Project RU Teambuilding

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Don't tell me what to do. I'll do it when I have time and there's been enough time for sufficient entries. So, basically tonight.
 

Molk

Godlike Usmash
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Because we really need some more sets here.


Yanmega @ Choice Specs
Ability: Tinted Lens
EVs: 4 Def / 252 SAtk / 252 Spd
Modest Nature
- Bug Buzz
- Air Slash
- U-turn
- Sleep Talk

Role: Wallbreaker

What it Does: The combination of Yanmega's excellent base 116 Special Attack stat, decently powerful STAB options, and an incredible ability in the form of Tinted Lens that turns 2x resistances into neutral damage makes Yanmega an exceptionally threatening wallbreaker in the RU tier, capable of 2HKOing pretty much anything that isn't retardedly specially bulky with its STAB moves alone. The set above is pretty straightforward and almost always gets the job done. Bug Buzz and Air Slash are pretty self explanatory, Bug Buzz is pretty much the offensive move you'll be using 99% of the time unless the opponent is using something that 4x resists it, or has the bulk to take a Bug Buzz but not an Air Slash. If the opponent is using one of the few things that can take repeated hits from this powerful bug, then simply predict the switch in and use U-turn, going to something that can handle the switchin accordingly. Sleep Talk is mainly a filler move because the first three offensive moves are really all that Yanmega needs, but it gives Yanmega a secondary role of a sleep absorber than can take Spores and Sleep Powders from things such as Amoonguss and Tangrowth, then immediately force them out with the threat of a sleep talked Bug Buzz or Air Slash.

Good Teammates: Specs Yanmega may be an incredible wallbreaker, but needless to say like any other Pokemon it needs some team support to function to its full potential. Firstly and most importantly, Yanmega's Bug/Flying typing makes it 4x weak to Stealth Rock, meaning it heavily appreciates anything that can get rid of them. Since Yanmega is usually used on offensive teams, Pokemon that can do this while keeping a solid offensive presence such as Kabutops, Hitmonlee, and Shiftry work best here. Additionally, Hitmonlee and Yanmega make a pretty terrifying wallbreaking core when paired together between the sheer power of a reckless boosted High Jump Kick and Tinted Lens Bug Buzz. Outside of simply removing entry hazards, Yanmega has trouble with one Pokemon in particular: Registeel, who can take repeated hits from it despite Tinted Lens forcing it to take neutral damage from Bug Buzz, and can paralyze it in return, making Dugtrio an exceptional teammate that can trap and eliminate the Steel menace. As a bonus, Yanmega's U-turn gives Dugtrio plenty of opportunities to switch in and trap opponents for its teammates, whether they're registeel or otherwise.

What Counters It: Because Yanmega's Tinted Lens ability almost completely removes resistances to its attacks, counters to Yanmega are few and far between, and the ones that don't exist have to rely on sheer bulk to beat it out instead of utilizing their typing. As mentioned before, Registeel makes an excellent check to Yanmega, taking multiple hits from it despite no longer resisting Bug Buzz, and either paralyzing it in return or 2HKOing it with a Rock Slide, it can even set up Stealth Rock to limit Yanmega's ability to switch in! Aromatisse can take a hit or two from Choice Specs Yanmega and can use protect to gain back leftovers recovery, but ends up being incredibly shaky due to the fact that it gets cleanly 2HKO'd by Bug Buzz+Stealth Rock if it takes residual damage of any form. Togetic is rare, but it still resists Bug Buzz even through Tinted Lens thanks to its Fairy/Flying typing and has more than enough bulk to take Choice Specs Air Slashes and Roost off the damage, eventually wearing down dragonfly with Dazzling Gleam. Outside of this, the best way to get rid of a Tinted Lens Yanmega on the run is the revenge kill it with something faster, as 95 base Speed, while good, isn't outspeeding the entire metagame anytime soon. Pokemon that can easily do this include Delphox, Zoroark, Timid Moltres, Heliolisk, Hidden Power Sceptile, Stone Edge Virizion and Cobalion, Scarf Braviary, and Cinccino.

Additional Info: This is the only bhug silentverse dislikes
 

CyclicCompound

is a bicycle person thing
is a Contributor Alumnus
Kinda surprised I didn't see this here already, so I decided to write it:

Yanmega @ Life Orb
Ability: Speed Boost
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Protect
- Bug Buzz
- Air Slash
- Giga Drain

Role: Late-game Cleaner, Special Sweeper

What It Does: Thanks to Speed Boost and a good Special Attack stat further strengthened with Life Orb, Yanmega makes a great late-game sweeper that has copious amounts of both speed and power. Unlike other late-game cleaners, Yanmega is rarely hindered by the opponent's Scarfed Pokemon due to its accumulation of Speed boosts, easily brushing past Pokemon like Emboar and Rotom-C. Protect is instrumental, allowing Yanmega to grab an initial boost against faster opponents, as well as easily letting it run a Modest nature without fear of being outsped. Bug Buzz and Air Slash are Yanmega's best STABs, and together have decent enough coverage that Yanmega is not hindered by weaker, unSTABbed coverage options. In the final slot, Giga Drain is the attack of choice, hitting Pokemon like Rhyperior, Gastrodon, and Alomomola that could be difficult to get past, as well as giving a helpful HP boost to offset the effect of Life Orb.

Good Teammates: A Pokemon to remove Stealth Rock is necessary, greatly improving Yanmega's chances of safely switching in and pulling off a sweep, as well as letting it take more Life Orb recoil. Hitmonlee and Kabutops are generally the best options, as they are both very threatening to the special walls that Yanmega needs weakened, and are also good at wearing down the opponent's team with powerful attacks. A reliable hazard setter such as Cobalion or Rhyperior is also a good teammate to have, as well as Spikes-stackers such as Froslass or Qwilfish, as both hazards severely wear down the opponent's Pokemon, particularly bulkier ones like Druddigon, Escavalier, and Moltres that can take one of Yanmega's attacks and retaliate. Dugtrio can eliminate or weaken several key counters to Yanmega, such as Registeel, and Moltres does a good job taking on both the aforementioned Registeel and Doublade, two Steel-types that Yanmega has no hope of getting past.

What Counters It: Bulky Steel-types like Registeel, Escavalier, and Doublade are Yanmega's worst nightmare, as all of them will almost always win a 1-on-1 matchup against Yanmega provided they're reasonably healthy. Most walls or tanks, most notably defensive or bulky variants of Moltres, will be a roadblock to a successful sweep, and must be weakened or eliminated before Yanmega can sweep safely. Other than those specific Pokemon, anything with a moderately powerful attack and the ability to safely take on at least one of Yanmega's attacks (particularly special attackers like Assault Vest Meloetta) can severely damage and sometimes outright KO Yanmega, seeing as it's not very bulky, and these Pokemon must also be weakened before a sweep. Finally, paralysis absolutely ruins Yanmega, so it needs to tread carefully around Pokemon like Druddigon that may carry a paralysis-inducing move.

Any Additional Info: If you didn't get it already from this being literally 2/3 of the above entry, do not expect Yanmega to sweep with stuff like Registeel around.
 
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Molk

Godlike Usmash
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NOW YOU LOSE (Fletchinder)
Ability: Gale Wings
EVs: 216 HP / 252 Atk / 40 Spd
Adamant Nature
- Swords Dance
- Acrobatics
- Will-O-Wisp
- Roost

Role: Physical Sweeper, Revenge Killer, Late Game Cleaner

What It Does: Just like its evolution Talonflame in OU, Fletchinder's saving grace is its access to priority Flying-type moves, and while it doesn't have access to Brave Bird like its evolution, Acrobatics is still more than enough to make Fletchinder a solid revenge killer and physical sweeper in the RU metagame. Although Fletchinder might look too frail and Stealth Rock weak to set up at first, it actually gets plenty of changes to do so in the hands of a good player thanks to its typing, Will-O-Wisp and priority recovery, which lets it switch in on things such as Escavalier, Cobalion lacking Stone Edge, Aromatisse, and Sceptile, as well as priority Acrobatic's ability to force switches, meaning it can actually get a boost and sweep more often than not. Lastly Fletchinder's unique access to Will-O-Wisp among Flying-types allows it to cripple common resistances to Flying-type moves such as Rhyperior, not just lowering their attack, but doing chip damage over the course of the match until they end up in KO range and Fletchinder can sweep.

Good Teammates: As a Fire/Flying type that's 4x weak to Stealth Rock, a Pokemon that can clear entry hazards is heavily suggested when using Fletchinder. Luckily, both of the good offensive spinners (Hitmonlee and Kabutops) and the best offensive Defog User (Shiftry) synergize pretty well with Fletchinder. For example, outside of simply spinning Hitmonlee's extremely powerful High Jump Kick lets it OHKO the Rock/Steel-types that get in Fletch's way, and generally break through bulky things that Fletchinder couldn't hope to great through. Kabutops really appreciates Fletchinder's ability to threaten various Fighting- and Grass-types that give it trouble. While Shiftry is capable of OHKOing Rhyperior, taking Volt Switches from things such as Heliolisk and Jolteon from Fletchinder, and also appreciates Fletchinder's ability to check things like Hitmonlee and Virizion just like Kabutops. Outside of simply clearing hazards, Fletchinder really appreciates Pokemon that can take advantage of the Rock- and Steel-types that can take its Acrobatics, such as Rhyperior. Virizion works really well here, using its great dual STAB combination and good resistances to force out/take advantage of both kinds of Pokemon, especially if they get crippled by Will-O-Wisp, not to mention Kabutops/Fletchinder/Virizion has the potential to form a pretty neat FWG. Lastly, like really any other sweeper but especially in Fletchinder's case, spikes support is really great, they really help wear the aforementioned Rock- and Steel-types, which are almost always grounded, and generally helps +2 Fletchinder get KOs against bulkier opponents that might usually just barely survive otherwise, making it that much easier to just cleave through a team.

What Counters It: As mentioned multiple times before, Rock- and Steel-types are your best bet at stopping Fletchinder most of the time, they can take repeated Acrobatics, usually threaten Fletchinder in return, and in a lot of cases even set up Stealth Rock to pressure bird even further, although you have to be pretty wary of Will-O-Wisp chip damage racking up over the course of the game. Good examples of Pokemon that fall into this category include Rhyperior, Registeel, Magneton, Kabutops, and Doublade to an extent. Outside of these, Electric-types such as Heliolisk, Jolteon, and Lanturn are also solid at checking Fletchinder on offense, but are significantly easier to wear down into KO range thanks to their poor defenses, which means anyone relying on them to beat fletch has to be pretty careful. Alomomola doesn't resist flying-type moves, but its more than bulky enough to take some +2 Acrobatics and attempt to Toxic Stall fletchinder. If all else fails, if you see Fletch on the opposing team, just try and set up Stealth Rock as quickly as possible and try as hard as you can to keep it up, they might not be the end all be all but they really help limit just how much damage Fletchinder can take/stop it from setting up as easily.

Any Additional Info: NOW YOU LOSE
 
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What to use:


Cresselia (F) @ Light Clay
Ability: Levitate
EVs: 252 HP / 60 Def / 196 SDef
Bold Nature
- Light Screen
- Moonblast
- Reflect
- Lunar Dance / Moonlight

Role: Support

What it does: Cresselia has amazing bulk that allows it to offer the team support with dual screens. It also has a reliable recovery move and a great ability (Levitate) that helps it avoid being worn down to quickly because it avoids spikes and t-spikes. Plus Cresselia can't be trapped by "Arena Trap" ability Pokemon. It can easily set up both screens because of its magnificent defenses. After its defenses are augmented by both screens, super effective moves become your only options if you want to inflict a decent amount of damage on the lunar Pokemon. This set forgoes Leftovers because Light Clay gives you the maximum amount of turns possible behind the screens. Moonlight is a decent option because it gives Cresselia a much needed form of recovery thus leading to more opportunities to set up screens. Lunar Dance can easily fit into that last slot because of its wonderful utility. It offers the chance to replenish a teammates health and cures all status ailments at the same time. It also occurs before hazard damage is calculated so you can pass the Dance to any teammate regardless of their health status. Moonblast over Psychic so it's not rendered totally useless after setting up screens. Moonblast also allows Cresselia to hit Dark types for super effective damage while at the same time hitting Fighting types super effectively. Ice Beam is an option over Moonblast because it enables Cresselia to hit most defog users hard. The evs are optimized so that it has a bit more special bulk than physical but you can adjust them to fit your teams need.

Good Teammates: Pokemon that don't have very good defensive stats but very good offensive stats benefit greatly from Cresselias dual screen support. Pokemon like Delphox, Durant, and Zoroark are able to boost their already impressive offensive stats while eating attacks under screens. In order to sweep the opposing team or punch enough holes to allow another teammate to pick off the opposing weakened Pokemon.

What Counters it: Defog is dual screen Cresselia's biggest enemy because it can clear both screens and all hazards you've set up ... at once. Most defog users give Cresselia problems as well. Golbat and Togetic scoff at Cresselias attempts to attack them because they resist its only attack "Moonblast." Gligar can eat those Moonblast and wear Cresselia down with Toxic. Escavalier is also a nuisance to Cresselia because Cresselia can't deal decent damage to it with Ice Beam or Moonblast. It's also wrecked by Escavaliers STAB Megahorn. Other threats are Pursuit trappers and Ghost.

Additional Info: Don't use Psychic over Moonblast.
 
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Sapphire.

Es gibt Licht, wo immer Sie sind
is a Contributor Alumnus
Surprised no one did this:

Druddigon @ Leftovers
Ability: Rough Skin
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Stealth Rock
- Dragon Claw / Outrage
- Sucker Punch
- Iron Tail / Gunk Shot / Earthquake

Role: Hazard User

What It Does: Druddigon has an awesome Attack stat and typing, allowing it to cause switches often. Because of this, Druddigon has an easy time setting up Stealth Rock for its teammates. Dragon Claw is the preferred STAB attack, and does a lot of damage to Pokemon that do not resist it. Outrage can also be used to hit hard, but it's very risky to be locked into it due to many bulky Pokemon in the tier such as Registeel and Aromatisse. Sucker Punch lets Druddigon pick off weakened foes. The last move is a toss up. Iron Tail and Gunk Shot deals massive damage to Aromatisse, and other Fariy-types that like to switch in. However, Earthquake provides nice coverage with its Dragon STAB, hitting Steel-types that try to switch in for super effective damage. The EV spread given tries to maximize Druddigon's bulk and makes it hit as hard as possible, and allows it to outpace opposing Druddigon. The ability Rough Skin is used to allow Druddigon to punish physical attackers, and Leftovers lets it heal damage it may have taken from entry hazards, or status such as poison and burn.

Good Teammates: Good teammates for Druddigon include Steel-types like Escavalier and Durant because they resist all the types Druddigon is weak too, and can eliminate Pokemon like Aromatisse. In return, Druddigon can switch into Fire-type moves aimed at them. Spikes users such as Roselia and Qwilfish make good partners because they can help Druddigon wear down opponents. Fire-types like Magmortar and Moltres also make good partners, breaking through very problematic Steel-types that trouble Druddigon.

What Counters It: Bulky Steel-types such as Steelix and Registeel give Druddigon a hard time because they resist almost all the moves Druddigon usually carries. In addition, Pokemon that have naturally high Defense such as Rhyperior, Alomomola, and Tangrowth can the former can set up Rock Polish and the latter two can wear Druddigon out with Scald and Toxic, or Leech Seed, respectively.

Any Additional Info: You can add all the Attack EVs to Defense or Special Defense to maximize Druddigon's bulk.

Tagging EonX- because he's awesome. <3

#Ban Druddigon
 
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MikeDawg

Banned deucer.
What to use:


Cresselia (F) @ Light Clay
Ability: Levitate
EVs: 252 HP / 60 Def / 196 SDef
Bold Nature
- Light Screen
- Moonblast
- Reflect
- Moonlight / Lunar Dance

Role: Support

What it does: Cresselia has amazing bulk that allows it to offer the team support with dual screens. It also has a reliable recovery move and a great ability (Levitate) that helps it avoid being worn down to quickly because it avoids spikes and t-spikes. Plus Cresselia can't be trapped by "Arena Trap" ability Pokemon. It can easily set up both screens because of its magnificent defenses. After its defenses are augmented by both screens, super effective moves become your only options if you want to inflict a decent amount of damage on the lunar Pokemon. This set forgoes Leftovers because Light Clay gives you the maximum amount of turns possible behind the screens. Moonlight is the preferred last option because it gives Cresselia a much needed form of recovery thus leading to more opportunities to set up screens. Lunar Dance can easily fit into that last slot because of its wonderful utility. It offers the chance to replenish a teammates health and cures all status ailments at the same time. It also occurs before hazard damage is calculated so you can pass the Dance to any teammate regardless of their health status. Moonblast over Psychic so it's not rendered totally useless after setting up screens. Moonblast also allows Cresselia to hit Dark types for super effective damage while at the same time hitting Fighting types super effectively. Ice Beam is an option over Moonblast because it enables Cresselia to hit most defog users hard. The evs are optimized so that it has a bit more special bulk than physical but you can adjust them to fit your teams need.

Good Teammates: Pokemon that don't have very good defensive stats but very good offensive stats benefit greatly from Cresselias dual screen support. Pokemon like Delphox, Durant, and Zoroark are able to boost their already impressive offensive stats while eating attacks under screens. In order to sweep the opposing team or punch enough holes to allow another teammate to pick off the opposing weakened Pokemon.

What Counters it: Defog is dual screen Cresselia's biggest enemy because it can clear both screens and all hazards you've set up ... at once. Most defog users give Cresselia problems as well. Golbat and Togetic scoff at Cresselias attempts to attack them because they resist its only attack "Moonblast." Gligar can eat those Moonblast and wear Cresselia down with Toxic. Escavalier is also a nuisance to Cresselia because Cresselia can't deal decent damage to it with Ice Beam or Moonblast. It's also wrecked by Escavaliers STAB Megahorn. Other threats are Pursuit trappers and Ghost.

Additional Info: Don't use Psychic over Moonblast.
I think that lunar dance should be the first slash. Cress really doesn't need recover. It is so bulkym, especially after screens, that it can definitely come in twice a match at least to setup screens. Plus the utility of lunar dance can't be understated on an offensive team. Bringing something like fletchinder or hitmonlee back to life when doublade and co are eliminated nearly guarentees a sweep behind screens.
 
Surprised that no one posts here, and MikeDawg I fixed that qt :)

What to use:


Magneton @ Eviolite / Choice Specs
Ability: Analytic
EVs: 144 Spd / 112 HP / 252 SAtk
Modest Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Grass] / Hidden Power [Fire]
- Flash Cannon

Role: Bulky Attacker

What it does: Magneton is a powerful Pokemon and its bulk makes it even more threatening. Plus the combination of its great defense and power coupled with its amazing ability "Analytic" pushes its special attack to exceptional levels. Analytic increases a Pokemon's attacks by 1.3x damage if it is the last to move in a turn. Because of Magnetons low speed it's poised to abuse the mechanics of Analytic. The effects of Analytic can also be used to take advantage of switches, so if you attacked and the opponent switches to another Pokemon, your attack is boosted by 1.3. It's the perfect ability for a bulky attacker like Magneton. If you choose to replace Eviolite with Choice Specs then its special attack gets boosted 1.5 and by 1.3, which makes Magneton truly fearsome. Volt Switch in order to escape unfavorable match-ups, this is a great tool for Magneton because it's usually slower than opposing Pokemon. A slower Volt Switch will always give you the upper hand, unless the opponents Pokemon is immune. Thunderbolt is his bread and butter stab. Flash Cannon barely saw usage last gen but since the new Fairy typing was introduced its proven useful. Hidden Power Grass is very important because it allows Magneton to get passed bulky water/ground types that would otherwise wall this set. Hidden Power Fire is used in the same fashion as Hidden Power Grass except it's aimed at opposing steels and grass types. The 144spd evs allow it to outspeed up to uninvested base 85 Pokemon, namely Gligar who is 2HKO'd by Flash Cannon. Max special attack of course, and the rest of the evs into HP to retain some bulk.

Good Teammates: Pokemon who are immune to or resist super effective attacks aimed at Magneton make great teammates. Moltres is one of the best teammates for Magneton, it's immune to ground and it can take the fire attacks aimed at Magneton because of its decent defenses. In return Magneton eats the rock typed attacks aimed at Moltres. But most importantly Moltres eliminates bulky steel and grass types that Magneton has difficulty getting passed, and fighting types that destroy Magneton. Aromatisse is a great partner for Magneton as well, it eats all of the fighting and fire type attacks for Magneton. Aromatisse can also pass Wishes to it, helping Magneton recover HP lost from tanking hits. Plus Magneton is immune to and resist all of Aromatisses weaknesses. Shuckle is also a great teammate. Its ability to lower the opposing teams speed with Sticky Web can be very beneficial for the Choice Specs set. Although it's redundant to Analytic, the abiility to out-speed and KO most of its checks is a good trade-off.

What Counters it: Bulky Ground/Waters and Lanturn are its biggest counters if you choose to use Hidden Power Fire over Hidden Power Grass. Because they would resist all of Magnetons moves. Pokemon with huge special defense stats cause problems for Magneton as well. Cobalion and Druddigon are huge pains for Magneton, because they can take a hit and KO with Close Combat or Earthquake. Magneton hits most of the tier with powerful neutral attacks so their aren't many true counters, just a bunch of Checks. Like Moltres, Delphox, Virizion, Gallade, Emboar, etc.

Additional Info: If you use Shuckle as a teammate use an ev spread of 252spa / 252spe / 4def, this way you can outspeed most of its checks. But if you want to keep your eviolite for the extra bulk, the suggested ev spread will allow Magneton to outspeed up to neutral 95 base speed Pokemon.
 
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MikeDawg

Banned deucer.
Surprised that no one posts here, and MikeDawg I fixed that qt :)

What to use:


Magneton @ Eviolite / Choice Specs
Ability: Analytic
EVs: 144 Spd / 112 HP / 252 SAtk
Modest Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Grass] / Hidden Power [Fire]
- Flash Cannon

Role: Bulky Attacker

What it does: Magneton is a powerful Pokemon and its bulk makes it even more threatening. Plus the combination of its great defense and power coupled with its amazing ability "Analytic" pushes its special attack to exceptional levels. Analytic increases a Pokemon's attacks by 1.3x damage if it is the last to move in a turn. Because of Magnetons low speed it's poised to abuse the mechanics of Analytic. The effects of Analytic can also be used to take advantage of switches, so if you attacked and the opponent switches to another Pokemon, your attack is boosted by 1.3. It's the perfect ability for a bulky attacker like Magneton. If you choose to replace Eviolite with Choice Specs then its special attack gets boosted 1.5 and by 1.3, which makes Magneton truly fearsome. Volt Switch in order to escape unfavorable match-ups, this is a great tool for Magneton because it's usually slower than opposing Pokemon. A slower Volt Switch will always give you the upper hand, unless the opponents Pokemon is immune. Thunderbolt is his bread and butter stab. Flash Cannon barely saw usage last gen but since the new Fairy typing was introduced its proven useful. Hidden Power Grass is very important because it allows Magneton to get passed bulky water/ground types that would otherwise wall this set. Hidden Power Fire is used in the same fashion as Hidden Power Grass except it's aimed at opposing steels and grass types. The 144spd evs allow it to outspeed up to uninvested base 85 Pokemon, namely Gligar who is 2HKO'd by Flash Cannon. Max special attack of course, and the rest of the evs into HP to retain some bulk.

Good Teammates: Pokemon who are immune to or resist super effective attacks aimed at Magneton make great teammates. Moltres is one of the best teammates for Magneton, it's immune to ground and it can take the fire attacks aimed at Magneton because of its decent defenses. In return Magneton eats the rock typed attacks aimed at Moltres. But most importantly Moltres eliminates bulky steel and grass types that Magneton has difficulty getting passed, and fighting types that destroy Magneton. Aromatisse is a great partner for Magneton as well, it eats all of the fighting and fire type attacks for Magneton. Aromatisse can also pass Wishes to it, helping Magneton recover HP lost from tanking hits. Plus Magneton is immune to and resist all of Aromatisses weaknesses.

What Counters it: Bulky Ground/Waters and Lanturn are its biggest checks if you choose to use Hidden Power Fire over Hidden Power Grass. Because they would resist all of Magnetons moves. Pokemon with huge special defense stats cause problems for Magneton as well. Cobalion and Druddigon are huge pains for Magneton, because they can take a hit and KO with Close Combat or Earthquake. Magneton hits most of the tier with powerful neutral attacks so their aren't many true counters, just a bunch of Checks. Like Moltres, Delphox, Virizion, Gallade, Emboar, etc.
Real nice post! :)

I think that non-specs sets are underrated, whether they be eviolite, expert belt, or anything else. However, that's quite a good thing. I find that magneton is assumed to be specs. Even better, analytic means that the opponent is much more likely to sack something rather than try to play around it, because with the 1.3 boost on top of specs, they will be hard pressed to switch anything in. So, magneton can thunderbolt that low-health thing, and then surprise the gastrodon/rhyp/etc switchin that thought they were safe with an hp-grass.
 

EonX

Battle Soul
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I am disappoint in all of you. How the hell is this guy not around yet?

What to use:


Zoroark @ Life Orb
Ability: Illusion
EVs: 252 Atk / 4 SpA / 252 Spe
Nature: Naive
- Knock Off
- Flamethrower
- Grass Knot
- Sucker Punch

Role: Mixed Sweeper, Wallbreaker

What it Does: Zoroark is perhaps the best mixed sweeper in the tier. Sporting great mixed offenses, a solid movepool, and great moves, Zoroark is hard to stop once it gets going. Knock Off is Zoroark's main STAB move. It has great power, removes opposing Pokemon's items to disrupt their strategies, and is a great move in general. Flamethrower is nice to nail Steel-types, especially Registeel and Cobalion. Be aware that you will have to catch the latter on a switch since it outspeeds Zoroark. Flamethrower is also nice for catching the likes of Tangrowth and the physically bulky Doublade. Grass Knot destroys Rhyperior, and also does very solid damage to Alomomola and Gastrodon. Sucker Punch rounds out the set by dealing out damage to Pokemon that normally outspeed Zoroark. It's also nice to get some decent damage on Hitmonlee if you have no reliable switch-in for it when it comes in on Zoroark. (though you should have one) The EVs maximize Zoroark's physical attacking prowess as it generally doesn't need investment in Special Attack to deal with what it needs to.

Good Teammates: Zoroark can't really get past Aromatisse no matter what it tries to do. Using Pokemon such as Delphox, Escavalier, and Moltres is a great way to take advantage of an Aromatisse switch-in. As ironic as it sounds, having an Aromatisse of your own isn't a bad idea considering it's one of very few reliable Hitmonlee switch-ins RU has to offer and Lee will commonly be sent out to revenge kill Zoroark. Spikes support from the likes of Froslass, Omastar, and Accelgor is nice since many of Zoroark's checks and counters are grounded. On the flip side, Sticky Web support can make Zoroark lethal against offensive teams, as the likes of Cobalion, Sceptile, Jolteon, and Virizion no longer outspeed it and are forced to take a hit before being able to possibly attack Zoroark. Choice Scarf Pokemon in general can cause Zoroark issues should they be able to take a Sucker Punch. For this reason, defensive pivots such as Slowking, Rhyperior, and Amoonguss are good options. While there shouldn't be a designated teamslot for it, having a Pokemon you ideally want Zoroark to disguise itself as upon entering battle can help maximize Zoroark's effectiveness. As Aromatisse and Hitmonlee are big obstacles for Zoroark, disguising it as Doublade, Braviary, Delphox, or Escavalier will make these Pokemon hesitant to switch in at first, likely giving Zoroark enough time to take out what it needs to.

What Counters It: Aromatisse. Simply put, there is nothing Zoroark can do to OHKO it while Aromatisse is OHKOing back with Moonblast. Cobalion and Virizion not only outspeed Zoroark and resist Sucker Punch, they also benefit from it thanks to Justified. Registeel doesn't exactly like Flamthrower, but it can take one easily and cripple Zoroark with paralysis. Sticky Web can really put a damper on Zoroark as its defenses aren't exactly that good and it relies on Speed quite a bit. Hitmonlee can easily come in and revenge kill Zoroark, but it can have some issues switching in. Emboar actually resists every move on this set and can easily KO with any STAB move due to Zoroark's frailty. However, Emboar is usually quite reliant on its item to perform its specific role, so it doesn't appreciate Knock Off at all. Choice Scarf users that can outspeed Zoroark and take a Sucker Punch are all capable of revenge killing it. Moltres, Emboar, Rotom-C, and Braviary are all capable of doing this. Most naturally faster Pokemon are incapable of handling a Sucker Punch, but Durant is one of the few exceptions.

Any Additional Info: If you use Sticky Web support, Naughty is an option. Otherwise, fool people with your Illusion. Watch as the best answer to your primary sweeper goes down. Enjoy sweeping with your primary sweeper or Zoroark itself.
 

CyclicCompound

is a bicycle person thing
is a Contributor Alumnus
Surprised that no one posts here, and MikeDawg I fixed that qt :)

What to use:


Magneton @ Eviolite / Choice Specs
Ability: Analytic
EVs: 144 Spd / 112 HP / 252 SAtk
Modest Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Grass] / Hidden Power [Fire]
- Flash Cannon

Role: Bulky Attacker

What it does: Magneton is a powerful Pokemon and its bulk makes it even more threatening. Plus the combination of its great defense and power coupled with its amazing ability "Analytic" pushes its special attack to exceptional levels. Analytic increases a Pokemon's attacks by 1.3x damage if it is the last to move in a turn. Because of Magnetons low speed it's poised to abuse the mechanics of Analytic. The effects of Analytic can also be used to take advantage of switches, so if you attacked and the opponent switches to another Pokemon, your attack is boosted by 1.3. It's the perfect ability for a bulky attacker like Magneton. If you choose to replace Eviolite with Choice Specs then its special attack gets boosted 1.5 and by 1.3, which makes Magneton truly fearsome. Volt Switch in order to escape unfavorable match-ups, this is a great tool for Magneton because it's usually slower than opposing Pokemon. A slower Volt Switch will always give you the upper hand, unless the opponents Pokemon is immune. Thunderbolt is his bread and butter stab. Flash Cannon barely saw usage last gen but since the new Fairy typing was introduced its proven useful. Hidden Power Grass is very important because it allows Magneton to get passed bulky water/ground types that would otherwise wall this set. Hidden Power Fire is used in the same fashion as Hidden Power Grass except it's aimed at opposing steels and grass types. The 144spd evs allow it to outspeed up to uninvested base 85 Pokemon, namely Gligar who is 2HKO'd by Flash Cannon. Max special attack of course, and the rest of the evs into HP to retain some bulk.

Good Teammates: Pokemon who are immune to or resist super effective attacks aimed at Magneton make great teammates. Moltres is one of the best teammates for Magneton, it's immune to ground and it can take the fire attacks aimed at Magneton because of its decent defenses. In return Magneton eats the rock typed attacks aimed at Moltres. But most importantly Moltres eliminates bulky steel and grass types that Magneton has difficulty getting passed, and fighting types that destroy Magneton. Aromatisse is a great partner for Magneton as well, it eats all of the fighting and fire type attacks for Magneton. Aromatisse can also pass Wishes to it, helping Magneton recover HP lost from tanking hits. Plus Magneton is immune to and resist all of Aromatisses weaknesses.

What Counters it: Bulky Ground/Waters and Lanturn are its biggest counters if you choose to use Hidden Power Fire over Hidden Power Grass. Because they would resist all of Magnetons moves. Pokemon with huge special defense stats cause problems for Magneton as well. Cobalion and Druddigon are huge pains for Magneton, because they can take a hit and KO with Close Combat or Earthquake. Magneton hits most of the tier with powerful neutral attacks so their aren't many true counters, just a bunch of Checks. Like Moltres, Delphox, Virizion, Gallade, Emboar, etc.
I would definitely mention Shuckle here as a teammate. If you can get Sticky Web down and use a max speed spread, Specs Magneton has a field day, outspeeding and seriously threatening a lot of the things that used to be able to check it. The only relatively common Pokemon that can still outspeed Magneton after Sticky Web are Moltres and Braviary, but neither is capable at all of switching into Magneton, and Braviary is forced to use Superpower in order to beat Magneton, making it easier for teammates to handle.
 
Yeah sorry man :x
I've had heaps of IRL stuff on and I had to ladder for the suspect test in my free time.

By the time I get home I'll do anything that you haven't done. Sorry :I
 

CyclicCompound

is a bicycle person thing
is a Contributor Alumnus
What NOT to use:

Shuckle @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Sticky Web
- Stealth Rock
- Encore
- Infestation / Knock Off / Toxic

Role: Hazard Setter

What It Does: Like any other serious Shuckle set, this set aims to lay down both Sticky Web and Stealth Rock at the beginning of the battle, allowing Sticky Web-designed teams to use powerful attackers with average or low speed, such as Zangoose and Hitmonlee. However, putting Leftovers on Shuckle is a mistake! While at first glance Shuckle's stats may make it seem like a bulky wall, this is not Shuckle's role. Having a steady source of recovery is not what Shuckle needs—rather, it needs a way to get around the move Taunt so that it can be guaranteed to lay down at least one layer of hazards at the beginning of a battle. This is where the item Mental Herb comes in, which is what Shuckle should be running 100% of the time. Mental Herb is a one-time use item that prevents Shuckle from coming under the effects of Taunt, allowing it to get up Sticky Web in the face of teams that might be trying to stop it.

What Counters It: While many things "counter" Shuckle as an individual, it is important to realize that by running Leftovers, you are potentially allowing the opponent to counter your whole team. Sticky Web-based teams will usually fall flat on their faces against traditional hyper offensive (HO) teams if Sticky Web is not down, and the reason is that without Sticky Web support you're essentially running a team of six wallbreakers but no sweepers. Because of this, it is crucial that you get Sticky Web down as reliably as possible, because you're at a serious disadvantage if you don't. By running Leftovers, you open yourself up to the possibility of the opponent Taunting you at turn one, preventing you from getting Sticky Web down and seriously crippling your team until you do.

Any Additional Info: Mental Herb is the only item you should be running, period. Remember, Shuckle's first and foremost goal is to lay down hazards.
 

Molk

Godlike Usmash
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What NOT to use:

Shuckle @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Sticky Web
- Stealth Rock
- Encore
- Infestation / Knock Off / Toxic

Role: Hazard Setter

What It Does: Like any other serious Shuckle set, this set aims to lay down both Sticky Web and Stealth Rock at the beginning of the battle, allowing Sticky Web-designed teams to use powerful attackers with average or low speed, such as Zangoose and Hitmonlee. However, putting Leftovers on Shuckle is a mistake! While at first glance Shuckle's stats may make it seem like a bulky wall, this is not Shuckle's role. Having a steady source of recovery is not what Shuckle needs—rather, it needs a way to get around the move Taunt so that it can be guaranteed to lay down at least one layer of hazards at the beginning of a battle. This is where the item Mental Herb comes in, which is what Shuckle should be running 100% of the time. Mental Herb is a one-time use item that prevents Shuckle from coming under the effects of Taunt, allowing it to get up Sticky Web in the face of teams that might be trying to stop it.

What Counters It: While many things "counter" Shuckle as an individual, it is important to realize that by running Leftovers, you are potentially allowing the opponent to counter your whole team. Sticky Web-based teams will usually fall flat on their faces against traditional hyper offensive (HO) teams if Sticky Web is not down, and the reason is that without Sticky Web support you're essentially running a team of six wallbreakers but no sweepers. Because of this, it is crucial that you get Sticky Web down as reliably as possible, because you're at a serious disadvantage if you don't. By running Leftovers, you open yourself up to the possibility of the opponent Taunting you at turn one, preventing you from getting Sticky Web down and seriously crippling your team until you do.

Any Additional Info: Mental Herb is the only item you should be running, period. Remember, Shuckle's first and foremost goal is to lay down hazards.
I actually mentioned in any additional info for shuckle that Leftovers should never be used. Either way bringing more attention to how dumb lefties webs shuckle is couldn't hurt.

While you're at it another Shuckle related entry that should probably be in "what not to use" is the contrary Shell Smash set. Basically use Shuckle for webs or go home imo.
 
What to use:

Virizion @ Leftovers
Ability: Justified
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Substitute
- Leaf Blade
- Close Combat
- Stone Edge

Role: Bulky Attacker, Tank, Lure

What It Does: This Virizion, instead of focusing on sweeping, abuses switches in order to get free Substitutes. It has very nice Special bulk, making it very easy to force out opponents and getting subs. From there, hitting things very hard with the appropriate move. Leaf Blade is a consistent STAB that hits quite hard, and easily beats Water and Ground types. Close Combat hits very hard, KOing Registeel and Cobalion. It also lets you beat Ice and Dark types, such as Mega Abomasnow and Sharpedo. Stone Edge hits Flying types. Max Speed EVs and a Jolly Nature outspeed threats such as non-Scarf Delphox, allowing you to KO them. Maximum Attack lets you hit quite hard. Leftovers gives it passive recovery, eventually letting it have more subs. It easily beats Cobalion, Delphox, Yanmega, Alomomola, Braviary, Moltres, and many others thanks to Substitute.

Good Teammates: This set can't really touch physical walls. Therefore, a special tank, such as Slowking or Meloetta, that has nice defensive synergy would be nice. An offensive threat that lures mons that Virizion beats, such as Rhyperior, would also be very helpful to this set. Finally, a defensive wall or tank would be nice as well, such as Doublade or the aforementioned Rhypeior.

What Counters It: Gligar switches in with impunity, taking all hits, setting up SR, Roosting, and Defogging. Although it can't directly beat Virizion, it can do plenty of other work. Doublade outright walls Virizion, and sets up Swords Dances, KOs it, and goes on a rampage. Other bulky mons such as Cresselia easily beat Virizion and even use it as set-up bait.

Any Additional Info: The first natural switch in to Virizion is a Flying type, such as Braviary, Yanmega, and Moltres. Subbing on the switch and clicking Stone Edge is an amazing lure and makes it very annoying for the opponent to deal with Virizion.

Edit: A replay, so you can see its awesomeness :o http://replay.pokemonshowdown.com/rususpecttest-135278595
 
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Some More Sets:

What to use:


Weezing @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
- Will-O-Wisp
- Pain Split/Toxic Spikes
- Sludge Bomb
- Flamethrower

Role: Physical Wall, Hazard Setter, Support

What It Does: Weezing is a very underrated wall that has an amazing movepool and really nice bulk. The first perk it has is its typing. Poison is a very good defensive typing, walling Fighting types, Grass types, Bug types, Poison types, and Fairy types. In effect, it can effectively wall Cobalion, Drapion, Hitmonlee, Virizion, and others It also has very few weaknesses, considering Weezing's access to Levitate. That looks like a small list, but it becomes much, much larger when you consider its physical bulk and its access to Will-O-Wisp. This allows it to make a hit from almost all physical attackers, burn them, and almost always neuter them for the rest of the match. This gives it a viable niche over other walls such as Alomomola and Gligar, who are much bulkier than it. Will-O-Wisp is the main reason to run Weezing, allowing it to easily burn most physical attackers and support its teammates. Pain Split gives it a decent form of recovery, allowing it to stay in the match longer. Toxic Spikes is a new toy Weezing got this generation, and it is quite a good setter for most stall teams. Sludge Bomb is STAB, and prevents it from being Taunt bait. Flamethower hits Steel types that are immune to its STAB/Toxic Spikes, and it also OHKOs Lum Berry Durant, which would be a huge threat otherwise.

Good Teammates: Weezing has a singular weakness to Psychic. A partner that could resist or beat Psychic types, such as Zoroark, Slowking, or Doublade, would help Weezing do more in the match. Special Walls that can take special hits for Weezing such as Aromatisse, Gastrodon, or Jellicent. Finally, Stealth Rocks generally are very helpful to Weezing, as not only do they assist in beating Fire types, but they also allow Weezing to stall even better. Examples are Gligar, Rhyperior, or Druddigon.

What Counters It: Fire types are very annoying for Weezing, as they are immune to burns, take nothing from Flamethrower, and can just outright destroy Weezing. Delphox and Moltres can 2HKO with their STABs, while Mixed Emboar also 2HKOs and Weezing can't burn a physical variant. Psychic types can also easily beat Weezing and some, such as Cresselia, can even use it as set-up bait. Finally, special attackers in general deal a ton of damage to Weezing, varying from Yanmega to Clawitzer.

Any Additional Info: Black Sludge could be used if you really want.

What to use:


Jolteon @ Life Orb
Ability: Volt Absorb
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Water]
- Shadow Ball

Role: Late-game Cleaner, Revenge Killer, Special Sweeper, Pivot

What It Does: Jolteon is a very good utility mon that does many roles that are very helpful for its team. With its blistering 130 base Speed, powerful 110 Special Attack, and access to Volt Switch, Jolteon can be an absolute nightmare for Offensive teams. Volt Switch is an amazing move, allowing for Jolteon to scout and pivot out of a bad situation. Thunderbolt is its main STAB, and threatens many offensive pokemon teams that don't have an answer to it. Hidden Power Water may seem like an awkward move, but it is quite vital to beat Rhyperior and Gligar on the switch with the same move, considering Hidden Power Ice doesn't 2HKO Rhyperior, and Gligar absorbs Hidden Power Grass. Just note you can't really touch Virizion, Druddigon, or Gastrodon now. Shadow Ball is mainly filler, but it prevents Jolteon from completely losing to CM Cresselia. It also hits Ghost types hard, I guess. Max Speed with Timid nature might seem overkill, but it allows you to revenge kill Adamant Scarf Braviary before it can kill you with Return, which is very nice.

Good Teammates: Jolteon generally doesn't do much against Stall teams. Therefore, wallbreakers such as Moltres, Clawitzer, or Yanmega, are very nice partners for Jolteon. Jolteon can also be an awesome part of a VoltTurn core. Other VoltTurners include Cobalion, Zoroark, and Eelektross. Finally, threats that generally enjoy Jolteon's ability to kill Water and Flying types, such as Durant, Virizion, and Moltres, will be great partners with Jolteon.

What Counters It: This set gets hard-walled by Grass types and Druddigon. Virizion uses you as set-up bait. Druddigon can set up Stealth Rocks or KO you with Outrage or Earthquake. Amoonguss gets a free sleep off, etc etc. It's also hard walled by Gastrodon and Lanturn, so look out for them too.

Any Additional Info: For those who believe that HP Ice easily beats the above threats:

252 SpA Life Orb Jolteon Hidden Power Ice vs. 4 HP / 0 SpD Virizion: 122-146 (37.6 - 45%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Life Orb Jolteon Hidden Power Ice vs. 252 HP / 4 SpD Druddigon: 166-198 (46.3 - 55.3%) -- 65.6% chance to 2HKO
252 SpA Life Orb Jolteon Hidden Power Ice vs. 252 HP / 252+ SpD Amoonguss: 127-151 (29.3 - 34.9%) -- 99.9% chance to 4HKO after Black Sludge recovery

This leads to something else:

What NOT to use:


Jolteon @ Air Balloon
Ability: Volt Absorb
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Signal Beam

Role:
Special Sweeper, Late-game Cleaner, Revenge Killer, Pivot

What It Does: This Jolteon is so much worse compared to standard Jolteon, it's saddening how much I see it. Air Balloon is just such a bad item on Jolteon. Sure, you get to not be hit by Earthquake or trapped by Dugtrio for a little while. However, now not only are you much weaker compared to Life Orb, but when you do get hit by an attack, you are as much vulnerable to Ground moves as the Life Orb set. Hidden Power Ice is also very inferior compared to the main HP used, HP Water. You might be saying to yourself, "But I can beat Grass, Dragon, and Ground types!" However, you can't even 3HKO Virizion without Life Orb, 2HKO AV Tangrowth, 2HKO Rotom-C, or 4HKO Amoongus. This leaves... Whimsicott, congrats. You also can't 2HKO Druddigon. You can't even 3HKO Rhyperior. It's just saddening. Sure, you can OHKO Gligar, but the trade-offs are not nearly as good as the things you lose. Signal Beam is also a really bad move on Jolteon. You might be thinking "I can hit Grass types harder!!1!". Seriously though, the only grass types in RU that are actually weak to Bug are Mega Abomasnow, Rotom-C, and Tangrowth. Shadow Ball may be filler, but it's a better filler.

What Counters It: The same things as the Life Orb set, but now add Rhyperior and a ton of things you now can't 2HKO now to your list.

Any Additional Info: It's trash, don't use it please. Thanks.

Today's batch, will do more tommorrow :o
 
.-. I feel semi-guilty for triple posting, so I'll just edit this post when I decide to write a new set.

What to use:


Sharpedo @ Life Orb
Ability: Speed Boost
EVs: 252 Spe / 156 SpAtk / 100 Atk (if running Crunch) OR 252 Spe / 252 SpAtt / 4 Def
Rash/Modest Nature
- Hydro Pump
- Crunch / Dark Pulse
- Ice Beam
- Protect

Role: Lure, Mixed Attacker, Late-game sweeper

What It Does: This Sharpedo, unlike Physical Sharpedo, uses its surprisingly good 95 Special Attack to beat usual switch-ins, mainly physical walls like Alomomola and Aromatisse and Grass types like Virizion, Amoonguss, and Tangrowth on the switch. It is also still able to hit most specially defensive Psychic types with Crunch or Doublade with Dark Pulse. Hydro Pump is the main STAB, even hitting harder than Waterfall thanks to it's nice 110 STAB boosted base power. Crunch, with 100 Atk EVs, OHKOs Slowking after Stealth Rocks and just hits very hard versus Psychic types in general, considering their Special Defense is much higher than their physical. Dark Pulse, along with Max SpAtt EVs, could be used for a harder hitting Hydro Pump and the ability to OHKO Doublade, something neither Hydro Pump or Crunch could do. Ice Beam is a big reason to run Special Sharpedo, giving it the ability to hit Grass types like Virizion and Dragon types like Druddigon. Protect is used for obvious reasons, to get more Speed Boosts.

Good Teammates: Sharpedo needs hazard support in order to wear down opposing teams enough to let it sweep. For this reason, suicide leads such as Accelgor and Omastar are good partners for Sharpedo. Partners that can beat priority users and really bulky walls (Ex Registeel) are also very nice partners for Sharpedo. Exmaples include Hitmonlee, Choice Specs Yanmega with Tinted Lens, and Durant. Sharpedo does not need much support in order to sweep, which makes it quite good.

What Counters It: Sharpedo is not that powerful. Therefore, if you can preserve your Registeel, Gastrodon, M-Abomasnow, and things that aren't hit super-effectively and are semi-bulky. when Sharpedo comes out, you should be able to beat it. Sharpedo is also extremely frail, so preserving Hitmonlee, Fletchinder, and even Zoroark after some hazard damage and LO recoil will do you well. Note that Sharpedo often comes out during the late game, so being able to beat Sharpedo when the majority of your team is weakened can be extremely hard.

Any Additional Info:

Hydro Pump hits harder than Waterfall, even with less EVs:
156 SpA Life Orb Sharpedo Hydro Pump vs. 252 HP / 0 SpD Registeel: 121-144 (33.2 - 39.5%) -- 19.6% chance to 3HKO after Leftovers recovery
252 Atk Life Orb Sharpedo Waterfall vs. 252 HP / 0 Def Registeel: 113-134 (31 - 36.8%) -- guaranteed 4HKO after Leftovers recovery
 
What to use:

Granbull @ Leftovers
Ability: Indimidate
EVs: 252 HP / 252 Def / 4 Atk
Nature: Impish (you can also run Adamant with attack EVs)
- Play Rough
- Close Combat
- Earthquake
- Fire Fang

Role:
Wallbreaker, Pivot (though it doesn't get u-turn).

What It Does: Far too many pokemon in RU use Knock Off. Common examples are Zoroark, Ambipom, Hitmonlee, Escavalier and Drapion. What this Granbull does is it counters them, being able to switch in on a Knock Off and then OHKO if they stay in.

Good Teammates: Dugtrio and suicide spikes leads like Accelgor and Qwilfish. Dugtrio to revenge kill certain pokemon that you can't quite get OHKOed and the leads because you'll only be able to KO Virizion, Ambipom and Drapion everytime if you have 1 layer of spikes up. Spin and Wish support are also nice, making Granbull last longer in the battle (and protecting the rest of your team from Knock Off).

What Counters It: Durant, special moves in general. Though the only comon Knock Off user who will not be afraid of this Granbull is Tangrowth.

Any Additional Info: Other then Zoroark, Ambipom, Hitmonlee, Escavalier and Drapion, this is also good against physical attackers like Virizion, Cinccino and Sharpedo.

Hitmonlee: -1 252+ Atk Life Orb Hitmonlee Knock Off (97.5 BP) vs. 252 HP / 252+ Def Granbull: 42-49 (10.9 - 12.7%) -- possibly the worst move ever

-1 252+ Atk Life Orb Reckless Hitmonlee High Jump Kick vs. 252 HP / 252+ Def Granbull: 99-117 (25.7 - 30.4%) -- 1.4% chance to 4HKO after Leftovers recovery

0 Atk Granbull Play Rough vs. 4 HP / 0 Def Hitmonlee: 374-444 (154.5 - 183.4%) -- guaranteed OHKO


Ambipom: -1 252 Atk Life Orb Ambipom Knock Off (97.5 BP) vs. 252 HP / 252+ Def Granbull: 32-39 (8.3 - 10.1%) -- possibly the worst move ever

-1 252 Atk Life Orb Technician Ambipom Fake Out vs. 252 HP / 252+ Def Granbull: 62-74 (16.1 - 19.2%) -- possible 8HKO after Leftovers recovery

0 Atk Granbull Close Combat vs. 0 HP / 0 Def Ambipom: 282-334 (96.9 - 114.7%) -- 81.3% chance to OHKO

0 Atk Granbull Close Combat vs. 0 HP / 0 Def Ambipom: 282-334 (96.9 - 114.7%) -- guaranteed OHKO after 1 layer of Spikes


Zoroark: -1 0- Atk Life Orb Zoroark Knock Off (97.5 BP) vs. 252 HP / 252+ Def Granbull: 36-43 (9.3 - 11.1%) -- possibly the worst move ever

252 SpA Life Orb Zoroark Flamethrower vs. 252 HP / 4 SpD Granbull: 182-214 (47.3 - 55.7%) -- 21.5% chance to 2HKO after Leftovers recovery

0 Atk Granbull Play Rough vs. 0 HP / 0 Def Zoroark: 342-404 (131 - 154.7%) --
guaranteed OHKO


Virizion (after you switch in on swords dance): +1 252 Atk Virizion Leaf Blade vs. 252 HP / 252+ Def Granbull: 148-175 (38.5 - 45.5%) -- guaranteed 3HKO after Leftovers recovery

0 Atk Granbull Play Rough vs. 4 HP / 0 Def Virizion: 296-350 (91.3 - 108%) -- 50% chance to OHKO

0 Atk Granbull Play Rough vs. 4 HP / 0 Def Virizion: 296-350 (91.3 - 108%) -- guaranteed OHKO after 1 layer of Spikes


Sharpedo:
-1 252+ Atk Life Orb Sharpedo Waterfall vs. 252 HP / 252+ Def Granbull: 103-122 (26.8 - 31.7%) -- 27.4% chance to 4HKO after Leftovers recovery

0 Atk Granbull Play Rough vs. 0 HP / 0 Def Sharpedo: 458-542 (162.9 - 192.8%) -- guaranteed OHKO


Cinccino: -1 252 Atk Choice Band Cinccino Tail Slap (5 hits) vs. 252 HP / 252+ Def Granbull: 150-180 (39 - 46.8%) -- guaranteed 3HKO after Leftovers recovery

0 Atk Granbull Close Combat vs. 0 HP / 0 Def Cinccino: 306-360 (105.1 - 123.7%) -- guaranteed OHKO


Escavalier: -1 252+ Atk Escavalier Knock Off (97.5 BP) vs. 252 HP / 252+ Def Granbull: 34-41 (8.8 - 10.6%) -- possibly the worst move ever

-1 252+ Atk Escavalier Iron Head vs. 252 HP / 252+ Def Granbull: 170-204 (44.2 - 53.1%) -- 0.4% chance to 2HKO after Leftovers recovery

-1 252+ Atk Escavalier Iron Head vs. 252 HP / 252+ Def Granbull: 170-204 (44.2 - 53.1%) -- 82% chance to 2HKO after Stealth Rock and Leftovers recovery

0 Atk Granbull Fire Fang vs. 252 HP / 0 Def Escavalier: 212-252 (61.6 - 73.2%) -- guaranteed 2HKO

You will win everytime except if you switch in on an Iron Head while there are Hazards on your side of the field.


Drapion (this one is a bit complicated): -1 252+ Atk Drapion Knock Off (97.5 BP) vs. 252 HP / 252+ Def Granbull: 39-46 (10.1 - 11.9%) -- possibly the worst move ever

-1 252+ Atk Drapion Poison Jab vs. 252 HP / 252+ Def Granbull: 132-156 (34.3 - 40.6%) -- guaranteed 3HKO

0 Atk Granbull Earthquake vs. 252 HP / 0 Def Drapion: 156-184 (45.3 - 53.4%) -- 1.2% chance to 2HKO after Black Sludge recovery

0 Atk Granbull Earthquake vs. 252 HP / 0 Def Drapion: 156-184 (45.3 - 53.4%) -- 91.4% chance to 2HKO after 1 layer of Spikes and Black Sludge recovery

This means you can 2HKO Drapion while being 3HKOed by it if you switch in on a knock off, but only if you have a layer of spikes setup. If you switch in on a Poison Jab, you will only be able to hit once and then die, leaving drapion opened to revenge killer Dugtrio.


You can try to run an offensive variation with 252 EVs in Atk instead of Def and an adamant nature. This variation is 2HKOed by Cinccino and will never be able to KO Drapion after a switch, while the defensive variation can do both. If you're runnning this, use Rocky Helmet instead of Leftovers.
 
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