XY OU Threat List [Compiling Entries]

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Staraptor
Type: Normal / Flying
Base Stats: 85 HP / 120 Atk / 70 Def / 50 SpA / 60 SpD / 100 Spe
Ability: Intimidate / Reckless

Staraptor's motto in battle is "live hard, die young". Boosted by the Reckless ability and Choice Band, its two STABS in Brave Bird and Double-Edge make it one monstrous wallbreaker, and Close Combat shatters any hope of Steel- and Rock-types stopping its assault. It can just as effectively use Choice Scarf to become a fantastic and still hard hitting revenge killer. Staraptor's perhaps biggest niche in the OU metagame is a partner sweeper to Talonflame in a "double-bird" core. Taking inspiration from earlier "double-dragon" strategies, the duo of Staraptor and Talonflame overwhelms their mutual counters - not even Rotom-W, often a team's sole Talonflame counter, can stand up to STAB-boosted Reckless Double-Edges. Its access to U-Turn makes it a solid Volt-Turner, forming such a core with Talonflame alone. While its frail defences, Stealth Rock weakness, and reliance on recoil moves makes its lifespan short, it can pose a great danger to a team even in the small space of that time.
 
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Latios and Dragonite are complete, I'll take a stab at Kingdra and Infernape

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Infernape
Type: Fire / Fighting
Base Stats: 76 HP / 104 Atk / 71 Def / 104 SpA / 71 SpD / 108 Spe
Ability: Blaze / Iron Fist

Infernape's ability to be an effective attacker lies in its typing, and deep movepool, as well as a solid speed tier. With a workable foundation in stats Infernape utilizes high powered moves to achieve excellent super effective coverage against the defensive OU metagame, and backed up by a life orb it can get past a wide variety of them. Thanks to Iron Fist boosted mach punches, and 108 base speed Infernape can be a bit tricky to check for slower teams. Infernape can also be seen utilizing fake out and stealth rock to act as an offensive anti lead, breaking focus sashes, and using its own to lay down quick hazards, before going out in a blaze of glory, dousing the opponent with Blaze boosted Overheat.

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Kingdra
Type: Water / Dragon
Base Stats: 75 HP / 95 Atk / 95 Def / 95 SpA / 95 SpD / 85 Spe
Ability: Swift Swim / Sniper / Damp

Kingdra is one of the strongest, typically special, rain sweepers in the game. Backed by solid stats, in the rain Swift Swim gives Kingdra incredible speed, and rain and Life Orb boosted Hydro Pumps have immense power. Kingdra is often seen as a standalone sweeper that summons its own rain, cleaning up teams that have lost their priority users, or the crown jewel on dedicated rain teams crushing walls and sweepers with superior firepower and speed. Water and Dragon together form great coverage, so little consideration of coverage moves is needed, and with that Kingdra is capable of running a mixed set as rain boosted Waterfall attacks make short work of special sponges. Besides causing massive destruction in a drizzle, Kingdra has a rather unique set that combines the move Focus Energy with its ability Sniper to confer itself a 100% critical hit rate. As Sniper causes critical hits to deal 2.25x damage this set up is considerably stronger than a +2 boost. Critical hits also mean the stat drop of Draco Meteor is ignored, opposing Ditto are unable to take advantage of your boosting, and opposing Light Screen and Reflect are ignored. This set although slow is a very strong wall breaker with useful side effects.
 
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Gliscor
Type: Ground / Flying
Base Stats: 75 HP / 95 Atk / 125 Def / 45 SpA / 75 SpD / 95 Spe
Ability: Hyper Cutter / Sand Veil / Poison Heal

Although Gliscor's Ground/Flying typing and base 125 Defense stat are nice, it's truly Gliscor's ability Poison Heal that makes its mark on the OU tier. In addition to the extra recovery helping Gliscor tank much stronger moves, the total 25% recovery gained over two turns from Poison Heal allow Gliscor to stall with Substitute and Protect without losing any health, preventing the vast majority of its opponents from actually being able to damage Gliscor at all once it sets up a Substitute. Because of this, Gliscor is a fantastic Toxic staller, and many poisoned Pokemon—despite perhaps carrying super effective moves—will eventually find themselves losing to Gliscor simply because they cannot touch it. In addition, the combination of Substitute and Protect can easily stall out the PP of many popular moves, with Rotom-W's Hydro Pump being a great example. Because of this, Gliscor is one of the most dangerous defensive Pokemon to face, and will easily dismantle an unprepared team.

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Tangrowth
Type: Grass
Base Stats: 100 HP / 100 Atk / 125 Def / 110 SpA / 50 SpD / 50 Spe
Ability: Chlorophyll / Leaf Guard / Regenerator

Tangrowth's mono-grass typing is nothing to laugh at, as this monster's 100 HP stat and 125 Defense make it incredibly bulky on the physical side and let it switch into many physical attackers with impunity. Its ability Regenerator allows it to simply switch out to regain health, making it extremely hard to wear down over the course of a match, even when afflicted by burn or poison. Leech Seed, Sleep Powder, and Knock Off let it wear out and cripple the Pokemon that could potentially hurt it and provide a great degree of support to the rest of its team. Finally, when equipped with an Assault Vest and maxed out in Special Defense, Tangrowth becomes an extremely resilient mixed pivot that can serve a team throughout the entire match thanks to Regenerator.

With those done, I will eat Sableye (defensive) and Conkeldurr (offensive).
 
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I'd like to reserve Trevenant (defensive) and Zygarde (offensive).

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Trevenant
Type: Grass / Ghost
Base Stats: 85 HP / 110 Atk / 76 Def / 65 SpA / 82 SpD / 56 Spe
Abilities: Natural Cure / Frisk / Harvest

Due to its Natural Cure and Harvest abilities allowing it to use Rest or Lum Berry and Sitrus Berry, Trevenant has some of the best recovery options available to all Ghost-types, which grants it great sustainability, with the Rest and LumHarvest variants even acting as good status absorbers. When you combine that with a typing that allows it to resist the attacks of the common spinners or just in general, you have yourselves one of the best spinblockers and most consistent Will-O-Wisp users in OU. Trevenant even boasts a 110 Attack stat alongside a decent offensive movepool to ward off Pokemon that would like to set up on it. Its bulk isn't too great though, and it has about as many weaknesses as it does resistances and immunities. However, Trevenant still boasts great longevity and a good defensive typing, especially when it comes to spinblocking, which can make up a solid defensive backbone for a team.

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Zygarde
Type: Dragon / Ground
Base Stats: 108 HP / 100 Atk / 121 Def / 81 SpA / 95 SpD / 95 Spe
Abilities: Aura Break

Zygarde does not look immediately threatening, but the numerous ways it can become so should not be underestimated. One should observe its potent STAB combination, which has very few resists between them, and its access to boosting moves such as Dragon Dance and Coil, which is already a recipe for a very dangerous sweeper. Zygarde's offensive movepool is not wide but it is precise: with both STABs, Stone Edge, and Extreme Speed, there aren't a lot of offensive or defensive threats it cannot cover. Zygarde also has very impressive bulk, which can be further boosted with Coil, and allows its Substitutes to not be broken by just about any non super-effective attack from defensive Pokemon. Zygarde's only real downfall is its inability to pose an immediate threat like other Dragons can against most neutral targets, but if you can pit Zygarde against an opponent it can comfortably defeat, the opponent may have little to no time left to stop it.
 
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I hope this one's better.

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Noivern
Type: Flying / Dragon
Base Stats: 85 HP / 70 Atk / 80 Def / 97 SpA / 80 SpD / 123 Spe
Ability: Frisk / Infiltrator / Telepathy
Being one of the fastest Pokémon in its tier, Noivern can easily revenge kill other Pokémon while running Choice Specs, giving it the chance to fire off fairly potent STAB moves so it can take out Pokémon with pretty powerful attacks. Having access to powerful moves like Draco Meteor and Hurricane, allows it to defeat a lot of Pokémon that are slower than it, including threats such as Venusaur, Garchomp and Salamence. Noivern also has access to U-turn, which allows it to scout for potential switch-ins and gain offensive momentum. Besides access to powerful moves, Noivern also has the ability Infiltrator, which makes it possible for Noivern to bypass Substitute users such as Thundurus and Gengar. But not that alone ; its Switcheroo can hit through subs, which stops stallers and sweepers from setting up a Substitute, like Gliscor, Trevenant and the almighty Kyurem-Black. Noivern is a quick, dangerous special attacker where even bulky Special walls such as Ferrothorn and Goodra can have trouble with.
 
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okay, I've updated the op. bug me if i missed anything.

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AuraIllusions, good work! That's just fine. Just fix the typing; it should Flying / Dragon, with the spaces.

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CyclicCompound, please fix Chansey's typing. You put 'Bl' in what I assume was a mistake, but yeah.

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CyclicCompound AuraIllusions Punchshroom sidakarya Labyrinthine Swamp Link

There must be a line between the abilities and description, like so:

Ability: 1 / 2 / 3

insert description stuff here

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sidakarya, do not label abilities as hidden. If they are unreleased, put (Unreleased) after the ability. If not, do nothing to denote them as being hidden abilities; that isn't really relevant.

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ATTN Writers: When you write your entry(s) up, you must make a new post saying you have done so. Labyrinthine, I almost missed Suicune because of this. This is important so that I can update the OP properly and know that you don't have too many things reserved.

Also: You must finish BOTH of your reserved entries before you can reserve more. Finish your work first, and then you can do more.

One more thing: The deadline for finishing your reservations is now FIVE days. I made this decision because so many people are contributing, and to push people to get their entries done quicker.

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After numerous suggestions and thinking it through, I separated off some Pokemon into a support category. As there is a gray area between support and the other categories, I only put Pokemon that are specifically used for a certain kind(s) of support and have few. Hopefully this makes it clearer. TRCarnivine, take note that Deoxys-D has been moved into this category. Magnemite, there will be support and offensive entries for Deoxys-S; please notify me which one you choose so that I can open the other one for reservation.

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Weezing
Type: Poison
Base Stats: 65 HP / 90 Atk / 120 Def / 85 SpA / 70 SpD / 60 Spe
Ability: Levitate

Weezing finds it niche in OU as an excellent check to a variety of physical threats. Thanks to Poison typing and Levitate, Weezing only has one weakness and gets an immunity to Ground as well as resistances to Fighting and Fairy, and 65/120 physical bulk gives it plenty to take physical hits, allowing it to switch into various physical threats and hit them with a burn, crippling them for the rest of the match. Additionally, thanks to its low HP, Pain Split works as almost completely reliable recovery, chipping away at foes as well. All of this combined with a special movepool that gives it a ton of coverage options so that it isn't setup fodder cements Weezing as a good defensive threat.
 
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Azumarill

Type: Water / Fairy
Base Stats: 100 HP / 50 Atk / 80 Def / 60 SpA / 80 SpD / 50 Spe
Ability: Thick Fat / Huge Power / Sap Sipper

Azumarill's Huge Power ability gives it an Attack stat that rivals that of most Uber Pokemon, making it one of the most powerful Pokemon in OU. The combination of Waterfall and Play Rough is incredibly difficult to switch into, due to the fact that only a very few select defensive Pokemon resist both of these moves. With access to priority in the form of Aqua Jet, Azumarill is able to revenge kill weakened sweepers and pick off Pokemon that were previously faster than it. When equipped with a Choice Band, Azumarill becomes a potent wallbreaker capable of busting massive holes into offensive and defensive teams with ease. Azumarill even has access to Belly Drum to boost its Attack stat to obscene levels, and when combined with Aqua Jet, there's very little that can stop it from sweeping once it sets up. Azumarill's ability to run either a Choice Banded or Belly Drum sweeping set makes it extremely dangerous and unpredictable, which is why it's a defining offensive force in OU metagame.

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Mega Heracross

Type: Bug / Fighting
Base Stats: 80 HP / 185 Atk / 115 Def / 40 SpA / 105 SpD / 75 Spe
Ability: Skill Link (Swarm / Guts / Moxie)

Mega Heracross is no slouch when it comes to hitting hard. With an absolutely monstrous Attack stat and a potent STAB combination, Mega Heracross is easily one of the best wallbreakers in the OU metagame. Its Skill Link ability forces Rock Blast, Pin Missile, and Bullet Seed to always hit their maximum amount of times, allowing Mega Heracross to have an immense amount of coverage against a wide majority of defensive threats. With Swords Dance, Mega Heracross can even pose as a potent sweeper, capable of OHKOing most of the metagame with its powerful coverage moves after just one boost. One must not also forget that Mega Heracross has very solid defensive stats for such an offensive juggernaut, which means that it's able to easily survive almost any kind of non super effective attack from full health. Its somewhat below average 75 base Speed stat is more than enough to put it ahead most defensive threats. With Mega Heracross's sheer power, insane coverage, and access to boosting moves, it's no wonder why defensive teams cower in fear at the sight of this beast.

I'll take Alakazam and its Mega Alakazam now that these are done.
 
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Azumarill

Type: Water / Fairy
Base Stats: 100 HP / 50 Atk / 80 Def / 60 SpA / 80 SpD / 50 Spe
Ability: Thick Fat / Huge Power / Sap Sipper

Azumarill's Huge Power ability gives it an Attack stat that rivals that of most Uber Pokemon, making it one of the most powerful Pokemon in OU. The combination of Waterfall and Play Rough is incredibly difficult to switch into, due to the fact that only a very few select defensive Pokemon resist both of these moves. With access to priority in the form of Aqua Jet, Azumarill is able to revenge kill weakened sweepers and pick off Pokemon that were previously faster than it. When equipped with a Choice Band, Azumarill becomes a potent wallbreaker capable of busting massive holes into offensive and defensive teams with ease. Azumarill even has access to Belly Drum to boost its Attack stat to obscene levels, and when combined with Aqua Jet, there's very little that can stop it from sweeping once it sets up. Azumarill's ability to run either a Choice Banded or Belly Drum sweeping set makes it extremely dangerous and unpredictable, which is why it's a defining offensive force in OU metagame.

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Mega Heracross

Type: Bug / Fighting
Base Stats: 80 HP / 185 Atk / 115 Def / 40 SpA / 105 SpD / 75 Spe
Ability: Skill Link (Swarm / Guts / Moxie)

Mega Heracross is no slouch when it comes to hitting hard. With an absolutely monstrous Attack stat and a potent STAB combination, Mega Heracross is easily one of the best wallbreakers in the OU metagame. Its Skill Link ability allows Rock Blast, Pin Missile, and Bullet Seed to always hit their maximum amount of times, allowing Mega Heracross to have an immense amount of coverage against a wide majority of defensive threats. With Swords Dance, Mega Heracross can even pose as a potent sweeper, capable of OHKOing most of the metagame with its powerful coverage moves after just one boost. One must not also forget that Mega Heracross has very solid defensive stats for such an offensive juggernaut, which means that it's able to easily survive almost any kind of non super effective attack from full health. It's somewhat below average 75 base Speed stat is more than enough to put it ahead most defensive threats. With Mega Heracross's sheer power, insane coverage, and access to boosting moves, it's no wonder why defensive teams cower in fear at the sight of this beast.

I'll take Alakazam and its Mega Alakazam now that these are done.

"Its Skill Link ability allows Rock Blast, Pin Missile, and Bullet Seed to always hit their maximum amount of times, allowing Mega Heracross to have an immense amount of coverage against a wide majority of defensive threats."

Those moves are always allowed to hit 5 times. Change the first "allow" in that sentence to "forces." It's more accurate and you use the same word later on in the sentence.
 
Jukain: I've removed the hidden ability mentions. Also made the spacing correct.

Reserving Klefki and Rotom-H (defensive).

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Klefki
Type: Steel / Fairy
Base stats: 57 HP / 80 Atk / 91 Def / 80 SpA / 87 SpD / 75 Spe
Abilities: Prankster / Magician

Klefki has gained much notoriety as a Prankster user and one of the most irritating Pokémon to face, and for good reason. While it may appear to be a subpar because of its at best mediocre stats, its excellent typing, with nine resistances, two immunities and merely two weaknesses, more than makes up for its average bulk, and even its lacking offences are made up with Foul Play. It has access to a wide variety of support moves such as Spikes and dual screens, all thanks to Prankster given priority, making Klefki setting up at least one guaranteed against anything not itself having Prankster Taunt. Its possibly most infuriating (albeit unreliable) set exploits priority Swagger and Thunder Wave to instantly kill all momentum, while stalling with Substitute and dealing massive damage with the opponent's own doubled attack. Klefki can even use Switcheroo, so that not even otherwise good switch-ins as Gliscor are completely safe. Because of its wide support and disruptive potential, this little enchanted key-chain should never be underestimated.

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Rotom-H
Type: Electric / Fire
Base stats: 50 HP / 65 Atk / 107 Def / 105 SpA / 107 SpD / 86 Spe
Ability: Levitate

While at first glance it may seem as a lesser Rotom-W, the Heat forme of Rotom is surely not to be overlooked. Its unique typing, with eight all useful resistances, and access to Will-o'-wisp, Thunder Wave, and Trick, makes Rotom-H intensely anti-metagame. It can reliably check such dangerous threats as Talonflame, Aegislash, Thundurus, Mega Mawile, Mega Charizard Y, and above all Genesect, with far greater efficacy than Rotom-W. Its immunity to both paralysis and burn means, that it is also a great status absorber. Thanks to Levitate, it does not even fear the infamous Genesect+Dugtrio core, something Heatran cannot boast about. While its Stealth Rock weakness and reliance on Overheat hold it back defensively, Rotom-H's many unique qualities add to make a very present defensive threat.
 
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With noivern being done, ill take of mamoswine tomorrow, and im reserving Krookodile (offensive) as probably my last one
 
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Thundurus
Type: Electric / Flying
Base Stats: 79 HP / 115 Atk / 70 Def / 125 SpA / 80 SpD / 111 Spe
Ability: Prankster / Defiant

Formerly banished to Ubers, Thundurus is by no means a Pokemon to take lightly. With excellent Special Attack and Speed stats in tandem with a great ability, it is definitely a force to be reckoned with. Thundurus makes full use of Prankster with its access to moves such as Taunt and Thunder Wave, which allow it to spread status with great ease. Thundurus's Prankster-boosted Thunder Wave also allows it to act as a panic button to speedy setup sweepers. On top of these great attributes, Thundurus is also gifted with Nasty Plot, allowing it to utilize its offensive tools to sweep through fractured teams as soon as its counters have been eliminated. Alternatively, Thundurus can strike without boosts to be an immediate threat whenever it switches in. Always be sure to have a way to check Thundurus or otherwise face the imminent consequences.

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Tyranitar
Type: Rock / Dark
Base Stats: 100 HP / 134 Atk / 110 Def / 95 SpA / 100 SpD / 61 Spe
Ability: Sand Stream / Unnerve

A metagame defining force from generations past, Tyranitar possesses many traits that make it a prime threat. Fantastic stats across the board barring Speed, excellent STABs, a wide movepool, and Sand Stream all compile to form what makes Tyranitar what it is. Another part of what makes Tyranitar so scary is that you'll never know exactly what it's going to do. Indeed, Tyranitar can successfully run a plethora of sets: Choice Band, Choice Scarf, mixed attacker, boosting sweeper. Given its expansive movepool, Tyranitar can also serve as a lure, dismantling its common switch-ins with other moves such as Fire Blast, Thunderbolt, and Ice Beam. Sand Stream not only boosts Tyranitar's already excellent special bulk to even higher levels, allowing Tyranitar to trap special attackers such as Latios, but also provides valuable sand support to teammates. Sand can provide temporary support to Pokemon such as Terrakion and Excadrill, which become even more scary with the provided stat boosts. Although its type weaknesses and middling Speed may hold Tyranitar back in some departments, it is a highly notable offensive threat nonetheless.

Jukain: I'll update all my previous ones with the space between the abilities and the paragraph. I think you forgot to make Genesect as written in the OP as well. Thanks!
 
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Jukain I'd personally mark smeargle as a support threat as well, because all it does is sleep (support), hazards (support), and smash passing (support). You don't see it attacking or walling anything.
 
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Deoxys-D
Type: Psychic
Base Stats: 50 HP / 70 Atk / 160 Def / 70 SpA / 160 SpD / 90 Spe
Ability: Pressure

Deoxys-D functions impressively as a hazard setter in Overused. It has excellent bulk, which allows to set up entry hazards such as Stealth Rock and Spikes throughout the game. It can work as a lead, and its ability to fulfil this role is only amplified by its access to the rare Magic Coat, which allows it to bounce back Taunt from opposing leads such as Sableye, allowing it set up more hazards as the foe switches out. However, due to its bulk, it isn't limited to just early-game hazard setting; it can also preserve itself for hazards laying later, which gives it the utility of being able to set up hazards again if they have gone. Additionally, Deoxys-D can also use Recover if it is being worn down too quickly and still wants to set up hazards, and its reasonable Speed allows it to Taunt slower leads itself, without Magic Coat. Because of its bulk and reliable recovery, it doesn't need to use Leftovers, and it can instead use Red Card or Mental Herb to surprise the opponent and let it continue its job. Deoxys-D is an effective hazard setter in the game, and it is almost guaranteed them up, making it a strong supportive threat.

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Type: Grass / Steel
Base Stats: 74 HP / 94 Atk / 131 Def / 54 SpA / 116 SpD / 20 Spe
Ability: Iron Barbs / Anticipation

Ferrothorn
Being one of the top-tier defensive threats in BW, Ferrothorn returns largely unchanged. It has an excellent defensive typing, which in conjunction with its massive base 131 Defense and great base 116 Special Defense allows Ferrothorn to wall a large amount of the tier. It also has Thunder Wave to cripple fast offensive threats, as well as both Stealth Rock and Spikes, which lets it easily set up hazards during the free turns it obtains from the switches it forces. With its ability Iron Barbs, Ferrothorn can wear down physical attackers quickly, and it can even heal itself in the process with Leech Seed. However, unlike most defensive Pokemon, it actually has a usable Attack stat, which means it can use Power Whip and Gyro Ball to deal hefty damage to foes. It can even use Protect to stall with Leech Seed and Leftovers, while a Rocky Helmet can rack up passive damage with Iron Barbs. It is still one of the best defensive Pokemon in the tier, with a surprising amount of versatility, and it must always be prepared for in a serious team.

Support Gothitelle and Offensive Crawdaunt
 
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Jukain: I've removed the hidden ability mentions. Also made the spacing correct.

Reserving Klefki and Rotom-H (defensive).

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Klefki
Type: Steel / Fairy
Base stats: 57 HP / 80 Atk / 91 Def / 80 SAtk / 87 SDef / 75 Spe
Abilities: Prankster / Magician

Klefki has gained much notoriety as a Prankster user and one of the most irritating Pokémon to face, and for good reason. While its stats are mediocre at best, its excellent typing, with nine resistances, two immunities and merely two weaknesses, more than makes up for its average bulk, and even its lacking offences are made up with Foul Play. It has access to a wide variety of support moves such as Spikes and dual screens, all thanks to Prankster given priority, making Klefki setting up at least one guaranteed against anything not itself having Prankster Taunt. Its possibly most infuriating (albeit unreliable) set exploits priority Swagger and Thunder Wave to instantly kill all momentum, while stalling with Substitute and dealing massive damage with the opponent's own doubled attack. Because of its massive support and disruptive potential, this little enchanted key-chain should never be underestimated.
sidakarya, I would mention Switcheroo into its repertoire of disruptive moves at least, if you don't mind.
 
Just saying, excellent work guys! Thanks for implementing all the changes.

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TRCarnivine I've moved Smeargle to support. Not putting it there in the first place was an oversight on my end, thanks for catching it! Your Ferrothorn is missing itsname btw; fix that please.

For Ferrothorn...hazard lead? Yeah, no. It definitely isn't a hazard lead. Also, Ferrothorn in rain this generation? There aren't enough turns of it to be switching in during rain. It's not really something that's used in rain.

Deoxys-D best hazard setter in the game? Even arguably, there's no way that's true with Deoxys-S in OU and the prevalence of Defoggers this generation. I can't call it the best hazard setter in the game by any means. It's not necessarily leading all the time, either; it's better suited to teams looking for something bulkier that can lay hazards, not as a suicide hazard lead. Deoxys-S is really better at that. The entry as a whole is off-base because of this.

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sidakarya you should have SAtk, SDef, and Spd as SpA, SpD, and Spe -- this is the SDefmogon standard, and should be observed here.

Also, it's Rotom-H, not Rotom-Heat. Only Gourgeist formes have their names spelled out fully, and that's because there's no better way to denote them.

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Labyrinthine, your Pokemon names are out of wack. Thundurus should be bolded, and Tyranitar is missing its name entirely.

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Reserving Vaporeon (defensive) and Wobbuffet (support).
 
Jukain ehh okay I've changed them, let me know what you think. Personally though, I disagree with the argument about deo-s.

For one, the prevalence of defoggers doesn't detract from how good Deoxys d is as a hazard setter specifically over other hazard setters. If it is to be "the best", mentioning Defog is irrelevant as all hazards setter's hazards can be removed by Defog. If anything though, i disagree with it being worse than deo-s. Deo-s can set up hazards quickly and taunt sure, as well as magic coat and fire punch genesects. But it gets a lot less hazards up than deo-d due to its poor bulk and reliance on its sash. It also dies way too early, which I guess is fine for ho, but for other offense teams the ability to put hazards up again later after a surprise Defog or something can be especially helpful. It may not be the best for ho, but that isn't relevant to the entire game and all team archetypes within it. Regardless, I have done the changes you suggested
 
Yeah, how you reworded it is fine TRCarnivine.

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Vaporeon
Type: Water
Base Stats: 130 HP / 65 Atk / 60 Def / 110 SpA / 95 SpD / 65 Spe
Ability: Water Absorb / Hydration

Vaporeon finds itself a niche as a solid defensive Wish passer. With an exceptional base 130 HP, Vaporeon can pass huge 232 HP Wishes, which can heal up weakened teammates. This makes it a good choice for both balanced and stall teams that have Pokemon lacking a good source of recovery. Vaporeon is no slouch defensively, either, as it can take a variety of physical hits with 130/60 physical bulk and has great special bulk, even uninvested. With a Water immunity, resistances to Fire and Ice, and only two weaknesses, Vaporeon is not easy to hit for heavy damage, and it can bounce right back with Wish and Protect. Protect lets it scout opposing attacks, too, easing prediction immensely. On top of all this, Vaporeon has access to STAB Scald, which hits pretty hard off of base 110 Special Attack and has a good chance to burn the foe, especially crippling to physical attackers. It can cripple the opponent with Toxic, stalling it out with Wish and Protect whilst chipping away at it further with Scald. It can phaze with Roar, stopping boosting sweepers in their tracks; attack with Ice Beam, which deals significant damage to Dragon- and Grass-types; and act as a cleric with Heal Bell. Overall, Vaporeon is a solid bulky Water-type brimming with utility.

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Wobbuffet
Type: Psychic
Base Stats: 190 HP / 33 Atk / 58 Def / 33 SpA / 58 SpD / 33 Spe
Ability: Shadow Tag / Telepathy

At first glance, Wobbuffet looks like garbage. Its stats are all utterly abysmal besides HP, and its movepool consists of...eight moves, none of which are attacks, recovery, status, utility, or anything that would be of use. However, this movepool actually works well for it, and Shadow Tag gives it the ability to trap foes. With a high base HP, Wobbuffet is actually pretty bulky despite what its pitiful defenses might lead you to believe, and means it loses a large number of HP after each attack. This means that Counter and Mirror Coat can hit back foes extremely hard. Wobbuffet can take at least one hit from basically every attacker and proceed to dispatch the foe with double the damage it did to Wobbuffet. In addition, Wobbuffet has access to Encore, which makes it easy for a teammate to set up, as well as Tickle to make physical walls easier for physically offensive teammates to take out. It also has access to Safeguard, preventing Pokemon like Prankster Thunder Wave Thundurus from preventing a sweep by a teammate, at least for five turns. The fact that Wobbuffet is virtually guaranteed to eliminate at least one Pokemon each match makes it a solid OU contender.

Nabbing Landorus (offensive) and Goodra (defensive).
 
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Jukain you know smeargle was already done but you just moved it to support when you made the category lol

Plus, isnt encore only 4 turns?
 
oh ok woops

changed my reservation, no harm done.

the op should be fully up to date now; again, bug me if something's wrong.
 
okay, I've updated the op. bug me if i missed anything.

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AuraIllusions, good work! That's just fine. Just fix the typing; it should Flying / Dragon, with the spaces.

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CyclicCompound, please fix Chansey's typing. You put 'Bl' in what I assume was a mistake, but yeah.

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CyclicCompound AuraIllusions Punchshroom sidakarya Labyrinthine Swamp Link

There must be a line between the abilities and description, like so:



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sidakarya, do not label abilities as hidden. If they are unreleased, put (Unreleased) after the ability. If not, do nothing to denote them as being hidden abilities; that isn't really relevant.

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ATTN Writers: When you write your entry(s) up, you must make a new post saying you have done so. Labyrinthine, I almost missed Suicune because of this. This is important so that I can update the OP properly and know that you don't have too many things reserved.

Also: You must finish BOTH of your reserved entries before you can reserve more. Finish your work first, and then you can do more.

One more thing: The deadline for finishing your reservations is now FIVE days. I made this decision because so many people are contributing, and to push people to get their entries done quicker.

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After numerous suggestions and thinking it through, I separated off some Pokemon into a support category. As there is a gray area between support and the other categories, I only put Pokemon that are specifically used for a certain kind(s) of support and have few. Hopefully this makes it clearer. TRCarnivine, take note that Deoxys-D has been moved into this categorMagnemite, there will be support and offensive entries for Deoxys-S; please notify me which one you choose so that I can open the other one for reservation.

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Weezing
Type: Poison
Base Stats: 65 HP / 90 Atk / 120 Def / 85 SpA / 70 SpD / 60 Spe
Ability: Levitate

Weezing finds it niche in OU as an excellent check to a variety of physical threats. Thanks to Poison typing and Levitate, Weezing only has one weakness and gets an immunity to Ground as well as resistances to Fighting and Fairy, and 65/120 physical bulk gives it plenty to take physical hits, allowing it to switch into various physical threats and hit them with a burn, crippling them for the rest of the match. Additionally, thanks to its low HP, Pain Split works as almost completely reliable recovery, chipping away at foes as well. All of this combined with a special movepool that gives it a ton of coverage options so that it isn't setup fodder cements Weezing as a good defensive threat.

I'll pick offensive Deoxys-S, then.
 
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Sableye

Type: Dark / Ghost
Base Stats: 50 HP / 75 Atk / 75 Def / 65 SpA / 65 SpD / 50 Spe
Ability: Keen Eye / Stall / Prankster

Sableye is capable of being a menace to teams of all types. Its ability Prankster gives priority to any status moves, which it can easily utilize along its expansive movepool of support options. Priority Will-O-Wisp is simply a nightmare for almost every physical attacker, stopping many sweeps cold and forcing switches left and right. Priority Taunt allows Sableye to shut down any foe attempting to bring it down with status moves, and prevents its opponents from recovering burn damage or setting up boosts to negate burn's attack drop. Priority Recover means that Sableye will almost always heal before its opponents can attack it, allowing it to easily stall. Finally, a myriad of attacking moves such as Knock Off and Foul Play make sure that Sableye isn't a sitting duck, and adds to its already insane utility value. Make sure your team has a way to deal with Sableye, because Sableye certainly has a way to deal with you back.

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Conkeldurr
Type: Fighting
Base Stats: 105 / 140 / 95 / 55 / 65 / 45
Ability: Guts / Sheer Force / Iron Fist

Thanks to its base 140 attack stat and Fighting-type STAB, Conkeldurr certainly knows how to dish out damage. Its Drain Punch is the strongest in the tier, giving it an extremely useful source of recovery and damage in one move. In particular, it makes Conkeldurr a great user of Assault Vest, letting it stand up to the vast majority of special attackers in the OU tier while keeping a method of HP recovery. Thanks to Guts, a large number of Pokemon reliant on status to wear down or weaken attackers will find that a Guts-boosted Conkeldurr is no easy threat to handle. An extremely powerful Mach Punch lets Conkeldurr overcome its low speed and finish off weakened opponents, and solid move options such as Knock Off and even Bulk Up let Conkeldurr get past nearly everything that can take its Drain Punch. All in all, Conkeldurr's above-average bulk, solid movepool, and great ability turn this Fighting-type into a threat that makes its mark on every battle.

With those done, I'll be picking up Forretress (defensive) and Mew (defensive).
 
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Tentacruel
Type: Water / Poison
Base Stats: 80 HP / 70 Atk / 65 Def / 80 SpA / 120 SpD / 100 Spe
Ability: Clear Body / Liquid Ooze / Rain Dish

Although its niche as a Rapid Spin user has gotten smaller this generation with competition from Defog, Tentacruel is still quite good. Rapid Spin is a great asset for teams that would rather not remove their own hazards, and Tentacruel is helpful in many ways aside from that. Although it struggles to beat spinblockers, its offensive presence isn't terrible, with many useful attacks in its movepool. It's also very bulky, making it a reliable spinner. Tentacruel also has a good defensive typing that lets it check or counter many offensive threats that give teams trouble like Azumarill, Volcarona, Scizor, and Mega Lucario. Overall, Tentacruel's ability to support the team, contribute useful synergy, and check a variety of threats makes it a great choice for many teams and hard to stop from doing its job.

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Salamence
Type: Dragon / Flying
Base Stats: 95 HP / 135 Atk / 80 Def / 110 SpA / 80 SpD / 100 Spe
Ability: Intimidate / Moxie

After peaking in DPP as a Pokemon so good it was banned to Ubers, Salamence has been getting more competition with each generation, but it remains a terrifying Pokemon to face. Great mixed attacking stats let it break through many defensive cores, and a solid Speed makes it effective in many roles. Its Dragon Dance set can easily get a boost or two with smart play, and while its list of checks and counters has increased, once those are removed it is very likely to sweep successfully. Some Fairy-types can now counter the legendary MixMence, but it is still a nigh-unparalleled wallbreaker, and a Choice Scarf set with Moxie still cleans with as much reliability as ever if one provides that extra bit of support that it needs. A great movepool and great attacking stats combine to make a Pokemon that has always thrived in the competitive environment.

Reserving Kabutops and Reuniclus.
 
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Forretress
Type: Bug / Steel
Base Stats: 75 HP / 90 Atk / 140 Def / 60 SpA / 60 SpD / 40 Spe
Ability: Sturdy / Overcoat

With a usable 75 HP and insanely high 140 Defense, Forretress is one of the most physically bulky Pokemon in existence. Furthermore, its great Bug / Steel typing gives it eight resistances and an immunity in exchange for only a single weakness. Thanks to these two outstanding traits, any physical attackers without possession of a very powerful Fire-type move will find themselves near-hopelessly walled. With access to a plethora of utility moves including Rapid Spin and three forms of entry hazards, Forretress can easily use the spare turns it garners to support its team. However, moves such as Earthquake and a deceptively powerful Gyro Ball make sure that it's not easy prey for various counters and setup sweepers, and access to Volt Switch makes it one of the few defensive Pokemon that can effortlessly grab momentum. All of the above qualities precipitate into making Forretress one of the most unique defensive threats around, and not being able to play around it can have serious consequences for a team.


Jukain , I think Mew should be moved to support instead of defense. It's decently bulky, but outclassed in terms of wallishness and/or typing in most cases. However, its support value is unmatched by anything but Smeargle.
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Mew
Type: Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Synchronize

Mew's all-around base 100 stats and unrivaled movepool make it not only an extremely versatile threat but also a very unpredictable foe. With access to Stealth Rock and Defog, as well as Taunt, Mew can function as a bulky and effective utility counter. Will-O-Wisp can be a nasty surprise for any physical attacker, and in conjunction with Softboiled, can actually let Mew stall out several threats. In addition, Mew excels at Baton Passing boosts, as it has a way to boost every single stat with powerful boosting moves such as Nasty Plot and Bulk Up. With sets as diverse as Dual Screens or dedicated phazing, Mew can truly fulfill a customizable role depending on the needs of its team, and it is this versatility that makes Mew such a valid and threatening support Pokemon. Make sure you can recognize what Mew's purpose is as soon as possible, as attempting to counter the wrong set can waste precious turns and affect the outcome of a game.

At that, I'll be reserving Slowbro (defensive) and Clefable (defensive).
 
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Kabutops
Type: Rock / Water
Base Stats: 60 HP / 115 Atk / 105 Def / 65 SpA / 70 Def / 80 Spe
Ability: Swift Swim / Battle Armor / Weak Armor

Kabutops has always been one of the premier Swift Swim users, with a Speed stat that's very intimidating at +2 and a great Attack to fire rain-boosted Waterfalls off of. With Drizzle and Swift Swim unbanned in the OU environment, Kabutops can be an extremely powerful wallbreaker or a great cleaner with its great coverage in its STABs alone. This allows it to run Swords Dance as a boosting move to jack up the power with a free turn without missing much, and it is near impossible to wall at that point. Kabutops is especially useful for rain teams as most Swift Swim abusers or rain-based pokemon in general are special attackers, but Kabutops can wipe away many of those walls for its team. Fairly strong priority outside of rain helps, making Kabutops a fairly one-dimensional but extremely effective attacker on rain teams.

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Reuniclus
Type: Psychic
Base Stats: 110 HP / 65 Atk / 75 Def / 125 SpA / 85 SpD / 30 Spe
Ability: Overcoat / Magic Guard / Regenerator

Don't let its adorable exterior fool you, for Reuniclus is a merciless attacker that will stop at nothing until your team is ripped to shreds. A giant Special Attack and good bulk stand out as Reuniclus' positive traits, and that abysmal Speed can be turned into a great advantage with its access to Trick Room, turning the Speed advantage that most Pokemon have against them to hit them with extremely powerful attacks. On top of that, it has access to one of the best abilities in the game, Magic Guard, letting it take no damage from Life Orb or any other residual sources. Reuniclus can either sweep with Trick Room and good coverage, or an effective Calm Mind set that lets it set up ad nauseum against defensive teams that just don't have the power to break through. Because of these traits, Reuniclus is a threat to all kinds of teams.
 
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