Other OU Teambuilding

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Empoleon @ Weakness Policy
Ability: Defiant
EVs: 252 SAtk / 252 HP / 4 Atk
Mild Nature
- Ice Beam
- Scald
- Hidden Power [Fire]
- Knock Off
Infernape @ Muscle Band
Ability: Iron Fist
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Blaze Kick
- Fake Out
- Poison Jab
- Thunder Punch
Togekiss @ King's Rock
Ability: Serene Grace
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Air Slash
- Aura Sphere
- Thunder Wave
- Dazzling Gleam
Manectric @ Wise Glasses
Ability: Lightningrod
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Charge Beam
- Flamethrower
- Snarl
- Hidden Power [Ice]
Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 124 Atk / 130 Def / 4 SDef
Impish Nature
- Taunt
- Detect
- Confuse Ray
- Knock Off


needong more options for the last pokemon so far looking like Latios
 
ChronoStar The original purpose of this thread was for experienced players to post Pokemon builds for newer, lessed experienced players to consider using when developing their teams, not for players to post unfinished teams. If you check the hide tags in the OP, you'll see Pokes organized by team roles. I would figure out what last role you need filled and check the Pokemon listed in the appropriate hide tag and see if any look like they'll help you finish up your team. You can also post of a description of what you're looking for in a last team member in the Simple Questions, Simple Answers thread and see if others come up with good suggestions.
 
I'm still updating this, just more sporadically than usual due to lack of interest. It is serving its purpose as a resource though, even if there aren't more contributions. Looking forward to seeing an entry for offensive mega Venusaur!
 
I really want to keep this thread alive, because it helped me so much in teambuildin



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

Role: Lead

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.
 
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I also want to keep the thread alive, and TRC did request a bulky attacker Mega Venusaur. Credit goes to Muk's OU analysis for providing the groundwork for this.



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

Role: Bulky Attacker

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.
 
(The basis of this set comes from the Hydreigon thread in the OU forums, particularly the idea of using Hydreigon's resistances, access to Roost, and 98 base speed to invest in bulk, while still hitting really hard. I know that Hydreigon's UU, and has been rejected for an OU Analysis, but it wasn't on the basis of this set, which gives Hydreigon a viable niche in OU.)


Hydreigon @ Life Orb
Ability: Levitate
EVs: 216 HP / 8 Def / 252 SAtk / 32 Spd
Modest Nature
- Draco Meteor
- Fire Blast
- Earth Power / Taunt
- Roost

Role: Bulky Attacker/Wallbreaker

What it does: Hydreigon's 98 base speed is a blessing in disguise, as the pokemon that Hydreigon is best suited to check sit at a much lower speed tier. This allows Hydreigon to run a bulky set, that has reliable recovery, while still hitting harder than Timid Latios. The introduction of fairy types has left Hydreigon with a new, exploitable weakness, but in return, the type changes have created a surge in Ghost and Dark type moves and pokemon in OU, making Hydreigon's Dark typing more valuable than it was in 5th Generation OU.

Max Special attack and a Modest nature allow it to hit as hard as possible, 32 Spd EVs outspeeds 252 Speed base 70s by one point (notably Bisharp and Breloom), 216 HP EVs hit a Life Orb number and give Hydreigon some bulk that complements Roost. This bulk allows Hydreigon to avoid being OHKOed by any priority moves (it survives Mach Punch from any Breloom set, and easily OHKOes in return), and allows it to check Bisharp, avoiding the OHKO from Adamant Life Orb Iron Head + Sucker Punch and most Aegislash sets.

Draco Meteor is mandatory as the nuke of this set, giving it a 50% change to OHKO 252 HP Rotom-W, and Fire Blast gives it coverage against Aegislash, Scizor, Mega-Mawile and Ferrothorn, all of which Hydreigon outspeeds. This leaves Hydreigon walled by Heatran, so Earth Power is the best move for the third slot. Earth Power also does 45.6 - 54% to standard Mega-Tyranitar, which with Stealth Rocks up, prevents it from switching in. Taunt is an alternative to prevent status hazards and setup moves from slower pokemon, and in conjunction with Roost, allows Hydreigon to beat Chansey 1 on 1.

Dark Pulse is also an option here, although with Fire Blast already on the set, Dark Pulse doesn't provide much additional coverage or power. Azumarill would then resist all three of Hydreigon's attacks and can set up a Belly Drum on it. Roost takes up the 4th slot, and allows Hydreigon to consistently check the aforementioned pokemon throughout the match.

Good Teammates: Hydreigon needs team members that can handle Fairy types, and that can handle the numerous powerful speedy attackers found in OU. Banded Talonflame, Offensive Deoxys-S, Thundurus, Greninja and Choice Scarf users . Hydreigon can also be used in conjunction with the popular Tyranitar + Sand Rush Excadrill core, as although it takes residual damage from Sand, as it can remove Rotom-W, and Ferrothorn, while Tyranitar can remove L@tias, and Excadrill outpaces the entire unboosted metagame - note that all these pokemon share a common fighting weakness that needs to be covered by the remaining three teammates. Aegislash appreciates Hydreigon's ability to handle Bisharp, and shares perfect type synergy with Hydreigon, resisting all of Hydreigon's weaknesses, and vice versa. Hydreigon can be used in conjunction with a number of offensive Mega Pokemon that appreciate Hydreigon's wallbreaking ability; for example Rotom-W is a common Mega-Pinsir counter, while Ferrothorn is a popular Mega-Gyarados counter.

What counters it: Firstly, pokemon that outspeed it and can hit it with a STAB super effective move are obvious checks and counters - there's quite a long list, but notably it would include L@tios, Keldeo, Mega Charizard-X, Terrakion and Greninja (not a guaranteed OHKO) - additionally, most Focus Blast users can OHKO it, although the 70% accuracy makes it a shaky counter to Hydreigon, as it is powerful enough to OHKO pokemon like Landorus with Draco Meteor if they miss. Hydreigon gained a big 4x Fairy weakness in Gen 6, making it vulnerable to Fairy type moves in general, although not many pokemon run fairy type coverage. Three common fairy types threaten Hydreigon; Sylveon has great special bulk, while Azumarill takes less than 50% from Hydreigon's common moves, although Azumarill will be forced to use Play Rough, as it cannot set up on Hydreigon with Belly Drum (Hydreigon easily survives a +6 Aqua Jet and can do over 75% with two Earth Powers, negating the Sitrus Berry). Mega Gardevoir can switch in and outspeed Hydreigon, but is physically frail and suspectible to revenge killing.

Assault Vest users can generally survive one of Hydreigon's attacks and strike back, although AV Conkeldurr cannot switch in, as it is actually 2HKOed by Draco Meteor. Special walls such as Chansey beat Hydreigon that lack Taunt.

Any additional info: This set seems like Hydreigon's best niche in OU - while Hydreigon does have access to an enormous physical and special movepool, Dragon, Fire and Ground moves allow Hydreigon to cover almost all of the pokemon that it outspeeds. Hydreigon does have access to U-Turn, but this is better suited for a Choice Scarf set.
 
TRC Are you planning on updating the OP anytime soon?
Just a small nitpick I noticed that Heatran doesn't have a picture in the Bulky Attacker section.
I know this is a odd request but can you please change the sprites to gen 6 ones, since this is a gen 6 analysis and the sprites are very easy to find it's just http://pokemon-online.eu/images/pokemon/x-y/animated/pokemonnationalpokedexnumber.gif and add -1 after the number for mega evos.
Thanks!
 
Gengar @ Black Sludge
Ability: Levitate
EVs: 28 HP / 148 SAtk / 80 SDef / 252 Spd
Timid Nature
- Substitute
- Shadow Ball
- Taunt
- Will-O-Wisp

Role: Stallbreaker

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.
 
This has been updated. The reason it is being updated less often is because of the lower turnout in sets. As time goes on, there will be less to cover. However, more innovations will come as they do. Thanks to all those who have contributed. I want occasional new entries if only to keep this on the front page, as it is an amazing resource for newer players.
 
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Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid / Modest Nature
- Psyshock
- Focus Blast / Dazzling Gleam
- Shadow Ball
- Thunder Wave / Hidden Power [Ice] / Hidden Power [Fire]

Role: Late Game Cleaner / Revenge Killer

What it does: When one thinks of revenge killer the first thing that pops into mind is Scarf or Deoxys-S well most of those fail to Revenge Kill threat if they have a few boosts under their belts, Sashzam on the other hand fires off at least one attack before going down, not factoring hax. The beauty of Sashzam is that it's guaranteed to attack at least once which somewhat overlooks his abysmal 55/45 physical bulk, and concentrates on his amazing 135 special attack and 120 speed, this allows him to take down or deal considerable amounts of damage to Swords Dance Aegislash, DD Tyranitar or double dancing Terrakion. Psyshock is STAB move of choice, outperforming Psychic in most scenarios, for the second move Focus Miss is the more reliable move, murdering Tyranitar and Ferrothorn, but Dazzling Gleam provide solid damage with 100% accuracy and hits Char X for decent damage, shadow ball screws over aegislash which is the most prominent threat to alakazam, and deals good damage to other psychics, shadow ball and DG or FM grants you perfect neutral coverage against most of the tier. The last move is mostly filler, my personal preference is TWave, since usually it still lets you get a hit in and hopefully cripple the sweeper so that your other teammates can finish it, HP Fire screws over scizor, do note that if you are running dazzling gleam HP Fire is extremely important, HP Ice on the other hand takes down DDnite, and other dragons. Alakazam's speed and power should not be overlooked, as being able to survive one priority it can turn into a deadly late game sweeper. A timid nature is used to outspeed almost the entire unboosted meta and leans more to the late game cleaning side, but modest provides more power which is decent.

Teammates: Sashzam fits one any team really since being able to cripple/kill sweepers is great, an aegislash counter is highly recommended since they can switch in on a predicted Focus Miss and pursuit trap you, breaking you sash and taking away Sashzams advantage. Good teammates are pursuit trappers of your own namely bisharp, since it doesn't care about KS thanks to Defiant and can deal heavy damage to it when it switches out, beware or SS though. Anything that can remove the blobs are nice too, but since Sashzam isn't going to switch in on any attacks the advice for the team options are fairy limited. Generally any team that benefits from removing/crippling heavy sweepers such as Char X DD Ttar could benefit from it.

What Checks/Counters It: Nothing really counters Sashzam at full health except for dedicated special walls, scizor gets killed by HP fire after a BP, aegi gets OHKOed in blade form after a SS, Tyranitar and bisharp takes heavy damage from Focus Miss, but the latter can hit back with Sucker Punch. However Chaney screws it over with TWave and can ST it to death.

Any Additional Info: Modest Alakazam cannot outspeed timid Latios, so remember what you can or cannot outspeed with/out TWave.
 
most of the images are broken now cause they link to the old smogon dex. ones from serebii and the like are still up.

also the entire "what not to use" section should just be removed. it's sort of pointless and it has like three entries. no one wants to write about shitty pokemon.

with the hopefully inevitable ban of the cancer aliens i'll write up froslass in a bit.
 
Didn't see this set in the OP, so here goes.

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Earthquake
- Stone Edge

Role: Physical Sweeper/Late-Game Cleaner

What it does: Landorus-T can run an effective double boosting set, as it sits at a middling speed tier, and has an enormous attack stat, that when boosted, allows it to punch through all but the most physically defensive pokemon in OU. Earthquake is the obvious 3rd move for powerful drawback-free STAB, and Stone Edge is the best option in the 4th slot. Although Stone Edge is slightly inaccurate, it is powerful, has a chance to crithax the opponent and gives it the EdgeQuake combo, which is resisted by very few pokemon in OU. Knock Off has great utility, but offers less coverage that Stone Edge, and Fly, whilst being STAB, has a charge turn.

Max Attack and an Adamant Nature hit as hard as possible, and 208 speed after a Rock Polish outpaces Scarfed Lati@s as well as Swift Swim Kabutops and Kingdra in Rain. The remaining 48 HP EVs give a bit of bulk to set up with.

Some other options for items include Lum Berry, which is mainly useful for preventing Will-O-Wisp and Toxic from Prankster Pokemon, and physical walls. Earth Plate powers up Landorus-T's Earthquake without adding recoil damage, and gives it enough power to threaten the 2HKO on Quagsire and provides a guaranteed OHKO on Greninja, but doesn't help with the common Ground immunities in the tier. Life Orb boosts Earthquake and Stone Edge, but the recoil damage could stop a sweep short. Leftovers is generally the best choice, as although the recovery it offers is limited, Landorus-T will generally have to take at least one hit when setting up, and with priority users being common, the recovery can help keep Landorus-T from being revenge killed by them.

Teammates: Double Dance Landorus-T can slot onto a variety of teams that provide it with the right support. Greninja is a great partner as it has great coverage, and can hit many of the physically defensive pokemon that Landorus-T struggles with on their weaker special side. Rotom-W checks Talonflame, provides support with Will-O-Wisp and can bring in Landorus-T on U-Turn. Bulky SD Mega-Scizor with Roost is a good Mega to pair with Landorus-T, as it has strong priority, and the ability to set up on many of the checks and counters, even if it is statused or Leech Seeded. Hazard support helps too, as the chip damage it provides can turn Landorus's checks and counters into 2HKOes.

What Checks/Counters It: (The damage calculations in this sections do not factor in Intimidate, as Landorus-T wouldn't want to attempt to switch in/set up on these pokemon anyway) STAB Ice Shards from Mamoswine and Weavile will likely OHKO Landorus-T, particularly if backed up by a Life Orb. Banded Talonflame does 77.3 - 91.5% to Landorus-T, making it a check if Landorus-T has taken even a small amount of prior damage. Intimidate is a bad ability when facing Bisharp, as it gives Bisharp a free +1, allowing it to OHKO Landorus-T with Life Orb Sucker Punch. Not too many grounded pokemon want to take an Earthquake, but Chesnaught has tremendous physical bulk and has Leech Seed and Spiky Shield, physically defensive Mew can burn it, and Suicune can burn + 2HKO with Scald. Otherwise, the best checks and counters are those that have a Ground immunity, as Stone Edge is a much weaker move, and the 80% accuracy can stop a sweep short. Skarmory can phase Landorus-T out, Toxic it or use Counter for massive damage, and Gliscor can Toxic stall. Quagsire can outlive the Leftovers set, but will be in danger if Landorus-T runs Earth Plate or Life Orb.

Phasing Landorus-T is one option for stopping a sweep, but Landorus-T can always come back in later, and if phasing is a team's sole way of handling setup sweepers, then it'll come back to bite them if Landorus-T is the last pokemon remaining.

The easiest option, particularly for offensive teams, is not letting Landorus-T set up. Landorus-T sits below the base 100 speed tier, has an exploitable weakness to Water and a double weakness to Ice, and is particularly vulnerable on the special side, with powerful special attackers like Mega Charizard Y, Greninja, Latios and Keldeo easily able to OHKO it. Intimidate doesn't help it against Mega Medicham, who OHKOes with -1 Ice Punch, as well as Conkeldurr if Stealth Rocks are up.

Any Additional Info: Generally, you won't get the chance to set up both boosts. Rock Polish is likely to be the most useful to use first, as you can then outspeed everything without priority, allowing you to either attack, or if necessary Swords Dance first. Although this set is primarily meant for late-game sweeping, it still has a lot of utility unboosted and can easily force out slower pokemon that are weak to its attacks.
 

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Sticky Web
- Stealth Rock
- Encore
- Infestation / Toxic / Knock Off

Role: Hazard Setter

What it does: Shuckle is the most reliable setter of Sticky Web in the game. Sticky Web has a very poor distribution, and all the pokemon that get this hazard, with the exception of Smeargle, would be completely unviable in OU without this move. Additionally, Shuckle is the only pokemon other than Smeargle with access to both Sticky Web and Stealth Rocks. Smeragle's terrible bulk means that is forced to run a Focus Sash, leaving it vulnerable to Taunt, while Shuckle's great defenses, combined with Sturdy, allow it to forgo a Focus Sash in favour of a Mental Herb, allowing it to get a guaranteed hazard onto the field.

Shuckle's moveset is very limited, but contains enough tools to get the job done. Sticky Web and Stealth Rock are hazards, Encore locks pokemon into setup or status moves, and Infestation gives your team a free switch. Toxic and Knock Off are also options in this slot, to weaken pokemon for your team. A physically defensive spread is preferable, as OU contains more physical than special attackers. Incidentally, Shuckle can run some utterly terrible gimmick sets, including Acupressure + Rest, Power Split + Defense Curl + Rollout, and Contrary Shell Smash, but these should never be used in OU.

Teammates: Shuckle needs to be paired with pokemon that stop or punish the opponent for removing Sticky Web from the field. There are two strong Defiant users in OU who can punish an opponent using Defog, Bisharp and Physical or Mixed Defiant Thundurus. Both have their merits, although Thundurus is also useful for checking Flying and Levitate pokemon that are immune to Sticky Web.

Excadrill is the main user of Rapid Spin in OU, and Air Balloon Aegislash is a reliable choice to spinblock against Excadrill while avoiding Earthquake. Gengar is also an option, but Mold Breaker Excadrills can Earthquake it.

Next, a Sticky Web team needs to have one or more pokemon to abuse the hazard. There are several extremely powerful Mega Pokemon that sit at or a bit below the base 100 speed tier, that can outspeed most of the grounded metagame with Stick Web on the field. Mega Heracross is one great option for the Mega slot, as it has the power and coverage to do enormous damage to any pokemon it outspeeds. Mega Medicham, Mega Gardevoir or Mega Garchomp are options here too. Other abusers of Sticky Web include Breloom, who now has access to a really fast spore, and enormously powerful attackers with Choice Band, Choice Specs or Life Orb, such as Specs Heatran with Eruption, or Life Orb Victini.

Lastly, a Sticky Web team needs to be able to handle the numerous pokemon in OU that have a partial Flying type or Levitate. Many of these pokemon, such as Latios, Mega Pinsir, Tornadus-T and Thundurus also sit at a higher speed tier than the sticky web abusers, or in Talonflame's case, also have access to powerful priority. Greninja is a great choice to cover this weakness, due to its combination of power, coverage and speed. If Thundurus is used as the Defiant Abuser, then he can also function as a check to Flying spam.

What Checks/Counters It: There are three types of counters to Shuckle. Bisharp is the most prominent (although there are other Competitive users such as Milotic that are occasionally seen in OU) who gain a free +2 attack boost from Sticky Web's speed drop. In the worst case scenario, Bisharp at +2 is able to OHKO most of OU with a Life Orb boost. Breloom is a great check, as it can Mach Punch for the OHKO, or Spore, which will outspeed and avoid the Sucker Punch. Alternatively, Keldeo, Conkeldurr or Terrakion (who gets an attack boost from Sucker Punch) can reliably check Bisharp.

The second group of counters are pokemon that force 50/50s, by threatening to set up on Shuckle. While Shuckle can always set up Sticky Web, if this provides the opponent with a free setup opportunity, then the hazard may prove to be meaningless. For example, consider a Mega Gyarados vs. Shuckle lead matchup. If Shuckle goes for Encore, then it can get 2HKOed by Waterfall, but if Shuckle goes for Sticky Webs while Mega Gyarados Dragon Dances, then your team could be in serious danger.

Finally, Magic Bounce users completely ruin Shuckle, although this can be played around by double switching or trapping with Infestation, as sending out Shuckle forces the Magic Bounce user to switch in. Sleep moves can also shut Shuckle down, as it will likely be running a Mental Herb over a Lum Berry.

Any Additional Info: Shuckle requires a lot of support to work and cannot be thrown on a team, otherwise it will like starting a match down 5 pokemon to 6.
 
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[What to use]


Scolipede @ Leftovers
Ability: Speed Boost
EVs: 252 HP / 4 Atk / 252 Spe
Jolly nature
- Poison Jab / Earthquake / Substitute
- Baton Pass
- Protect
- Swords Dance / Iron Defense

Role: Lead, Support

What It Does: Scolipede passes attack/defense and speed boosts to teammates, and can eliminate opponents that try to do the same.

Good Teammates: Powerful attackers, such as Azumarill and Mega Charizard X, appreciate the boosts that Scolipede gives to them. At least one of these recipients has to be able to take out its counters.

What Counters It: Most of the tier's Flying-types, such as Talonflame, Staraptor, and Mega Pinsir, eliminate it with little effort. Pokemon with access to Perish Song, such as Politoed, and/or Taunt, such as Thundurus, are also problems. Also, like most Baton Passers, it is prone to becoming setup or hazard bait, and a Ditto switching in on it can produce amusing results.

Any Additional Info: If it has Substitute, be sure to send it out very early.

[What not to use]


Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid nature
- Sticky Web
- Thunder
- Bug Buzz
- Hidden Power Ice

Role: Lead, Hazard Setter, Special Sweeper

What It Does: Sets up Sticky Web, then either attempts to sweep or switch out before dying.

What Counters It: Galvantula's piss-poor bulk prevents it from setting up Sticky Web more than once. Therefore, you can counter it by simply phazing it out and removing the hazard. If it attempts to set up Sticky Web again, it will most likely be 1HKO'd due to hazards or prior damage. Excadrill is a hard counter, since it can easily break the Focus Sash, remove Sticky Web, and has no trouble switching into whatever Galvantula throws at it. Mega Charizard X, Dragonite, Garchomp, and Mega Heracross also dispatch it with little effort and wall it, but they can't remove the hazards.

Any Additional Info: Wide Lens can be used over Focus Sash for 100% accurate Thunder, but it will lead to an even faster demise.
 
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Welp, idk if this will get seen, but I'm going to give a few sets a go anyway. I noticed that the Special Wall section is void of anything but Chansey, and really that just gives new users the wrong impression. Chansey's great, and it dominates the Normal Type Special Walls, but there are plenty of other pokemon of other types that function just as well.


Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpDef
Calm Nature
- Foul Play
- Toxic
- Wish
- Heal Bell / Protect

Role: Special Wall

What it does:
Umbreon is a strong special wall. With it's psychic immunity, it covers one of the major special types, and it's own weaknesses to Bug, Fairy, and Fighting are mitigated by a good specual wall.
Synchronize is a great defensive ability, especially on a mon with access to Heal Bell. Due to a lack of counters for moves like Spore/Sleep Powder, I often find myself switching Umbreon in to take the sleep for my team. Even asleep, it can tank special hits for days with it's great typing and stats.
Foul Play is a great move for a wall, but is unfortunately not as effective as it could be. Unlike the other eeveelutions, Umbreon lacks a strong STAB attacking move, and has to resort to this or Payback. Toxic is pretty much a staple, allowing it to spread status through the team and wear down any opposing walls. Wish is excellent with Umbreon's massive HP stat, allowing it to pass huge wishes to it's team mates and suppport with Heal Bell. Though protect is usually Umbreon's preferred move, increasing it's staying power massively, if your team already lacks a cleric than it is probably the best choice on Umbreon.

Good Teammates: Strong physical walls fit well with it, one that I've noticed is quite strong is Weezing, as they have perfect type synergy. Another cleric can help, as it allows Umbreon to change Heal Bell out for protect for more staying power.

What counters it: Despite having quite a strong physical defense, any strong physical attacker can destroy it. Obviously, Fighting, Bug, and Fairy types can destroy it without too much effort, and steel types just laugh in the face of Foul Play / Toxic.

Additional information: Wish early and often. You may take an unpredicted hit leaving you lower than expected, and leave you with a choice of wish and die, or switch out and let something else take the hit.

That's all for now, I might add a Sylveon and Goodra later.
 
Nobody seems to have mentioned this excellent weakness policy set, so thought I might as well...



Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake/Fire Punch
- Extreme Speed

Role: Physical Sweeper, Bulky Sweeper

What it does: If your opponent is foolish enough to use a weak SE move on this guy, you've lucked out and your opponent is effectively finished. With multiscale, dragonite has the ability to ensure it almost always survives any hit at 100% health, and weakness policy activates, giving dragonite a +2 boost to attack and Spa(but attack matters more). With Dragonite's brute strength, not many will be able to survive the oncoming onslaught. The set is simple: use dragon dance to boost attack and speed(more importantly speed), Dragon Claw is main STAB, Extremespeed provides priority to KO faster threats, and Earthquake is usually the preferred coverage move, but fire punch can be used if skarmory and ferrothorn and/or scizor are a problem. This set if unprepared for can rip your team to shreds in a moment.

Good Teammates: Dragonite hates stealth rock because it breaks multiscale, so defoggers or spinners like excadrill help. Excadrill has good synergy with dragonite too, as dragonite can block water, fire, ground and fighting moves aimed at excadrill while the mole can take some dragon type attacks, KO fairy types and ice types. Mega Mawile has excellent synergy with Dragonite as it can block fairy, dragon and ice moves aimed at dragonite while dragonite can defeat the pesky ground and fire types that trouble Mawile. Dragonite's a sweeper so it also enjoys hazard support, so SR and Spikes setters are appreciated, and so are pokemons that can get rid of bulky steels like skarmory and ferrothorn. heatran gets a special mention for this, as it can set stealth rock, and beat the 2 aforementioned threats. Dragonite hates status, so status absorbers like conkeldurr or clerics like chansey, blissey or sylveon help too.

What counters it: Skarmory gets a special mention as it can wall any attack bar fire punch and phaze dragonite, wasting away its boosts. The best way to keep dragonite in check is to keep stealth rock on the field. If it's multiscale is broken it is a lot easier to deal with. With just one to no boost and multiscale broken it can be revenge killed by garchomp, excadrill, and various other scarfed pokemon. kyurem-B has turboblaze to ignore multiscale and KO an unboosted dragonite with ice beam, multiscale or not. Various ice types like mamoswine, weavile can use ice shard after multiscale is broken to KO dragonite.

Aegislash WP set coming soon...
 

Heracross @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Pin Missile
- Rock Blast


Role:
Stallbreaker/Wallbreaker

What It Does: Shits all over stall and is impossible to switch into for offense/balance. Swords Dance, while not often used, is THE #1 threat to stall there is. Close Combat already hits ridiculously hard, but when you have Skill Link and Pin Missile, you have what essentially is 120/125 dual STABs. These are ridiculously powerful off of Mega Heracross's base 185 attack. It's speed tier means that it outspeeds everything it wants to with max speed, and its power after a Swords Dance is fucking ridiculous. You have a chance to OHKO Suicune with a Pin Missile. You can have a chance to OHKO Skarmory after a Swords Dance. It's power is well complemented by it's 80/115/105 defensive stats, which allow it to tank a hit and set up. The only downside, however, is its mediocre 75 speed tier. This leaves it outsped by almost everything with a Super Effective STAB move against it. Add to the fact that it is 4x weak to Flying, weak to Fire, and weak to Fairy, you can tell this thing has a bit of trouble coming in against offensive teams. Also, its coverage leave it walled by Aegislash. Not the best thing. But that's why we have the "Good Teammates" section.

Good Teammates: It is best friends with Bisharp. Bisharp Pursuits standard Aegislash builds, either killing them or weakening them enough to the point where it isn't a problem for Heracross. Heracross, in return, breaks down Skarmory, Quagsire, and Gliscor, all of which are hard stops to Bisharp. It also REALLY appreciates Electric- types, so it doesn't have to worry about birds. Shuckle gets a special mention because it sets up Sticky Web, which alleviates Heracross's mediocre speed and allows it to rip through offense teams as well as defense teams. If you are paired with Shuckle, Thundurus is a double whammy, as it covers Flying- types as well as keeps the Sticky Webs up by killing Latios and Latias, as well as pretty much every other defogger, before they can Defog.

What Counters It: uuuuuhhhhhhhh........

Any Additional Info:
 
What to use



Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 32 SpD / 224 Spe
Timid Nature
- Volt Switch
- Extrasensory
- Thunderbolt
- Hidden Power [Ice]

Role: Pivot

What it does: Raikou functions similar to Mega Manectric, coming into electric attacks as well as flying and pressuring them, but doesn't require a mega slot. This makes it more easily used as it can support another mega pokemon. Raikou's decent bulk allows it to stomach a fair amount of damage boosted with an Assault Vest at the expense of non attacking moves. The Assault Vest however allows Raikou to handle pokemon like Mega Venusaur and Thundurus with little fear of a lot of damage as well as switch into Keldeo as a last result, taking 54-64% from Speced Hydro Pump, 36-43% outside specs. It's speed also allows it to outpace most fast threats including Thundurus, Mega Pinsir, Lati@s, and Talonflame.

Good Teammates: Raikou is easily scared off by grounds, not being able to easily OHKO them, making flying pokemon a nice partner. Gyarados in particular enjoys Raikou as it can Volt Switch off threats into it to give it a free chance to boost while Raikou handles its common answers like Thundurus and Mega Venusaur. Talonflame works well with Raikou as well, scaring off some of Raikou's answers with its power banded attacks and can make a Volt-Turn core, U turning off some of its answers such as Thundurus and Rotom Wash. With Rash, Tornadus Therian works well being able to come into Landorus I that now threatens Raikou as well as U turn to maintain momentum.

What Counters it: Standard Raikou struggles some steels. Excadrill can shrug off a lot of attacks that Raikou fires off and KOes it with Earthquake while Ferrothorn has no fear of any attacks, seeds it, and stalls it out. Tyranitar also answers it with its huge special defense and Pursuits it when it goes for Volt Switch, but it needs to be careful if Raikou uses Aura Sphere like Excadrill. Heatran also can check it with its good special defensive and burn it, but also needs to watch out for Aura Sphere. Without Extrasensory, Mega Venusaur, AV Conkledurr, and Amoonguss can answer it, absorbing Raikou's hits with ease and healing off the damage.

Additional Info: Rash Nature is an option to gain access to Aura Sphere, having bulk on par with Tornadus Therian. However you lose the ability to oupace positive base speeds of 100 or higher, namely Landorus and Mega Pinsir, but gain the ability to hit Tyranitar, Excadrill, and Ferrothorn for super effective damage as well as hit Heatran harder, but lose the ability to hit Mega Venusaur and fightings hard with Extrasensory unless you forgo Thunderbolt for whatever reason.
 

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
A few of the Stallbreakers are put in the Wallbreakers section. Mega Gardevoir, Bisharp, and Lando-I are Stallbreakers, not wallbreakers.
Stall breakers refer to things that use Taunt and Encore to stop stall from consistently using support moves or in the case of Reuniclus, utilize Magic Guard to avoid the effects of damaging status effects and proceed to Calm Mind sweep. Wallbreakers simply break walls although some like M-Gard can also function as a stall breaker with Taunt. M-Gard, Bisharp, and Lando-I are indeed wall breakers.
 

What to Use
Diggersby @ Muscle Band/Life Orb/Focus Sash
Ability: Huge Power
EVs: 4HP/252Atk/252Spd
Nature: Adamant
Earthquake
Quick Attack
Wild Charge
Swords Dance

Role: Physical Sweepers/ Setup Sweeper

What it does: Diggersby serves as a great physical sweeper with its ability to switch in on both ghost and electric type attacks unphased, this provides a good amount of free switch ins allowing you to use your full HP to take your time to set up a Swords Dance on it, Quick Attack acts as a STAB priority move on this set that gets boosted to a very powerful level with Swords Dance and allows Diggersby to bypass its subpar speed against faster opponents. Earthquake is Diggersby primary STAB also being its most reliable attack with 100 base damage and accuracy, Wild Charge acts as a coverage move allowing Diggersby to bypass Earthquakes weakness in being unable to hit flying types, Swords Dance boosted the already powerful attacker to very powerful levels, with Quick Attack being the most profited move having priority use.

Good Teammates: Scolipede with Baton Pass/Speed Boost support is a great teammate for Diggersby, Iron Defense is probably one of the better support moves allowing it to pass in on physical based pokemon and set up its own Swords Dance, Diggersby also enjoys working behind a Substitute. Sticky Web/Thunder Wave support can help with Diggersby subpart speed stat making Galvatula and Klefki very good at helping Diggersby setup thanks to their ability to spread hazards and status induce. Diggersby works well with Weakness Policy Dragonite as he covers weakness to Rock and can Bait a Ice Beam out for a Weakness Policy Boost with Multiscale up on your Dragonite on Switch in and Dragonite resist Diggersby Water Grass and Fighting Weaknesses so in a way covering all Diggersby weaknesses.

What it counters: Diggersby is absolutely amazing at countering any build of Aegislash without Sacred Sword being able to spam Earthquake without any worry of King's Shield being able to reduce its attack stat while being immune to Shadow Ball and Shadow Sneak while Iron head hits for neutral damage you still outspeed Aegislash and have a great chance of OHKOing if already having a Swords Dance set up, Wild Charge is great at countering Skarmory which would otherwise counter Diggersby as it can 2HKO it unboosted or OHKO boosted. Diggersby is obviously great at switching in on any ghost type or electric type attack this is where it shines at forcing a switch and being able to set up a sweep.

Additional Info: For this set Muscle Band, Life Orb, and Focus Sash all serve their purposes as Muscle Band works really well for Boosting its attack without losing hp from the recoil as in Life Orb, Life Orb just has that raw power to it making a unboosted Diggersby more threatening this is really helpful if you dont have time to set up your Swords Dance, Focus Sash is the type of item that lets you ensure your going to at lest get one Swords Dance off, but entry hazards and faster priority users can be the nail in the coffin to this items usage since Diggersby base speed doesn't do it any favors against most other priority users (Talonflame, Breloom, Dragonite, Mamoswine, Weavile etc.) U-turn can replace Swords Dance and make it a viable Choice Band/Scarf user, Choice Scarf being the better of the two as it makes that speed problem disappear.
 
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One of my favorite physical sweepers is mega medicham, with 200 base attack it can fully sweep any team!

Mega Medicham
Role: physical sweeper
Item: medichamite
Ability:Pure Power
Nature: Jolly
EVs: 4HP, 252Attack, 252Speed
Moves: Bullet Punch
Thunder Punch
High Jump Kick
Drain Punch

Max Speed helps medicham out speed most threats in the meta game. Bullet Punch is for priority, Thunder Punch is for coverage, drain punch is for healing, and high jump kick is your main STAB.
 

What to Use:

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

Role: Special Sweeper / Late-Game Cleaner

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

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

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

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

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

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

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

Croven

certified genius
is a Tiering Contributor Alumnusis a Past SPL Champion
Can't believe this guy hasn't gotten his spot in physical sweepers yet. I'll get pics once I'm back on my computer.

What to use:


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

Role: Physical Sweeper

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

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

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

Additional Comments: The EV's are a bit weird, but it allows you to avoid the 2HKO from Adamant Lando-T's Earthquake and Aegislash's Shadow Ball. However, Aegi is gone now, so a set with some speed and Superpower is viable for getting the jump on Heatran and OHKO'ing.
 
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