is a thing, but a CM set is also really viable (I've been trying this one out ever since I saw that teambuilding challenge thread sooo). It's ability, Magic Guard alone makes it a real pain in the ass of stall teams. It has excellent bulk and a hell of a lot of Special Attack. 110 / 75 / 85 defenses isn't bad at all and that juicy 125 SpA is nothing to laugh at. Those stats and Magic Guard allow it many opportunities to set up CMs. It also has a reliable form of recovery in well, Recover and access to a decent Hidden Ability in Regenerator which keep it alive longer than most boosting sweepers. Psyshock is my preferred move as it hits Chanseys and Blisseys hard (252+ SpA Life Orb Reuniclus Psyshock vs. 252 HP / 4 Def Eviolite Chansey: 610-719 (86.6 - 102.1%) -- 12.5% chance to OHKO and 252+ SpA Life Orb Reuniclus Psyshock vs. 252 HP / 252+ Def Eviolite Chansey: 242-285 (34.3 - 40.4%) -- guaranteed 3HKO) while Focus Blast allows it to hit the likes of Heatran (252+ SpA Life Orb Reuniclus Focus Blast vs. 252 HP / 252+ SpD Heatran: 250-296 (64.7 - 76.6%) -- guaranteed 2HKO after Leftovers recovery). Shadow Ball allows it to hit Ghosts and other Psychic types but having Recover allows it to stay longer and wreak more havoc thus making it a more viable option especially against Stall.

Good Teammates: If you choose to run Recover over Shadow Ball, having a Pursuit-trapper like Tyranitar, Bisharp or Weaville would be nice as it allows you to remove those pesky Ghosts and Psychics (Latias, Aegislash those kinds of shit) that you couldn't hit and you destroy those Fighting types that they all hate. If you have chosen Shadow Ball (or some other coverage move) then Wish support would be appreciated because despite his bulk, Reuniclus gets worn down by the omnipresent U-turn rather easily. Tyranitar, Garchomp and other SR setters also make good partners as hazard support would be greatly appreciated against VoltTurn or any team actually.

What Counters It: Faster Dark and Bug types could make quick work of our green friend. And with his measly 30 Speed, there are a lot of Pokemon that outspeed Reuniclus. Bisharp could come in on a free switch and threaten to OHKO Reuniclus with Knock Off. A CB Tyranitar could Pursuit-trap Reuniclus or could potentially OHKO with Crunch. Predicting and relying on Focus Miss to hit these two isn't always going to work out all the time (believe me, I tried). Scizor could simply U-turn out and potentially OHKO or switch to a poke that resists Reuniclus' attacks. Specially defensive Jirachi resists Psychic/Psyshock and is neutral to Focus Blast and could Paraflinch Reuniclus to death while Latias possesses excellent special bulk and could take a Shadow Ball, and Recover of the damage.

Any Additional Info: One can take advantage of this green blob's abysmal speed by running a TR a set (which I believe is more common). The TR set absolutely wrecks offensive teams that are unprepared for it but this CM set should also be considered when building a team.


Talonflame @ Leftovers
Ability: Gale Wings
EVs: 252 SDef / 248 HP / 8 Def
Careful Nature
- Bulk Up
- Roost
- Brave Bird
- Will-O-Wisp / Taunt

What it does: Talonflame is the best user of Bulk Up in OU, as despite its low defenses, it has access to a priority attack, reliable recovery, immunity to Will-O-Wisp, and is able to function effectively with mono-Flying coverage, allowing for it to use a 4th moveslot to provide additional setup opportunities.

As this set needs to tank hits while setting up, 248 HP EVs are used to reach a Stealth Rock number, while 252 EVs and a Careful nature maximise special bulk, with the remaining 8 EVs being placed into defense. The first three moves are obvious. Bulk Up both increases Talonflame's attack, and makes Talonflame difficult to take down for many physical and special attackers. Roost is also essential for priority recovery. The strategic use of Roost is also an important factor for Talonflame's success, as it removes the weakness to Electric attacks (for example, roosting on a predicted Volt Switch), and reduces the Rock weakness to 2x, but adds a 2x weakness to Ground. Brave Bird is the sole attack on the set, again being boosted to +1 priority from Gale Wings, and is quite spammable, with no pokemon being immune to it. The main choice in the moveset is in the 4th moveslot, with the two best options being Will-O-Wisp and Taunt. Will-O-Wisp has more general utility, and can cripple physical attackers for other team members, while Taunt is useful for avoiding any Toxics aimed at Talonflame, and providing setup opportunities against stall teams, while stopping hazard setters.

Other variations of this set are less effective, such as using Flare Blitz in the 4th slot (outclassed by Banded Talonflame, as this reduces the number of pokemon Talonflame can Bulk Up against), Acrobatics over Brave Bird without a held item (misses the recovery from Leftovers, and the recoil is less important with priority recovery) or Toxic in the 4th slot (does nothing to bypass Steel types + Talonflame doesn't have room for Protect, and is still too frail to Toxic stall).

This set plays very differently from the most common Talonflame set (Adamant nature and Choice Band). Banded Talonflame, has an effective attack stat of 430, while Bulk Up Talonflame starts with an attack stat of 198, meaning that it needs the opportunity to set up in order to function offensively. To give one example of a prominent OU threat that other Talonflame sets normally check.

0 Atk Talonflame Brave Bird vs. 0 HP / 0 Def Keldeo: 236-282 (73 - 87.3%) -- guaranteed 2HKO, and after 1 Bulk Up, +1 0 Atk Talonflame Brave Bird vs. 0 HP / 0 Def Keldeo: 356-420 (110.2 - 130%) -- guaranteed OHKO

Thus in general terms, Bulk Up Talonflame needs at least 1 setup opportunity before it can begin to threaten the opponent. After two Bulk Ups, it nearly reaches the power of the Choice Banded version, with access to bulk and recovery. If it manages to get three Bulk Ups, and the opponent's flying resists have been removed, then at this point, the game is probably over.

Good teammates: As with all Talonflame sets, Bulk Up Talonflame hates Stealth Rock, particularly as it might need to switch in multiple times. Although this set has roost, it still functions best when Stealth Rocks are removed, as it allows Talonflame to start Bulking Up straight away, instead of Roosting back to full health. It's essential to pair this set with a defog or rapid spin user. Additionally, the main pokemon that need to be covered by teammates are those that resist Brave Bird, namely Rock, Steel and Electric types. Talonflame's Rock weakness is still prominent, and random special Rock coverage moves (eg. Ancientpower) from pokemon like Heatran can at the very worst 2HKO Talonflame.

Rock, Steel and Electric types are all weak to Ground types, so including at least one ground type is a good idea, despite this adding a dual water weakness. Choice Scarfed Excadrill is a good partner for removing Stealth Rocks, as it has reasonable type synergy, and matches up well with many of Talonflame's checks. Alternatively, Latios or Latias are good options if defog is preferred. In terms of Mega-Evolutions, if Talonflame runs Will-O-Wisp, the Mega forms of Charizard (X), Gyarados, Pinsir and Tyranitar can all set up in front of burnt physical attackers.

What counters it: Stealth Rock is a great starting point, as it will force Talonflame to waste a turn roosting. Every OU team will have at least one pokemon that checks Flying spam in general (eg. Rotom-W, Thundurus, Tyranitar, Zapdos, Hippowdon etc.), so there's no need to prepare specifically for this variant, although pokemon that rely on physical rock coverage for this (such as the standard Earthquake/Slack Off/Rock Slide/Stealth Rock Hippowdon) risk getting burnt, and can then be used as Bulk Up fodder. It's easiest to break through Talonflame on the special side, as even with maximum investment, 78 HP and 69 Special Defense can only hold up for so long, and strong special attackers, particularly Water types can do enough damage to negate Talonflame's recovery options.

Although this set is easier to check than Banded Talonflame, the access to recovery, decent amount of bulk provided by the EVs mean that in order to handle this set, potential checks have to remain on the field, as it won't kill itself through recoil damage.

Any additional info: The Will-O-Wisp variant can also function as a lure earlier on in the game, while the Taunt variant is closer to a pure sweeper, although it has some utility against hazard setters. Don't try and set up too early in the game.


Gengar @ Black Sludge
Ability: Levitate
EVs: 28 HP / 148 SAtk / 80 SDef / 252 Spd
Timid Nature
- Substitute
- Shadow Ball
- Taunt
- Will-O-Wisp

What It Does: Utility Gengar uses its typing and perfect set of tools to become a nightmare to stall. It's able to spread burns effectively which very effectively chips away at big players on stall. Taunt allows Gengar most importantly to stop healing from the opposing team: direct healing such as Roost, team healing such as Wish, and cleric moves such as Heal Bell. This lets Will-O-Wisp's damage stay relevant since it can't simply be healed off. Taunt also allows Gengar to shut down threats, mainly Chansey, that can't otherwise hurt Gengar. Chansey, Skarmory lacking Brave Bird, and Venusaur are shut down. Venusaur is still able to hurt Gengar, but its attacks fail to break Gengar's subs in one hit with the given EV spread. Taunt's utility extends past that even more and is a general nightmare to defensive pokemon, and prevents Defogs and Hazard setting. Gengar remains useful outside of facing stall by throwing strong Shadow Balls, spreading burns to pokémon such as Bisharp who can't utilize his priority. Stallbreaker Gengar puts up a fight against Baton Pass via its ability to Taunt every member of the team besides Espeon who is hit hard by Shadow Ball. Finally, Gengar's typing makes it useful for stopping threats such as Diggersby and anyone choice-locked into Earthquakes or Extremespeeds (Dragonite, Excadrill, Scarfchomp).

Good Teammates: Gengar tends to be put onto teams who struggle with stall, due to its effectiveness against the archetype. The biggest stall player that gives Gengar trouble is specially defensive Heatran since it doesn't take much from Shadow Ball and gets a boost from Gengar's Will-O-Wisp. Teammates that trouble Heatran pair well with Gengar. AV Conkeldurr doesn't fear switching into Heatran as it appreciates a burn. Keldeo forces Heatran out, forcing the opposing team to take a strong Choice Specs boosted attack. Aegislash is hit hard by Shadow Ball and doesn't appreciate burn, but Gengar is hit hard by a Shadow Sneak before it can hurt or cripple Aegislash. Tyranitar and Bisharp are both able to Pursuit trap Aegislash, and Bisharp has the added bonus of Defiant, alleviating him of fearing King's Shield. Gengar is able to force switches due to Taunt and his typing, so teammates that are able to keep hazards on the field.

What Counters It: Heatran is the most sound defensive answer to stallbreaker Gengar. Gliscor with Knock Off are able to deal with Gengar, who takes heavy damage from Knock Off and is unable to burn once the Toxic Orb has activated. Gliscor does take a lot of damage from Shadow Ball, but is able to recover it off effectively with the heavy passive healing given by Poison Heal. Thundurus-I outspeeds Gengar and 2HKOs with Thunderbolt (has a good chance of OHKOing with Life Orb, 100% chance after SR). Dark Types such as Bisharp will be cripples by a burn, but will still OHKO Gengar with a Knock Off.

Any Additional Info: Gengar's unpredictability will prove helpful. Before revealing the set, Gengar threatens Focus Blast, Sludge Wave and Destiny Bond. Gengar's speed tier is excellent, allowing it to outspeed the likes of Keldeo, Terrakion, Mega Pinsir, Mega Gardevoir, Garchomp and more and is able to cripple them with a burn, or dent them with a strong Shadow Ball. Gengar's Shadow Ball hits the Latis very hard, but shouldn't be relied upon due to requiring a speed tie.



Azumarill @ Choice Band
Ability: Huge Power
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Superpower
- Waterfall

What It Does: Breaks holes into the opposing defense. Banded Azumarill has received a huge buff this generation with Fairy Typing - this gives Azumarill more switch-in opportunities and an additional STAB move in Play Rough to finally break through those pesky bulky Water Types.
Choice Banded Azumarill is also a pretty decent revenge-killer/late-game cleaner thanks to its powerful priority Aqua Jet. Once Water-resist Pokemon have been eliminated from the field, it's really difficult to stop Azumarill from wrecking your team in half.

Good Teammates: Assault Vest Conkeldurr, Talonflame and Mixed Thundurus-Incarnate are among the best partners for this thing. AV Conkeldurr is a great switch-in for Bulky Rotom-Wash since Rotom Wash fails to do any significant damage to AV Conkeldurr. Talonflame easily wins many 1v1 scenarios against Mega Venusaur, another problematic Pokemon for Azumarill. Finally Mixed Thundurus-Incarnate is great at grabbing KOs on Tentacruel, Celebi, etc.

What Counters It: Mega Venusaur and Tentacruel are its number one counters. Play Rough and Water STABs can't scratch their surface at all. Rotom-Wash is a great check but must be careful not to switch in on a Banded Play Rough. The same applies to any Bulky Water Types. Aegislash is yet another great counter especially due to King's Shield. Finally (Mega)Scizor is a great check as well ; as long as they avoid getting hit by Waterfall, they can either BP away or setup on Azumarill.

Any Additional Info: Choice Band Azumarill is a Pokemon that requires a lot of good predictions and reads as locking Azumarill into the wrong move can be a huge momentum killer. Azumarill really appreciates hazards as well due to its wall-breaking nature.


Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
- Calm Mind
- Wish
- Protect
- Moonblast

What it does: Unaware Calm Mind Clefable is an absolute nightmare against unprepared teams. With an excellent typing, amazing ability, and good defense, Clefable can use Calm Mind to boost and attempt a late-game sweep with STAB Moonblast. It's extremely difficult to counter, because the opponent can't hope to stop it by boosting alongside it. Since it's very difficult to stop this Clefable, it makes a great win condition. However, don't make the mistake of saving it exclusively until late-game! Unaware Clefable is useful earlier in the match to check dangerous set-up sweepers like SD Garchomp, DD Dragonite, or DD Mega Gyarados. It can provide Wish support for the team as well.

Good Teammates: Good teammates for Clefable include those that can eliminate most Steel-types, such as Heatran and Magnezone. Landorus-I and Kyurem-B also makes a good teammates for breaking the common Heatran-Venusaur defensive core, both of which trouble Clefable. Excadrill is a great choice because it does well against both Steel and Poison types, and can provide Rapid Spin and Stealth Rock support.

What Counters It: Steel-types such as Scizor, Aegislash, Excadrill, and Heatran work well, because they resist Clefable's Moonblast and can hit back hard with super effective Steel-type attacks. Poison-types such as Mega Venusaur, Roserade, Tentacruel, and Gengar can also take out Clefable with Poison attacks. One of the most reliable ways to stop CM Unaware Clefable is Taunt and/or Toxic users. Crobat is a great Taunter that resists Moonblast and can also cripple Clefable with Toxic.

Additional Info: Don't attempt to sweep until late-game when Clefable's counters have been removed. Keep in mind that opposing Toxic users should be removed as well. Moonlight can be used over Wish to free up a moveslot on this set. A Magic Guard variant of the same set works very similarly (and has access to Softboiled), but instead of fearing residual damage, it instead fears boosting attackers.


Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Surf
- Icy Wind / Hidden Power Electric

What It Does: It cleans up weakened teams in a matter of turns while looking stupidly cute. While the transition to Gen VI was a rough ride for the little pony, Scarfed Keldeo is still an amazing cleaner thanks to its base 108 Speed, powerful cleaning moves in Hydro Pump/Surf and resistances to some common priority moves (Bullet Punch, Aqua Jet and Ice Shard. F*ck off Talonflame). It has a pretty decent enough coverage where it can pick off certain threats. Hydro Pump and Surf are usually Keldeo's main cleaning tool of choice due to the STAB + Base Power factor. Secret Sword allows Keldeo to bypass Specially Defensive Pokemon such as Blissey. Icy Wind KOs Garchomp and weakened Dragonite with ease.

Good Teammates: Keldeo loves entry hazard support from the likes of Deoxys-Defense and Deoxys-Speed. Pokemon that can safely bring in Keldeo through U-Turn or Volt Switch also stand as great teammates. Scizor in particular comes to mind ; Scizor draws in Fire Type moves and with a well-timed U Turn, Keldeo can come in, tank the Fire move and threaten the opposing Pokemon. Thundurus and Rotom Wash can help break down bulky water types that resist Keldeo's Hydro Pump and Surf. Finally Politoed is yet another great teammate. Drizzle support is priceless and amps up Keldeo's offensive capabilities by another level.

What Counters It: Mega Venusaur, Jellicent, Celebi, Tentacruel,Slowbro and Slowking are some examples of Keldeo counters. They can practically shrug off any of Scarfed Keldeo's moves and proceed to damage it or force Keldeo out. Gyarados and Trevenant can tank certain moves ; however, they must be careful not to switch in on HP Electric and Icy Wind, respectively.

Any Additional Info: Keldeo works pretty at almost any stage of the game (early, mid, late). Keep in mind that more often than not, Scarfed Keldeo will be your win condition. Because of that make sure Keldeo doesn't get too weak by late-game where things like Choice Banded Bullet Punch from Scizor will KO it.


Talonflame @ Choice Band
Ability: Gale Wings
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Roost / Tailwind / Will-o-Wisp

What It Does: Talonflame has successfully dethroned Scizor as the premier priority user of OU. Priority base 120 STAB move is just that ridiculously good. That, and -excellent- speed that allows it to outrun most Pokemon who aren't hit with Brave Bird and Flare Blitz them. Fire + Flying is a pretty good STAB combination in OU, only resisted by a few Pokemon in the tier, namely Tyranitar, who takes a load from U-turn, Heatran and Rotom-W. It's able to successfully revenge-kill every single sweeper and sometimes even OHKOing them, like Latios and Greninja. It's often considered the "emergency button" of most teams, if you're in trouble, literally just click Brave Bird. As stated before, Tyranitar takes a lot from U-turn (42% minimum, if it's 252 HP ttar), and it's a great move to gain momentum and that's why it should have a permanent slot in this set. The 4th move however, is filler. Roost can give you longevity, and there can be many opportunities to use it, like on a predicted switch. Tailwind is pretty cool to use as a departing gift, before Talonflame dies, as it can support your team a bit. Lastly, Will-o-Wisp is used to cripple Tyranitar switch-ins among other Pokemon, like Garchomp, Rhyperior, Hippowdon and Mandibuzz.

What Counters It: The beauty of Talonflame is that it can beat some of its most common counters easily by repeated Brave Birds. Rotom-W has limited switch-ins against it because Brave Bird is a clean 4HKO, even on physically defensive variants. Same goes to Heatran, who, unlike Rotom-W, can't really touch Talonflame in return except if it has AncientPower, which is a rare sight. Both of them lack reliable recovery and that's what I meant when I said Talonflame can beat some of its counters. Other than those, Hippowdon can take on anything and has Slack Off to shrug off the damage, and the same applies to Slowbro. Rhyperior also fears nothing Talonflame has, but it suffers the same problem as Rotom-W and Heatran; it has no reliable recovery and can easily be worn out. Stealth Rock take out a whopping 50% off Talonflame's health, so keeping it keeps the threatening eagle in check.

Any Additional Info: Talonflame can be brought in at any time in the game, be it early-game (as a lead), mid-game or late-game, and it'll always reliably do its job. Don't overestimate its power though, always make sure opponent's sweepers have just a little bit prior damage before going Brave Bird-happy. for that reason stealth rock really helps Talonflame, and of course, so does Rapid Spin. Those two reasons make Excadrill a solid teammate as it also resists two of Talonflame's weaknesses -Electric and Rock- and can provide Spinning and Rocks support.


Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty / Timid Nature
- Hydro Pump / Surf
- Ice Beam
- Dark Pulse
- Extrasensory / Hidden Power Fire / Hidden Power Grass

What it does: Greninja is an effective mid – late game cleaner because of its protean boosted stab attacks. While a 103 base spa stat isn’t jaw dropping; every attacking move is boosted 1.5x (thanks to protean), coupled with a 1.3x life orb boost and backed by a blistering 377 max speed, so a spot at the top of OU in terms of special attacking prowess is well deserved. To sum it up, Greninja punches holes in the other team and given the right support it can be a very effective late game cleaner.

Good Teammates: Powerful physical attackers like Conkeldurr, Mega Charizard X, Bisharp, and etc. They can eliminate top tier special defensive threats like Mega Venusaur, Clefable, Chansey and Blissey, effectively clearing the way for a Greninja sweep. Without a premier physical pokemon at its side Greninja would be walled by the aforementioned pokemon. Greninja also needs a spinner or a defogger, it hates to take damage from hazards and LO which could be dangerous. The damage taken could drop Greninja’s health so low it can be revenged by priority users. Latias or Latios would be great teammates because of their access to defog.

What Counters it: Chansey and Blissey are Greninja’s greatest counters, as they can outright wall it, cripple it with t-wave or seismic toss it into submission. Other notable checks/counters are Mega-Venusaur, although it’s hit hard by ice beam it OHKO’s Greninja with giga drain bringing its health back up. Azumarill is also a problem because it resist every move on this set and can OHKO with play rough or superpower.

Any Additional Info: Remember that Greninja is best used mid-late game after a few of it's checks/counters are KO'd. While it can function well early it's better suited for cleaning because of its paper thin (72/67/71) defenses and lack of priority. Greninja also benefits from entry hazard support in order to secure a late game sweep or crucial OHKO’s and 2HKO’s.



Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 252 Spe / 4 Def
Jolly Nature
- Earthquake
- Stone Edge
- Fire Fang
- Outrage

What It Does: This is the definition of an anti-metagame Pokemon imo. It's perfect for revenge-killing nearly everything in the tier, ranging from Dragon Dance Dragonite to Mega Charizard X and Y, Tyranitar, Aegislash, Mega Pinsir, Volcarona, etc. and it even punishes Talonflame with Rough Skin, if you're so desperate.

Good Teammates: Rotom-W is also a good teammate because it's a reliable answer vs. priority users such as Talonflame, Scizor and most importantly, Azumarill and Mamoswine. Kyurem-B can weaken many of ScarfChomp's major pains, like Slowbro, Hippowdon, mega Venusaur and Mandibuzz.

What Counters It: Skarmory, Hippowdon, Mega Venusaur, Slowbro.. in short, most physical walls.

Any Additional Info: Garchomp should be one of the first Pokemon to pop-up in your mind when you're in need of a scarfer, or a scarfed revenge-killer. It's chomp's best set imo and it really benefits from chomp's natural bulkiness and sheer power. The lack of Dragon Claw kind of hurts but it also needs all the power it can get; so Outrage is the better option.


Deoxys-Speed @ Life Orb
Ability: Pressure
EVs: 16 Atk / 252 SpA / 240 Spe
Naive Nature
- Psycho Boost
- Superpower
- Ice Beam
- Hidden Power Fire

What It Does: With the large movepool and outstanding speed allows it to be the best revenge killer in the game. With the EV spread you can outspeed Choice Scarf Garchomp to OHKO with an Ice Beam. Psycho Boost is your main move of choice to nuke any switch in that doesn't resist it. Superpower will OHKO Tyranitar and Lucario with a little prior damage. Hidden Power Fire is a good way to take out Genesect, and 2HKO Aegislash on the switch. Because of it's high speed Deoxys-Speed can revenge kill Dragon Dance user like Dragonite and Mega Charizard X after one Dragon Dance. Dragonite needs to have Multiscale broken for this to be achievable and Zard X takes 91.9 - 108.7% from a Psycho Boost which is a 50% OHKO rate from full health.

Good Teammates: This particular set doesn't really need much support. However it fits really well on offensive teams with teammates like Rotom-W to switch in to Talonflame. VoltTurn users like Genesect and Rotom-W will allow for Deoxys-Speed to come in safely and either get an easy kill or heavily dent something. Excadrill is a good teammate for its spinning capabilities to keep Sticky Web off the field prevent Deoxys's speed from being dropped.

What Counters It: Thundurus-I is a nuisance to this set as Thunder Wave will completely cripple you and take away your speed. Choice Band Talonflame will OHKO you with a priority Brave Bird before you have a chance to attack.


Talonflame @ Choice Band
Ability: Gale Wings
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Roost / Tailwind / Will-o-Wisp

What It Does: Talonflame has successfully dethroned Scizor as the premier priority user of OU. Priority base 120 STAB move is just that ridiculously good. That, and -excellent- speed that allows it to outrun most Pokemon who aren't hit with Brave Bird and Flare Blitz them. Fire + Flying is a pretty good STAB combination in OU, only resisted by a few Pokemon in the tier, namely Tyranitar, who takes a load from U-turn, Heatran and Rotom-W. It's able to successfully revenge-kill every single sweeper and sometimes even OHKOing them, like Latios and Greninja. It's often considered the "emergency button" of most teams, if you're in trouble, literally just click Brave Bird. As stated before, Tyranitar takes a lot from U-turn (42% minimum, if it's 252 HP ttar), and it's a great move to gain momentum and that's why it should have a permanent slot in this set. The 4th move however, is filler. Roost can give you longevity, and there can be many opportunities to use it, like on a predicted switch. Tailwind is pretty cool to use as a departing gift, before Talonflame dies, as it can support your team a bit. Lastly, Will-o-Wisp is used to cripple Tyranitar switch-ins among other Pokemon, like Garchomp, Rhyperior, Hippowdon and Mandibuzz.

What Counters It: The beauty of Talonflame is that it can beat some of its most common counters easily by repeated Brave Birds. Rotom-W has limited switch-ins against it because Brave Bird is a clean 4HKO, even on physically defensive variants. Same goes to Heatran, who, unlike Rotom-W, can't really touch Talonflame in return except if it has AncientPower, which is a rare sight. Both of them lack reliable recovery and that's what I meant when I said Talonflame can beat some of its counters. Other than those, Hippowdon can take on anything and has Slack Off to shrug off the damage, and the same applies to Slowbro. Rhyperior also fears nothing Talonflame has, but it suffers the same problem as Rotom-W and Heatran; it has no reliable recovery and can easily be worn out. Stealth Rock take out a whopping 50% off Talonflame's health, so keeping it keeps the threatening eagle in check.

Any Additional Info: Talonflame can be brought in at any time in the game, be it early-game (as a lead), mid-game or late-game, and it'll always reliably do its job. Don't overestimate its power though, always make sure opponent's sweepers have just a little bit prior damage before going Brave Bird-happy. for that reason stealth rock really helps Talonflame, and of course, so does Rapid Spin. Those two reasons make Excadrill a solid teammate as it also resists two of weaknesses -Electric and Rock- and can provide Spinning and Rocks support.


Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin

What it does: Choice Scarf Excadrill is different from other Mold Breaker versions of Excadrill, such Air Balloon/Life Orb/Assault Vest, as in return for being locked into a move, Scarfed Excadrill is able to outspeed almost the entire unboosted metagame, allowing it to turn the tables on its usual checks, while acting as a good revenge killer, as well as maintaining the ability to Rapid Spin.

The EVs are straightforward. 252 EVs are dumped into Attack, and as Choice Scarfed Excadrill can run an Adamant nature while still outspeeding Timid Mega-Manectric, Modest Mega-Alakazam and Adamant Mega-Aerodactyl, there's no need to lose power by using a Jolly nature. As Excadrill needs to run near-maximum speed to hit this speed tier, it's simplest just to run 252 Speed, to speed tie with any opposing Scarfed Excadrills. Jolly Scarfed Excadrill outspeeds Timid Mega-Alakazam + Jolly Mega Aerodactyl, but falls short of +1 speed Mega Charizard-X, as well as Deoxys-S.

Significantly, Adamant lets Excadrill act as a (fairly) reliable check to Greninja.
252+ Atk Mold Breaker Excadrill Earthquake vs. 4 HP / 0 Def Greninja: 256-303 (89.5 - 105.9%) -- 37.5% chance to OHKO - which is a guaranteed OHKO after Stealth Rocks, and almost guaranteed after one round of Life Orb recoil. This cannot be achieved with a Jolly Nature, and given that Greninja is far more common than Spd+ Mega-Alakazam/Mega-Aerodactyl, or Spd+ Scarfers at a slightly lower speed tier, Adamant is the best nature.

Earthquake is chosen in the 1st slot, as it is both Excadrill's strongest STAB and a move that makes excellent use of Mold Breaker, notably removing the ground immunity granted by Levitate from pokemon including the Rotom forms, Lati@s, Gengar and Hydreigon. Rock Slide is chosen as the 2nd move, allowing Excadrill to check top-tier threats that it would be unable to without the Choice Scarf, namely Mega Charizard-Y, Mega Pinsir and Talonflame (Brave Bird is resisted, and with the Scarf, Excadrill can use Rock Slide before Talonflame uses Flare Blitz). Iron Head is the best move in the 3rd slot, providing a reliable secondary STAB that hits Fairies and Ice types super effectively, along with a chance for flinch hax.

These three moves offer reasonably good coverage, although despite Excadrill's high Attack of 135, it is not always able to achieve the OHKOes that it wants to. Notably, Scarfed Excadrill is not a reliable check to the following common OU pokemon if they are at full health; Standard physically defensive Rotom-W (very small chance to OHKO at full health, Hydro Pump has a large chance to OHKO in return), Mega-Tyranitar (lives Earthquake without any defense investment, and can OHKO with Earthquake in return - if this matchup can't be avoided, try for the Iron Head flinch instead), Aegislash (if it has HP Investment, it can survive one Earthquake and threaten to KO in return with Shadow Ball/Sacred Sword + Shadow Sneak), unevolved Charizard (requires prediction, as X survives Rock Slide, and Y is immune to Earthquake) and Thundurus (survives Rock Slide, can OHKO if carrying the rare Focus Blast).

The 4th slot is taken up by Rapid Spin, allowing Excadrill to be a supporter as well as a revenge killer. This is by far the most viable option for this moveslot. If necessary, Excadrill can also set Stealth Rock, although this is better left to a non-choiced teammate. The reasons for not using a 4th attack are as follows - X-Scissor is unviable, as a 2x super effective X-Scissor only hits marginally harder than a STAB earthquake (160 vs 150 base power), and X-Scissor can't OHKO Lati@s anyway. Celebi and Malamar are hit 4x super effectively by it, but both pokemon are rare in OU. Shadow Claw's low base power doesn't help Excadrill beat spinblockers - Gengar and Aegislash are hit harder by Earthquake, and physically defensive Trevenant + Gourgeist XL both counter Excadrill regardless. Brick Break hits Ferrothorn, Bisharp and Tyranitar for the same base power as Earthquake, and Poison Jab's coverage is fairly redundant with Iron Head, plus it can't OHKO Azumarill (who can potentially OHKO with Banded Aqua Jet, or Waterfall anyway).

Good teammates: Scarfed Excadrill can fit onto a variety of teams, and pairs very well with pokemon that appreciate Stealth Rocks being removed. Mega-Pinsir is a great teammate, as Excadrill can reliably remove Talonflame, an Excadrill can also function as the hazard remover on a flying-spam team. Thundurus is also a good partner, as it provides an emergency stop to +1 speed Mega Charizard-X, and can run coverage moves like Grass Knot and Hidden Power Ice to remove Excadrill's counters.

What Counters It: This set has two main groups of checks and counters, firstly, Ghost types who can spinblock against Excadrill (block Rapid Spin with their immunity to Normal type moves), and secondly, pokemon that might not be able to block Rapid Spin, but who can safely switch in on Excadrill and threaten to OHKO it. In the first group, bulkier versions of Aegislash can survive an Earthquake from full health and potentially use Shadow Ball or Sacred Sword + Shadow Sneak to kill it. However Excadrill will not always be able to break Trevenant, and will lose badly to Gourgeist XL, both of whom can burn or Leech Seed Excadrill. Additionally, Aegislash can carry an Air Balloon to spinblock against this set. The second group of counters primarily includes bulky flying types immune to Earthquake like Landorus-T, Gliscor, Mandibuzz and Gyarados, or physical walls with recovery, like Hippowdon and Quagsire. Finally, Life Orb Deoxys-S can outspeed and potentially OHKO with Superpower, while faster scarfers like Keldeo, Terrakion and Garchomp have a guaranteed OHKO on this set. Excadrill lacks priority, and is weak to Aqua Jet and Mach Punch, with Choice Banded Azumarill and Technician Breloom with Life Orb being powerful enough to OHKO.

Any Additional Info: When including Choice Scarfed Excadrill on a team, make sure that the team benefits from running Rapid Spin over Defog. Be careful when revenge killing or rapid spinning with Excadrill if it allows the opponent to bring in a pokemon to set up on a choice-locked Excadrill. This set is also quite common, so bringing Excadrill in to revenge kill a faster pokemon will likely reveal your item + set to the opponent.


Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Rock Slide

What It Does: Terrakion is, simply put, the best revenge killer in the tier after Deoxys-S and the best Choice Scarf user. Massive base 129 attack and powerful stabs in Close Combat and Stone Edge who provide nearly unresisted coverage and solid base 108 speed boosted by a Choice Scarf allows Terrakion to easily revenge kill several boosted and unboosted threats in the metagame. Charizard (both formes), Dragon Dance Gyarados (both formes), Dragon Dance Dragonite (once Multiscale has been broken), Dragon Dance Mega Tyranitar, Volcarona, Choice Scarf Excadrill, Choice Scarf Heatran, Greninja, Gengar, Extreme Speed Lucario among many others are all easily dealt with by Terrakion's powerful attacks. Because of this it can easily fit on any offensive team that has troubles with speedy threats. Due to a resistance to Stealth Rock, Terrakion requires no defog support from its teammates meaning it can easily come in, revenge kill what it needs to, and switch out with little problems. Close Combat and Stone Edge are the main moves of the set, easily KOing most offensive threats in the tier, Earthquake hits Aegislash hard while Rock Slide is useful when you need to use your rock stab but the opponent is already weakened enough to kill without having to rely on Stone Edge's shaky accuracy.

Good Teammates: Terrakion doesn't really require much support as it is the one supporting the team by revenge killing most offensive pokemon that could otherwise threaten its teammates. However there are two common offensive pokemon that Terrakion has a hard time against and these are Aegislash and Landorus-T since they can easily switch in Terrakion's stab moves and force it out. Bisharp is a good partner as it can take advantage of Landorus-T's Intimidate to boost its own attack and KO it after some prior damage and it can also completely destroy Aegislash. Terrakion also has problems with sturdy physical walls like Skarmory, Hippowdon and Slowbro so strong special attackers like Keldeo, Latios and Charizard are good options to destroy them. They also benefit from Terrakion's mighty physical power to destroy common special walls and ability to revenge kill many speedy threats, opening the way for a sweep.

What Counters It: As stated above, most physical walls give Terrakion trouble as they can sponge its attacks easily and recover off the damage while being able to hit it hard. Hippowdon, Slowbro, Skarmory and Tangrowth are notable examples of this. Landorus-T can neuter Terrakion's attack with Intimidate and KO it with Earthquake. Aegislash can take anything except an Earthquake and hit back hard with Iron Head or Sacred Sword. Terrakion's awful defensive typing also makes it weak to several priority users such as Scizor, Azumarill and Conkeldurr. While rare, Choice Scarf Latios can outspeed and KO Terrakion with Psyshock. Finally, while Terrakion is certainly a powerhouse, it inst capable of OHKOing quite everything and due to how many weakness it has, nearly anything that manages to survive a hit from it will often be able to KO it back.


Chandelure @ Choice Scarf
Ability: Flash Fire / Infiltrator
EVs: 252 SpA / 4SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower / Fire Blast
- Shadow Ball
- Trick / Memento / Hidden Power Ground / Hidden Power Fighting
- Energy Ball

What It Does: Equipped with a Choice Scarf to make up Chandelure's mediocre base 80 speed Chandelure becomes a powerful special attacker and revenge killer. Scarf Chandelure outspeeds important threats such as Adamant +1 Dragonite and Gyarados. Chandelure is one of the strongest special attackers in the metagame and his dual STABs have excellent coverage combined with Energy Ball. Flamethrower is usually the best choice for Chandelure's looking to be reliable revenge killers especially with the nerf to Fire Blast though Fire Blast can be used for additional power. Shadow Ball is Chandelure second STAB and usually your most reliable move as resistances and immunities are few and far between. Trick allows Chandelure to cripple switch in that can sponge Chandelure's special attacks such as Chansey. Energy Ball takes a decent bit of prediction to pull off but can punish water type switch-ins such as Azumarill and Keldeo. Infiltrator allows Chandelure to revenge kill pokemon that no other pokemon can such as weakened Sub Kyurem-Black unfortunately Infiltrator is a sixth gen hidden ability while trick is a 5th gen move tutor move so they are incompatible so Flash Fire is usually the better choice. Flash Fire powers up Chandelure's main STAB and allows it to switch in easily on fire-type moves and most importantly allows Chandelure to run Trick.

What Counters it: Tyranitar absolutely destroys Chandelure as it doesn't really care about any of its attacks and can pursuit trap it. Chansey, Blissey and Heatran must be careful of Trick on the switch in but once in they can completely wall Chandelure. Azumarill can switch in pretty easily and take out Chandelure on the switch with a priority aqua jet. Anything with Sucker Punch such as Bisharp or Mega-Mawile can check Chandelure. Once you are aware of what move Scarf Chandelure is using it is quite easy to counter it provided your team hasn't been worn down too much.

Good Teamates: Chandelure needs Rapid Spin or Defog support to work well as revenge killer. Skarmory and Excadrill can clear hazards while acting as bait for fire type moves for Chandelure to come in on. Chandelure also wants Pokemon that can deal with its biggest counters Tyranitar and Heatran, Conkeldurr counters both very nicely and can even take out Dragon Dancing Mega Tyranitars. Drought support can help power up Chandelure's STAB as well.

Any Additional Info: Before using Chandelure you should be sure your team has enough support to make it worthwhile over other scarfers such as Excadrill and Garchomp. The main advantage Chandelure has over these pokemon is that it is one of the few special attacking scarf Pokemon so it has completely different counters to the Pokemon as well as less resistances and immunities to its main STABs. Chandelure also can give up its Scarf with Trick to act as a threat to both offensive teams and stall teams.



Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 64 Def / 192 Spe
Impish Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock

What it Does: Landorus-T is still as good as ever, possibly being even better this gen as Landorus-T keeps in check some powerful threats after Intimidate, such as CB Talonflame, Mega Tyranitar, Mega Pinsir, and more. Like other pivots, Landorus-T has a very good defensive and offensive typing, which allows it to resist common moves such as Close Combat, U-Turn, and Sludge Bomb.(Okay the last one isn't that common.).It also boasts immunities to electric and ground, which is huge, considering how common these moves are. Examples are Earthquake and Non-Rotom-w Volt Switchers. Landorus-T also has the coveted SR, preventing Talonflame and more from freely switching in and out. Stone Edge is for fire and flying types(yes i am that paranoid about Talonflame), U-Turn is a great move on a pivot, predicting switches and gaining momentum, and Earthquake is just your standard hard hitting STAB move off Landorus-T's beastly 145 Atk stat. You can opt to go for HP Ice, but the Hidden Power nerf and the low base power compared to Stone Edge is usually not worth it. Note that HP Ice can be used to lure in opposing Landorus-T and Gliscor and hit them hard. Superpower is also a option, but there's not much use to it other than some extra coverage against stuff like Mamoswine. The EVs let it outspeed Jolly Max Speed Mega Tyranitar, but feel free to invest in more Def or SpD if you need to.

Good Teammates: Landorus-T shines on more balanced teams due to the ability to switch in, take a hit, and hit hard. Because Landorus-T is a pivot, and it has access to U-Turn, a VoltTurn combo is good to keep pressure on the opponent, so Pokemon like Rotom-W, Scizor, and Talonflame make good partners. Pokemon that benefit from getting free switches work as well, especially frail pokemon who can't take a hit like Landorus-T's ability to take a hit and get out of there, so as a result, Lucario, Tyranitar, Garchomp, and other powerful sweepers appreciate Landorus-T.

What Counters It: This set has its fair share of counters, similar to other Landorus-T sets. Not much can take a STAB Earthquake or a Stone Edge, but Skarmory is the best counter, because it walls this set, it can Defog the hazards away, it can set up its own, and can Roost off the damage taken. However, it must be wary of U-Turn granting free switches to pokemon it hates, as well as breaking Sturdy. Mamoswine and other bulky Ice Type pokemon are also good counters, destroying Landorus-T, but they have to remember that they will be taking a lot of damage from the EQ/Stone Edge coming in. Many checks exist due to Landorus-T's somewhat bad speed, so pokemon like Starmie can revenge kill it.

Any Additional Info: SR can be ditched if you have a SR user, and the gimmicky Gravity can be used to hit flying steel/electric types, but other than that, Landorus-T doesn't need to be changed much.


Rotom-H @ Leftovers / Chesto Berry
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Will-O-Wisp / Thunder Wave
- Overheat
- Volt Switch
- Pain Split / Rest

What It Does: Rotom-H's unique typing gives it plenty of useful resistances, and along with it's good defensive stats, it is tailored to be able to check some of the metagame's most dangerous threats, such as Mega Charizard Y, Talonflame, Genesect, and Thundurus, while being able to provide your team with much appreciated support. The choice of status move falls down to preference: Will-O-Wisp cripples any physical attackers while slowly chipping away at their health, while Thunder Wave cuts the opposing Pokemon's Speed significantly. Despite it's inconsistency, Overheat is Rotom-H's only Fire-type STAB, and is still capable of threatening many threats that Rotom-H counters. Volt Switch lets Rotom-H maintain momentum and switch out to a more favorable matchup. Rotom-H is capable of switching in to an extensive amount of attacks courtesy of it's numerous resistances, so using Volt Switch on a timely switch from the opponent will do wonders. Lastly, Rotom-H has two options as means for recovery: Pain Split can be put to decent use with Rotom-H's low base HP. On the other hand, Rest heals Rotom-H's HP completely and ails possible Toxic status, albeit a one-time use only. If using Rest, have Rotom-H hold a Chesto Berry. Maximum investment in Special Defense lets Rotom-H comfortably stomach the assaults of special attackers such as Volcarona and Thundurus. If desired, however, a physically defensive spread with 248 HP / 252 Def / 8 SpD and a Bold Nature allow it to take on physical attackers such as Talonflame and Mega Pinsir better.

Good Teammates: Rapid Spin or Defog support is vital, as Stealth Rock damage will be a great burden on Rotom-H's defensive properties. Starmie, Lati@s, Mega Blastoise, Scizor (Mega), Empoleon, and Tentacruel are all synergetic Rapid Spinners or Defoggers for Rotom-H. Particularly offensive teammates appreciate Rotom-H crippling dangerous threats with either of it's status moves and gaining momentum throughout the battle.

What Counters It: Specially defensive walls such as Goodra, Blissey, and Chansey all take a pittance from Rotom-H's attacks and all have means of wearing it down. Water/Ground-types, such as Gastrodon and Quagsire, shrug off Rotom-H's dual STABs and can hit it hard with Water-type attacks. Naturally faster or Choice Scarf-wielding foes carrying an attack that hits Rotom-H supereffectively can possibly bring it down to KO range, but they must be wary of switching into Rotom-H's status-inflicting moves. Setup sweepers also carrying Substitute can avoid being crippled by status and set up on Rotom-H.

Any Additional Info: Rotom-H faces competition from Rotom-W, whom has a Water STAB and lack of a Stealth Rock weakness. However, Rotom-H has more resistances, and handles specific or different threats better than Rotom-W. It is important to distinguish the two in order to best determine which may be more suitable for a team.


Manectric @ Manectite
Ability: Lightningrod
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt / Discharge
- Hidden Power Ice
- Overheat / Flamethrower

What It Does: While Manectric is completely outclassed by other Electric Pokemon in OU, Mega-Manectric gains a significant boost to speed, special attack and a very strong ability. The EVs are obvious, as Mega-Manectric needs to run a positive Speed nature to outspeed Greninja and Noivern, both of which it can OHKO. Running 252+ Speed lets it outspeed Manaphy before it Mega-Evolves, and allows Mega-Manectric to outspeed slower Dragon Dancers at +1, and at worst, speed tie with other Mega-Manectrics. Mega-Manectric has mediocre bulk even with investment, but good special attack, so the logical choice is to maximise that. Unfortunately, Mega-Manectric has an awful special movepool, and no useful boosting moves outside of the mediocre Charge Beam, which makes it very predictable. Volt Switch is mandatory to make the most out of Intimidate, and will be the most common move used, while Thunderbolt and Discharge offer 100% accurate STAB. This leaves two slots, and Hidden Power Ice is a good choice for the third slot, as it gives a pseudo Bolt/Beam combination. Although it is only 60 base power, a 252 Special Attack Mega-Manectric can use the move to outspeed and severely damage powerful pokemon in OU that have a 4x Ice weakness (note that while standard Landorus is always OHKO'd, Multiscale Dragonite will always survive, uninvested Garchomp will almost always survive, and depending on the EV spread used, Gliscor and Landorus-T may survive). Aside from Hidden Power, Mega-Manectric's only viable special moves are Electric and Fire type, so it makes sense to pick a fire coverage move in the 4th slot, with the choice being between Flamethrower and Overheat. On the rare opportunities that you'll use a Fire move over Volt-Switching, Overheat gives a very good chance of OHKOing a 252HP Excadrill, but Flamethrower is 100% accurate, and doesn't drop special attack. Other options such as Magnet Rise are unreliable gimmicks.

Good Teammates: Mega-Manectric is a pivot on a team, and it can support a variety of Pokemon, so the following list are only suggestions. A Choice Scarf Keldeo can deal with most ground types with very powerful Water STAB. Pokemon that benefit from facing an intimidated opponent are good choices, including set-up sweepers such as Double Dance Landorus-T. Fellow U-Turn and Volt Switch users also make good teammates. Landorus-T is a very effective partner, as it can also offer intimidate support, can support the team with Stealth Rock, and has powerful EdgeQuake coverage. Choice Banded Scizor is another option for a U-Turn partner, as it offers a slow, and very powerful U-turn that can allow Mega-Manectric to come in and threaten out the opposing Pokemon. A Defog (or Rapid Spin) user is necessary to allow Mega-Manectric to constantly switch in and out of battle.

What Counters It: Mega-Manectric has few direct counters, as it can Volt Switch out of unfavourable encounters into teammates that can handle them. Bulky ground types that are not 4x weak to Ice are good options, notably Hippowdon or Gastrodon. Mega-Manectric cannot switch in on Bisharp, as it will trigger Defiant, allowing it to be OHKOed by a +1 Sucker Punch. Choice Scarf users can revenge kill Mega-Manectric with a Ground move. Powerful offensive threats with good Special Defense can checkmate Mega-Manectric, by forcing it to stayed in and risk being OHKOed, or allowing a teammate to take severe damage if the right coverage move is selected. Keeping any entry hazard on the field will limit the number of times Mega-Manectric can switch in, and once its teammates are weakened to the point where Mega-Manectric can't safely Volt Switch out, it's relatively easy to take down.

Any Additional Info: Mega-Manectric should generally be Mega-Evolved as soon as it comes in, for the added speed and power. The only reason not to Mega-Evolve immediately is if you're willing to switching in on a potential Electric attack for the Special Attack boost. It is frail, and should ideally be brought in on a slow Volt Switch or U-Turn, or switched in after one of your Pokemon has fainted. Although it can revenge kill some weakened pokemon, the main reason for using Mega-Manectric over a more offensive Mega-Evolution is to provide momentum for teammates with a fast Volt Switch and Intimidate.


Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split

What It Does: Rotom-W is without a doubt one of the best pivots in the X/Y OU metagame, It's capable of checking and countering all kinds of common Pokemon such as Talonflame, Landorus-T, Mega Pinsir, Heatran, Mandibuzz, (non mega) Gyarados, Togekiss, and Azumarill to an extent, all while giving its team tons of momentum simply by using the move Volt Switch (while either hitting most things that could possibly block Volt Switch hard with it's other STAB move, Hydro Pump, or simply burning them!). It can fit on a very very wide variety of OU teams with little issue, being an effective pivot for everything from offense to balance, making it by far one of the most commonly seen Pokemon in the tier. Outside of simply spamming Volt Switch, Rotom-W is an excellent user of the move Will-O-Wisp, and can use all the switches it causes and switch in opportunities to spread the status around the opposing team.

Good Teammates: As Rotom-W struggles with various Grass- and Dragon-types such as Mega Venusuar and Lati@s teammates that can handle these Pokemon are always great. Talonflame and Mega Pinsir are excellent ways to put pressure on Mega Venusaur and other Grass-types, using Rotom-W's Volt Switch as a way to get in for free as long as Stealth Rock isn't set up, and immediately forcing them out with the threat of a Brave Bird or Aerialate return, respectively. Lati@s and Kyurem-Black are great ways to take advantage of Mega Venusaur too, not really caring about anything that Mega Venusaur has to throw at them bar a Sleep Powder, and KOing it with Psychock and Teravolt Ice Beam, respectively. As for Lati@s, Aegislash can come in pretty much for free on any Lati and watch something crumble with a well placed Shadow Ball, Mega Mawile is completely immune to Draco Meteor and resists Psyshock and can either use the Eon Pokemon as set up fodder or do serious damage to an opponent with Play Rough, in return, Rotom-W can take Fire- and Ground-type moves that both of these Pokemon despise. As for what Pokemon/teams appreciate Rotom-W's support, pretty much any team that has issues with common Pokemon that Rotom-W can check such as Mega Pinsir or Talonflame will appreciate a Rotom-W, and pretty much any frail offensive Pokemon will appreciate Rotom-W's Volt Switch to attain free switchins and start wreaking havoc on the opposing team.

What Counters It: As mentioned above, bulky Grass- and special Dragon-types are annoyances for Rotom-W, they don't directly block Volt Switch (pretty much everything that can gets crippled by one of its other common moves ;_;), but they don't take too much from either that or its Hydro Pump, while usually not suffering too much from burn cutting their Attack stat. Mega Venusaur is a great example of a common bulky Grass-type, taking any offensive move of Rotom-W's with ease, although Burn's residual damage means it will have to use Synthesis more often. Latias and Latios are also good checks to Rotom-W, once again resisting both STAB moves, not really caring much about Wisp compared to most other Pokemon, and forcing it out with a Draco Meteor. Kyurem-B is another Dragon-type that can pressure Rotom-W a fair bit, only really caring about Will-O-Wisp and using it as a free Substitute, meanwhile KOing Rotom-W with a Teravolt Earth Power. Outside of these Pokemon, Clefable and Sylveon don't resist either Volt Switch or Hydro Pump, but their special bulk is good enough so that they don't care about either STAB anyway. Clefable doesn't take any damage from Will-O-Wisp and Sylveon can heal off the burn with Heal Bell, respectively. Assault Vest Conkeldurr is more than bulky enough to take any move from Rotom-W and actually benefits from being burned thanks to its guts ability, powering up its Drain Punch and Knock Off significantly. As for an absolute counter that blocks Volts Switch and all, Gastrodon is pretty much the closest you're going to get, as it's completely immune to both offensive moves and can simply recover off burn damage, but the sea slug isn't a very common Pokemon at all, and there are usually better options than it on an OU team.

Any Additional Info: Be wary of Rotom-W getting worn down too fast from repeated switchins. Since Rotom-W checks to many Pokemon in one teamslot, it often ends up being kind of a meatshield, and taking these repeated hits and possibly rounds of Stealth Rock damage with only Pain Split, Leftovers, or a one time use Chestorest for recovery means the opponent will eventually break through washer if you're not careful!


Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 248 SDef / 8 Def
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch / Rock Slide

What It Does: Conkeldurr is a great Pokemon in the metagame right now, as it checks some of the most common threats like Rotom-W and Thundurus-I. Conkeldurr is argubly the best Assault Vest user in the Metagame too, thanks to it's semi reliable recovery in the form Drain Punch, and it's ability to run for attacking moves successfully without losing it's tanking abilities. Lets go more into detail about the move choices. So Drain Punch is used as a solid STAB attack, and it's ability to heal Conkeldurr. Mach Punch offers nice priority, which is always a good thing in this Metagame, allowing Conkeldurr to check dangerous threats like Dragon Dance Tyranitar and Swords Dance Excadrill. Knock Off is a great move on Conkeldurr, as it cripples the majority of the opposing team with this move. Knock Off also prevents Psychic and Ghost types like Gengar and Latios to easily switch in, as it does huge damage to them on the switch. Finally, Ice Punch offers coverage against Dragon types, but Rock slide is an option to hit Pinsir, Talonflame, and Charizard. An Adamant Nature is used to get the most out of Drain Punch and it's other attacks, while the EVs allow Conkeldurr to be a specially bulky as possibly. Guts is the best ability for Conkeldurr, as it allows Conkeldurr to easily switch into status users like Ferrothorn and Rotom-W without the fear of status.

Good Teammates: Conkeldurr generally finds it's home on more balanced and bulky offensive teams, so good team mates generally come down to solid synergy, and offering support for Conkeldurr. Landorus-T is one of the best partners, as Conkeldurr easily switches into Rotom-W and Thundurus-I, as well as easily checking Mamoswine, while Landorus-T checks flying types like Pinsir and Talonflame. Heatran is also a good partner, for similar reasons, but Heatran also checks the Lati twins very nicely, as well as easily dealing with Fairy types that love to switch into Conkeldurr. Aegislash is a nice partner as it checks Psychic types like Latios and Starmie that could easily muscle their way through Conkeldurr, and has Iron Head to easily beat Fairy types.

What Counters It: The best way to deal with Conkeldurr is to use a Mega Pokemon that doesn't care about Drain Punch. This way, Knock Off is useless, as well as it's other Attacks. Pinsir, Charizard, and Venusaur make for the best switch in's to Conkeldurr, as they can take anything Conkeldurr throws at them and generally force Conkeldurr out. Fairy types are a solid switch into Conkeldurr, as they can easily tank any attack Conkeldurr can throw at them. This makes Clefable, Togekiss, Azumarill, and Sylveon great counters, although they may lose their item in the process. Finally, sturdy physical walls like Skarmory and Hippowdon can easily switch into Conkeldurr and use it as set up bait for entry hazards, just be wary of Knock Off.

Any Additional Info: I advise you to try out Conkeldurr in this metagame, as it's a solid Pokemon to use right now.


Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-Turn
- Bullet Punch
- Pursuit
- Superpower

Role: Pivot

What It Does: Scizor was the number one usage pokemon throughout BW, and with good reason. Scizor is an amazing offensive pivot with its great Steel / Bug typing and hard hitting STAB U-Turn. Thanks to these attributes, Scizor can safely switch into many threats and grab momentum, doing impressive damage at the same time. Bullet Punch is Scizor's next most important attack; it reaches 90 BP factoring in Technician and STAB, and with Choice Band added, it is one of the most powerful and reliable priority attacks available in OU. Thanks to Bullet Punch, Scizor can easily revenge kill many weakened offensive pokemon. Pursuit is less universally useful than the other two moves, but with Scizor's Steel typing, it can use Pursuit to trap and kill most Lati@s, Celebi, and many other Psychic types while taking minimal damage thanks to its great resistances. Finally, Superpower is mainly to hit Heatran switch-ins, although with its high base power and good neutral coverage it can be used to hit some things expecting to take a resisted U-Turn or Bullet Punch.

Good Teammates: The classic Scizor teammate is Rotom-W. Scizor and Rotom-W form a great volt-turn core, with each 4x resisting the other's sole weakness. Scizor also pairs well with many other volt-turn users, such as Landorus-T and Talonflame. As Scizor will be pivoting in and out a lot and has no method of recovery, Rapid Spin or Defog support is very helpful. Stealth Rocks on the opponents side of the field are also appreciated to punish the switches Scizor tends to cause. Scizor itself really requires very little support other than hazard control, as it is a very good team player and can function well in almost every situation.

What Counters It: Most physical walls can switch into Scizor without any fear. Hippowdon, Skarmory, Landorus-T and Gliscor in particular don't care about any of its attacks and can hit it back (Rotom-W can take care of all four of these for Scizor, by the way). Keldeo takes practically nothing from any move but Superpower, and can threaten to KO Scizor back with a powerful Hydro Pump. Aegislash and Gyarados also can switch in on any move and threaten Scizor out or just set up on it. However, Scizor comes out ahead of all of these pokemon if it uses U-Turn, in which case it can simply switch to the appropriate counter or check.

Any Additional Info: Scizor's movepool contains several other decent options. Quick Attack with Technician reaches an acceptable enough base power to be used to KO weakened sweepers that resist Bullet Punch. Night Slash can dent Aegislash and other ghosts on the switch; Aerial Ace can serve the same purpose for Mega-Venusaur (without HP Fire). Finally, Defog could be used even with CB if your team is desperate for hazard support and can handle the massive momentum loss a choiced status move will cause.


Tornadus-T @ Life Orb
Ability: Regenerator
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- Knock Off
- U-Turn

What It Does: Tornadus-T is one of the best pivots in the metagame through its access to the combination of Regenerator and U-Turn. A high speed stat helps it to quickly get out with U-Turn or to dismantle a threat with Knock Off. Base 121 speed also allows the bird to revenge kill sweepers such as Keldeo, Terrakion, Latios, Manaphy, Landorus-T and many others. Tornadus-T can survive a long time throughout a match because a simple switch recovers a third of its HP. Because of this, it can switch in on for example leech seeds from Mega Venusaur and threaten it with a Hurricane. Speaking of Hurricane, the flying type has always been a great attacking type, and Hurricane, while not accurate outside of rain, hurts a large part of the metagame due to its high BP, STAB, Ev investment and the Life Orb. Overall, Tornadus-T provides a great pivot and a lot of utility to use for your team.

Good Teammates: Politoed is a fantastic partner because it provides 100% accurate Hurricanes, allowing Tornadus-T to spam the high-powered STAB move without worries. Tornadus likes partners that can take advantage of the free turn that is given to them, or keep the momentum on your side, such as other Voltturners. Its Therian brother Landorus-T can take on Electric type moves, set up SR and/or U-turn out.

What Counters It:
Mega Charizard Y can take on the physical moves Tornadus-T has and its drought makes Hurricane inaccurate. In a similar vein, Mega Ampharos and Mega Manectric can also take on any move Tornadus throws at it. Both pokemon also can't get their items knocked off. Besides those three, there are little counters to Tornadus-T because no pokemon can stop it from U-turning away and healing, or knocking off their valuable item (besides megas ofc). It is worth noting that Greninja outspeeds Tornadus-T by one point and threatens it out with Ice Beam. Jolteon, Mega Manectric and certain scarfed pokemon can also outspeed and take out Tornadus-T. The same goes for some high-powered priority moves.

Any Additional Info:
It is generally useful to send out Tornadus-T early-game, scouting with U-turn and removing items with Knock Off. Late-game, it can be used to check a dangerous sweeper on the opponent's side, or to use it as your win condition (only reliable on a rain team!) but when you have other pokemon that can do these jobs, there is no real need to preserve Tornadus-T until the end-game.
Other options to use for this Tornadus-T are Air Slash (over Hurricane), Heat Wave, Focus Blast (both over Superpower), and Rain Dance or Taunt (over Knock Off). Use Air Slash and Heat Wave only when you're using Tornadus-T outside of rain. Air Slash is weak, but a tad more reliable than Hurricane, while Heat Wave roasts Ferrothorn. Focus Blast generally hits harder than Superpower, but against the targets you're mainly using it for (Blissey, Chansey and Tyranitar), Superpower hits harder anyway, without having a chance to miss. Taunt fucks with Hazard leads and has general utility against stall, while Rain Dance can be used for self-support or on a dedicated Rain team.



Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP/ 252 SpA / 4 SpD
Modest Nature
- Fire Blast
- Moonblast
- Ice Beam / Thunderbolt
- Soft-Boiled

What It Does: Life Orb Clefable is a great wallbreaker, thanks to Magic Guard nullifying the Life Orb recoil, and its inability to be worn down by residual damage. Also, its vast movepool allows it to hit lots of things super effectively, making up for its mediocre Special Attack. Softboiled prevents it from being worn down by the likes of Skarmory's Brave Bird, Ferrothorn's Power Whip, etc.

Good Teammates: Clefable pairs well with late-game sweepers that often have trouble breaking through walls, like Deoxys-S, Greninja and Talonflame.

What Counters It: Clefable can be brought down by repeated powerful hits, as it has somewhat average bulk. Pokemon like Choice Band Azumarill, and Mega Mawile are examples of Pokemon that can beat Clefable. Clefable is quite reliant on its Life Orb, so removing it through Knock Off or Trick will severely reduce its ability to break walls. Clefable also can't break through Blissey and Chansey, Mega-Venusaur, or Heatran.

Any Additional Info: The choice between Ice Beam and Thunderbolt really depends on what your team needs. Ice Beam hits bulky Ground-types like Hippowdon and Gliscor, whereas Thunderbolt hits bulky Water-types like Tentacruel and Suicune. Pick one depending on what your team needs.


Mawile (F) @ Mawilite
Ability: Intimidate
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Play Rough
- Fire Fang / Knock Off

What it does: Swords Dance Mega Mawile is a massively threatening offensive Pokemon that can put the hurt on offensive and defensive teams alike. The combination of an already solid base 105 Attack stat and an amazing ability in Huge Power makes Mega Mawile hit incredibly hard (highest effective attack stat out of any pokemon!), pretty much 2HKOing anything that doesn't resist its attack at worst, and even some Pokemon that resist its moves will fall. For comparison's sake, Mega Mawile's play rough is stronger than CB Azumarill's, and its Sucker Punch and Knock Off are slightly stronger than they are from Bisharp without a boosting item (can't quite match Life Orb Bisharp though). Anyways, Mega Mawile's solid 50/125/105 defenses, great Steel/Fairy typing, and Intimidate ability before mega evolving make it quite easy to switch in Mawile in on Pokemon such as Conkeldurr, Lati@s, and Mandibuzz and either fire off a massively powerful Play Rough or set up a Swords Dance and go from there. Mega Mawile's low base Speed stat and therefore reliance on the inconsistent Sucker Punch does hold it back a bit, but Mega Mawile is nothing to be underestimated, and is definitely worth consideration on a variety of teams.

Good Teammates: Teammates that can eliminate annoying Ground- and Fire-types such as Landorus-T, Hippowdon and especially Heatran are excellent teammates for Mega Mawile. Water-types such as Azumarill, Gyarados, Greninja and Keldeo are excellent at this, bar a Lava Plume burn from Heatran, Belly Drum Azumarill and Gyarados can switch in and force out most Fire- and Ground-types quite easily and use them as set up fodder for Dragon Dance and Belly Drum, respectively. Meanwhile CB Azumarill, Greninja and Keldeo can Fire off massively powerful attacks to blow holes in the opposing team and help Mawile sweep Methods of Speed control such as Sticky Web are great for Mawile as well, such as Priority Thunder Wave from Thundurus-I, and the more niche Trick Room and Sticky web.This lets Mawile get the jump on Pokemon that'd outspeed it otherwise, and become less dependent on Sucker Punch as well.

What counters it: Because of its massive power, decent set of coverage options, and ability to boost, Mega Mawile is very difficult to outright counter. However, there are definitely some solid checks out there. Heatran gives any set with Fire Fang as the coverage move quite a bit of trouble, 4x resisting Play Rough, being immune to Fire Fang, and being able to evade Sucker Punch by simply not attacking, while either KOing Mawile with Lava Plume or burning it with WoW in return, however sets that use Brick Break or Knock Off can heavily dent it and in the latter's case remove its item in the process. Landorus-T can Intimidate Mawile, take Play Rough+Sucker Punch with the proper investment and threaten Mawile with Earthquake, Physically defensive Hippowdoncan take on Unboosted Mawile quite well, but comes out barely alive if Mawile manages to nab a Swords Dance boost. Rotom-W Can take a single Play Rough from Mawile and force it out once with Will-O-Wisp, but it won't be able to hold off Mega Mawile in the long run.

Any additional info: Mega Mawile takes some prediction to use and often finds itself in Sucker Punch mindgames. Sucker Punch is powerful, but fails when the opponent uses a faster priority move or doesn't attack, resulting in 50/50s against things such as faster Pokemon with Substitute, as well as things like Mega Pinsir where you have to choose between picking off a weakened once with sucker punch or using play rough as he quick attacks. Also, while Swords Dance is definitely nice, Mawile hits so damn hard that it often doesn't need to use it to break what it needs to.


Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 180 HP / 252 Atk/ 76 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit

What it Does: The most notable aspect of Band Tyranitar is its ability to trap pursuit weak and/or frail pokemon that Tyranitar forces out, in order to eliminate counters/checks that would otherwise prevent a clean sweep. For this reason it functions best on Offensive teams that don't rely as much on defensive synergy. Banded Pursuit can take out Latias, Latios, Celebi and Espeon (who lack baton pass), Talonflame, Trevenant, and Jellicent. Its can switch into most of the pokes with ease as its SpD is double after sandstorm activates. Tyranitar is typically paired with fighting types that can take advantage of the absence of psychic and ghost types, as well as Talonflame. Crunch is listed as it takes out many pokes that can only be OHKO'd on the switch with pursuit. Often Tevenant, Reuniclus, or Mew will try to take advantage of a predicted pursuit only to be OHKO'd by Crunch. Stone Edge hits even what resists it for massive damage and is its best way to deal with fairies such as Azuramill on the switch in. Finally, Superpower nails steel types such as Ferrothron. It also can OHKO a Terrakion that attempt to switch into a crunch, and deals decent damage to any fighting types that attempt to switch in. 76 Spe Evs allow it to out-speed base 70's with no speed investment, and 180 HP Evs allows it to switch in to Special Attackers easier, in order to trap.

Good Teammates:
Good teammates for Tyranitar are generally offensive fighting pokemon that can take advantage of the trapping of Psychics, Ghosts, and Talonflame. As such Keldeo, Terrakion, and Conkeldurr all are good teammates for Tyranitar. Tyranitar also appreciates teammates that can switch into fighting types, such as Aegislash. Landorus-I also covers this fighting weakness, and can threaten fighting types with a life orb, sheer force boosted, psychic. Because choice locked pursuit allows for pretty much any mon that resist pursuit to come in, its important to cover any fighting or dark weakness, notably anything from Terrakion, Keldeo, Conkeldurr, and Bisharp. Mega Venesaur fits this description very well as it resists both fighting moves, surf, and can't get its item knocked off. As stated before Aegislash, Landorus-I, and Specs-Latios cover the fighting weakness as well, though none of them like to take a knock off from Bisharp. Skarmory is a decent teammate, as it can switch in and clear the hazards that common Tyranitar counters such as Gliscor, Landorus-T, and opposing Skarmory can set up. Skarmory can also phaze some of the mons that attempt to boost on a choice locked pursuit.

What Counters It: The best counters to Band-Tyranitar are fighting types that can easily switch into it, such as Conkeldurr, Terrakion, or Keldeo. Tyranitar also has problems with psychic types that out-speed it and run focus blast, such as Alakazam or Trick Room Reuniclus. Typically, any mon that runs a reasonably strong fighting type move can force Tyranitar out. It is also easily walled by dedicated physical walls. Landorus, Skarmory, and Gliscor, can all shrug off pretty much anything Tyranitar can dish out, force the switch, and set up stealth rock.
Any Additional Info: Be somewhat mindful of using life orbs on sandstorm weak pokemon, as they are worn down quickly. However, the reduction of Sandstorm to 5 turns somewhat alleviates this problem.


Escavalier @ Assault Vest
Ability: Overcoat
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Megahorn
- Drill Run
- Knock Off / Pursuit
- Iron Head

What it Does: Escavalier while seen as "outclassed" by Scizor in most areas runs an Assault Vest incredibly well. STAB Megahorn off of Escavalier's incredibly high attack stat is something even Scizor is jealous of. Escavalier poor movepool was alleviate somewhat in Generation 6 with access to Drill Run and Knock Off as Egg Moves while these moves are less than ideal they gave Escavalier decent neutral coverage. Iron Head takes out fairies such as Sylveon. Drill Run keeps fire types such as Heatran away and can destroy them on an attempted switch in. Knock Off allows Escavalier to cripple switch-ins easily as his power and special bulk can force lots of switches on the opponent. Pursuit allows Escavalier to trap special attacking Psychic Types such as Lati@s. Overcoat is the ability of choice as it allows Escavalier to block powders from the other team.

What Counters It: Escavalier is really, really slow most fire-types and Pokemon with fire type moves can check Escavalier. Some notable counters are Defensive Zapdos who can switch in on any of Escavalier's moves and use heat wave to kill it or defog any hazards on the field. Both Zards as long as they still have their flying typing and Talonflame completely counter Escavalier as well. Most Physcially defensive walls such as Skarmory can counter Escavalier as well. Escavalier also does not enjoy burn as it completely cripples him for the match. If you're really desperate strong physical attackers with a neutral STAB can 2HKO Escavalier.

Good Teamates: Escavalier is easy to synergize with thanks his one weakness. Keldeo and Manaphy really enjoy pursuit Escavalier as it can take most any attack from the Lati twins and damage them to the point where there no longer a counter with pursuit. Escavalier needs pokemon to take Fire-type attacks for it so pokemon who are resistant to fire are good as well. Heatran deserves a special mention as it can absorb both fire attacks and will-o-wisp and wear down Escavalier's counters with toxic. Heatran can also set up rocks and kill Skarmory for Escavalier.

Any Additional Info: Escavalier is pretty much outclassed by Scizor in any other role he tries to run, unless you want to use Escavalier on a Trick Room team then life orb is an option.



Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 224 HP / 252 Def / 32 Spe
Bold/Impish Nature
- Foul Play
- Roost
- Defog / Taunt / Knock Off / Toxic / Tailwind
- Defog / Taunt / Knock Off / Toxic / Tailwind

What It Does: Tanks things, hits back with Foul Play. Mandibuzz's great bulk makes her an excellent wall, and her Dark typing gives it a role that things like Skarmory can no longer perform: wall powerful Ghost or Dark attackers. Her secondary Flying typing means she's neutral to Fighting; this is especially handy for Aegislash's Sacred Sword, and is the reason why her role can't be filled by other bulky Dark types such as Umbreon. Mandibuzz also stands out from others walls by having STAB Foul Play. With Foul Play, she can hit any non-Dark resistant physical attacker hard. Foul Play takes the target's attack stat into calculation, not your own, so you can deal heavy damage to a physical attacker, or even OHKO anything that has used a boosting move such as Swords Dance.

Mandibuzz has access to many support moves, such as Defog, which allows her to clear away entry hazards on your (and your opponent's) side of the field. Taunt is also useful for shutting down opposing walls and prevents her from becoming Toxic'ed, and due to her useful speed tier she is faster than many other walls. Knock Off doesn't deal a lot of damage but is useful for removing an opponent's item, nerfing an attacker's power by removing a damage boosting item or depriving an opposing wall of precious Leftovers recovery. Toxic allows her to deal more damage over time, and finally Tailwind can provide an opportunity for a slow but powerful teammate to sweep.

Good Teammates: Anything that can appreciate a sturdy wall and hazard remover. Mega Pinsir, Talonflame, Mega Charizard X and Y, and other hazard-prone Pokemon especially, as a sturdy defogger with great longevity can be more reliable than a frail spinner such as Excadrill, who doesn't have recovery. Mandibuzz does not need much team support herself, but a secondary wall that does not share her weaknesses would be good. A special wall and cleric like Chansey or Blissey is the best, as it can rid Mandibuzz of crippling status effects and effortlessly absorb any special attacks.

What Counters It: Like all walls, strong attackers that can hit Mandibuzz with SE damage. Mandibuzz also has trouble dealing with Dark-resistant attackers; Conkeldurr is especially problematic for her, as it is slower than her and as such can hit her hard with a SE Drain Punch when she Roosts. Being Burned, while not being too much of an issue for other physical walls such as Slowbro and Skarmory, severely hurts Mandibuzz as it halves her Foul Play damage.

Any Additional Info: Due to her great special bulk, which is very similar to her physical bulk, Mandibuzz can be used as a special or mixed wall; however, she is weak to Ice, Electric and Fairy, which are common coverage moves on special attackers. Stone Edge is a common coverage move for some physical attackers, however her bulk is so great that few can even 2HKO with a STAB-less Stone Edge. Furthermore, Stone Edge's accuracy and PP mean it can easily be stalled out.


Gliscor @ Toxic Orb
252 HP / 184 Def / 72 Spe
Impish Nature
-Protect
-Substitute
-Toxic
-Knock Off / EQ / Ice Fang

What it does: The standard annoying wall from hell appears! Standing out with 75/125 Bulk on the physical side coupled with fantastic typing allows it to wall many threats on the physical side. The EVs are the standard variation, which is the common set up. The idea of this set is coming in on many physical attackers like Scarfchomp (Scarfed Garchomp), Tyranitar, etc... Now, you see, you may think that these pokemon have ways of getting past Gliscor, but with Gliscor's sheer defence, nothing short of extremely strong Ice type moves are going to OHKO from the physical side. Most situations are similar to this: Bring Gliscor in on the physical attacker, such as Terrakion, Landorus-T, SD Aegislash, Dragonite,, and do the appropriate thing. In Aegislash and Terrakions' case, EQ is a great move to end there little party. In Dragonite and Landorus-T's case, Toxic/Ice Fang will make sure that you can stop whatever staying power they had (Beware of Weakness Policy Dragonite, where you should Toxic first!). Now, once this is done, you have some options. If you outspeed them (base 95 with some invested isn't so bad), Stall with Protect/Substitute, where Toxic Heal becomes ridiculously annoying for your opponent. If you don't outspeed, try to predict around them and anticipate their next move, as they will surely plan a switch once they see their Physical attacker stopped in its tracks. However, don't limit yourself with those moves, as Gliscor has access to moves like Defog, Stealth Rock, Taunt, Baton Pass and so on. It doesn't just have to run the standard set, use whatever you need or what your team sees fit, as Gliscor has that option unlike some other physical walls. Offensively, it as U-Turn, which can also offer some decent momentum grabbing to get the most out of stopping a physical sweeper.

Good Teammates: What does this mean? Some good teammates are needed! Well, as you have noticed, Gliscor's special defence hasn't been touched on as much... because you get maimed by majority of Special attacks. Solution? A solid Special wall like Jellicent, who resists its common Water and Ice weakness is greatly appreciated, and it can support even further if Will-o-Wisp support is needed. Blissey is also amazing if you want that unbreakable feeling from both spectrums of offence. Anything that can really take those Special attacks generally makes a great partner. If you find that momentum is needed, Specially Defensive Rotom-W is great for switching in to those attacks, and using Volt-Switch to gain you some momentum.

What counters it: As already mentioned, Special moves either severely dent or KO it, and strong Ice Moves from either side will do a ton as well. Pokemon like Starmie or Greninja completely step on Gliscor, as it can't take an SE Special hit for its life. Taunt also stops it to some extent, and will often leave it unable to do anything but EQ or attack with a less-than-ideal attack, which is undesirable, so Gliscor will often switch in these situations.


Skarmory @ Leftovers
Ability: Sturdy
EVs: 224 HP / 252 Def / 32 SpD
Impish / Bold Nature
- Stealth Rock / Brave Bird
- Whirlwind
- Defog
- Roost

What It Does:
Skarmory is one of the best defoggers in the game. Skarmory's physical bulk and Steel / Flying typing allows it to switch into almost ever stealth rock setter with ease (baring fire blast Tyranitar or Garchomp), as most stealth rock setters rely on Edge/Quake coverage. Steel/Flying is better defensive typing than Mandibuzz's dark/flying which allows it more switch ins and resistances. Additionally, its typing makes it neutral to stealth rock, allowing it to switch into it more times and more easily. Another thing that sets Skarmory apart from other defoggers is the ability to set stealth rock as well as remove it. This gives it complete hazard control. This means that Skarmory can choose when it wants rocks up, when it wants no one to have rocks, and if the opponents stealth rock setter is fainted, to clear their rocks and immediately set up its own. Like Mandibuzz, Skarmory has whirlwind which prevents anything from setting up on it, and preserves momentum, allowing it to even be used on offensive teams. Roost is the other staple, in order to keep it alive.

Good Teammates: On offensive teams, Skarmory doesn't need a whole lot of support, as its doing most of the supporting itself. It works well with mons that need total hazard control, such as Charizard, Thundurus, Talonflame, or Volcarona. On stall and semi-stall teams, Skarmory works best in defensive cores such as Skarmory / Chansey / Mega-Venusaur.

What Counters It: For starters, though Skarmory is a great physical wall, pretty much any special attacker can force Skarmory out, as it has low HP and special bulk. Magnezone is worth note for being able to trap Skarmory, although its very rare and has other issues with staying afloat in the OU environment. I'll divide the rest of its counters into two sections: Stealth Rock setters that prevent Skarmory from clearing them, and physical attackers that can get through Skarmory. Deoxys-S (and theoretically any other mon with stealth rock and taunt faster than Skarmory) is the biggest thorn in Skarmory's side. Heatran is able to set up rocks as well, and can KO any Skarmory with lava plume. Finally, some stealth rocks setters such as Garchomp and Tyranitar run fire blast though Skarmory can generally survive it and clear hazards once.
  • 4 SpA Tyranitar Fire Blast vs. 224 HP / 0 SpD Skarmory: 204-242 (62.3 - 74%)
  • 4 SpA Garchomp Fire Blast vs. 224 HP / 0 SpD Skarmory: 178-210 (54.4 - 64.2%)
Physical Pokemon that can get through Skarmory's massive defenses include Choice Band Terrakion, Aegislash, Choice Band Talonflame, and Kyurem-B, and Diggersby after a Swords Dance

Any Additional Info: Spikes is still an option on Skarmory, but shouldn't be used on the same set with defog, as it takes too much time to invest in to just clear away. Custap Berry is no longer available, though suicide leads aren't great anymore anyways. Rocky helmet is also an option, as its massive physical bulk allows it to sponge many contact hits. However, it really misses the passive recovery leftovers brings.


Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

What it does: Although often forgotten due to his shabby looks, Hippowdon remains one of Overused's (And Underused for that matter) premier physical walls. The combination of reliable recovery in slack off and his superb base 108/118 defenses allow him to switch in on almost any unboosted neutral physical attack and go toe to toe with pretty much every physical attacker that he doesn't have a weakness to. Most physical attackers will struggle to deal more then half his health in an attack, which allows him to net health by using slack off. Hippowdon is also great at shutting down most common physical attackers that use stat boosts like Swords Dance thanks to whirlwind, which shuffles them back into their team. Thanks to how sturdy he is, he makes a great Stealth Rock setter, and his longevity thanks to slack off allows him to do it repeatedly even after they've been taken out by Defog or Rapid Spin. One glaring problem you might notice with this set is it's vulnerability to taunt and inability to hit flyers. Although flyers aren't usually too big a problem since many are physical and Hippowdon can just Whirlwind them out, taunt is definitely a threat to him. Lastly but certainly not least, Hippowdon's ability Sand Stream allows it to create sandstorms. Hippowdon's biggest advantage over Tyranitar in this role is his recovery move, which Tyranitar lacks, giving him the edge in being able to come in repeatedly and reset the storm.

Good Teammates: Anyone that appreciates a reliable hazard setter, phazer, and physical wall will enjoy Hippowdon on their team. As for pokemon that Hippo enjoys having on his team, most dragons, Grass types, and Water types make good partners since they're resistant to 2 of his 3 weaknesses. Kyurem-B gets an honorable mention by being neutral to Ice as well as resistant to his other 2 weaknesses. Most special walls that aren't weak to Ice, Grass, or Water generally also make good partners as Hippowdon isn't very tanky on the special side. Good special walls include Chansey, Blissey, Latias, and Sylveon. Additionally, Pokemon that can hit fliers are also useful, since Hippowdon can't hit them himself. Lastly, pokemon that interact well with sand, such as Excadrill, also will appreciate his ability to auto-create Sandstorms.

What Counters It: Taunters (Especially taunters that can fly or don't mind taking an earthquake) can stop most of Hippowdon's utility. A great example would be Thundurus, who is also immune to earthquake, although he needs a coverage move to actually hit Hippowdon in return. Flyers will be immune to any actual attack that Hippowdon can use, although they might find themselves vulnerable to stealth rock, which Hippowdon is likely going to be setting up. As is the case with most physical walls, Hippowdon is vulnerable to special attacks, especially ones that are super-effective against him. Especially good special attackers against him are Latios and Rotom-Wash, both of which take neutral damage from Stealth Rock and are immune to his only attacking move, earthquake. Lastly, although Hippowdon is great at wearing down physical attackers, he struggles to do enough damage to take out most walls with some form of recovery, even ones that are specially focused. Although he can whirlwind them away, their resilience to chip damage thanks to their recovery makes it near-impossible for him to kill them, and many walls carry toxic, a move that will eventually take out Hippowdon.


Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 252 Def / 4 Atk or 252 HP / 88 Def / 168 SpD
Impish Nature
- Spiky Shield
- Hammer Arm
- Spikes / Earthquake
- Leech Seed

What It Does: With its stellar base 122 Defense and solid 88 base HP, Chesnaught eats physical sweepers for breakfast, and due to its unique Grass/Fighting typing, it resists the famous EdgeQuake combo that a lot of those sweepers carry. This Pokemon basically comes in on physical sweepers and wears them down with the combination of Leech Seed + Spiky Shield. Because Chesnaught has a respectable 107 attack stat and high BP STAB moves, it can take out a number of said sweepers after a round or two of Leech Seed and Spiky Shield. Chesnaught is not limited to physical walling, for it can also support its team by setting up spikes. What makes Chesnaught stand out is its exclusive ability, Bulletproof, which protects it from ball and bomb moves, such as Shadow Ball and Focus Blast. In addition, it gets the exclusive move, Spiky Shield, which is basically a Protect that damages those who come in contact, enabling Chesnaught to scout for sets and wear down the opposition in conjunction with Leech Seed, as mentioned. Because of its typing, ability, and bulk, Chesnaught can effortlessly switch into things like Landorus-t, Tyranitar, Aegislash, Excadrill, Breloom, Ferrothorn, Breloom, Mega Gyarados, and Bisharp, beating them one-on-one the majority of the time.

Good Teammates: Chesnaught pairs up well with Heatran, which resists Fairy, Flying, Psychic, and Ice type moves, while being immune to Fire, all of which Chesnaught falls to. Pokemon that can eliminate Grass types, such as Mega-Pinsir and Staraptor, are Chesnaught's homies. Special sponges and clerics, such as Chansey, are also good teammates because they can Wish pass to Chesnaught, heal it from status, and tank powerful special blows that Chesnaught cannot possibly stomach. Pokemon that can scare defoggers out, such as Thundurus-t, as well as Ghost types, make nice teammates as they both ensure Chesnaught's spikes stay on the field. Although Chesnaught is a stellar physical wall, it doesn't have the best defensive typing, so Pokemon like Slowbro can compliment Chesnaught in walling the opposition's physical sweepers by tanking the powerful Fire, Flying, Ice, and Psychic type moves aimed at Chesnaught, while Chesnaught tanks the electric, dark, and grass moves aimed at Slowbro. In short, a complementary physical wall that resists Chesnaught's weaknesses, is a good teammate.

What Counters It: Flying types such as Mega Pinsir, Skarmory, and Talonflame, Fairy types such as Clefable and Sylveon, and powerful special attackers such as Life Orb Sheer Force Landorus, Latios, and Noivern, counter Chesnaught rather well. Mega Venusaur basically walls Chesnaught to hell and back, like it does with about 60% of OU, if not more. Gengar carrying Sludge Wave or Dazzling Gleam counters standard Chesnaught. Finally, the Grass/Ghost duo, Trevenant and Gourgeist, easily wall Chesnaught and use it as set up bait (Will-O-Wisp, Substitute, Curse, etc.).

Any Additional Info: The first EV spread, 252 HP / 252 Def, maximizes Chesnaught's physical bulk, allowing it to tank the mightiest of blows. The second spread, 252 HP / 88 Def / 168 SpD, is a niche one I came up with in order to better take on Aegislash's that carry Flash Cannon, as well as to take un-stabbed special attacks better. If spikes are not needed, one can easily run a coverage move such as Earthquake or Shadow Claw (I run the latter for Aegislash and Gengar). Chesnaught does get Synthesis which could replace Leech Seed, allowing it to gain a lot more health compared to what it gains from Leech Seed. Because it has a nice base 107 attack stat, Chesnaught can run an offensive lure set with max attack and Rock Slide to nail Flying type switch ins. Moreover, it can run a specially defensive set, making it a pretty sweet mixed wall, tanking un-stabbed special attacks quite well, which lets it deal with Thundurus, Gengar, and other OU threats, with the apporiate niche coverage move. It also makes for a great Aegislash check or counter, depending on Aegislash's set, and one can specialize their Chesnaught's EVs and moves to better deal with the Royal Sword.

In conclusion, setting up spikes, wearing down the opposition with Leech Seed, scouting with Spiky Shield, stopping a large number of OU threats with its incredible bulk, giving its team an immunity to Spore, Leech Seed, and powder moves, as well as ball and bomb moves, make Chesnaught a valuable and solid Pokemon that any team would appreciate having.



Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 64 Def / 192 SpD
Calm Nature
- Soft-Boiled
- Toxic
- Protect / Aromatherapy
- Seismic Toss

What It Does: Eviolite Chansey does what Blissey does but arguably better. Ever since Eviolite came out last gen, Chansey has been an extremely strong special wall. With only 5 base HP less than Chansey, it gets a considerably higher Special Defense than Blissey does making it a premier pokemon to take any special hit.

Good Teammates: Considering it is a special wall, Chansey pairs nicely with a physical wall or really any offensive pokemon. The Skarm-Bliss combo goes way back and can now be executed with Chansey+Skarmory for nice coverage and a great set of walls. Aegislash also pairs nicely with it as it has overall great offenses as well as defense and can also cover the Fighting-type weakness that Chansey has.

What Counters It: Chansey needs to be extremely wary of any physical attackers. Yes, it can take any special move but it is severely lacking in the Defense department. Terrakion for example completely obliterates Chansey. Thankfully due to the high base HP, Chansey is able to deal with some of the weaker physical threats but can not take any of the stronger hits. In addition to these, Steel-types are an issue as they can not be poisoned. Therefore, it will be impossible for Chansey to stall them out.

Any Additional Info: Chansey is great as a special wall/sponge and even as a cleric thanks to Aromatherapy/Heal Bell. Pair her with a nice physical wall like Skarm/Ferro and you have a great defensive core going for you.



Slowbro @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 220 Def / 36 SpD
Bold Nature
IVs: 0 Atk
- Ice Beam
- Fire Blast
- Psyshock
- Scald

What it does: While most walls have to worry about SE attacks, Slowbro can take just about any unboosted physical attack before adding the massive assault vest. Gaining enough bulk to take Mega Charizard-Y's solar beam means you can not only take monster physical attacks (takes +6 Dnite Dragon claw to kill, I believe) but also take some mildly tough special attacks. AV generally removes a pokemon's access to recovery, but Slowbro's natural regenerator makes him able to regain health as long as he can switch out. Having four special attacks coming off natural base 100 Special means that he is no slouch to taking care of a range of enemies. Due to AV and fire blast, he can beat Aegislash 1 on 1. Ever been annoyed by Volt Switch Rotom-W? This set can stick in and take roughly 40%, switching out to make that damage only about 10%. He can survive +2 Mega Pinsir with a few points of health if no rocks, and fire back with enough power to allow an easy revenge kill. And he is nigh impossible to wear down via residual damage. Due to his regenerator, it is really hard to pressure slowbro, as all he does is attack and recover on his switch. Slowbro's main calling card as a defensive pivot is being a catch-all physical wall. Once in, the opponent has to be incredibly careful about what they switch into given the coverage. Any frail attackers coming in are going to suffer a quick death.

Good Teammates: Stall in general requires multiple good teammates, but you cannot go wrong with Mega Venusaur here. They share no weaknesses, and Mega venusaur can take knock off fairly easily. Conkeldurr tends to find his way in as a check, so having a true counter to Conk is very nice. The beautiful thing about Slowbro is he is the good teammate, and does not need those teammates but for absorbing Bisharp. Amoongus makes a very nice regenerator core with Slowbro, as well. Trying to put him with a voltturn team is not a bad idea, as he doesn't lose much momentum and becomes a catch all wall for what the voltturn team can't handle themselves.

What counters it: Well, there are very few counters if you predict correctly, but if it gets in, all Conkeldurr, mega venusaur, Bisharp and Mandibuzz can eventually win (Bisharp wins in two turns, the rest take a few more). Rotom-Wash is about a true counter as you get, but hates residual burn. Chansey takes next to nothing even from Psyshock, but rarely threatens you out. Most physical threats are afraid of scald, while special threats generally take slowbro for granted too easily.

Extra Information: Switch wars benefit you a lot when running slowbro. If you can force switches, Slowbro stays in good health. There are very few dragons slowbro cannot break, and even activating Dnite's multiscale is rather futile for Dnite unless it plans on hitting an outrage. Still, on pokemon that commonly run Weakness Policy, hit them with scald first to check/break multiscale. The exception is Aegi, who you should spam fire blast and get the hell out of dodge if you see WP activate.


Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Slack Off
- Earthquake
- Stealth Rock / Rock Slide / Toxic
- Whirlwind
What It Does: Hippowdon is one of the best walls in the tier due to its combination of huge bulk, reliable recovery, phazing and access to Sand Stream. Its the only pokemon capable of switching into both Mega Charizard X and Y (the latter assuming it has already mega evolved first) and can also wall several other popular threats such as Aegislash, most variants of Thundurus, Gengar, Tyranitar and bulky Volcarona. It's bulk also allows it to avoid the ohko from many powerful attacks like +2 Mega Lucario's Aura Sphere and Choice Specs Latios's Draco Meteor and retalite accordingly. The moves are self-explanatory and are pretty much the same ever since Gen 4 but there's still a decision that must be made for the third slot. If one already has a Stealth Rock setter on their team then Rock Slide and Toxic become decent options to consider. Rock Slide eliminate the likes of Talonflame and Volcarona quickly without resorting to phazing while Toxic cripples common switch-ins such as Rotom-W and Latias.

Good Teammates: Ferrothorn is a great partner for Hippowdon due to resisting water and grass moves while sponging ice moves with ease which allows it to reliably handle most of Hippowdon's counters. Ferrothorn also can setup Spikes to compliment Stealth Rock and appreciates the sandstorm to wear down its own counters while being immune to it. Excadrill, Garchomp and Landorus appreciate the sandstorm to activate their abilities and decimate the opposition. Sweepers that hate facing Thundurus's priority Thunder Wave and Aegislash's insane bulk are good partners as well, such as Latios, Keldeo and Lucario.

What Counters It: Rotom-W can handle Hippowdon easily due to its ground immunity and access to Hydro Pump. If Hippowdon attempts to stall it out with Slack Off, Rotom can burn it with Will-O-Wisp. Gliscor can stall Hippowdon out with Toxic or use a combination of Taunt and Defog to completely shut it down. Xatu can bounce back Stealth Rock and Whirlwind and can setup screens in its face but must be careful of Rock Slide. Keldeo can easily KO Hippowdon with its powerful water moves. Ferrothorn doesn't care about anything Hippowdon does and can use it as setup fodder for hazards, while threatening it with Power Whip and Leech Seed. Skarmory can defog away Stealth Rock and is immune to Earthquake but it can't KO Hippowdon. Most grass types can deal with Hippowdon easily. Venusaur, Breloom, Amoonguss and Tangrowth are the most notable examples. Landorus can easily beat it with its mighty Earth Power while being immune to Earthquake. In general, pokemon that aren't hit very hard by Hippowdon's main attacks and can threaten it with powerful water, grass and ice moves are good checks for it.


Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 68 Def / 188 SpD
Relaxed Nature
- Synthesis
- Giga Drain
- Earthquake / Sludge Bomb
- Sleep Powder/ Roar / Leech Seed

What it does: With five resistances and only two weaknesses, there simply is not much that can threaten mega venusaur. His bulk in this set is near perfect balance, but is just ever so slightly favoring defense, giving genesect a +1 SpA boost (allows for heatran to take it better and vastly reduces the power of the band set). Venusaur quite simply switches into near everything and walls until a true counter with a flying or psychic attack is dropped in. It is hard to be specific about his walling capabilities when Venusaur can come into a match and possibly wall off four of the opponent's pokemon. He doesn't just have the option to pick and wall one or two of them; sometimes Venusaur can simply take all of them with a bit of support. This is his true power, and the reason he is the single best wall in the game. Venusaur is known to have millions of set options, so I did include a few slashes. Depending on what you need to take care of decides what Mega venusaur runs, and not only does he have the substantial bulk to wall almost everything, his move pool is diverse enough to disable nearly everything in the OU tier through support moves or his fair attack move pool.

Good Teammates: Venusaur-mega appreciates hazard clearers like skarm and mandibuzz, who can take the flying and/or psychic weaknesses adequately. Often times, hazards provide the best way to wear down Venusaur-mega, so having these clearers is a fantastic way to keep Venusaur switching in and out of attacks. Due to his limited supply of Synthesis, a wish passer like Sylveon and Chansey really help, and both have weaknesses that allow Venusaur to come in a bit easier. Lastly, Heatran Venusaur-mega cores wall off nearly the entire meta (bar Charizard-megas and Pinsir-mega and a few others) by themselves. Heatran is almost the ultimate teammate for Venusaur mega. Besides that, Venusaur is a pokemon that almost every pokemon in the meta benefits from HAVING as a teammate, bar redundancy.

What counters it: Depending on the set, Venusaur will have many different counters. For this set in particular, grass types provide a very safe switch in, but can do nothing back (Bar trevenant's curse and Mega Abomasnow's blizzard). However, sludge bomb sets don't mind either of these. With no Earthquake, Heatran provides an excellent counter but must be careful around Venusaur. Kyurem-Black, if not hit by sleep powder coming in, can sub up and abuse Terravolt. Pinsir-mega can come in safely mostly and threaten venusaur out, as can talonflame. Lastly, Alakazam, Lati@s, and Reuniculus can all predict a neutral/resisted hit or recovery turn and threaten Venusaur-mega out easily.

Any Addition info: In terms of walling power, Mega venusaur is absolutely unrivaled in the non-ubers metagame. The only flaw he has is his weakness to the double bird HO teams and his lack of 'reliable' recovery, both in quantity and sandstorm recovery. It is not hard to cover these flaws and take advantage of Venusaur-mega.


Ferrothorn @ Leftovers / Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Relaxed Nature
- Stealth Rock
- Spikes
- Leech Seed / Thunder Wave
- Gyro Ball / Power Whip

What It Does: Ferrothorn is one of the most common and effective defensive mons around, with a fantastic typing that grants him nine resistances, one immunity, and only two weaknesses. He also has access to two of the most common hazards, Stealth Rock being the most important as it can seriously harm any Fire-type switch-ins. Along with his sturdy defenses, it's not uncommon for him to be able to set up SR and a layer or two of Spikes. Leech Seed and Thunder Wave are both solid options, with Leech Seed giving him additional recovery if he holds Leftovers while stacking passive damage from Iron Barbs (and a Rocky Helmet, if he holds one). Thunder Wave, meanwhile, takes care of just about anything that cares about its Speed. Lastly, Gyro Ball and Power Whip are two hard-hitting moves, even without investment, and having one means that Ferrothorn doesn't necessarily need to switch out if Taunted. The EV's in this spread (which I graciously stole from Smogon's BW analysis) capitalize Ferrothorn's sturdy bulk and nearly even out his defenses; however, they can be easily adjusted if you want him to specialize in a certain defense, especially with powerful Physical sweepers running amok, including Talonflame, Azumarill, and Aegislash. Leftovers is arguably the best item for Ferrothorn, especially when paired with Leech Seed, since he has no other means of restoring his health. Rocky Helmet on the other hand is an interesting option that can subtract 25% of an enemy's health if they make contact with him, which is especially harmful to Rapid Spinners.

Good Teammates: Ferrothorn's supportive characteristics and unique typing make him a good teammate for just about anyone! Heatran is a clever ally, as it can switch into Fire-type attacks that threaten Ferrothorn for a boost from Flash Fire, and Heatran benefits greatly from Thunder Wave support due to its low speed. However, Politoed is a useful teammate, as Rain on the field means that Ferrothorn will only take 2x damage from Fire- attacks instead of 4x damage. Ferrothorn can also form a defensive core with bulky Ground-types like Hippowdown, as the two can easily cover their partner's weaknesses.

What Counters It: Quite literally any Fire-type, or anything with powerful Fire-type coverage. Even with defensive stats totaling above 300, Ferrothorn will quickly fall to the flames with a double weakness, and most Fire-types resist both of his STAB moves. Ferrothorn must also be aware of Trick users; a Scarfed Ferrothorn is practically useless. Magic Bouncers like Espeon can also reflect his hazards, though most don't have Fire- coverage and fall to Gyro Ball or Power Whip. Many more counters lie in the Steel-type, such as Excadrill (who can spin away hazards and Leech Seed, is immune to Thunder Wave, and can set up on Ferrothorn) and Magnezone (another that can set up with Charge Beam or KO with HP Fire, ignore Thunder Wave and even Leech Seed with Substitute, and trap with Magnet Pull). Fighting-types are also common counters, such as Lucario and Conkeldurr, but they should deal with Ferrothorn quickly or risk being paralyzed or seeded, as well as taking a few bruises from Iron Barbs.

Any Additional Info: Ferrothorn can run offensive sets with Curse, Swords Dance, or a Choice Band, though this is strictly for a defensive, more standard set. Other decent options are Toxic with Protect as well as Explosion. He also has Anticipation as a hidden ability, but I only listed this to say that you should never, ever use it.



Deoxys-S @ Focus Sash
Ability: Pressure
EVs: 152 HP / 156 Atk / 200 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt / Magic Coat
- Superpower

What it does: Deoxys-S is one of the greatest leads that have ever graced the metagame so far enough that it was banished to Ubers in previous generations. With the Defog buff however, hazards are easier to remove, but that doesn't take anything away from Deoxys-s' from almost guaranteeing that at least SR gets up. Deoxys-s works as a suicide hazards lead on Hyper Offensive teams by setting up as many sets of hazards as it can so sweepers can take advantage of constant switches they force allowing for easier KOs. Very few things can prevent Deoxys-S from getting up hazards which is why it's one of the most popular hazards setter in the game. What makes it so good is it's sky high speed, outspeeding the whole unboosted metagame and even scarfers!

Good Teammates: Teammates who can abuse the hazards that Deoxys-S lays on the field are great teammates. Defiant users such as Bisharp and Thundurus can nab a free +2 Attack boost and proceed to hit extremely hard with their respective STAB attacks. Hazards also break down opposing walls so sweepers such as Thundurus, Manaphy and Mega Charizard X would love entry hazards on the opposing team to turn 2HKOs into OHKOs and 3HKOs to 2HKOs.

What Counters it: Defining a counter for this Deoxys-S set is something who can prevent Deoxys-S from getting hazards up. Magic Bounce users such as Espeon or Xatu are number one on the list as their ability alone prevents Deoxys-S from getting any hazards onto the field. Opposing Deoxys-S with full speed investment can either Taunt or Magic Coat hazards.

Extra Information: This set should be used ONLY on Hyper Offensive teams as Deoxys-S cannot come back and re-set hazards mid-late game as more likely than not it's going to be dead.


Breloom @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
-Spore
-Mach Punch
-Bullet Seed
-Rock Tomb

What it does: Sash Breloom is an excellent lead, thanks to sash it can take a Talonflame's Brave Bird and OHKO it back with Rock Tomb, Smeargle Leads, are limited to a MAX of one layer of hazards and can't SmashPass due to Mach Punch's Priority, with Rock Tomb's BP bumped to 60, Breloom has a great move that let's it beat Gengar in plenty of 1v1 scenarios, as Rock Tomb's cool side effect patches up its middling speed. A Jolly Nature is preferred as it allows you to outspeed positive base 110's like Lati@s and Gengar both of whom can be beat with a combination of spore, Rock Tomb and Bullet Seed. When using Breloom it's important to know what you can OHKO and what you can't, because spore is limited to only one 'mon thanks to sleep clause, an example would be Rotom-W, attempting to spore it is just a waste since you can merely OHKO most variants of Rotom-W, and it can switch out next turn to a counter like Lati@s to dispatch you, not to get carried away but it could also be a chestorest Rotom, which could then burn you with a WoW and makes you want to kill yourself.

Good Teammates: Breloom requires teammates that can tear down grass type switch ins such as Megasaur, Celebi, Amoonguss, who take next to nothing from Breloom's STABs, immune to Spore, and can retaliate with their individual STABs. Talonflame and Mega Pinsir are great teammates, as not only do they destroy the 'mons that Breloom struggles with, Breloom, with a bit of luck, can take care of Zapdos and Rotom-W, with Rock Tomb or Bullet Punch respectively additionally, as Breloom is a decent anti-lead, it can prevent most SR users from setting up hazards that trouble Talonflame and Mega Pinsir, unfortunately the number of weaknesses that Mega Pinsir stacks with Breloom is undesirable so Talonflame is often the better pick. Heatran is another good option as a teammate since it covers ALL of Breloom's weaknesses, flying, poison, fire, psychic and fairy, while Breloom can switch in on ground and water type moves, however this is more suited for LO Breloom as without its sash, Talonflame, Gengar and generally any faster mon with a SE move can come in and OHKO Breloom. Breloom can handle anything that's not a grass type with spore so additional team support is not necessary.

What Counters It: Anyone who played against a Darkrai in ubers knows Breloom's main weakness, once spore is used its's 100 times more easier to deal with. Unfortunately Breloom has a near 100% chance of sleeping a target, provided you don't have a Grass type, so it puts you at a clear disadvantage, so Grass Types are generally good counters to Breloom, as stated before, Mega Saur, Amoonguss and Celebi are great counters, as they can OHKO Breloom with their poison ans psychic STAB, once spore has been used or it's sashed has been broken Gengar, Lati@s can come in and have a field day, out speeding and destroying Breloom with Poison and Psychic STABs, they do need to be worried about Rock tomb however since Breloom outspeeds both at -1 so Gengar would take a considerable amount of damage from two Rock Tombs.



Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature
- Stealth Rock
- Outrage / Dragon Claw
- Fire Blast
- Earthquake

What It Does: With excellent stats all around, a good STAB combo, and the combination of Rough Skin and Rocky Helmet, Garchomp is an excellent Stealth Rock setter in the current metagame, being able to reliably set up the hazard, check Pokemon such as Aegislash, Heatran, Tyranitar and more, and provide a solid offensive presence all in one teamslot. Stealth Rock is the reason you're using this particular Garchomp set in the first place, as the residual damage provided by the move is invaluable, not to mention the fact that the move keeps exceptionally dangerous Pokemon such as Talonflame, Mega Pinsir, and Mega Charizard Y in check due to their crippling 4x weakness to it. Outside of setting up Stealth Rock, Garchomp has a solid offensive presence thanks to its great base 130 Attack stat, solid base 102 Speed, and nerfed but still great STAB combination in Dragon/Ground. Outrage is simply a nuke that lets Garchomp muscle through most of the opposition, while Earthquake provides you with a solid STAB move that hits many of the Pokemon that resist Outrage, such as Aegislash and Heatran hard, and most importantly, doesn't lock you in/lets you switch out. Alternatively, Dragon Claw can be used over Outrage to avoid the locking in effect, but the sheer power of a STAB Outrage when needed is sorely missed. Fire Blast is a great move to have in the last slot, as it hits Skarmory for a 2HKO after Stealth Rock, a Pokemon that gives Garchomp a huge amount of trouble otherwise, as well as the occasional Ferrothorn. Lastly, Rocky Helmet has a lot of utility in conjunction with Rough Skin, and lets Garchomp rack up residual damage on pretty much any Pokemon that relies on contact moves, most notably Talonflame, who takes an impressive amount of recoil simply by hitting Garchomp with Brave Bird, practically killing itself.

Good Teammates: Because this Garchomp set has trouble with opposing bulky Ground-types such as Landorus-T, Gliscor, Hippowdon, Pokemon that are able to switch in on and deal with these threats are excellent teammates. Rotom-W works pretty well as a teammate here, as it's completely immune to any Earthquakes thrown at it and can easily cripple any of those Pokemon with either a powerful STAB Hydro Pump or a burn from Will-O-Wisp. Simiarly, other Water-types such as Greninja, Keldeo, and Azumarill can do the same, easily forcing these Pokemon out of the battlefied at worst, although quite a few of them have to be wary about taking multiple Earthquakes. Electric-type Pokemon that can take care of Togekiss, such as Rotom-W, Zapdos, and Thundurus-I, also make good teammates. They take a pittance from Air Slash, are immune to Thunder Wave and easily force her out with strong Thunderbolts and Volt Switches in return, possibly getting the switch advantage in the case of the latter. Lastly, as this Garchomp set uses Fire Blast to lure in Skarmory to an extent, Pokemon that enjoy the Steel Bird being weakened, such as Mega Pinsir pair well with this Garchomp, being able to sweep much more effectively with one of their most annoying checks either being weakened or completely out of the way.

What Counters it: As mentioned before bulky Ground-type Pokemon such as Landorus-T, Gliscor, and Hippowdon are annoyances for Garchomp, all 3 of them can easily switch into this Garchomp set and can either wear down Garchomp with Toxic, use it as set up bait for Stealth Rock, or just slowly take it out with repeated Earthquakes. Hippowdon is an especially big annoyance, as it can keep itself healthy through the entire match with Slack Off. Outside of these Pokemon, Togekiss is also a massive annoyance, completely walling Garchomp lacking Stone Edge in every sense of the word and taking it out with repeated Air Slashes or Dazzling Gleams, possibly even removing Garchomp's Stealth Rock with Defog. In general, Speaking of Defog, Mandibuzz isn't completely immune to practically anything Garchomp can throw at it, but it has more than enough bulk to take repeated Outrages, roost off the damage, and eventually remove Garchomp's Stealth Rock with Defog. Azumarill takes a considerable amount from Earthquake, but can easily switch into a predicted Stealth Rock, Dragon-type move, or Fire Blast and can easily OHKO Garchomp with a Play Rough in return. Although Fire Blast does quite a bit to it, Skarmory is still a solid check to Garchomp due to its resistance to Outrage, immunity to Earthquake, and ability to Defog away Garchomp's Stealth Rock. If Garchomp is running the alternative set mentioned below, then Garchomp has quite a bit of trouble touching the bird at all.

Any Additional Info: Although Fire Blast is nice for its specific targets, Stealth Rock+Swords Dance is also a solid set to run, and gives Garchomp some more wallbreaking/sweeping potential if it's still alive later on in the game. Also, Rocky Helmet isn't even close to the only item Stealth Rock Garchomp can run, Lum Berry, Focus Sash, and Yache Berry are also great options on rockschomp for different reasons, pick the one that you think fits your team best.


Deoxys-Defense @ Red Card
Ability: Pressure
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Stealth Rock
- Taunt
- Magic Coat / Thunder Wave

What it does: Be the most reliable hazard setter in the game.It's tremendous bulk makes it hard to KO in one hit,meaning it almost always gets one layer of hazards down.It is the heart, soul, and brain of HO teams due to the hazard support it provides and how reliable it is at laying down hazards.It also has a really nice 90 speed tier, meaning that against common leads it will typically go first. This is crucial to its success as it can taunt and then on the turn it switches out it has a layer of hazards already down, and it is ready to lay down another layer. It also isn't complete taunt bait;it has access to magic coat,meaning it can bounce back taunts so it can set up hazards. Not to mention the support doesn't end there! If you choose, you can drop magic coat for thunder wave, so it can keep faster threats from outspeeding and KOing your team.

Good teammates: Something that is able to keep it's hazards on the field. Bisharp immediately comes to mind, as it is capable of gaining a boost from incoming defog and it is able to sweep afterwards, if its checks and counters are removed. Air Balloon Aegislash also comes to mind, as it is capable of spinblocking Excadrill while also posing a big threat to the opposing team. Deoxys-D/Bisharp/Aegislash is a staple on HO teams,and for good reason.

What counters it:It's kind of tricky writing this,seeing as it is only on the field for 4-5 turns max. A magic bounce user is probably the closest you will come to this, seeing as all the moves Deoxys-Defense typically target the opposing side of the field. Thundurus-I is a counter if it carries thunder wave over magic coat, but it is royally fucked if it magic coats the taunt.

Additional info:The EV spreads are so it can set up hazards quickly and reliably.


Deoxys-Speed @ Damp Rock
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rain Dance
- Stealth Rock
- Taunt
- Magic Coat / Thunder Wave

What it does : This set aims at supporting its team by setting up Rain Dance. Stealth rock is a mandatory move on any team and is a great support move. Taunt is there for stopping opposing pokemon who want to lay hazards or set up on it. Magic Coat prevents you from being taunted by pranksters or opposing Deoxys-S who will be faster than you. Thunder Wave can be used to cripple a pokemon for the rest of the match. Superpower can be used on last slot to kill Bisharp. Just change attack IVs to 31 if you are using Superpower. It KOs even with a negative nature. Keep in mind that it does not KOs Tyranitar. Since, Deoxys-S is fast enough to outpace base 130s without any investment, EVs are dumped into defense to make it as physically bulky as possible. Damp Rock extends the duration of rain from 5 to 8 turns which is enough for powerful attackers like Kingdra, Kabutops, Ludicolo etc to wreak entire teams. Once, you have set rain and stealth rock switch to one of your rain sweepers and wreak havok with boosted speed and atacks.

What counters it : Opposing weather inducers are the biggest counters to this set as they can change the weather just by switching and can halt your sweep. Tyranitar can also trap and kill it with pursuit. Knock Off users can also prove to be difficult to deal with as it cuts the number of turns for which rain will be present to 5. Aegislsh can prevent you from setting both stealth rock and rain.

Good Teammates : Any pokemon which benefits from rain. Kingdra, Kabutops, Ludicolo etc. become very dabgerous sweepers under rain due to swift swim doubling their speed and rain boosting there main STAB move. Choice Specs Keldeo is a very good partner and is one of the most dangerous wallbreakers under rain or and it also deals with opposing weather inducers very well. Politoed is almost mandatory on a rain team. Thundurus and Tornadus get 100% accurate Thunder and Hurricane respectively in rain and can also act as good backup rain dancers with prankster.



Latias @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Healing Wish
- Defog

What It Does: Latias' main role is to just remove hazards on your side of the field using Defog. However, there are traits that differentiate her from other Defoggers are the lack of heavy damage from hazards (not weak to Stealth Rock), offensive presence with Draco Meteor, and Healing Wish. The attacking moveset are STABs for getting the most damage possible. The enemy will find themselves hard pressed by a threat of Draco Meteor, giving an easy Defog. Healing Wish sacrifices Latias' life to fully heal another teammate, meaning they will be free to wreak havoc once again. She's better suited for teams that would want to get hazards removed without losing some heavy momentum.
Good Teammates: Garchomp easily takes out Steel-types that would want to stop Latias' attempt of sweeping while also taking Scizor and Tyranitar who might otherwise Pursuit-trap her. Anything that would not want Hazards, specifically Stealth Rocks, would like her services.

What Counters It: Any Pursuit-Trapper, notably Scizor and Tyranitar, will make here cry. Scarfed Dragons also force her out.

Any Additional Info: It's best to use Healing Wish mid-late game, when one of your main pokemon gets damaged. Only do so when the foe's Hazard Setter is KOed.


Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 Def / 224 HP / 32 Spd
Bold/Impish Nature
- Foul Play
- Roost
- Defog / Taunt / Knock Off / Toxic / Tailwind
- Defog / Taunt / Knock Off / Toxic / Tailwind

What It Does: Tanks things, hits back with Foul Play. Mandibuzz's great bulk makes her an excellent wall, and her Dark typing gives it a role that things like Skarmory can no longer perform: wall powerful Ghost or Dark attackers. Her secondary Flying typing means she's neutral to Fighting; this is especially handy for Aegislash's Sacred Sword, and is the reason why her role can't be filled by other bulky Dark types such as Umbreon. Mandibuzz also stands out from others walls by having STAB Foul Play. With Foul Play, she can hit any non-Dark resistant physical attacker hard. Foul Play takes the target's attack stat into calculation, not your own, so you can deal heavy damage to a physical attacker, or even OHKO anything that has used a boosting move such as Swords Dance.

Mandibuzz has access to many support moves, such as Defog, which allows her to clear away entry hazards on your (and your opponent's) side of the field. Taunt is also useful for shutting down opposing walls and prevents her from becoming Toxic'ed, and due to her useful speed tier she is faster than many other walls. Knock Off doesn't deal a lot of damage but is useful for removing an opponent's item, nerfing an attacker's power by removing a damage boosting item or depriving an opposing wall of precious Leftovers recovery. Toxic allows her to deal more damage over time, and finally Tailwind can provide an opportunity for a slow but powerful teammate to sweep.

Good Teammates: Anything that can appreciate a sturdy wall and hazard remover. Mega Pinsir, Talonflame, Mega Charizard X and Y, and other hazard-prone Pokemon especially, as a sturdy defogger with great longevity can be more reliable than a frail spinner such as Excadrill, who doesn't have recovery. Mandibuzz does not need much team support herself, but a secondary wall that does not share her weaknesses would be good. A special wall and cleric like Chansey or Blissey is the best, as it can rid Mandibuzz of crippling status effects and effortlessly absorb any special attacks.

What Counters It: Like all walls, strong attackers that can hit Mandibuzz with SE damage. Mandibuzz also has trouble dealing with Dark-resistant attackers; Conkeldurr is especially problematic for her, as it is slower than her and as such can hit her hard with a SE Drain Punch when she Roosts. Being Burned, while not being too much of an issue for other physical walls such as Slowbro and Skarmory, severely hurts Mandibuzz as it halves her Foul Play damage.

Any Additional Info: Due to her great special bulk, which is very similar to her physical bulk, Mandibuzz can be used as a special or mixed wall; however, she is weak to Ice, Electric and Fairy, which are common coverage moves on special attackers. Stone Edge is a common coverage move for some physical attackers, however her bulk is so great that few can even 2HKO with a STAB-less Stone Edge. Furthermore, Stone Edge's accuracy and PP mean it can easily be stalled out.


Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide / Iron Head / Shadow Claw
- Rapid Spin
- Stealth Rock

What It Does: Despite being in a metagame with a new form of remover to compete with, Excadrill is still one of the top ways of removing hazards whilst having yours on the field. It's defensive typing allows it to switch in on various Pokémon and moves, including that great immunity to Electric and the now buffed Poison. Mold Breaker allows it to hit through those pesky Levitate Pokémon, like Rotom-W and Gengar, and it can use Stealth Rock on Espeon and the uncommon Absol with this gift. It's rather worrying Attack stat allows it to hit through opponents at a superior rate than other Spinners, like Starmie and Forretress. This allows it to terrorize even the Spinblockers, something that made it special in Uber last gen. If you are faced with the more durable Spinblockers, like Trevenant and Jellicent, you could use Shadow Claw to land some quick damage on them. Despite Rock Slide could be used for the Ground/Rock combination and Iron Head is notable for gaining STAB, defeating Fairies, a type which Excadrill outspeeds a large amount of, and getting some lucky flinches. This particular set also allows it to outspeed certain Stealth Rockers and, with use of the Air Balloon, it can switch into fast users of the move, like Garchomp and Landorus-T. The 60/65 defenses don't look great on paper, but when backed by 110 HP and that defensive typing, it shouldn't really be an issue.

Good Teammates: The obvious, Pokémon that enjoy hazard removal: stuff like Charizard, Pinsir, Dragonite and Talonflame. Although certain wallbreakers could help it nullify it's counters: popular ones such as Tyranitar and Garchomp come into mind. Azumarill and Rotom-W are also useful for synergy purposes. Rotom-W is good for getting quick defeats on Landorus-T and Gliscor whilst resisting it's weaknesses. Azumarill, in particular, is useful for defeating those pesky Fighting types, Excadrill can also laugh at Azumarill's weaknesses execpt for Grass. Overall though, it is who it helps rather than what helps it.

What Counters It: Fighting types can check Excadrill with either their high speed and strong attacks, like Lucario, Keldeo and Breloom, or stomaching what it has to throw at them and then slugging it with their strong moves, like Conkeldurr and Chesnaught. Azumarill, Greninja, Charizard and Talonflame can also make quick work with their strong attacks, high speed and, in Azumarill's case, priority. Both Landorus forms, Garchomp and Gliscor can easily defeat it as well. Despite this can only be done with Air Balloon, particularly with Garchomp who is hit hard by Excadrill's onslaughts.

Any Additional Info: If you already have a Stealth Rock user in your team, you may as well ditch it and use either Swords Dance or one of the other attacking moves. When using the former, don't get greedy on Swords Dance boosts, you could be asking for trouble when Sturdy users like Skarmory or very bulky Pokémon like Hippowdon enter. When using the latter, an Assault Vest could be considered with less investment in Speed and more in HP and Special Defense. It could allow you to survive Scalds and Sheer Force Landorus' Earth Power. Despite switching on Gliscor is also handy. Use the Assault Vest wisely.



Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Will-O-Wisp / Toxic
- Taunt
- Recover / Pain Split
- Foul Play / Night Shade

What It Does: In a meta like this where we have Mega Tyranitars and stuff of the same sort running around, Sableye can threaten them all. Sableye is meant to essentially stop stall teams or to cripple Physical attackers. Sableye is one of the best counters to pretty much any Physical attacker and threatens with a priority WoW to stop them. Due to the godsend it got in Prankster, his niche in the meta is the ability to burn, poison, or confuse any Pokemon he pleases, along with his ability to stop something like a Gliscor or a set up sweeper from setting up with a Priority Taunt. Sableye also has a VERY good movepool to abuse Prankster with, a few highlights in his move pool being Confuse Ray, Gravity, Pain Split, Rest, Torment, and Substitute. Sableye can also run a few other moves that he doesn't use commonly but can be used on him, Fake Out, All Elemental Punches, Low Kick, and Counter can be used, but aren't suggested due to his low stats.

Good Teammates: It works great on ANY team that needs a Pokemon that can stop a huge physical attacker from getting too big and sweeping your team. Any Pokemon that can take a few hits while the enemy is burnt is a good Pokemon to use Sableye with, as it can set up with ease or force a switch. Bulky Physical AND Special attackers like Heatran or Scizor work very well, as they can take a hit and set up with a Calm Mind or a Swords Dance.

What Counters It: There is one thing to Sableye that can make him a hero or a complete failure. Missing WoW is one of the WORST THINGS that can happen to you while using a Sableye. If a Sableye misses a WoW on a prime target, it's pretty much screwed if it gets hit by something very hard. Sableye also is countered by Fairies as it's his only weakness. Mega Gardevoir and Clefable mainly, Clefable can Magic Guard through all of his statuses and can also hit him hard with Dazzling Gleam or any other Fairy type move and Mega Gardevoir can do the same. Another great counter is Espeon, he can only touch a Espeon with Foul Play/Night Shade and Espeon can also bounce back his statuses. Any Pokemon that can also take his WoW can pretty much hit him hard provided it isn't a Confuse Ray.

Any Additional Info: Sableye is love. Sableye is life. In all seriousness, if you want be annoying and be a pain in the crotch, use a Sableye. Just stay away from Fairies and anything that can take a WoW. If you want to be MAXIMUM annoying, use Toxic over Foul Play and Night Shade, as I usually do.


Zygarde @ Leftovers / Yache Berry
Ability: Aura Break
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Glare
- Dragon Tail
- Earthquake
- Substitute

What it Does: Zygarde is a great parashuffler, able to cripple every dangerous sweeper in OU with Glare. The point of this set, or any parashuffler really, is to cripple the opponent's pokemon and then force them out to rinse and repeat. Setting up a substitute is key to being able to do this reliably, so that should be the first thing you do. This set can counter most set-up sweepers and Baton Pass teams by forcing them out with Dragon Tail and getting rid of their boost, which can really turn a battle around. The main reason that Zygarde is so good at doing this is his good support movepool and his great defenses. 108/121/95 are nothing to laugh at, and being bulkier on the physical side than one of the best walls in the game, Hippowdon, is a huge advantage. However, Zygarde's speed is what sets him back greatly as base 95 speed isn't as great as one would like it to be. This set doesn't run any investment in Speed, so you'll often find Zygarde being outsped by a lot of the tier. However, the main purpose of the set is to paralyze anything in front of it, so it's lackluster speed tier is only relevant until you can set up a sub. Another flaw with this set and Zygarde in general is his lack of recovery outside of Rest. Zygarde does have some other viable sets like RestTalk with Dragon Tail and EQ, Dragon Dance + 3 attacks, and a Coil set as well, but this particular set is arguably his best one. Zygarde can check, cripple, and phaze Thundurus-I and Landorus-I without HP Ice, Landorus-T, ZardX, ZardY, Mega Pinsir, Aegislash, and Mega Venusaur, just to name a few huge threats in the meta.

Good Teammates: Some good teammates for Zygarde would be something that can take Ice- and Fairy-type attacks like Azumarill or Heatran. Azumarill is especially good, being able to check Zygarde's counters, which are listed below. He could also use something that could absorb and/or heal status like Chansey or Sylveon. Zygarde really needs something that can take care of Rotom-W, since the washing machine shuts this set down completely. Something like Mega Venusaur would be able to at least 2HKO without prior damage.

What Counters It: As stated before, Rotom-W shuts down Zygarde by burning it, Tricking it a Choice Scarf or Specs, and being immune to Earthquake. If Rotom can accomplish one of these tasks, it doesn't really mind getting phazed out. Other things that counter it are Mamoswine, Mega Gardevoir, Kyurem-B, and LO Greninja. Togekiss is a huge problem for this set, as it is only affected by Glare, forcing Zygarde to switch.

Any Additional Info: Zygarde isn't a pokemon that can be just put onto any team. You really need to support it so that it can do its job, so this is important to understand when making a team. As mentioned before, you need at least two other team members to keep him in good condition.


Politoed @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Ice Beam
- Perish Song
- Toxic

What it Does: Politoed's role this gen is largely the same as it was in Gen V, but with one major change: rain is no longer permanent. Now, to make rain feasible, Politoed has to carry Damp Rock to keep the rain going as long as possible. His moveset is very utility based. Scald is for spreading burns, Toxic is obviously for putting a timer on an opponent's wall or sweeper, Ice Beam is for coverage and the slim chance of freeze, and Perish Song is great for taking out a dangerous sweeper or Choice-locked opponent that doesn't do much to your trapper. Last gen, Poli had a couple more roles as a Specs sweeper or just a regular special sweeper, but now since perma rain isn't a thing anymore, his only real option is this support set. But as limited as Poli may seem, he isvery good at his job. With DrizzleSwim being made legal again, he may arguably be better than last gen at supporting a Rain team.

Good Teammates: Good teammates for Politoed would be mons who can abuse Swift Swim, such as Kabutops and Kingdra. Both of these pokemon are deadly in rain, outspeeding the entire unboosted tier by reaching the blazing speeds of 568 and 590, respectively. Other good teammates include those who can offer more Rain Dance support. Politoed won't last forever in a battle, so it's important to have at least one other rain setter to get as many turns of rain as possible. And even more teammates could include Dugtrio and Gothitelle. After Politoed uses Perish Song, you will want to switch to whichever one you prefer to have on your team and then deal with the trapped pokemon. You could also handicap the trapped pokemon further by using the gimmicky Entrainment Durant, but I wouldn't advise this as it really just wastes a teamslot.

What Counters It: A good counter to Politoed is Tyranitar or Hippowdon as they are slower weather inducers, so a sandstorm would replace the rain, rendering Politoed useless and forcing a switch. AV Tyranitar is an especially good counter, as it replaces the rain, and has ridiculously high Special Defense, which eliminates all offensive presence that Poli has. Another good counter is Mega Venusaur, as it can survive a Scald or an Ice Beam, is immune to Toxic, and then KO with Giga Drain.

Any Additional Info: Politoed will have to switch in several times throughout a battle, so it's important to keep him as healthy as possible and clear of status, so keep that in mind when building your team.


Banette @ Banettite
Ability: Frisk
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 Spe
- Phantom Force
- Sucker Punch / Protect
- Will-o-Wisp / Taunt
- Destiny Bond

What it does: Mega Banette seems outclassed by the other Prankster Ghost Sableye, but Mega Banette has the advantage of carrying a monstrous Base 165 Attack, and a great Trump Card in Priority Destiny Bond, something no pokemon can boast. Phantom Force is a strong move, and gives Mega Banette a turn of invincibility and a turn of Burn Damage or extending Destiny Bond to two turns. Sucker Punch is a good priority move, and Mega Banette works very well with it, as it can KO a weakened Pokemon on the turn MBanette evolves, or pick off a weakened foe, and priority on a pokemon this slow is greatly appreciated. Alternatively, you can use Protect to allow a free turn to Mega Evolve, and a free turn for passive burn damage to rack up as well. Priority Destiny Bond is essentially a free KO against boosted set-up sweepers, Scarfers, or anything that just outright tries to KO Mega Banette. Will-o-Wisp + Prankster = Annoying, and many physical attackers that could claim to beat Mega Banette are scared of a burn, like Tyranitar, SD Aegis, CB PursuitZor, Bisharp, etc... Mega Banette's claim to fame is that it cannot be outright taken down, or you lose a pokemon because of Destiny Bond, and if you don't attack, you risk being hit by a Will-o-Wisp or Phantom Force. This set requires more prediction than most, but it can dominate an opponent if you play correctly and force your opponent into bad situations.

What Counters it: Anything that can take a burn and hit Mega Banette for a KO like Mixed Wallbreaker Aegislash, Chandelure, Hydreigon, Conkeldurr (with a Guts-boosted Knock Off), or anything that can status and outstall it, assuming it is not running Taunt. Toxic Chansey, Gliscor, Skarmory can set-up Hazards and then Phaze it out, all the while Mega Banette scratches them with its moves and takes passive damage, but these pokemon must watch out for Taunt. Mega Banette's counters vary on What set it is running, and this set is countered by anything Bulky that doesn't fear a burn and can KO (Toxic/Foul Play Mandibuzz, Physically Defensive Hippowdon), or something that simply hits like a truck (Choice Specs Keldeo, Life Orb Landorus-I). Pokemon that have a higher priority that can outpace Destiny Bond can also work, such as Talonflame, although many pokemon that hit Mega Banette extremely hard can't switch in due to Phantom Force's power, so be wary of that.

Good Teammates: Pokemon who can set-up and/or can resist Mega Banette's Ghost and Dark weaknesses are welcome, as they can really help prolong MBanette's survivability. Bisharp is a fantastic partner, as it can tank Ghost and Dark moves easily, and can take advantage of certain burned opponents and set up an SD or a Sub. Sweepers like DD Tyranitar and DD Gyara really appreciate burnt and crippled opponents, and make it really easy to setup, as well as being able to KO a key counter to these strategies with Destiny Bond, paving an easy way for a sweep.

Additional Info: MBanette has quite a few abusable moves with Prankster, such as Thunder-Wave, Substitute, Toxic, Torment, Taunt, Cotton Guard if you want to try a Rest-Talk Cotton Guard MBanette out, which is somewhat unreliable. Infestation+Protect+Toxic makes for a scary combination, but it needs to have good predictions, otherwise MBanette will be worn down too quickly.


Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 84 HP / 252 SpA / 172 Spe
Modest Nature
IVs: 0 Atk
- Psychic / Psyshock
- Energy Ball / Hidden Power [Ice] / Hidden Power [Fire]
- Thunderbolt / Hidden Power [Ice] / Hidden Power [Fire]
- Trick

What It Does: Gothitelle is one of the best trappers in the game, Being able to remove a variety of threats with its wide movepool and decent special attack. Gothitelle also has access to Trick, allowing it to cripple walls and physical attackers, while also being able to use Choice Specs effectively. It also has decent bulk, 70 / 95 / 110 allowing it to switch into most attacks without being heavily damaged. Gothitelle has a bit of a 4MSS but the most efficient set is Psychic Move / Energy Ball / Thunderbolt / Trick. Psychic or Psyshock allows it to deal STAB Damage, and Allows Gothitelle to Remove Mega Venasuar and Chesnaught. Energy Ball allows Gothitelle to deal with Quagsire, Slowbro and Rotom-W (Before it V-Switches) Thunderbolt takes out Skamory and Mandibuzz reliably. Trick allows Gothitelle to cripple walls Such as Chansey and Porygon2. Hidden Power Ice can be used for Gliscor, and Fire can be used for Ferrothorn & Scizor. The Evs allow Gothitelle to Outspeed Minimum-Speed Rotom-W and everything lower.

Good Teammates: Things that work well with Gothitelle are Pokemon who struggle with the above Pokemon, and are generally good at late-game sweeping. Both Mega Tyranitar and Mega Gyarados Fit this role Well, as they both have decent synergy will Gothitelle, Are good late game sweepers, and enjoy the above pokemon being eliminated.

What Counters It: Since Shadow Tag forces the opponent to stay in, you can't really "counter" Gothitelle. However, Gothitelle can easily be revenge killed by almost any attacker that is fast, or bulky enough. Attackers Such as Aegislash and Bisharp are examples, being able to solidly OHKO Gothitelle while Gothitelle cant touch them. U-Turners such as Scizor can be dangerous to sets that don't run HP-Fire as it forces Gothitelle to switch out, Decreasing your teams momentum. Although, if Gothitelle has already trapped the pokemon it needs to, you can leave it to die, and increase your teams momentum as you send out a pokemon after the opponent.

Any Additional Info: N/A

What NOT to use:


Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 252 Atk / 176 Spd / 4 HP / 76 SAtk or 252 Atk / 176 Spd / 76 HP / 4 Def
Naughty or Adamant Nature
- Belly Drum
- Play Rough
- Return
- Flamethrower or Yawn

What it does: Slurpuff has access to a unique combination of an ability, move and item that have perfect synergy together, namely Unburden, Belly Drum and Sitrus Berry. Unfortunately, it (currently) lacks the physical movepool to justify using such a risky strategy, and in addition, has below par stats across the board, that make it fairly useless if it's unable to use Belly Drum. (Alternatively, Slurpuff has a great special movepool, with access to Calm Mind and Draining Kiss for recovery but is outclassed by Calm Mind users like Unaware Clefable)

The moveset is chosen out of necessity. Belly Drum is the key to Slurpuff's success, giving it an attack stat of 1136 at +6 and Play Rough is physical STAB... at which point you discover that Slurpuff's only other physical moves are normal type and Thief, which is useless, as it steals an item, and loses the unburden boost. Return is chosen in the 3rd slot to hit Poison and Fire types, while also having 100% accuracy. Since Thief is out, a special or utility move is needed in the last slot, with Flamethrower being the best option to hit Ferrothorn, Forretress and Skarmory, although standard Ferrothorn will never be OHKOed by Flamethrower. Alternatively, Yawn can be used to help open the door for another sweeper if a pokemon stays in to remove Slurpuff.

4 HPs give an even number of HP, so that Belly Drum will cause the Sitrus Berry to be eaten, activating Unburden. The speed EVs can be varied, but 176 lets you just outspeed Timid Scarfed Rotom forms and Modest Scarfed Hydreigon after activating Unburden. The remaining EVs can be placed in Special Attack, or HP, depending on the fourth move, with 76 HP EVs being used on the Yawn set to get an even HP number. A Naughty nature is used on the Flamethrower set, to not weaken Slurpuff's defenses against physical priority. Alternatively, a Naive or Jolly nature with near max speed can be used to outspeed Deoxys-S and Adamant Kabutops under rain.

Good Teammates: Mega-Charizard Y with Earthquake can remove any Steel type pokemon from the game, making it much easier for Slurpuff to sweep. A good check to Talonflame is necessary too, with viable options including Hippowdon, Heatran, Rotom-W or Rotom-H. Dual Screens support from a pokemon like Klefki can help Slurpuff set up, and survive priority attacks that could revenge kill it.

What Checks/Counters it: Scizor is an obvious check, as after Belly Drum + Unburden, Bullet Punch from any slightly offensive variant will OHKO (given that Slurpuff will at best be at 75% health), as will Brave Bird from most Talonflame sets. Extremely bulky physical walls can survive one Play Rough at +6, such as Max HP/Def+ Hippowdon and hit back. Steel types are a safer check, although +6 Play Rough can still OHKO frailer pokemon like Excadrill. The safest way to counter Slurpuff is if possible, to not give it a free switch in, and to be able to hit as hard as possible on the turn where it might use Belly Drum. Alternatively, phasing on the predicted Belly Drum is also a good option, as Unburden can only be activated once. Unaware pokemon ignore Slurpuff's +6 attack and can Toxic or set up on it.

Additional Info: When including a setup sweeper on a team, it's worth considering that if the opponent's team is unlikely to allow setup opportunities, will the pokemon end up being dead weight? In Slurpuff's case, without Belly Drum, it hits like a wet blanket off an unboosted attack of 284, with terrible coverage to boot. If Slurpuff receives some additional physical coverage in the future, this set may become more viable. Although Slurpuff can outspeed and OHKO a great number of pokemon after a Belly Drum, most teams are likely to have at least one good check to it, making it too risky to run in OU over a safer set-up sweeper.























Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Aromatherapy
- Moonblast

What it does: Florges is supposed to serve a specially defensive Pokemon/Pivot that sponges up pretty much any special hit and provides Wish/Aromatherapy support to itself and its teammates. Taking a look at Florges's stats and movepool, it doesn't seem like it'd be too bad at this job, but theres one thing holding Florges back from ever being a good option in OU: the existence of Sylveon. It might seem like Sylveon has lower stats all around, but taking a closer look you'll realize that Sylveon is pretty much the better option. Sylveon might have a slightly lower Special Attack stat than Florges, but because of Sylveon's hidden ability Pixilate, Sylveon's actually the one that does more damage, with Pixilate Hyper Voice doing a significant amount more than Florges's Moonblast while also completely ignoring substitutes from the likes of Kyurem-B, giving it a more significant offensive presence. Also, Florges's raw defensive stats might be higher than Sylveon's, but Sylveon's higher base HP stat pretty much balances this out, actually leaving Sylveon MORE physically bulky than Florges and only slightly less specially bulky. On top of this, Sylveon's higher base HP means that its wishes are a bit larger than wishes from Florges, making her the better cleric all around and leaving Florges in the dust, with pretty much no niche over the eevee evolution.

What Counters It: Strong Steel-types such as Genesect, Aegislash, Bisharp, Mega Mawile, Excadrill and Scizor are the most common checks to Florges. All of the above mentioned bar Bisharp take a pittance from any of Florges's attacks, and can prey on its weaker physical bulk in return with Iron Heads, Bullet Punches, and Play Roughs, easily either forcing out or KOing the wallflower before it can cause any trouble. Heatran takes literally absolutely nothing from Florges thanks to its 4x resistance to Fairy-type moves, but struggles to do much in return, although it can use Roar to shuffle around Florges's teammates a little bit and possibly mess up her Wish. Mega Venusaurr is a great way to stop Florges in her tracks too, once again taking pretty much nothing from a Moonblast and posing a threat with Sludge Bomb, recovering off all the damage Florges could possibly do with Synthesis. Outside of specialized checks, pretty much any physical attacker that's bulky enough to take a Moonblast or two while not having to rely on moves she resists can easily threaten Florges and force her out of the battlefield.

Any Additional Info: seriously why use this over sylveon
TRC. Note: While it is inferior to Sylveon in OU, Florges is an excellent Pokemon in UU. Try it out there when you can









Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Rapid Spin
- Knock Off / Ice Shard

What it does: The ability to set up Stealth Rock, Spin away hazards, and take some physical hits may look appealing at first, but Donphan simply isn't a very good choice in the current OU metagame for a variety of reasons. It recieves quite a bit of competition in the role of a hazard clearer from Pokemon such as Lati@s, Zapdos, Mandibuzz, Skarmory, and Excadrill thanks to the Defog buff for the former and the unbanning of the latter, and most of the time one of these Pokemon or another one not mentioned here will fit your team better than Donphan could. Excadrill usually fits offensive teams much better than Donphan thanks to its higher Attack stat and Mold Breaker ability, while Zapdos, Mandibuzz, and Skarmory usually fit defensive teams a bit better because of their ability to check very important threats that Donphan can't, such as how Zapdos and Skarmory check Mega Pinsir, and because of their access to reliable recovery to let them stick around longer, something Donphan wishes it had. Things are even bleaker as a Stealth Rock, where Donphan recieves competition from a wide range of Pokemon including Landorus-T, Garchomp, and Hippowdon, who outside of Rapid Spin are pretty much outright better at the role of a Stealth Rock setting Bulky Ground-type than Donphan. All in all, its pretty obvious that Donphan isn't something that you can slap on any old team and expect to work like a lot of people seem to think, its a very niche Pokemon and should only be used if a team absolutely needs its very specific set of traits to function effectively, and even if that's the case, the team can often be edited to the point that Donphan is no longer needed.

What counters it: Ghost-types such as Gengar, Sableye, and the Grass/Ghosts can stop Donphan from performing its main job: Rapid Spinning due to their immunity to the move, although some of these do admittedly need to be careful around Earthquake and Knock Off, respectively Otherwise, Rotom-W is an excellent counter, immune to Earthquake and doesn't take much from Knock Off or Ice Shard and can either fire off a Hydro Pump or Burn Donphan in return.Mega Venusaur is too bulky to really care about anything Donphan can throw at it and can easily 2HKO Donphan with Giga Drain, while recovering off all damage with Synthesis. Skarmory pretty much stonewalls Donphan outside of an EQ on a predicted roost, can wear Donphan down with Brave Bird pretty easily, phaze it out, and remove its Stealth Rock with a Defog. Kyurem-Black is an excellent check, having the bulk to take pretty much any move from the Elephant of Lame, and can Ice Beam for the OHKO in return because of Teravolt ignoring Sturdy.

Any Additional Info:



Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Rapid Spin
- Scald
- Toxic Spikes
- Sludge Bomb / Ice Beam

What It Does: Tentacruel has been known over the generations as the premier Toxic Spikes user in OU, and for good reason. It usually always sets up two layers of toxic spikes, and is able to spin away opponent's hazards in the process, while being able to take on most spinblockers, such as Trevenant, Aegislash, and Gengar. It has good STABs in Water/Poison and has access to Ice Beam which gives it further coverage, and Scald is very good for spreading burns. Unfortunately for Tentacruel, 6th gen didn't serve it good. There are now better options for removing hazards, most notably Defog and the availability of better Rapid Spinners. The much better distribution of Defog made it so much easier to remove hazards that Toxic Spikes and Spikes are now completely irrelevant, and that seriously hurt Tentacruel, basically making it useless since it's two main roles were removing hazards and setting up Toxic Spikes.

Good Teammates: Pokemon that like to stall with the opponent's being heavily poisoned - Gliscor first comes to mind. Blissey and Chansey are also pretty good teammates, as they can stall out Pokemon with Protect + Wish/Softboiled. Heatran is another good teammate as it likes facing toxiced opponents. phazers like Skarmory can quickly spread toxic through the opponent's burn, and Mandibuzz does the same. Strong and fast sweepers, such as Talonflame and Choice Band or Scarf Terrakion, can easily come in when everything's worn out of toxic damage and clean up.

What Counters It: Blissey/Chansey take on everything Tentacruel throws in their way and retaliate with Seismic Toss, which will eventually wear Tentacruel out after a few hits since it has no recovery outside of Black Sludge. Jellicent can block it's Rapid Spin while giving 0 shits about Scald, Sludge Bomb or Ice Beam, while it can burn with Will-o-Wisp and stall it out with burn damage and Recover. Rotom-W doesn't care much about either Scald or Sludge Bomb and can hit with Volt Switch. Excadrill can keep it in check with a strong Earthquake, but must be wary of Scald burning it.



Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Atk
Impish Nature
- Substitute
- Thunder Wave
- Swagger
- Foul Play

What It Does: It makes you a dick. Oh, seriously, you want to know what it does? It abuses its ability, Prankster, to use support moves with increased priority. Then, it abuses the RNG to hax the living shit out of everything it faces, not by any clever strategy, but by rolling dice. It paralyzes whatever it can and hopes for the 25% chance of full para. It gets up (priority) substitutes until the para sticks. It uses Swagger to add confusion to the list of annoyances, so that now the opponent has to hope to avoid a 50% chance of hitting itself on top of the paralysis. Foul Play is the icing on the feces-covered cake, punishing the paralyzed, confused opponent for all the attack boosts gained via Swagger.

Good Teammates: One could pretend that Swagkey is used to support a sweeper by eliminating certain foes, but that's utter bullshit. It's a standalone abomination. It's as likely to be paired with a whole team of prankster foul players as it is to be paired with Mega Lucario for maximum below-the-belt hits.

What Counters It: (Priority) Taunt, baby, or prayers to baby Jesus. Also: Electric-types and Ground-types that can't be paralyzed and pokémon that don't mind taking a Foul Play or two have greatly increased odds of breaking the key chain. Taunt/Sub Thundurus-I, Gliscor, and Seismic Toss Blissey/Chansey are all examples of pokes generally unfazed by Thunder Wave + Swagger + Foul Play.

Any Additional Info: Seriously, don't use this.

While it's effective some of the time (and infuriating all of the time), it does not reliably accomplish anything. The moveset is based on luck, and there are going to be times when the opponent's Earthquake does, in fact, hit, and you're left facing a +2 Garchomp that just snapped itself out of confusion. Good job - you deserved it. Klefki has better options to abuse. Prankster is an excellent ability, and Klefki has the right movepool to take advantage of it - consistently. There are better ways to support a team, whether it be through priority screens, priority Spikes, or priority Thunder Wave (or any combination of the three). Klefki has brilliant defensive typing, and it can put it to good use with its Prankster-boosted support movepool.


Thundurus @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Thunder Wave
- Substitute
- Swagger
- Thunderbolt

What It Does: Priority thunder wave is what it does, and it's one of the major reasons that make Thundurus a great Pokemon to use. However, this set in particular is a pretty terrible set to have on Thundurus because it doesn't really take into account Thundurus's sweeping potential, instead it completely relies on luck and chance with Parafusion (T-wave and Swagger) with Thunderbolt as a strong STAB, which is another issue, because having a mono-electric attacking Thundurus means it's completely and utterly walled by Ground-types.

Good Teammates: Unaware Quagsire makes for the best teammate because it can serve as an emergency button in case something goes wrong and the opponent is left with a +2-+6 attack Pokemon. Unaware Quagsire doesn't mind the boosts and can take them on thanks to solid defensive stats and Recover. Unaware Clefairy also does the same thing, with softboiled. Other Prankster Parafusion abusers also make good teammates and are usually used with this specific Thundurus set, such as Sableye, Klefki, and Liepard.

What Counters It: Any Ground-type in existence. Hippowdon, Excadrill, and especially Life Orb Landorus. Because it doesn't really mind confusion although it can hurt it, and it can hammer down Thundurus with Sheer Force-boosted, Life Orb Psychic or Sludge Wave. Blissey and Chansey wall it to all eternity and can take him down with Seismic Toss.


If there are any categories that you think are missing please VM me and I will consider them and possibly add them in.
 
Last edited:

Ash Borer

I've heard they're short of room in hell
I've been REALLY liking this bastard recently so ill make a post




Tyranitar @ tyranitarite
Evs: 252 atk / 252 speed / 4 hp
Nature: Jolly
Ability: Sand Stream
- Dragon Dance
- Stone Edge
- Crunch / Earthquake
- Ice Punch / Earthquake

Role: Physical Sweeper

What It Does: Mega Tyranitar is probably one of the most reliable win conditions in the ou tier. With such a moronically high attack stat, solid STABs, and an offensive movepool deeper than Evangelion it's very strong, and customizable to get past most defensive pokemon. What makes Mega DD tar so reliable, and powerful is that it's bulk is so colossal, that it sets up on damn near anything, and is VERY hard to revenge kill. 100 / 150 / 120 defenses boosted by sandstorm is absolutely legendary, and this assists Tyranitar's ability to set up greatly, letting you tank even STAB super effective moves in a pinch. This means that against a sufficiently worn down team, often there is really nothing hte opponent can do to stop DDtar from finishing them off lategame. At base 71 speed, it's a bit slow, but at the same time it's just enough to get past the unboosted meta, outpacing stuff like Greninja, and Alakazam. The moveset is pretty standard running dual STAB and coverage, or dropping dual STAB for a single STAB and superior coverage. Edgequake is always good, especially when backed up with an ice move to get through GLiscor/Lando, and crunch is also pretty damn good as a STAB. Some other things to note are that the residual sand damage helps Ttar sweeping, and t-tar's number of viable sets can make it such that Mega DDtar will catch them off guard,.

Good Teammates: Azumarill is probably one of the best partners to Mega DDtar as it completely counters the typical Conkeldurr, and Keldeo who are Mega Tar's most common counters. Technician Breloom, and Ferrothorn are a bit problematic for Tyranitar, Physically defensive zapdos is quite good at handling these pokemon, brushing off thunder waves, bullet seeds, mach punches and gyro balls with ease, and threatening to KO back with heat wave. Scarfers in general are problematic for T-tar as it will generally underspeed all of them, and one of the best way eliminate choice scarf users is Wobbuffet, thus, it is a solid supporter for this set.

What Counters It: Fighting types with no weaknesses to T-tar's coverage moves, Ferrothorn, LO deoxys-S, and strong scarf users

Any Additional Info: Like all other dragon dancers it can't 1 shot everything at +1, it is best to utilize T-tar late in the game when the big bulky pokemon on the opponent's team you can't one shot have taken at least some damage.
 
Excellent! I haven't actually used Mega Tyranitar in XY, but on paper, it looks like a fearsome sweeper. It also has amazing defensive stats for great ease in setting up, which also makes it difficult to revenge kill without a strong Fighting-type.
 
EDIT: Currently formatting. Be back soon folks! Sorry TRC!

An obvious lead/scout, revenge killer, physical/special sweeper and late game sweeper would be Genesect. The scarf, band, EBelt, and Shift Gear/Rock Polish sets are very useful and allow Gene to fill these roles very well.

A favorite Genesect set of mine is the Band set, which is a phenomenal late game sweeper, revenge killer, and pivot in one.
For those who don't know the set, it's:

Genesect @ Choice Band
Ability: Download
EVs: 252 Spd / 252 Atk / 4 SDef
Hasty Nature
- Extreme Speed
- Blaze Kick/Flamethrower
- U-turn
- Iron Head

Role: Late Game Cleaner/Revenge Killer

What it does: Genesect is easily one of the best pokemon in OU. Whatever task you put it to it's going to do well. Genesect is so good because it gets a +1 boost to an offensive stat every time it switches in, and if it gets a +1 attack boost it will be doing a lot of damage with this set. Genesect has base 120 attacking stats, which allow it to use those stat boosts very well. This set focuses on hitting hard with U-Turn and Extremespeed. Extremespeed is one of the strongest priority moves in the game and Genesect can use it very well to revenge kill sweepers that rely on priority due to Extremespeed being "faster" then most other forms of priority. Always going first and potentially having +1 Attack on top of the band allows Genesect to KO many teams after some damage has been dealt, cleaning up with impunity. U-Turn does good damage and allows Gene to switch out. If the opponent switches on the turn you use U-Turn, their switch happens before you have to choose what you switch to, allowing you to pick whatever pokemon you have that best deals with what switched in.

Good Teammates: A fire resist is very, very helpful. Rotom-W is an obvious first choice, as he resists fire, has Volt Switch to make a VoltTurn core, and is very easy to fit on a team. Genesect resists Rotom's sole Grass weakness as well. Tyranitar is another potential choice as not only does he resist fire but can pursuit trap things that may have switched in on the U-Turn.

What Counters It: Heatran is the end-all, be-all counter to Genesect. He resists every tingle one of Band genesect's moves and has super-effective STAB to hit back with. In fact, any somewhat bulky Fire type can take on Genesect fairly well, with a special shout out to Chandelure as it is immune to Extremespeed. Aegislash can also come in once Genesect's locked itself into a move that isn't Blaze Kick and get off a free Shadow Ball.

Additional Info: Genesect is currently being suspect tested, with a heavy leaning on the "ban" side. As such, this set may only be usable in OU for a short while longer. Genesect is most known for the Scarf set, so use that unpredictability to your advantage. People will expect Scarf, not Band, and as such may not be expecting the Extremespeed, or for the U-Turns to be so strong.


Something NOT to use? Let's once again go for the obvious pick and say Swords Dance Aegislash:

Aegislash @ Leftovers/Spooky Plate
Ability: Stance Change
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
- Swords Dance
- Shadow Sneak
- Sacred Sword
- King's Shield

Role: Physical Sweeper

What it does: What it's supposed to do is use Aegislash's great defenses to boost up Swords Dances with impunity, then use Shadow Sneak to sweep with priority off of heavily boosted base 150 Attack. However, Sneak is a very weak move on it's own and Aegislash may not be OHKO'ing as much as you may hope, even at +6. Aegislash is also very vulnerable to burns from pokemon that can take a shadow sneak, such as Rotom-W.

Good Teammates: I'd have to say Guts Conkeldurr. Can absorb any burns sent Aegislash's way and handles Rotom-W. Something to get rid of Mandibuzz such as Terrakion or Thundurus would also be beneficial. Hydreigon has incredibly good type synergy with Aegislash, although it may be better to abuse that synergy with the Wallbreaker set as opposed to the SD one.


What counters it: The biggest Aegislash counter is Mandibuzz. Resists Ghost and takes little from Sacred Sword, can hit hard with STAB Foul Play which just so happens to not care about the Attack drops from King's Shield because Foul Play doesn't use the user's attack stats, but the attacking stats of the pokemon that's being attacked. Rotom-W can burn Aegislash. Heatran can take a Sacred Sword and hit back with Lava Plume. Landorus-T can lower Aegis's Attack stat with Intimidate and hit with Earthquake. Pretty much any attacker that doesn't use a contact move, has a super effective or very strong neutral attack type, and can take a Shadow Sneak can check or counter SD Aegislash.

Any additional info: SD Aegislash used to be rampant on the ladder. Luckily, people have wizened up mostly and found out how much better the wallbreaker sets are. I'm sure someone else can post wallbreaker Aegis on this thread.


I would also like to propose a pivot/glue category. I suppose that could fit into support, but there are so many pokemon that are pivots (Mega Manectric) and so many that are support (Mandibuzz) and those pokemon behave so differently that them being in the same category might not be very informative or "accurate".
 
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aVocado

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Garchomp (M) @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 252 Spe / 4 Def
Jolly Nature
- Earthquake
- Stone Edge
- Fire Fang
- Outrage

Role: Revenge Killer

What It Does: This is the definition of an anti-metagame Pokemon imo. It's perfect for revenge-killing nearly everything in the tier, ranging from DD Dragonite to CharXY, Genesect, Tyranitar, Aegislash, Mega Lucario (chomp tanks any priority at +2), mega Pinsir, Volcarona, etc. and it even punishes Talonflame with Rough Skin, if you're so desperate. Fire Fang might be a weird choice, but as stated before, it's a reliable answer for OHKOing Genesect.

Good Teammates: Mega Charizard Y likes the fact that Scarfed Garchomp can take down (Scarf) Genesect, as +1 Thunderbolt does quite a number on CharY, while in return, it can take on Skarmory and Slowbro, to some extent. Rotom-W is also a good teammate because it's a reliable answer vs. priority users such as Talonflame, Scizor and most importantly, Azumarill and Mamoswine. Kyurem-B can weaken many of ScarfChomp's major pains, like Slowbro, Hippowdon, mega Venusaur and Mandibuzz.

What Counters It: Skarmory, Hippowdon, Mega Venusaur, Slowbro.. in short, most physical walls.

Any Additional Info: Garchomp should be one of the first Pokemon to pop-up in your mind when you're in need of a scarfer, or a scarfed revenge-killer. It's chomp's best set imo and it really benefits from chomp's natural bulkiness and sheer power. The lack of Dragon Claw kind of hurts but it also needs all the power it can get; so Outrage is the better option.

edit: also:


Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 252 Spe / 4 Def
Adamant Nature
- Dragon Dance
- Flare Blitz
- Outrage
- Roost

Role: Physical Sweeper/Wallbreaker/Stallbreaker

What It Does: more like what it CAN'T do. Motherfucker rips everything apart at +1, let alone +2, which is easy to get thanks to the fact that nothing can switch in to CharX without taking so much damage, and that includes OU's premier physical walls, like Hippowdon and Slowbro. Roost gives it so much more longevity that it desperate needs, and is what allows it to wallbreak so effectively. Flare Blitz and Outrage are insanely strong and with +1 they almost OHKO everything. The sacrificed speed for Adamant nature isn't so bad because the only things it misses out on are Scarf Lando-t, Kyu-B and Genesect. The former two are luckily not so common, and the former can only Ice Beam which doesn't do enough to let CharX kill itself after taking damage and Flare Blitz recoil, compared to the damage difference it can do to certain walls, like the fact that Adamant OHKOs 252 HP Tyranitar at +1.

Good Teammates: Rotom-W is a pretty solid teammate, to put Azumarill in check. Mandibuzz is also a good partner because it can remove hazards with Defog, and so is Excadrill, who can spin them away. Having an answer for Heatran is also important since it's immune to one of Charizard's STABs, while resisting the other. For that reason, Assault Vest Conkeldurr can prove to be a worthy teammate, as it can switch into Heatran and force it out. Blissey/Chansey can also wall it, and easily kill it with a few Seismic Tosses as it has no reliable recovery. Tyranitar keeps it in check.

What Counters It: assuming it doesn't go to +2, base 100+ scarfers, Azumarill to an extent, physically defensive Hippowdon can take lots of damage from +1 Outrage but isn't OHKO'd, and can do serious damage back with Earthquake.

Any Additional Info:
 
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Arikado can you please elaborate a bit more for your teammates and counters sections, such as what they can do and why it is helpful. See Ash Borer's post as a reference.
 
This is the set that I used. I'm pretty sure is unoptimal though, in term of moveset and EV spreads

Kyurem-B @ Ice Plate/Life Orb
Ability: Terravolt
EVs: 252 SP.A/252 Spe/ 4 Def
Naive Nature
- Earth Power/Draco Meteor
- Fusion Bolt
- Ice Beam
- Filler

Role: Wallbreaker
What it does: It breaks stuff. In all seriousness, massive 170 ATK and 120 SPA allow it to hit hard from both side of the offense. It can make a good use of subsitute as well. One of the most defining factor of Kyu B is that "seemingly useless" Mold Breaker clone named Terravolt. This ability is really useful in X and Y meta thanks to the amount of pokemon with defensive ability. For example, it can breaks through Mega Venusaur's Thick Fat, and use Earth Power on Rotom, both a commonly used pokemon.
Good Teammates - Aside from the obvious "something that likes Rotom and Megasaur out of the way", Kyurem Black really likes having Aegislash on the team. Kyurem Black did not like facing Scizor priority Bullet Punch or Terrakion, and it hates faster dragon types such as Latios, which is something that Aegislash can handle to an extent. Kyurem Black have a terrible typing defensively, so having Volt Switch or U Turn user can be useful.

What Counters It - Kyurem chooses its counter, bur there are some solid choices.

Conkelldur with Assault Vest can switch in on Ice Beam and Earth Power, and retaliates with Drain Punch + Mach Punch combo.

Jirachi can switch in into SE Earth Power and threated with its speed and its own STAB Iron Head.

Ferrothorn can switch in if it lacks HP Fire, and can bring in a bunch of utility move to cripple it in return. However, Ferrothorn fears a Hidden Power Fire, and without Gyro Ball, Kyurem B can simply use substitute.

Chansey can take on Kyurem B if it lacks powerful Physical moves, and stall with Toxic.

Sylveon is able to take every move but Iron Head(2HKO with SR factoring in Leftovers),

In general, its much easier to check Kyurem B. Scizor resists Ice Beam and kill it with Bullet Punch at SR Range. Terrakion outspeeds and OHKO with CC. Lati@s, Garchomp, and any other faster Dragon can simply use their overpowered STAB to kill it, and the list goes on.

As a bonus, Kyurem is weak to Stealth Rock, which is a huge factor

Any Additional Info: Kyurem hits jackpot in this gen, with Terravolt being more useful thanks to the rise of defensive ability abuser, being able to threaten almost every relevant fairy types, and Defog buff that allows it to play around Stealth Rock much easier than before. Its a good choice for Wallbreaker if you have problem against defensive ability abusers such as the common Rotom-W and Megasaur.
 
There you go TRC., sorry about that :]
Absolutely perfect. No worries at all.

JSND Your set needs a little cleaning up, and your sentences are quite unstructured and incoherent. I will put it in the OP if it is made just a bit more readable. Compare to Arikado's as an example.
 
Eviolite Chansey

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 192 SDef / 64 Def
Calm Nature
- Soft-Boiled
- Toxic
- Protect / Aromatherapy
- Seismic Toss
Role: Special Wall / Support

What It Does: Eviolite Chansey does what Blissey does but arguably better. Ever since Eviolite came out last gen, Chansey has been an extremely strong special wall. With only 5 base HP less than Chansey, it gets a considerably higher Special Defense than Blissey does making it a premier pokemon to take any special hit.

Good Teammates: Considering it is a special wall, Chansey pairs nicely with a physical wall or really any offensive pokemon. The Skarm-Bliss combo goes way back and can now be executed with Chansey+Skarmory for nice coverage and a great set of walls. Aegislash also pairs nicely with it as it has overall great offenses as well as defense and can also cover the Fighting-type weakness that Chansey has.

What Counters It: Chansey needs to be extremely wary of any physical attackers. Yes, it can take any special move but it is severely lacking in the Defense department. Terrakion for example completely obliterates Chansey. Thankfully due to the high base HP, Chansey is able to deal with some of the weaker physical threats but can not take any of the stronger hits. In addition to these, Steel-types are an issue as they can not be poisoned. Therefore, it will be impossible for Chansey to stall them out.

Any Additional Info: Chansey is great as a special wall/sponge and even as a cleric thanks to Aromatherapy/Heal Bell. Pair her with a nice physical wall like Skarm/Ferro and you have a great defensive core going for you.

Gonna do Wish Vaporeon later.
 
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Idyll

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I like her. That is all.


Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Draco Meteor
- Psyshock
- Healing Wish
- Defog
Role: Hazard Remover

What It Does: Latias' main role is to just remove hazards on your side of the field using Defog. However, there are traits that differentiate her from other Defoggers are the lack of heavy damage from hazards (not weak to Stealth Rock), offensive presence with Draco Meteor, and Healing Wish. The attacking moveset are STABs for getting the most damage possible. The enemy will find themselves hard pressed by a threat of Draco Meteor, giving an easy Defog. Healing Wish sacrifices Latias' life to fully heal another teammate, meaning they will be free to wreak havoc once again. She's better suited for teams that would want to get hazards removed without losing some heavy momentum.

Good Teammates:
Garchomp easily takes out Steel-types that would want to stop Latias' attempt of sweeping while also taking Scizor and Tyranitar who might otherwise Pursuit-trap her. Anything that would not want Hazards, specifically Stealth Rocks, would like her services.

What Counters It: Any Pursuit-Trapper, notably Scizor and Tyranitar, will make here cry. Scarfed Dragons also force her out.

Any Additional Info: It's best to use Healing Wish mid-late game, when one of your main pokemon gets damaged. Only do so when the foe's Hazard Setter is KOed.

Edit: Doing Kyu-B Sub+3 Attack Someone beat me to it ;-; ^_^
 
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[Choice Band Azumarill]
Azumarill @ Choice Band
Ability: Huge Power
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Superpower
- Waterfall

Role: Wallbreaker, Late-game Cleaner, Revenge Killer

What It Does: Breaks holes into the opposing defense. Banded Azumarill has received a huge buff this generation with Fairy Typing - this gives Azumarill more switch-in opportunities and an additional STAB move in Play Rough to finally break through those pesky bulky Water Types.
Choice Banded Azumarill is also a pretty decent revenge-killer/late-game cleaner thanks to its powerful priority Aqua Jet. Once Water-resist Pokemon have been eliminated from the field, it's really difficult to stop Azumarill from wrecking your team in half.

Good Teammates: Assault Vest Conkeldurr, Talonflame and Mixed Thundurus-Incarnate are among the best partners for this thing. AV Conkeldurr is a great switch-in for Bulky Rotom-Wash since Rotom Wash fails to do any significant damage to AV Conkeldurr. Talonflame easily wins many 1v1 scenarios against Mega Venusaur, another problematic Pokemon for Azumarill. Finally Mixed Thundurus-Incarnate is great at grabbing KOs on Tentacruel, Celebi, etc.

What Counters It: Mega Venusaur and Tentacruel are its number one counters. Play Rough and Water STABs can't scratch their surface at all. Rotom-Wash is a great check but must be careful not to switch in on a Banded Play Rough. The same applies to any Bulky Water Types. Aegislash is yet another great counter especially due to King's Shield. Finally (Mega)Scizor is a great check as well ; as long as they avoid getting hit by Waterfall, they can either BP away or setup on Azumarill.

Any Additional Info: Choice Band Azumarill is a Pokemon that requires a lot of good predictions and reads as locking Azumarill into the wrong move can be a huge momentum killer. Azumarill really appreciates hazards as well due to its wall-breaking nature.
 

perplexingpool

Banned deucer.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Fire Blast
- Moonblast
- Ice Beam/Thunderbolt
- Soft-Boiled

Role: Wallbreaker

What It Does: Life Orb Clefable is a great wallbreaker, thanks to Magic Guard nullifying the Life Orb recoil, and its inability to be worn down by residual damage. Also, its vast movepool allows it to hit lots of things super effectively, making up for its mediocre Special Attack. Softboiled prevents it from being worn down by the likes of Skarmory's Brave Bird, Ferrothorn's Power Whip, etc.

Good Teammates: Clefable pairs well with late-game sweepers that often have trouble breaking through walls, like Deoxys-S, Greninja and Talonflame.
What Counters It: Clefable can be brought down by repeated powerful hits, as it has somewhat average bulk. Pokemon like Choice Band Azumarill, Iron Head Genesect, and Mega Mawile are examples of Pokemon that can beat Clefable. Clefable is quite reliant on its Life Orb, so removing it through Knock Off or Trick will severely reduce its ability to break walls. Clefable also can't break through Blissey and Chansey, Mega-Venusaur, or Heatran.

Any Additional Info: The choice between Ice Beam and Thunderbolt really depends on what your team needs. Ice Beam hits bulky Ground-types like Hippowdon and Gliscor, whereas Thunderbolt hits bulky Water-types like Tentacruel and Suicune. Pick one depending on what your team needs.
 
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[Mega Charizard Y]
Charizard @ Charizardite Y
Ability: Drought
EVs: 4 Atk / 252 SAtk / 252 Spe
Hasty/Mild Nature
- Fire Blast
- Solar Beam
- Dragon Pulse / Focus Blast
- Earthquake / Roost

Role: Wallbreaker

What It Does: Breaks any defensive cores to smithereens. The sheer unpredictability of Charizard as a Pokemon really allows Mega Charizard Y to break through defensive cores with ease. STAB Fire Blast in the Sun coming off of Mega Zard's Y Special Attack stat is simply unreal. Solar Beam is an amazing coverage move that KOs many Fire Blast resist Pokemon such as Rotom-Wash, Gastrodon, Tyranitar, etc. Dragon Pulse hits the Dragon Types that can tank both Fire Blast and Solar Beam (usually Goodra and Latias). Focus Blast can be used in place of Dragon Pulse for a more effective way of handling Tyranitar. Earthquake is great for breaking Heatran while Roost provides Mega Charizard Y with longevity.

Good Teammates: Defoggers/Rapid Spinners, Lures and cleaners. Excadrill, Starmie and Latias are some good examples of Pokemon that are capable of clearing any Stealth Rocks off the field. Pokemon such as Keldeo and Thundurus-Incarnate make fantastic lures, drawing in Chansey and Blissey and then hitting both of them on their weaker Defense stat. Finally, since Mega Charizard Y tends to leave the opposing team in ruins after its job is complete, a cleaner such as Scarfed Keldeo makes for a great offensive partner.

What Counters It: Chansey, Blissey and Goodra. These three Pokemon take pitiful damage from any of Mega Charizard Y's moves and are capable of damaging it back in return. Heatran can take on any non-EQ or Focus Blast variants while bulky Latias can tank a Fire Blast and attempt to either set up Calm Minds or do some damage in return. Tyranitar and Politoed are slightly shaky but are capable of KOing Mega Charizard Y. As long as they eliminate the Sun, Mega Charizard Y will lose in many 1v1 scenarios.

Any Additional Info: Mega Charizard Y works great mid-game as a wall breaker and is capable of cleaning late game against slower, defensive teams as well.
 

Karxrida

Death to the Undying Savage
is a Community Contributor Alumnus
Can we call dibs? If so I'd like to do the following:
What NOT To Use
Support: Florges
Hazard Remover: Donphan
EDIT at Below: Okay.
 
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Note: Some of the categories being chosen are subjectively incorrect. I will make sure they are in the correct category if the one that is written is wrong, which really won't happen that much. Also looking for a few 'What to NOT use".
 

Idyll

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RBTT Champion
BangBangBang


Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 52 HP / 4 Atk / 216 SAtk / 236 Spd
Rash Nature
- Substitute
- Ice Beam
- Fusion Bolt
- Earth Power

Role: Wallbreaker/Mixed Sweeper

What It Does: When something with a BST like this is on OU, something is wrong. The mixed Sub set is his best one; 120 SpaAtk isn't what one would call bad, but when you pair it with a 170 Atk, it's ridiculously good. It can completely clean up teams with the right moves; it's Ice-Typing just proved it a bit too prone to damage. However, when under a Substitute, Kyu-B is in whole new world, as now things that previously killed it, it can kill; Garchomp can't take him out now, while Scizor will take some damage. The fact that you can set-up on the face of the most used mon in the meta, Rotom-W, is very impressive. His very nice Super-Effective coverage is a huge asset as well. The biggest selling point, however, is the fact that it can completely decimate walls such as Gliscor, Skarmory, Heatran, MegaSaur, Aggron, and others. Teravolt cancels abilities that deal with battle damage which helps huge with the latter two, meaning no Thick Fat and Filter involved. Truly he is a mon you would consider if you're having problems with the said walls and want a good cleaner.

Good Teammates: Anyone that would want the said walls gone would make good teammates. Good Deffogers and Rapid Spinners also make good teammeates. Good answers to Keldeo, Conkeldurr, Terrakion and Scizor are also preferred.

What Counters It: AV Conkeldurr can take any attack it can deal and Drain Punch in return. Scizor can dish out Bullet Punches which can send Kyu-B packing. With this set, it loses to Chansey who just recovers back damage to stall Fusion Bolts pitiful PP. Outside of a sub, any faster Dragon or Fighting-Type can KO him.

Any Additional Info: As much as possible, try to keep your Substitute up. There are a lot of things which it can dent more safely with a Sub up, most notably Garchomp, Lati@s, Aegislash, and Scizor.

Edit: By the way TRC, one of my sentences in Latias' was a clusterfuck, fixed it. And I actually wanted to say "not want hazards" in the Teammates section. Sorry about that ;-;
 
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Mega Gyarados

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Ice Fang/Stone Edge/Bite

Role: Physical Sweeper

What It Does: Mega-Gyarados is well suited to running a Dragon Dance set, as it is fast enough to use an Adamant Nature while still outspeeding almost all of the unscarfed OU metagame after a Dragon Dance. Intimidate helps it set up against many physical attackers. Notably, the type change in Mega-form from Water/Flying to Water/Dark removes the 4x weakness to Electric, which along with the increased bulk, allows Gyarados to get a Dragon Dance off against most pokemon, before outspeeding and striking back on the next turn. Mold Breaker allows Mega-Gyarados to smash pokemon that counter its regular form, most notably Rotom-Wash, which loses Levitate, making it vulnerable to Earthquake. Dragon Dance is essential for Mega Gyarados, as defensive sets are better suited for normal Gyarados, which has a better defensive typing, and can hold Leftovers for additional recovery. Waterfall is physical STAB, and Earthquake is the strongest coverage option, being powerful, 100% accurate and hitting Levitate pokemon thanks to Mold Breaker. There are a number of possibilities for the last move. Ice Fang is perhaps the best option, as it gives Gyarados unresisted neutral coverage. Although Stone Edge is more powerful than Ice Fang, the 80% accuracy is risky for a physical sweeper, and it leaves Gyarados without a good option against Grass/Fighting pokemon, as well as Garchomp. Gyarados does not learn Crunch, so Mega-Gyarados is stuck with Bite for a weak STAB move that offers little additional coverage. Substitute is also an option, as it helps deal with Status, but the additional coverage provided by a third attacking move is generally the more reliable option.

Good Teammates: Mega-Gyarados has trouble breaking through grass types, as its best two offensive options, Waterfall and Earthquake are both resisted by them. In normal form, Gyarados resists all of Heatran's weaknesses, and Heatran can set up Stealth Rocks, and handle Ferrothorn, who can status and/or Leech Seed Gyarados, as well as Talonflame. Mega-Gyarados also has trouble breaking through physically bulky grass types like Mega-Venusaur and Chesnaught, so a wallbreaking pokemon like Life Orb L@tios, which has good typing synergy with Mega-Gyarados can help weaken or remove potential checks. L@tios can also provide Defog support.

What Counters It: Choice Scarf users can be used to revenge kill a (weakened) +1 speed Gyarados or Mega-Gyarados. Gyarados has a weakness to Stealth Rocks, and is susceptible to revenge killing, as it lacks priority, and after Mega-Evolving, it gains a fighting weakness, enabling it to be checked with Mach Punch. After losing 25% upon switching into Stealth Rocks in regular form, Mega-Gyarados only needs a little bit more damage to be in revenge killing range of Talonflame's Brave Bird. Any pokemon with status, particular Prankster users can cripple Gyarados, with Thunder Wave being the safest option.

Any Additional Info: Mega-Gyarados should only be brought out in the mid to late game, after the opponent's team has been scouted and potential checks and counters have been weakened. Gyarados has a stronger defensive typing than Mega-Gyarados, as well as the Intimidate ability to help it Dragon Dance on physical attackers and an immunity to grounded entry hazards, so it should only be Mega-Evolved if you suspect an Electrical attack, if it needs Mold Breaker to bypass a Pokemon's ability, or if the additional attack is needed for it to break through a pokemon. Mega-Gyarados hates all forms of status, and should only be switched in on pokemon that don't commonly carry a status move.
 

Mawile @ Mawilite
Ability: Intimidate => Huge Power
EVs: 132 HP / 252 Atk / 124 Spe
Adamant nature
- Substitute
- Play Rough
- Sucker Punch
- Focus Punch

Role: Wallbreaker

What it does: It is a beauty. With more attack than a CB Azumarill from the start, its mere presence is incredibly threatening to offensive and defensive teams alike. Unfortunately, it's very low speed and reliance on Sucker Punch is rather easy to exploit by many offensive teams, who very often switch in something faster, like Garchomp. Substitute handily fixes this issue, screwing over faster revenge-killers and allowing you to freely use your more powerful STAB. Substitute also synergises well with Sucker Punch, as your opponent will often be forced to attack, to break the Substitute. Its many resistances and Intimidate before the mega allows it to set up on a lot of things, above all choiced attacks, Outrage locks, many walls, the Latis, even Conkeldurr. Focus Punch is the real trump-card in this set; Mawile attracts Heatran in ways no other fairy can, and Focus Punch is always a clean OHKO, clearing the way of this often troublesome defensive threat.

Good teammates: This Mawile's ability to remove Heatran means, it can support sweepers as Talonflame and Volcarona very well. The Latis stands out as good teammates, as they can remove Mega Venusaur, one of the most problematic foes for Mawile, and can also handle many Ground-types well. Mawile can in turn smash through special-defensive fairies, the blobs, and Ferrothorn. Latias' Healing Wish is incredibly powerful paired with Mawile; your opponent most certainly does not want to face two Mawiles in a row! Water-type sweepers also pair well with Mawile, as they can threaten Ground- and Fire-types. Substitute without recovery means, you'll be worn down a bit more than you might like, so a Wish-Passer like Sylveon and Clefable are also good teammates. Clefable also deals quite handily with Gliscor. Volt-turn is always helpful to bring in Mawile safely, to avoid it being worn down too much.

What counters it: M-Venusaur is really annoying for this set. Because you can't touch it with anything on this set and will recover off damage, it wastes your precious substitute (of which you have but four at most). Landorus-T can sponge an attack, drop Mawile's attack, and threaten with STAB Earthquake, but it really does not like switching repeatedly into Play Rough, as it has no reliable recovery. Gliscor lasts quite a bit longer, and it can always spam Protect to recover health. Skarmory and Hippowdon can take any one of these attacks, even Focus Punch (as long as not roosting), and whirlwind out the Substitute. Once Mawile's Sub is broken, faster, hard-hitting offensive threats capable of taking a Sucker Punch can force it out.

Additional Info: Try not to use Substitute too much if you haven't much prior damage to Mawile's counters and checks; early-game, it's oft better to just attack and at least put that Lando-T in KO-range sometime. Remember, you have no recovery! Conversely, when you have a Sub up, try to keep it up as long as possible, as it will ease your wallbreaking and possible sweep. This means, know when to use Sucker Punch and when to use your other moves.

If you're trying to lure out Heatran, keep in mind, that it often spams Protect to scout and gain Leftovers recovery.

EDIT: By the way TRC., I noticed, one of my sentences were messed up, so I edited it while you were updating the OP. Sorry about that. :/
Also made a note about Heatran and Protect, which you would have to keep in mind, when using this set
 
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Manaphy @ Wacan Berry / Leftovers
Ability: Hydration
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Surf
- Ice Beam
- Energy Ball / Psychic

Role: Special Sweeper

What it does: Manaphy's stats seem pretty average until you look at it's movepool. It possesses one of the best boosting moves in the game, Tail Glow. Tail Glow boosts Manaphy's Special Attack 3 stages in a turn capable of destroying teams in an instant that aren't prepared. With 100/100/100 Defenses, it can take pretty much any neutral hit and even some weak super effective hits. Wacan Berry allows it to weaken an incoming Electric attack allowing Manaphy an easier time to setup. It's average base 100 Special Attack turns monstrous in one turn of setup reaching an amazing special attack stat of 748 in only one turn! Manaphy likes to setup mid-end game once the opposing team is weakened and then proceed to clean shop.

Good Teammates: Teammates who can eliminate dedicated special walls such as Chansey and Florges are great teammates allowing Manaphy to sweep. Tornadus-T with Knock Off + Superpower does a great job of luring in Chansey and proceeds to Knock Off it's Eviolite and proceed to KO with Superpower. Wallbreaker Aegislash with Iron Head does a great job of eliminating both.

What Counters it: Mega Venusaur takes only about half damage from +3 Ice Beam because of it's amazing bulk paired with Thick Fat while dealing massive damage in return with Giga Drain. The pink blobs do a decent job of walling Manaphy but +6 Surf can 2HKO both while they can't do much in return without Toxic.

Any Additional Info: Don't get too greedy trying to get +6 as an untimely crit can ruin your sweep if it's unnecessary.

====================================================================


Aegislash @ Life Orb
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Shadow Ball
- Iron Head / Sacred Sword
- Shadow Sneak
- King's Shield

Role: Wallbreaker

What it does: Mixed Aegislash is a wonderful wallbreaker. This means that it can break down various walls in the game such as Skarmory and Florges to name a couple. This allows another teammate to come in on weakened walls and sweep the opposing team. Aegislash does this extremely well because of it's amazing mixed attacking stats, 150/150 which matches those of Deoxys. Walls coming into to take an attack from Aegislash may expect to take one type of attack, only to get smacked by the other. For example, when a player sees an Aegislash, they may expect a Shadow Ball and proceed to switch in their Florges since it has amazing special bulk. When they do switch in to take it, Aegislash can just hit them on their weaker defensive stat and proceed to KO Florges with Iron Head instead. This also works the other way around with something like Skarmory who may be expecting an Iron Head only to get smashed by Shadow Ball.

Good Teammates: Teammates who can eliminate strong Ground- and Fire-types are great as they can threaten Aegislash with their strong STAB attacks. Mamoswine is a great offensive partner for this as it can KO various Ground-types such as Garchomp, Gliscor, and the Landorus forms with Ice Shard while also eliminating Fire-types such as Heatran with STAB Earthquake. Aegislash can eliminate or weaken those dedicated Physical walls such as Skarmory that Mamoswine has trouble powering through.

What Counters it: Bulletproof Chesnaught does an amazing job at countering Aegislash. With Bulletproof, it's immune to Ball and Aura moves such as Aegislash's Shadow Ball. With it's great physical bulk, it can take repeated Iron Heads and Sacred Swords and proceed to setup Spikes or just Leech Seed Aegislash.

Any Additional Info: Don't make it a habit of constantly using King's Shield as experienced players can use a predicted King's Shield as a setup opportunity.
 
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Well, I have a personal favorite wall of mine, so...

Slowbro (M) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 220 Def / 36 SDef
Bold Nature
IVs: 0 Atk
- Ice Beam
- Fire Blast
- Psyshock
- Scald

Role: Tank, Mixed Wall

What it does
: While most walls have to worry about SE attacks, Slowbro can take just about any unboosted physical attack before adding the massive assault vest. Gaining enough bulk to take Mega Charizard-Y's solar beam means you can not only take monster physical attacks (takes +6 Dnite Dragon claw to kill, I believe) but also take some mildly tough special attacks. AV generally removes a pokemon's access to recovery, but Slowbro's natural regenerator makes him able to regain health as long as he can switch out. Having four special attacks coming off natural base 100 Special means that he is no slouch to taking care of a range of enemies. Due to AV and fire blast, he can beat Aegislash 1 on 1. Ever been annoyed by Volt Switch Rotom-W? This set can stick in and take roughly 40%, switching out to make that damage only about 10%. He is one of the few pokemon to take a +2 lucario-mega and fire back enough damage that cheap attacks would drop lucario after. He can survive +2 Mega Pinsir with a few points of health if no rocks, and fire back with enough power to allow an easy revenge kill. And he is nigh impossible to wear down via residual damage. Due to his regenerator, it is really hard to pressure slowbro, as all he does is attack and recover on his switch. Slowbro's main calling card as a defensive pivot is being a catch-all physical wall. Once in, the opponent has to be incredibly careful about what they switch into given the coverage. Any frail attackers coming in are going to suffer a quick death.

Good Teammates
: Stall in general requires multiple good teammates, but you cannot go wrong with Mega Venusaur here. They share no weaknesses, and Mega venusaur can take knock off fairly easily. Conkeldurr tends to find his way in as a check, so having a true counter to Conk is very nice. The beautiful thing about Slowbro is he is the good teammate, and does not need those teammates but for absorbing Bisharp. Amoongus makes a very nice regenerator core with Slowbro, as well. Trying to put him with a voltturn team is not a bad idea, as he doesn't lose much momentum and becomes a catch all wall for what the voltturn team can't handle themselves.

What counters it
: Well, there are very few counters if you predict correctly, but if it gets in, all Conkeldurr, mega venusaur, Bisharp and Mandibuzz can eventually win (Bisharp wins in two turns, the rest take a few more). Rotom-Wash is about a true counter as you get, but hates residual burn. Chansey takes next to nothing even from Psyshock, but rarely threatens you out. Most physical threats are afraid of scald, while special threats generally take slowbro for granted too easily.

Extra Information
: Switch wars benefit you a lot when running slowbro. If you can force switches, Slowbro stays in good health. There are very few dragons slowbro cannot break, and even activating Dnite's multiscale is rather futile for Dnite unless it plans on hitting an outrage. Still, on pokemon that commonly run Weakness Policy, hit them with scald first to check/break multiscale. The exception is Aegi, who you should spam fire blast and get the hell out of dodge if you see WP activate.
 
Ok not full updated yet but here we go.

A pivot catgeory is being added and CB Genesect is being included in it.

Colonial Good Genesect write-up, however SD Aegislash is not completely bad, and it is currently getting a set in the Aegislash analysis, so I'm not going to include it. If you're stuck for ideas for bad mons though.
  • Focus Sash Cloyster (mention lack of power plus sand and hazards etc)
  • Donphan
  • Florges (inferior sylveon)
  • Arcanine (inferior entei)
  • Life Orb Talonflame
  • Bulky Starmie
  • Offensive Ninetales (inferior zard y)
  • Dusknoir
  • Electivire
 
also START WITH COMMON OU POKEMON!
Your favourites aren't helpful when looking for the most viable sets for new players.
 
USE

Garchomp @ Garchompite
Ability: Sand Veil/ Rough Skin
EVs: 252 Atk / 16 SAtk / 240 Spd
Naughty/Lonely/Hasty/Naive Nature
- Earthquake
- Fire Blast
- Draco Meteor
- Stone Edge

Role: Wallbreaker

What It Does: It shits on anything that gives it a free turn, and is the absolute BANE OF STALL. no really, this is not an exaggeration, nothing can take two hits form this thing, nothing can take 2 hits from this thing, when it has the power of sand with it. The main move that you will be spamming is earthquake, because not surprisingly, a sand force boosted, STAB earthquake coming from a horrifying 170 attack stat, makes this poke have the strongest earthquake in the entire game. love your slowbro, 252+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Slowbro in Sand: 193-228 (48.9 - 57.8%), say goodbye. The the other move that are on this set are to take out anything that resists earthquake, such as the skarmory which gets roasted by a fire blast coming from 120 special attack 16 SpA Mega Garchomp Fire Blast vs. 252 HP / 0 SpD Skarmory: 252-298 (75.4 - 89.2%) Stone edge is for the kicks and giggles that you get when someone tries to send a zapdos in on you, lol 252+ Atk Sand Force Mega Garchomp Stone Edge vs. 252 HP / 252+ Def Zapdos in Sand: 306-360 (79.6 - 93.7%). and a STAB'd draco coming off from 120 special attack aint bad, because a draco + a stone edge always kills defensive rotom wash after rocks and with a fire blast, kills lando T if you don't get min damage both times (and that fully assumes that its running max hp, which most aren't.


Good Teammates: sandstorm setters such as ttar and hippo, and things that switch into anything that revenge kills it. These sandstorm setters also provide a source of rocks, so you're set in that department as well. So you don't get caught facing a mamoswine, which mind you can't KO if its not running life orb, I recommend running it with a rotom wash, because freeze dry is extremely rare.

What Counters It: well, "Counter" is a very strong work because it implies that it can take 2 hits from the pokemon in question. But as far as to pokemon that beat this thing 1v1, the list involves pokemon that outspeed it, and can ko it, which implies most scarfed dragons(not that anyone uses them anymore due to azu) and pokemon that can ohko megachomp with super effective ice moves, which is also a pretty short list, because you CAN live hidden power ices 100% of the time from non specs keldeo, non life orb thundy T, and you have a very good chance of living an ice beam from a physical genesect w/o the special attack boost.

Any Additional Info: this behemoth loves free turns, so whether you bring it on a fat bitch, the durian, or anything slower than itself for that matter, you will essentially get a kill every time. You can live pretty much any non-supereffective hit from pretty much anything, so don't be afraid to get your hands dirty.

EDIT: tell me where everyone gets the xy sprites, and i'll be your best friend
 
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