Double Dancing Rhyperior (Yes, it is Double Dancing)
Rhyperior@Leftovers
Jolly - 244HP/48Att/212Spe
~ Rock Polish
~ Swords Dance
~ Earthquake
~ Stone Edge
Rock Polish Rhyperior is seen a lot. SD is seen less because of speed issues, but is still a potent threat. So why not stick both on the same set and still get the great coverage that QuakeEdge gives you?
The EVs are simple: 244HP is a coveted leftovers number and gives considerable bulk. 212 Speed and Jolly allows you to beat +Spe Sceptile after a Rock Polish, who usually is a major stopper to a Rhyperior sweep. The rest of the EVs are dumped into Attack to boost your power.
Rhyperior can set up in the face of almost any physical attacker in the metagame bar Fighters and Feraligatr/Azumarill due to 115 base HP and 130 Defense. He also tends to scare many pokes out with his base 140! attack. Rock Polish with your opportunity. If they bring in something that you can still take a hit from, SD up. You are now sitting on 656 Attack and 374 Speed with duel-STABs that have almost unresisted coverage and 100 power each.
1) Have something that can take an EQ/SE and can actually do something back. (Blastiose, Weezing, Spiritomb, Milotic, Slowbro, Torterra, Defensive Venusaur)
2) Hit it with a boatload of priority, preferably Aqua Jets from the likes of Azumarill or Feraligatr.
Ways to fix this from the Rhyperior side:
1) Get rid of the opponents bulky waters which eliminates half the threat list
2) Add duel screens to effectively half everything shown here
3) Use Umbreon to Mean Look something that can't do anything to you (Hitmontop) and Yawn/BP to Perior
4) Just play smart in general - I almost always net a double dance. (I think I want to name this set Double Dancing Rhyperior just because that's what I called it first in the irc)
So yeah, fun stuff. For reference and future calcs if you all want to do some and post:
Rhyperior has 432HP/328Att/296Def/146SpD/187Spe before any stat boosts.
Rhyperior greatly appreciates getting rid of any Milotic/Slowbro that reside on the opponents team. One of the best lures in my opinion for these pokes is SunnyBeam Moltres, who lures both of them in and can Sunny Day as the bulky water switches in, then SolarBeam the suckers to death while being hit only minimally by their Surfs due to sun weakening water type attacks. If needed he can also take any Fighting- or Ground- type attacks aimed at Rhyperior and set up himself.

Rhyperior@Leftovers
Jolly - 244HP/48Att/212Spe
~ Rock Polish
~ Swords Dance
~ Earthquake
~ Stone Edge
Rock Polish Rhyperior is seen a lot. SD is seen less because of speed issues, but is still a potent threat. So why not stick both on the same set and still get the great coverage that QuakeEdge gives you?
The EVs are simple: 244HP is a coveted leftovers number and gives considerable bulk. 212 Speed and Jolly allows you to beat +Spe Sceptile after a Rock Polish, who usually is a major stopper to a Rhyperior sweep. The rest of the EVs are dumped into Attack to boost your power.
Rhyperior can set up in the face of almost any physical attacker in the metagame bar Fighters and Feraligatr/Azumarill due to 115 base HP and 130 Defense. He also tends to scare many pokes out with his base 140! attack. Rock Polish with your opportunity. If they bring in something that you can still take a hit from, SD up. You are now sitting on 656 Attack and 374 Speed with duel-STABs that have almost unresisted coverage and 100 power each.
These are the real interesting calcs though - the defensive calcs.EQ v. 252HP/252Def +Def Blastoise: (59.67% - 70.44%)
SE v. 252HP/176Def +Def Weezing: (60.18% - 70.96%)
SE v. 252HP/144Def +Def Claydol: (35.19% - 41.36%)
EQ v. the new LeadTomb (244HP/0Def +Def): (84.44% - 99.67%) 74.26% OHKO with rocks
EQ v. 252HP/252Def +Def Spiritomb: (67.11% - 79.28%)
SE v. 252HP/252Def +Def Uxie: (50.28% - 59.60%) 51.25% 2HKO with rocks factoring in accuracy
EQ v. 252HP/4Def Neutral Hitmontop w/ Intimidate: (76.97% - 90.79%)
EQ v. 252HP/4Def Neutral Hitmontop w/ Technician: (101.97% - 120.39%)
As you can see, priority has a great deal of trouble taking you down. Pretty much the only way to get rid of him is:Hitmontop 252Att +Att LO Mach Punch: (31.25% - 36.81%)
Same w/o LO: (23.84% - 28.47%)
Hitmontop 252Att +Att LO Close Combat: (61.81% - 73.15%)
Same w/o LO: (47.92% - 56.48%)
Honchkrow 252Att +Att LO Sucker Punch: (33.33% - 39.58%)
Same with Brave Bird: (25.00% - 29.63%)
Azumarill 252Att +Att Choice Band Aqua Jet: (66.67% - 79.17%)
Same with Lefties > CB: (44.44% - 52.78%)
Toxicroak 252SpA +SpA LO Vacuum Wave: (39.81% - 47.22%)
Claydol 114SpA Neutral Earth Power: (46.76% - 55.56%) 11.97% chance to 2HKO
1) Have something that can take an EQ/SE and can actually do something back. (Blastiose, Weezing, Spiritomb, Milotic, Slowbro, Torterra, Defensive Venusaur)
2) Hit it with a boatload of priority, preferably Aqua Jets from the likes of Azumarill or Feraligatr.
Ways to fix this from the Rhyperior side:
1) Get rid of the opponents bulky waters which eliminates half the threat list
2) Add duel screens to effectively half everything shown here
3) Use Umbreon to Mean Look something that can't do anything to you (Hitmontop) and Yawn/BP to Perior
4) Just play smart in general - I almost always net a double dance. (I think I want to name this set Double Dancing Rhyperior just because that's what I called it first in the irc)
So yeah, fun stuff. For reference and future calcs if you all want to do some and post:
Rhyperior has 432HP/328Att/296Def/146SpD/187Spe before any stat boosts.
Rhyperior greatly appreciates getting rid of any Milotic/Slowbro that reside on the opponents team. One of the best lures in my opinion for these pokes is SunnyBeam Moltres, who lures both of them in and can Sunny Day as the bulky water switches in, then SolarBeam the suckers to death while being hit only minimally by their Surfs due to sun weakening water type attacks. If needed he can also take any Fighting- or Ground- type attacks aimed at Rhyperior and set up himself.