Resource ORAS OU Teambuilding

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Hey so I noticed that while Landorus-I is listed under Wallbreakers, the set there is the Calm Mind one. I was wondering if I could do a write up on a no setup attacker with possible moves such as Knock Off or Stealth Rock for the 4th option.

Also 2 more mons I noticed were missing (in the spirit of Canned Bread's list): Choice Band Victini and SD Gliscor, which have both become more popular lately. I haven't used either myself yet so I won't do a write up on either (maybe in the future) but perhaps someone else wants to do them.
 
Hey so I noticed that while Landorus-I is listed under Wallbreakers, the set there is the Calm Mind one. I was wondering if I could do a write up on a no setup attacker with possible moves such as Knock Off or Stealth Rock for the 4th option.
Given that the original dex had two separate entries for CM and All-Out Attacker variants, I don't think there's a problem with you doing an All-Out attacker set, so go for it!
 
What To Use:
landorus.gif

Landorus @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 252 Spe / 4 Atk
Naïve Nature
- Knock Off / Rock Slide
- Earth Power
- Psychic / Sludge Wave
- Focus Blast / Hidden Power [Ice]

Role: Wallbreaker

What It Does: With access to a wide movepool and excellent mixed attacking stats, Landorus excels at breaking walls and getting OHKOs on frailer pokemon. Because Landorus can run a variety of different movesets, it is incredibly difficult to switch into and this set takes advantage of that by maximizing coverage. Knock Off is key on this set: it KOs a common switch-in, Latios, after Stealth Rocks and also removes Eviolites and Assault Vests, giving teammates a better opportunity to sweep. Knock Off provides valuable coverage against many other Psychic types as well. Earth Power is mandatory as it is Landorus’ strongest attack. Psychic hits poison types such as Amoonguss and Mega Venusaur harder than Earth Power and provides better neutral coverage than Sludge Wave, while Sludge Wave smacks fairies and Celebi. Focus Blast is for Skarmory and Ferrothorn as well as Steel types holding an Air Balloon. Hidden Power [Ice] eliminates common switch-ins such as Gliscor, other forms of Landorus, and Dragonite. Rock Slide is a move that has become more popular lately for hitting bulky Talonflame, Tornadus-T, and Gyarados.

Good Teammates: Dragon Dancers such as Mega Altaria and Mega Charizard X enjoy Landorus’ ability to remove or weaken walls such as Slowbro and Hippowdon. In general many physical sweepers synergize well with Landorus, including but not limited to Bisharp, Lopunny and Talonflame. Landorus is heavily threatened by ice and water attacks, particularly Ice Shard, so water types such as Azumarill and Keldeo make good teammates. Thundurus often makes a good teammate since it can reliably smash bulky waters and priority Thunder Wave slows down threats that outspeed Landorus (although this duo does compound a weakness to ice). Other good teammates really depend on your choice of coverage moves.

What Counters It: Very few things truly counter Landorus, but Cresselia can switch in with impunity not even fearing Knock Off much, and threaten to KO with Ice Beam. Tornadus-T holding an Assault Vest is a consistent switch-in that fears no move except Knock Off and can threaten to Knock Off Landorus’ Life Orb in return, neutralizing its power somewhat. Other counters depend on coverage moves: without Hidden Power [Ice], Dragonite doesn’t mind switching in much and SpDef Gliscor becomes a pure counter. Without Focus Blast, Skarmory and Magnet Rise Klefki can wall Landorus pretty well and if you forgo Sludge Wave, Celebi and Togekiss can tank hits reliably and recover off the damage. If lacking both HP Ice and Psychic, other forms of Landorus fear very little.

Additional Info: Stealth Rock is an option if your team is lacking a setter, but you lose out on valuable coverage. Rock Slide reliably hits bulky Talonflames, Tornadus-T, Gyarados and also Dragonite if you don’t have HP Ice. Focus Blast has a very high chance to 2HKO Chansey after its Eviolite has been removed.
 
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In the advent of March (omg final days of school), I'm going for some reservations as I have a ton of free time. Just notify me if these are taken already.
Reserving Baton Pass Celebi, Double Dance Mega Slowbro (CM + Iron Defense), Mega Sableye (Support) and Magneton.

EDIT: Noted to things below. (Could definitely put that Celebi variant under Support. Kinda easier to look for.)
 
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In the advent of March (omg final days of school), I'm going for some reservations as I have a ton of free time. Just notify me if these are taken already.
Reserving Baton Pass Celebi, Double Dance Mega Slowbro (CM + Iron Defense), Mega Sableye (Support) and Magneton.
I think we already have BP Celebi under Special Walls (sort of an odd place when I say that out loud; I may move it to support) but you're good to go on everything else.

EDIT:
So I noticed the Mega Altaria sets that have been done are mono attacker DD and bulky support. I'd like to reserve offensive DD -- 2 atks + roost or 3 atks, I'll slash Fire Blast with Roost.
Sounds good.
 
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What To Use:

altaria-mega.gif

Altaria @ Altarianite
Ability: Natural Cure -> Pixilate
EVs: 252 Atk / 252 Spe / 4 SpD OR 4 SpA
Adamant / Naughty Nature
- Dragon Dance
- Frustration / Return
- Earthquake
- Roost / Fire Blast

Role: Sweeper

What It Does: Thanks to its awesome typing, Altaria can set up a Dragon Dance on a ton of pokemon (i.e. Keldeo locked into Secret Sword) and proceed to threaten a sweep. After 1 DD, Altaria cleanly outspeeds pokemon up to Jolly Weavile and does a ton of damage to just about anything that doesn’t resist it. Frustration gets boosted to 133 base power by Pixilate before even factoring in STAB. Earthquake gives nice neutral coverage hitting most steel and poison types that resist Frustration. Roost is the preferred 4th moveslot because it allows Altaria to take full advantage of its typing and natural bulk, which provides multiple chances to set up a sweep and can help get up a second Dragon Dance. Fire Blast is an option if you hate being walled by Skarmory, Ferrothorn and Amoonguss, however Altaria will usually only get one or two shots at a sweep without reliable recovery.

Good Teammates: Heatran is a nice teammate since it checks most of the things Altaria has problems dealing with: bulky steel types, poison types such as Mega Venusaur and Amoonguss, and Clefable as well. It is also nice for absorbing status aimed at Altaria as it is immune to both Toxic and Will-O-Wisp and doesn’t mind Thunder Wave much. Other fire types such as Victini and Volcarona can also break down checks for Altaria nicely. Magnezone can work to remove opposing steel types and also checks Mega Diancie if it’s holding a Choice Scarf. Powerful wallbreakers like Manaphy and Landorus help weaken the opposing team to set up a sweep. Most steel types provide good defensive synergy with Altaria. If running Fire Blast, partners that can provide Healing Wish support such as Latias are recommended.

What Counters It: Without Fire Blast, Skarmory, Scizor, Ferrothorn and Amoonguss can take on Altaria and retaliate with super effective STAB. Bulky physical walls like Slowbro, Hippowdon and Cresselia can tank hits and recover off the damage while threatening Altaria with status. Regardless of the moveset, Mega Venusaur is a counter thanks to its typing coupled with Thick Fat and its bulk. Bulky Talonflame is also a hard check with the ability to Will-O-Wisp Altaria or start setting up Bulk Ups. Other threats to Altaria include Thundurus which can cripple it with priority Thunder Wave and fast pokemon which can outspeed and OHKO before a Dragon Dance, such as Mega Diancie and Gengar.

Additional Info: Naughty nature and 4 SpA are for variants running Fire Blast. Jolly / Naïve nature are options if you want to be able to outspeed Bisharp before a Dragon Dance and Mega Manectric + Mega Lopunny afterwards. However, you lose out on a considerable amount of power and Altaria’s bulk allows it to tank a hit from the latter two and KO back anyway. Frustration versus Return is only for Ditto. Although Fire Blast really hurts Scizor, it should primarily be used to catch it on the switch, as staying in on Bullet Punch is a generally a bad idea. This depends on the variant of Scizor, of course.
 
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Here's the sets for what I reserved. Now I'm reserving Metal Burst Mega Sableye.

slowbro-mega.gif


Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
IVs: 0 Atk
Bold Nature
- Scald
- Iron Defense
- Calm Mind
- Slack Off


Role: Tank

What It Does: This variant of Mega Slowbro aims to set up in order to bolster its already high defenses even higher. Scald is the mandatory STAB move, giving you a handy burn rate to ease sweeping. Iron Defense is there to boost that 504 Defense (if fully invested + boosting nature) even higher, letting you sponge physical attacks without worry. Calm Mind is another boosting move of choice, raising Scald’s power whilst patching up its subpar Special Defense. Slack Off is used to recover health from attempts to set up. If anything, the EVs could be patched up to your liking: the 176 SpD is there to take one Thunderbolt from Thundurus. Bold nature is advised to tank pretty much every single type of physical attack, and 0 Atk EVs are toggled to minimize damage from Foul Play, making it look like a cute pinch.

Good Teammates: Since defense is its main playstyle, look for teammates that can patch up Slowbro’s weaknesses. Heatran can take on Grass- and Electric-type (to some extent) moves, whilst Assault Vest Tangrowth pretty much deals with special attackers that threaten Mega Slowbro. Heatran is a good mention to deal with Unaware Clebale, a big hindrace to this set. Specially-offensive powerhouses like Choice Specs Sylveon or Calm Mind Mega Gardevoir literally shred Mega Slowbro apart, so checks to those can be added (ie Heatran, Excdrill, Scizor). Taunt users are problematic, so have some checks to those. Taunt users of your own can be helpful to prevent phazers from ruining Mega Slowbro’s set-up. Clerics are appreciated to think less of status, a big thorn on Mega Slowbro’s longevity. Gliscor gets a good mention as an offensive partner since it’s completely immune to status after it’s been Poisoned by Toxic Orb, meaning it could set up Swords Dance boosts to give Mega Slowbro an easier time to set up.

What Counters It: Anything that hits specially (especially those super effective ones) are big problems, as Mega Slowbro has subpar Special Defense which even Calm Mind may not increase on time. Taunt users in the form of Thundurus and Sableye cripple Mega Slowbro, locking it to one move. Unaware users like Clefable and Quagsire ignore all of Mega Slowbro’s boosts, taking off all its hard work. Taunt Mega Gyarados is a mention, as it can do Taunt and even land a critical hit on it via Mold Breaker. Manaphy can boost on its face then even KO it with Energy Ball. Although not common, Water Absorb users and the like grant immunity to Slowbro’s Scald, leaving it useless. Toxic and other status will hurt bad, derailing Slowbro’s health as it stays in. Chansey and the like are obvious checks for equally obvious reasons. Mega Scizor with Swords Dance can win against it if hax doesn’t decide to burn it with Scald.

Any Additional Info: To play this thing well, you must preserve it well too sweep later on. Use any physically attacking Pokemon as set-up bait, and boost any of your defenses by the opponent’s predicted switch-in. You can delay the Mega Evolution to make use of Regenerator. Don’t sweep yet until stuff like Thundurus and Gengar are all gone or weakened. Honestly, it doesn’t do much to special-attackers but it can wall the majority of which at around +2-+3. Its shell after Mega Evolution was laughed at for, but it helps a lot against offense. Don’t ever laugh at that thing, as it could possibly be the thing that erodes your sanity.

sableye-mega.gif


Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 160 Def / 96 SpD
Calm Nature
- Taunt
- Will-O-Wisp / Toxic
- Recover
- Knock Off / Foul Play


Role: Support (Utility via Magic Bounce and other moves)

What It Does:

Mega Sableye offers valuable support to defensive teams (offensive teams appreciate it but it’s a bit passive there) via Magic Bounce and good defenses. Taunt is obvious, as it shuts down Pokemon that try use status moves on it. It also gains +1 priority if it hasn’t Mega Evolved yet. Will-O-Wisp is a decent status move to cripple physical attackers, as well as chipping away health passively. I slashed Toxic as an instrument to counter Bulk Up Talonflame as well as other walls and set-up sweepers that hate Toxic. Recover is obvious as well, as it gives Sableye a quick heal when it gets worn down. Knock Off is there to support its teammates better whilst removing its item. Foul Play is another good option to hit physical sweepers hard, but it fares rather badly against special attackers who usually run 0 Atk IVs. The spread here makes Mega Sableye miss the 2HKO from a typical LO Gengar's Shadow Ball.


Good Teammates:
It finds its home in defensive playstyles, so it’s good to add Mega Sableye in defense and stall teams. Jirachi is a good partner as it checks Mega Gardevoir and other Fairy-types (barring Fire Blast Clefable and the like) and supports with Stealth Rock. It can also run Thunder Wave to spread status. Stall appreciates its utility so things like Chansey, Skarmory and other passive Pokemon fit the bill here. Dedicated walls also help Sableye with great offensive Pokemon like Keldeo and Talonflame. Water-types like Tentacruel check the Fire-types (like Talonflame, Heatran and Volcarona) that threaten to absorb Will-O-Wisp then proceed to do set-up in its face. Other Magic Bounce Pokemon like Mega Diancie and Mega Absol also threaten to bounce back Mega Sableye’s own status moves, so have answers for that as well. Clefable is a great partner as it provides Wish support and it also semi-walls some set-up sweepers.


What Counters It:
For one, heavy offense will be very problematic, as they threaten Mega Sableye with very powerful moves. Since it’s so passive, it can do nothing back against other defensive teams (maybe PP stall to death). Fairy-types will definitely scare Mega Sableye out with their STABs as well. Heatran, Talonflame and other Fire-types don’t care about Will-O-Wisp, and will most definitely do set-up in front of it. Heatran is also a solid counter as it doesn’t care about Mega Sableye’s moves that much (maybe Knock Off might cripple but it stands up against Mega Sableye quite well even without an item). Bulk Up (possibly other variants) Talonflame makes sure Foul Play never gets stronger, but slapping it with Toxic can ruin its opportunities to set-up. Mega Gyarados can cripple with Mold Breaker Taunt, but it must watch out for status on its switch-in. Set-up is threatening but it could lose against status. If it Mega Evolves, its attacks can even take a turn for the worse as its Dark-type STABs activate Justified even before you can cripple them. In short there’s quite a ton of good checks but they must watch out for status.


Any Additional Info:
Mega Evolve Sableye as early/late as you think it should, as it could do its job well in both instances. For example, you can abuse Prankster then Mega Evolve it after the opponent’s team is crippled and such. Switch out at the sight of relevant Fairy-types, Fire-types and set-up sweepers as Mega Sableye won’t like to deal with them. Metal Burst is interesting. Also, I’ve wanted to see if Sableye’s other gems on its chest can enlarge and turn into a shield (Sapphire shield anyone?). But alas, this doesn’t happen.

magneton.gif


Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]


Role: Support (Trapping)

What It Does:Our little friend(s?) Magneton provides more speed as a Choice Scarf user than its bigger bro Magnezone, albeit weaker. It hits benchmarks that Magnezone couldn’t, like Talonflame and Weavile’s speed tiers. Apparently, it runs the same moves as Magnezone. Thunderbolt provides you consistent STAB to abuse, and it’s pretty self-explanatory. Volt Switch is its main pivoting move so that it brings teammates in safely. Flash Cannon is its Steel-type STAB, and its main target is Fairy-types. HP Fire is pretty much your only tool against the Steel-types you trap. I suppose you can run things like HP Ground to counter other Steel-types, but HP Fire proves to be the most useful. Maximum Speed and Special Attack investment is suggested to hit as fast and powerful as possible, and Timid is used to bring in more speed. Magnet Pull is its instrument to trap Steel-types for a kill.

Good Teammates: Since Magneton offers speedy switches, Hyper Offense would be its main playstyle .Having such experience in VoltTurn playstyles, I highly suggest you pair it with a consistent U-Turn, Baton Pass or Parting Shot (wow) partner like Mega Beedrill, Landorus-T and the like. If you choose to use this playstyle then it is highly recommended to add a Knock Off user like Bisharp to deter switch-ins, depriving the target of its item. Pokemon that appreciate the removal of Steel-types like Mega Gardevoir appreciate its removing capabilities. Entry hazard support is appreciated as well to abuse the fact that playstyles like this force a lot of switches. Hazard-setter cores like Chesnaught + Rhyperior and Klefki + Landorus-T are recommended, but use a Rapid Spin user like Starmie instead of a Defogger. Speaking of which, entry hazard removal is needed so Magneton and its team don’t take much damage. It has problems with Steel-types like Heatran and Excadrill, so add teammates like Gyarados to deal with them. Ground-types and other Pokemon with Electric-type immunity break its momentum so have Pokemon like Serperior and Mamoswine to alleviate pressure from these guys.

What Counters It: Magneton gets hard-walled by Ground-types (but some take a Magneton of damage from Flash Cannon), breaking its momentum from Volt Switch. Mega Sceptile and other Electric-type-immune Pokemon can be problematic, too. Entry hazards limit the times it can switch. The likes of Heatran and Excadrill make Magneton think twice to stay in, and some variants of Scizor run Superpower to take down switch-ins like Magneton. Chansey is always a mention for walling special attackers. Other ‘super-walls’ like Porygon2 and Cresselia take only a few damage from Magneton’s moves.


Any Additional Info: Our friend Magneton proves that we can accomplish things if we know how to pull things together and if we stick as a team, we can accomplish anything (Steel-type removal in Magneton’s case). Bad joke Gareth stop Anyways, use this buddy if you really need something against Talonflame and the like, but Magnezone does a better job at Steel-type trapping a bit more better.

EDIT: Edited to changes suggested below (ty man). Oh and can I get a chance on Calm Mind Mega Gardebaevoir?

EDIT2: Edited for grammar.
 
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Pretty sure utility sableye runs 252 HP 160 def 96 spdef with calm to avoid 2hko from gengar's shadow ball.
 
Gareth de Voir I went ahead and put Magneton under Support since it really should only be used to trap steel types like with Magnezone.

As for the other reservations, I'm fine with CM Mega Gardevoir, but I'm not sure if Metal Burst Mega Sableye needs an entire write-up. I know Living So Zambian used it and I saw it used in the Good Cores thread, but it strikes me more as an Other Options sort of thing rather than its own unique set, so I'm not sure if it really needs its own write-up, though if a mass mob shows up I'm willing to overturn this decision.
 
What to use:
641-therian.gif

Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 40 Atk / 252 SpA / 216 Spe
Naive Nature
- Hurricane
- Heat Wave
- Knock Off / Taunt
- Superpower / U-turn


Role: Mixed Sweeper

What It Does: Tornadus-t's greatest assets are its high speed stat, and its great coverage. Although it takes 25% from rocks, regenerator heals it upon switching out. This works well in combination with life orb, as it lets torn-t last longer. Torn-t is also great against stall teams, as it can lure chansey with knock off + superpower. It also has a strong stab in hurricane, however it has unreliable accuracy. Heat wave is a good option to hit the likes of skarmory, ferrothorn, and scizor. Knock off is nice to remove leftovers from mons like rotom wash, and chansey's eviolite. Taunt can also be used over knock off, since it helps a bit more with stall teams. The last moveslot can either be superpower or u-turn. Superpower is great for hitting tyranitar and heatran, while u-turn is a good momentum creater.

Good Teammates: Bulky grounds such as hippowdon can help a ton vs the likes of mega manectric and raikou. The lati twins can also help with hazard removal, and absorbing hits from rotom-wash.

What Counters It: Rotom wash is the best counter to torn-t, since it can absorb hits and heal up with pain split. Mega diancie, raikou, manectric, thundurus, and scarf lando all check tornadus-t.
 
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What to use:
641-therian.gif

Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 48 Atk / 252 SpA / 208 Spe
Naive Nature
- Hurricane
- Heat Wave
- Knock Off
- Superpower / U-turn


Role: Mixed Sweeper

What It Does: Tornadus-t's greatest assets are its high speed stat, and its great coverage. Although it takes 25% from rocks, regenerator heals it upon switching out. This works well in combination with life orb, as it lets torn-t last longer. Torn-t is also great against stall teams, as it can lure chansey with knock off + superpower. It also has a strong stab in hurricane, however it has unreliable accuracy. Heat wave is a good option to hit the likes of skarmory, ferrothorn, and scizor. Knock off is nice to remove leftovers from mons like rotom wash, and chansey's eviolite. The last moveslot can either be superpower or u-turn. Superpower is great for hitting tyranitar and heatran, while u-turn is a good momentum creater.

Good Teammates: Bulky grounds such as hippowdon can help a ton vs the likes of mega manectric and raikou. The lati twins can also help with hazard removal, and absorbing hits from rotom-wash.

What Counters It: Rotom wash is the best counter to torn-t, since it can absorb hits and heal up with pain split. Mega diancie, raikou, manectric, thundurus, and scarf lando all check tornadus-t.
I'd move some of the SpA EVs into its speed. 216 Speed EVs let it outspeed ScarfTar and base speed 115s.

I was also under the impression that the preferred moveset was Hurricane / Superpower / U-Turn / Taunt since Heat Wave hits almost everything Superpower / Hurricane does bar the 3 mons you listed and because Taunt lets it deal better with stall than Knock Off.
 
Idk about "the preferred moveset," but I haven't seen taunt tornadus-t on the ladder, and reverb used the set that I posted. I changed the evs, and I will slash taunt with knock off.
 
I got CM Mega Gardebae done! ^_^

coz gardevoir is bae
gardevoir-mega.gif


Gardevoir @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Modest Nature
- Calm Mind
- Hyper Voice
- Psyshock
- Focus Blast


Role: Wallbreaker

What It Does: Mega Gardebaevoir takes things at another approach, opting for Calm Mind to break everything on the opponent better. Calm Mind is the main move for this set, as it increases SpA in SpD, making it hit things harder whilst taking special hits better. Hyper Voice is its preferred STAB, getting the boost from Pixilate and STAB. It also bypasses Substitutes so things like SubDD Mega Altaria won't be safe. Psyshock is there so you won't be fodder against special walls whilst giving a reliable STAB. Focus Blast rounds off your coverage for the most part, hitting Steel-types (barring Doublade and Honedge) for neutral coverage. I suppose you can run other moves like Taunt, Substitute, Destiny Bond and Will-O-Wisp to add some support and answers against would-be checks (Bronzong gets taken down with DBond after Gyro, Taunt cripples Chansey, etc.) 24 Def EVs are there to take two Psyshocks from LOtios, making it a good switch against it. Modest is there to max out power, and you can do 252 SpA instead of 232 (Calm Mind boosts it enough, meaning 252 SpA won't be that necessary). Trace lets it, well, trace any useful abilities your opponents might have. This give you things like a forced switch on a Scarfed Heatran attacking with Fire Blast, Speed Boosts, Levitate, Multiscale, etc.

Good Teammates: Some teammates to consider are Landorus (T), Diggersby, Bisharp, and Talonflame. These Pokemon either help it wallbreeak even further or deal with its counters. Since Gardevoir is physically frail, let it have some physically defensive Pokemon with it, like Rotom-W. Hazard entry is appreciated for obvious reasons. Sometimes it doesn't have the time and energy to deal with Chansey, so having physical sweepers can be of help. Resists to its STABs are some counters (ie Bronzong, Scizor, Mega Venusaur), so you can have answers to that as well, like Talonflame. Unaware Pokemon are problematic so have things to deal with them. Scizor does this job for the most part as the only Unaware Pokemon commonly used in OU is Clefable. Since its speed-tier is kind of awkward, you can add Thunder Wave users like Ferrothorn to help it. You can use fast sweeepers to give off the same effect. Status is bad, so have Pokemon that are immune to those (ie Heatran, Landorus-T).

What Counters It: Steel-types like Scizor and Doublade resist its STABs whilst boasting enough offensive presence to force Mega Gardevoir out. Status threatens its longevity. Physical sweepers can force Gardevoir out since it has poor Defense. Stuff like Talonflame also give it headaches. Unaware makes sure all the boosts you get are useless. Faster threats can deal immense amounts of damage to Gardevoir as well.

Any Additional Info: Like any sweeper should, set-up if all threats are weakened enough to be managed manually.

Gardevoir is elegance, beauty and the thing that will rip you to shreds if you let it.

Edited for grammar corrections.
 
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So, I'm a bit new here, but I do have a decent amount of battling experience. Anyway, when I was looking through this page, I noticed that while there are entries for the SD + 3 Attacks and Defog variants of Mega Scizor, I don't see one for the Bulky variant (SD + Roost + 2 Attacks). This is a variant that I've been using a lot lately, and if no one else has reserved it, I'd like to if that's ok.
 
So, I'm a bit new here, but I do have a decent amount of battling experience. Anyway, when I was looking through this page, I noticed that while there are entries for the SD + 3 Attacks and Defog variants of Mega Scizor, I don't see one for the Bulky variant (SD + Roost + 2 Attacks). This is a variant that I've been using a lot lately, and if no one else has reserved it, I'd like to if that's ok.
Sure, that's fine.
 
Well, I actually got this done really quickly. Chalk that up to being bored on a snow day.

Mega Scizor (Bulky SD)
scizor-mega.gif

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 84 Atk / 176 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- Knock Off / Superpower / U-Turn


Role:
Physical Sweeper, Tank

What It Does:
This version of Mega Scizor is less a setup sweeper than a tank that happens to have the capability to set up for a physical sweep. Mega Scizor's impressive 70 / 140 / 100 bulk and excellent defensive typing enables it to take surprising amounts of punishment, while base 150 Atk makes it very powerful even with little or no investment. Swords Dance is pretty self-explanatory. Even just one Swords Dance boost can turn Scizor into a huge physical threat, and it isn't exactly without power as it is. Roost gives Scizor a way to heal off any damage taken, which is necessary since one of this Scizor's jobs is to switch into some attacks teammates wouldn't want to take. Bullet Punch is your main attacking move, packing priority and being boosted by Technician. The final slot goes to whatever coverage move your team benefits the most from. Knock Off is generally the best choice, as it provides great coverage with Bullet Punch, and has the utility of removing held items from the target. Superpower is another good option for the last slot, giving it the ability to take on the Steel types that would usually be a dead stop to Scizor, such as Heatran and Ferrothorn. Another option for the final slot would be a Bug attack to gain dual STAB. However, Bug does not get a lot of coverage with Steel, somewhat limiting Scizor's offensive capabilities. If choosing a Bug move, both Bug Bite and U-Turn can work. Bug Bite is a little bit more powerful, but doesn't do much else to help Scizor. U-Turn can allow Scizor to function as an offensive physical pivot, but this limits its ability to set up for a sweep. The HP EVs give it as much bulk as possible while hitting a Stealth Rock number. 176 SDef EVs enable it to avoid getting 2HKO'd by Mega Gardevoir's Focus Blast, ensuring that Scizor can counter it reliably. An Impish nature is used to avoid the 2HKO from Max Atk Adamant Landorus-T's Earthquake. The remaining EVs go into Atk. Scizorite is naturally going to be your item of choice here, as Scizor greatly benefits from the significantly increased bulk from Mega Evolving, giving it a major advantage over non-mega Scizor that try to run similar sets. Light Metal is generally recommended as the pre-Mega ability, as it reduces damage from Low Kick and Grass Knot should Scizor need to switch in on either of those attacks before Mega Evolving. While it is extremely situational, especially since neither of those attacks are all that common in OU at the moment, Scizor will generally be Mega Evolving immediately, making Swarm and Technician completely useless to the base form.

Good Teammates: Since Scizor hates Fire attacks, something capable of taking on fire types effectively is required. Keldeo, Azumarill, Rotom-W, Starmie, both forms of Landorus, and Garchomp are all good partners in this regard. However, the best anti-fire partner is possibly Heatran, as it is completely immune, will gain a big power boost if switching into a fire attack aimed at Scizor, and is capable of hitting back at fire types with Earth Power. Heatran is particularly helpful against Talonflame which can really do a number on Scizor if left unchecked. Heatran also helps against the Steel types Scizor can have problems breaking through if not running Superpower, such as Ferrothorn, Magnezone, Skarmory, and opposing Scizor and Heatran. Magnezone itself is useful against many of the same opponents. Kyurem-Black can form an excellent offensive core with Scizor. Kyurem-B can break through the Water, Electric, Fire, and (some) Steel types Scizor gets walled by thanks to access to Fusion Bolt and Earth Power. Of particular note is its ability to hit Rotom-W, who Scizor can normally do pretty much nothing to, with Earth Power thanks to Teravolt. In return, Scizor can easily take the Dragon, Fairy, and Steel attacks that would take out Kyurem-B, and can easily take out most fairies with Bullet Punch. Scizor can also take most Fighting hits aimed at Kyurem-B pretty well thanks to its amazing Defense stat. Scizor appreciates hazard support, as it is very useful in racking up damage against opponents due to Scizor's tendency to cause switches. Lando-T, Heatran, Clefable, Garchomp, and Mamoswine are some examples of hazard setters that work well with Scizor. Hazard removal is also recommended. Both Latis are reliable defoggers that share good type synergy with Scizor. Latios is also a decent offensive partner, while Latias can provide Healing Wish support if Scizor gets burned. Alternately Starmie and Excadrill are good Rapid Spinners that work well with Scizor. Since Scizor absolutely hates getting burned, status absorbers and clerics such as Magic Guard Clefable are useful as well.

What Counters It:
Scizor's 4x weakness to fire means pretty much anything that can learn (and reliably use) a fire attack can easily take out Scizor, especially since Scizor is slow and fire types resist Scizor's priority move. Charizard Y, Talonflame, and Heatran fare particularly well against Scizor. Magnezone is arguably the best counter to Scizor, as it can trap Scizor with Magnet Pull, outspeed Scizor and kill it with HP Fire before it can use Superpower or Knock Off, and has a 4x resistance to Bullet Punch, making its use against Scizor nearly foolproof unless Scizor's owner predicts the switch-in and is able to switch out to a Magnezone counter, or use Superpower. Rotom-W is another excellent counter, as it can also outspeed Scizor, can burn it with Will-O-Wisp, uses special moves which target Scizor's weaker defense, and is again 4x resistant to Bullet Punch, and is typically run as physically defensive to boot. Bulky Water types in general have little to fear from Scizor. Keldeo has no fear of any of Scizor's attacks, and can do heavy damage and have a good chance to burn with Scald. Steel types can also be a problem if not running Superpower, though Knock Off is at least able to hit Jirachi, Mega Metagross, Bronzong, and Doublade super effectively. Like all setup sweepers, Scizor can be ground to a halt by any Pokemon with Unaware. While Unaware Clefable poses less of a problem to Scizor thanks to Bullet Punch, it can still cause problems by slowing its offensive momentum. Unaware Quagsire is a much greater problem, as its typing makes it resistant to Bullet Punch, its defenses are good enough to withstand Scizor's other attacks, and it can hit back and potentially burn Scizor with Scald. Unaware Quagsire can absolutely ruin Scizor's attempted sweep, and force the player to go through a lot of trouble in order to take it out efficiently.


Any Additional Info: While Scizor's role as a tank means that it is quite able to come out and go to work mid-game, no sweep should be attempted until all of its checks and counters are either down or heavily weakened, just like any setup sweeper. Also, I cannot stress this enough: do not let Scizor get burned. If Scizor gets burned, it can be very difficult to make a comeback and win the battle, even with Heal Bell support.

 
Sorry about the lacking quality of this one, I've been tired as fuck for the last few weeks and I've only just worked up the motivation to write this up so bear with me.

keldeo-resolute.gif

Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
- Scald
- Secret Sword
- Substitute
- Calm Mind

Role: Special Sweeper, Wallbreaker

What It Does: It sweeps specially. This thing is one of most potent threats in the metagame today as it takes one of the best mons in OU thanks to its speed, power and typing, and puts it in a harder hitting tougher to kill shell. This is one of those threats that you have to prepare for. The way it works is pretty simple, send it in against something that can't do much to it and that it threatens, something like Bisharp or Heatran, ideally without having to take a hit so send her out when you predict a switch into something Keldeo threatens out, predict a move that isn't an attack, or sac something and get a safe switch in. From that point you're free to set up a Sub to scout whether they switch or stay; if they switch then you're generally guaranteed at least one CM as your opponent has to waste a turn to break your Sub, if they stay then your Sub takes the damage for you and you control the damage you take, at which point you can kill them next turn (or maybe they won't even break your Sub and you can just spam CM); Sub also protects from status and Taunt which would otherwise hinder its effectiveness significantly. Scald and Secret Sword are your two STAB moves, Scald can threaten many physical attackers with the Burn and potentially neutralise some threats that could threaten Keld which is very handy, the lack of power in exchange for accuracy is ideal in this scenario too as the aim of this set is to boost your offences so that dinky Scald won't be too weak for very long, and Secret Sword helps you break through special walls and make it all that bit more difficult to stop. Leftovers are needed for longevity to roll back the recoil from your Sub. Always consider this when teambuilding, be it for use or for your threat list.

Good Teammates: Lati@s removal is definitely high priority when running Keld, the Latis are tough nuts for Keld to crack as they resist both of Keld's STABs so some support is greatly appreciated; Scarfed Tyranitar, aka: the Anti-Lati@s monster, is definitely a considerable option, Bisharp isn't a partner to overlook either on a similar basis. Something to remove Keld's Grass counters is optimal too, Talonflame and Mega Pinsir are things that come to mind to perform that task successfully. Finally, and this may or may not be soon applicable depending on the results of the current suspect test, it's impossible to mention Keldeo without mentioning the KeldeGross core consisting of Keldeo and Mega Metagross, obviously; they're a fantastic pair with Megagross being able to effectively remove threats to Keldeo like Mega Metagross, Lati@s, and Fairy threats, while Keld removes the likes of Bisharp, Landorus, Hippowdon, Heatran and such which Megagross isn't very fond of.

What Counters It: As mentioned above, Lati@s are annoying buggers for Keld to deal with, resisting both STABs and threatening heavy damage with Psyshock no matter how many Calm Minds you have up, the Eon twins are something that you'd definitely need a contingency plan for. Grass threats, namely Celebi and Mega Venu, can be a major pain in the ass too for really the same reasons and can shut you down if left unchecked. Fairies with Hyper Voice, like Mega Gardevoir and Specs Sylveon, are also annoying checks to Keld too, while they might not be able to directly counter Keld, Hyper Voice does allow them to ignore your Sub and hit you directly for damage; it's not quite as direct a threat as maybe the afore-mentioned issues are depending on how many CMs you have up as Keld can outspeed them, but it's not something to shrug off as no problem.

Any Additional Info: Use Resolute, it outclasses standard Keldeo in almost every way and regular Keldeo should not be used under any circumstances. Seriously, Resolute just looks fucking badass.
 
Sorry about the lacking quality of this one, I've been tired as fuck for the last few weeks and I've only just worked up the motivation to write this up so bear with me.

keldeo-resolute.gif

Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
- Scald
- Secret Sword
- Substitute
- Calm Mind

Role: Special Sweeper, Wallbreaker

What It Does: It sweeps specially. This thing is one of most potent threats in the metagame today as it takes one of the best mons in OU thanks to its speed, power and typing, and puts it in a harder hitting tougher to kill shell. This is one of those threats that you have to prepare for. The way it works is pretty simple, send it in against something that can't do much to it and that it threatens, something like Bisharp or Heatran, ideally without having to take a hit so send her out when you predict a switch into something Keldeo threatens out, predict a move that isn't an attack, or sac something and get a safe switch in. From that point you're free to set up a Sub to scout whether they switch or stay; if they switch then you're generally guaranteed at least one CM as your opponent has to waste a turn to break your Sub, if they stay then your Sub takes the damage for you and you control the damage you take, at which point you can kill them next turn (or maybe they won't even break your Sub and you can just spam CM); Sub also protects from status and Taunt which would otherwise hinder its effectiveness significantly. Scald and Secret Sword are your two STAB moves, Scald can threaten many physical attackers with the Burn and potentially neutralise some threats that could threaten Keld which is very handy, the lack of power in exchange for accuracy is ideal in this scenario too as the aim of this set is to boost your offences so that dinky Scald won't be too weak for very long, and Secret Sword helps you break through special walls and make it all that bit more difficult to stop. Leftovers are needed for longevity to roll back the recoil from your Sub. Always consider this when teambuilding, be it for use or for your threat list.

Good Teammates: Lati@s removal is definitely high priority when running Keld, the Latis are tough nuts for Keld to crack as they resist both of Keld's STABs so some support is greatly appreciated; Scarfed Tyranitar, aka: the Anti-Lati@s monster, is definitely a considerable option, Bisharp isn't a partner to overlook either on a similar basis. Something to remove Keld's Grass counters is optimal too, Talonflame and Mega Pinsir are things that come to mind to perform that task successfully. Finally, and this may or may not be soon applicable depending on the results of the current suspect test, it's impossible to mention Keldeo without mentioning the KeldeGross core consisting of Keldeo and Mega Metagross, obviously; they're a fantastic pair with Megagross being able to effectively remove threats to Keldeo like Mega Metagross, Lati@s, and Fairy threats, while Keld removes the likes of Bisharp, Landorus, Hippowdon, Heatran and such which Megagross isn't very fond of.

What Counters It: As mentioned above, Lati@s are annoying buggers for Keld to deal with, resisting both STABs and threatening heavy damage with Psyshock no matter how many Calm Minds you have up, the Eon twins are something that you'd definitely need a contingency plan for. Grass threats, namely Celebi and Mega Venu, can be a major pain in the ass too for really the same reasons and can shut you down if left unchecked. Fairies with Hyper Voice, like Mega Gardevoir and Specs Sylveon, are also annoying checks to Keld too, while they might not be able to directly counter Keld, Hyper Voice does allow them to ignore your Sub and hit you directly for damage; it's not quite as direct a threat as maybe the afore-mentioned issues are depending on how many CMs you have up as Keld can outspeed them, but it's not something to shrug off as no problem.

Any Additional Info: Use Resolute, it outclasses standard Keldeo in almost every way and regular Keldeo should not be used under any circumstances. Seriously, Resolute just looks fucking badass.


just a small nick pick, but keldeo-n can learn sacred sword, without th need to transform into resolute form like the last comment seems to imply. A keldeo is a keldeo, outside of the appearance.
 
just a small nick pick, but keldeo-n can learn sacred sword, without th need to transform into resolute form like the last comment seems to imply. A keldeo is a keldeo, outside of the appearance.
I know, that was the joke and the only point I was making is that regular Keld looks retarded. XD Not funny, I know, but whatever.
 
^ Yeah it was a joke.

Anyways I wanted to reserve some stuff again.
Reserving Hazard Setter Landorus-Therian, Scarfed Jirachi and Toxicroak ^_^
Btw I'd like to check if SD Gliscor is great enough for a write-up here. Waiting for go signal.
 
^ Yeah it was a joke.

Anyways I wanted to reserve some stuff again.
Reserving Hazard Setter Landorus-Therian, Scarfed Jirachi and Toxicroak ^_^
Btw I'd like to check if SD Gliscor is great enough for a write-up here. Waiting for go signal.
Yeah, SD Gliscor definitely gets enough attention for a write-up. You're good to go on the other stuff as well.
 
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