Resource ORAS OU Teambuilding

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I'm guessing by hazard setter Lando you mean the defensive version. If so then I'm reserving offensive hazard setter if that's ok.
 
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Tyrantrum @ Life Orb
Ability: Rock Head
EVs: 252 Atk / 40 Def / 216 Spe
Adamant Nature
- Rock Polish
- Outrage
- Head Smash
- Superpower / Earthquake

Role: Physical Sweeper, Late Game Cleaner

What it Does: Tyrantrum, with the addition of Rock Head in ORAS, has become a terrifying threat to teams. This Tyrantrum, is supposed to be used mainly as a late game cleaner rather than a physical wallbreaker. Tyrantrum, with its better-than-decent Def stat, is able to take a hit or two while setting up. Once you set up a Rock Polish, Tyrantrum is able to take control with Head Smash doing an absolute ton of damage. With 216 Speed EVs, a single Rock Polish outspeeds Jolly Scarfed Lando-T. You will be using Head Smash the most, with its insane 150 BP and no recoil. Use outrage when there are no fairies and/or steels left in the battle, because being locked into it defeats the purpose of the Rock Polish against a Fairy. Superpower and Earthquake are pretty exchangeable based on your team's needs. However, sweeping with Superpower isn't always appealing because of the loss of attack and defense. Superpower is mainly used to hit Ferrothorn, (although it should be weakened already by your team) and Earthquake hits everything else like Ttar, Heatran etc. Tyrantrum also has minimal switch-ins. Megagross gets 2HKO'ed by eq, and Scarf Lando-T gets 2HKO'ed by Head Smash. Standard Rotom-W also gets 2HKO'ed by Head Smash. In short, if this thing can set up against a weakened team, then it can easily destroy it.

Good Teammates: Tyrantrum needs some partners to weaken the team before it can sweep. In order to stop steels and fairies from getting in the way of Tyrantrum, HP Fire Magnezone, Mega-Man, or an HP Fire Raikou would all be good partners. Heatran would also be a good partner in order to stop and completely wall fairies and eat up will-o-wisps, but Fast electrics seem like the best choices because of how they can get rid of steels and Keldeos. Scizor variants also help take out fairies, and Mega Venusaur can wall most of Tyrantrum's checks.

Countered By: It is very hard to fully counter Tyrantrum. Usually anything that switches into it can get wrecked by either Head Smash or Outrage. Some mons that do would be the high-profile Physical Walls like MegaBro, Skarm, Balloon and Flash Cannon Heatran etc. Actually, Skarm has a 66% chance to get 2HKO'ed after Stealth Rocks. Other phys walls like Mega Venu and Alomomola work as well.

Additional Info: Not much to say here. It hits like a truck, has a good defense stat allowing it to set up a Rock Polish. Fairies need to be gone for it to set up and sweep fully, because being outrage locked isn't fun. Superpower should only be used in a worst case scenario.
 
OH SHIT I just remembered I forgot to do my Togekiss write-up. Will definitely do that, sorry :'(
Also as a bonus I'll do Reuniclus as well.
 
landorus-therian.gif

Landorus-Therian (M) @ Soft Sand
Ability: Intimidate
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Earthquake
- U-turn
- Stone Edge / Smack Down
- Stealth Rock

Role: Offensive Hazard Setter

What It Does: Sets up Stealth Rocks while shouting insults and profanities. This is an incredibly versatile set and you're really not short of options for this thing. There's a few options for the EV spread, the one in the set above is just there because it's my personal favourite, it outspeeds Adamant Bisharp and Breloom (that asshole) as well as takes a +1 Sucker Punch from Bish while a Scarfed set would die and a defensive set would be outsped and KOed by Knock Off; being able to outspeed that stupid shroom boxer lets you get a U-Turn off and switch out to something else to take a Spore, or at least set up Rocks before you yourself get put to sleep. More speed though is always an option, 184 is good to outspeed Jolly variants of the afore-mentioned threats as well as more like Diggersby, Dragonite and Mega Alt, or if you don't want to be too fussy with your EVs then you could just max it out to outspeed everything before as well as Timid Heatran and Adamant Exca out of Sand without sacrificing damage output by running Jolly which is kind of important. Set is self explanatory, EQ is hard STAB, Stone Edge hits whatever is immune to EQ, some for super effective damage (ie: Talonflame, Mega Pinsir, and Thundurus), or you could run Smack Down for the same purpose while also catching obvious switch-ins like Rotom-W and Skarm and threatening them with heavy damage from EQ the next turn. U-Turn is for some good pivoting action and Rocks are Rocks. Soft Sand boosts your EQs to epic proportions, allowing you to get a possible 2HKO on stuff like Mega Venu, Chansey, Ferro, Quagsire and such after Rocks and also potentially bluffing the Scarf which can be advantageous. Normal Gem + Explosion is something you could try too if you just want to watch the world burn.

Good Teammates: Volt Switchers like Raikou, Rotom-W and Mega Manectric form a solid Volt-Turn core with Landorus-T which offers you good switch initiative and coverage and allows you to keep momentum and pressure going. Mega Manectric works well to complete a double-Intimidate Volt-Turn core which pressures physical attackers a lot which is always fun (unless it's Bisharp, fucking Defiant). Ferrothorn can threaten Ice and Water types that Landorus-T cannot handle where Landorus can generally handle Fire and Fighting threats to Ferrothorn so they make a good team in that respect. Ferrothorn can also provide Spikes utility to Landorus-T's Stealth Rocks to further wear down opposing teams. Latios and Latias are also good options to pair with Landorus-T due to their ability to check Keldeo very effectively which threatens Landorus-T greatly. It is an additional Ice weakness which must be considered while team-building however.

What Counters It: Bulky Grounds can present quite an issue for Lando, they can be tough things to break through, shit like Hippowdon, Gliscor, and even other Landorus' can be annoying buggers to break through. Fat Waters like Slowbro, Suicune, and Rotom-W if you're not running Smack Down or fail to catch it on the switch-in are all pains in the ass to deal with for Lando, taking little damage and threatening much more damage in return; fat Grasses like Chesnaught and Ferro, who can be potentially 2HKOed but has more chance to live, fall into quite a similar category. Ice types are pretty self-explanatory, 4x weakness means things like Mamo and Kyurem have Lando crying himself to sleep at night.

Any Additional Info: I find plain Doritos kind of boring tbh.
 
Got my reserves done! ^_^
Now, I'm gonna reserve Choice Band Victini and LO Kyurem-B, if ever.

Edited Landog's spread to fit recommendations below. Tysm n-n

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Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Healing Wish / Trick
- Body Slam / (coverage)


Role: Late-Game Cleaner, Revenge Killer

What It Does: Scarfed Jirachi can clean up late-game by the grueling nature of hax. Iron Head Is the main STAB and attack to use, benefitting from Serene Grace (making up for a lethal 60% flinch rate!). U-Turn makes up for safe switches against unreliable match-ups. You can choose any of the moves from this point: Healing Wish is there to sack itself if it has its job done, giving its replacement another go at whatever its job is. Trick is there to cripple would-be walls, locking them into a status move most of the time. Body Slam is there to recreate the deadly and obnoxious Paraflinch technique as Body Slam gives a 60% paralysis rate with Serene Grace (with hax like this, who needs coverage?). The EVs make it hit as fast and powerful as it can, and this thing opts for Jolly for more Speed. As you might question, Adamant (and coverage >_>) isn’t needed for more power as you’re going for chance-induced Paralysis and flinches most of the time.

Good Teammates: Teammates that take advantage of Jirachi’s momentum are appreciated. You can pair this with a Volt Switch user to rack up more momentum. Jirachi has a glaring weakness against priority like Sucker Punch (therefore making its excellent Speed useless), so have partners for that. Hazard control (and support) is needed to net more kills easily, but you don’t want it on your side to reduce residual damage. The likes of Magnezone and Heatran are dangerous if you lock Jirachi into Iron Head, so teammates to counter these like Garchomp and Landorus-Therian. Heavily offensive Pokemon like Kyurem-B can make up for Jirachi’s weak power. If using Healing Wish, then things like Mega Pidgeot can benefit from its effect. Ghost-types (especially Doublade) nullify your Paralyzing tactics so have checks to those.

What Counters It: Jirachi is very easy to wall and everything, but it’s very hard to take down if hax comes into play. Disregarding hax, things like Skarmory, Bronzong, Mega Slowbro, Mega Sableye and Mega Scizor can wall it. Bisharp, Mega Charizard Y and the like pummel it to death. Faster Scarfers like Keldeo can outspeed it. Now adding hax into the equation, Mega Gallade is pretty much the only relevant user of Inner Focus, then it proceeds to obliterate you with Knock Off. Electric-types are safe from its Paralysis shenanigans, and they don’t mind Iron Head damage much. Residual damage can also help take it down.

Any Additional Info: This thing is difficult to deal with because of Speed and hax, but if you remove those factors, then it’s easy to take it down (but those 100/100/100 defenses though ;_;). With that, may the hax be ever in your favor.

landorus-therian.gif

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off / Stone Edge


Role: Hazard Setter, Pivot

What It Does: Given that it has Intimidate, good bulk and offensive presence, the based Landog can reliably lay in hazards whilst having the capability to deal with opposing leads. Stealth Rock is an obvious move that needs no explanation. Earthquake is there to provide STAB to hit things with. Since common leads are Rock- and Steel-types, Earthquake will be dangerous. U-Turn is also a needed move to switch out of an unfavorable match-up, giving the other Pokemon a safe switch. Now, the fourth move is up to personal preference. Knock Off provides item removal as well as hitting things like Gengar. Stone Edge is there to provide the famed Edgequake coverage as well as hitting things like Volcarona and Togekiss. The EVs there make Landorus-Therian fast enough to U-Turn out of the way before a normal Rotom-Wash does anything to you. Leftovers give it recovery, and Impish is used to maximize bulk. I suppose the EVs can still be designed to outspeed things like Bisharp, so that’s up to team needs as well.

Good Teammates: Any offensive Pokemon (or team in general) appreciate its ability to consistently lay down Stealth Rock. Frail Pokemon and trappers alike appreciate its ability to bring a teammate in. Rapid Spin support would be nice as Landorus-Therian gets easily worn down. Defog would be nice but it removes Landorus-Therian’s hazards as well. In this regard, Starmie makes for a good teammate as it takes on Ice- and Water-types fairly well whilst using Rapid Spin. Its buddy Rotom-W is another great partner, as they both reliably bring in teammates safely while checking most physical attackers running around in the OU metagame. Anything that can take on Ice- and Water-types are great partners for it in a defensive standpoint.

What Counters It: Even if it’s a good Pokemon in general, it still has checks to watch out for. Things like LO Mamoswine and Kyurem-B threaten it with Ice-type moves. Bulky Water-types take a little damage then can hit with super-effective Water-type moves. Special attackers target its pitiful Special Defense stat. For things it does offensively, physical walls take little to no damage from Landorus-Therian.

Any Additional Info: Don’t let this thing take in status and residual damage okay? Landorus-Therian hates those.

toxicroak.gif

Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Gunk Shot
- Drain Punch
- Sucker Punch


Role: Physical Sweeper, Late-Game Cleaner, Revenge Killer

What It Does: Toxicroak makes up for an uncanny check to things like Keldeo, non-Iron Defense and mono-attacking Mega Slowbro, and Suicune. It also has quite the nice offenses so that’s worth mentioning. Swords Dance is for boosting that Attack to greater heights (it’s quite weak if it doesn’t have Swords Dance). Gunk Shot is your Poison-type STAB, having high damage output to deal with Fairy- and Grass-types. Drain Punch is a good STAB to recover health, which can be more effective if you have Swords Dance. Sucker Punch is there to provide Dark-type coverage, a bypass from its poor Speed stat and an answer to Psychic- and Ghost-types. The EVs make it hit hard and fast, with Jolly to make it even faster. Dry Skin is used to completely not care about Scald and other Water-type moves. It’s a double-edged sword though, as it makes you lose health in weather barring Rain. It also leaves you prone to things like Fire-types.

Good Teammates: Pokemon weak to Water-types aappreciate Toxicroak’s immunity to it. Hazard entry support is nice as well. Checks to Psychic-types are nice so have teammates like Bisharp. Faster Pokemon can help it with its poor Speed. Special attackers can help against physical walls who take any of Toxicroak’s moves reliably. Rotom-W can help it against scary offensive Flying-types. Lati@s has good synergy with it, and can deal with Sun and Sand offense fairly well with Surf. Blanket walls shield it from damage, which Toxicroak really, really hates. Rotom-W in particular helps with the numerous bids scattering in OU. Rain also gives health to Toxicroak, so it’s worth mention.

What Counters It: A healthy Charizard (any Mega it chooses) can scare it with offensive prowess, but Mega Y formes take a hefty amount of damage from Sucker Punch whilst putting Toxicroak in pain under the sun. Physical walls are obviously hard-stops to it. Offensive Flying-types like Mega Pinsir and Talonflame scare it out. Psychic-types deal immense amounts of damage, but must watch out for Sucker Punch. Fast sweepers can easily take care of Toxicroak, as it has poor defenses. Sun, Sand and Hail make Toxicroak take damage every turn, so that’s a problem.

Any Additional Info: Weather wars are difficult via Dry Skin, so avoid letting it out when weather is up (except Rain). Switch in liberally to Water-types, as it will have delight in absorbing Water-type moves. It’s frail and slow, so switch from unfavorable match-ups like Talonflame and Mega Gallade. Substitute can be used instead of Swords Dance, but it's really ineffective at times, cutting back Toxicroak's attacking capabilities.

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Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 192 SpD / 72 Spe
Careful Nature
- Swords Dance
- Roost
- Knock Off / Acrobatics / (coverage)
- Earthquake


Role: Stallbreaker, Physical Sweeper

What It Does: This Gliscor variant aims to defensively use Swords Dance, as it’s not scared of status. Swords Dance is the main boosting move so you can take advantage of switches and other key instances. Roost is needed to shake off damage while setting up, and it lets you stay in longer. The third move is flexible, so you have a ton of options. The two moves listed though, are the most consistent (Knock Off destroys switch-ins. Acrobatics let you be a good Knock Off absorber whilst checking Mega Heracross and company). Earthquake is its primary STAB and attack to abuse Swords Dance with. The EVs listed above makes it specially-defensive, but you can design the EVs to take specific things better.

Good Teammates: Balanced and defensive teams find Gliscor helpful to offer offensive power while taking hits very well. Water-types are appreciated to take on the Ice- and Water-types that scare Gliscor. Special attackers can work on the physical walls that Gliscor hates. VolTurn may be useful to bring it a safe switch, activating Poison Heal in time.

What Counters It: Physical walls are main stops to Gliscor. Taunt locks it to attacks, but it doesn’t mind it most of the time. Status can be dangerous if it’s still not poisoned. Ice-and Water-types scare Gliscor with powerful STABs. Flying-types like Togekiss don’t care for Earthquake nor any other move Gliscor may offer.

Any Additional Info: You can let loose and have Gliscor take Knock Off after it’s poisoned. It doesn’t necessarily do set-up, but if you find opportunities to do so then go for it. Take caution when setting up when things like Mega Slowbro and Mamoswine are still healthy.
 
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Got my reserves done! ^_^
Now, I'm gonna reserve Choice Band Victini and LO Kyurem-B, if ever.

jirachi.gif

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Healing Wish / Trick
- Body Slam / (coverage)


Role: Late-Game Cleaner, Revenge Killer

What It Does: Scarfed Jirachi can clean up late-game by the grueling nature of hax. Iron Head Is the main STAB and attack to use, benefitting from Serene Grace (making up for a lethal 60% flinch rate!). U-Turn makes up for safe switches against unreliable match-ups. You can choose any of the moves from this point: Healing Wish is there to sack itself if it has its job done, giving its replacement another go at whatever its job is. Trick is there to cripple would-be walls, locking them into a status move most of the time. Body Slam is there to recreate the deadly and obnoxious Paraflinch technique as Body Slam gives a 60% paralysis rate with Serene Grace (with hax like this, who needs coverage?). The EVs make it hit as fast and powerful as it can, and this thing opts for Jolly for more Speed. As you might question, Adamant (and coverage >_>) isn’t needed for more power as you’re going for chance-induced Paralysis and flinches most of the time.

Good Teammates: Teammates that take advantage of Jirachi’s momentum are appreciated. You can pair this with a Volt Switch user to rack up more momentum. Jirachi has a glaring weakness against priority like Sucker Punch (therefore making its excellent Speed useless), so have partners for that. Hazard control (and support) is needed to net more kills easily, but you don’t want it on your side to reduce residual damage. The likes of Magnezone and Heatran are dangerous if you lock Jirachi into Iron Head, so teammates to counter these like Garchomp and Landorus-Therian. Heavily offensive Pokemon like Kyurem-B can make up for Jirachi’s weak power. If using Healing Wish, then things like Mega Pidgeot can benefit from its effect. Ghost-types (especially Doublade) nullify your Paralyzing tactics so have checks to those.

What Counters It: Jirachi is very easy to wall and everything, but it’s very hard to take down if hax comes into play. Disregarding hax, things like Skarmory, Bronzong, Mega Slowbro, Mega Sableye and Mega Scizor can wall it. Bisharp, Mega Charizard Y and the like pummel it to death. Faster Scarfers like Keldeo can outspeed it. Now adding hax into the equation, Mega Gallade is pretty much the only relevant user of Inner Focus, then it proceeds to obliterate you with Knock Off. Electric-types are safe from its Paralysis shenanigans, and they don’t mind Iron Head damage much. Residual damage can also help take it down.

Any Additional Info: This thing is difficult to deal with because of Speed and hax, but if you remove those factors, then it’s easy to take it down (but those 100/100/100 defenses though ;_;). With that, may the hax be ever in your favor.

landorus-therian.gif

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off / Stone Edge


Role: Hazard Setter, Pivot

What It Does: Given that it has Intimidate, good bulk and offensive presence, the based Landog can reliably lay in hazards whilst having the capability to deal with opposing leads. Stealth Rock is an obvious move that needs no explanation. Earthquake is there to provide STAB to hit things with. Since common leads are Rock- and Steel-types, Earthquake will be dangerous. U-Turn is also a needed move to switch out of an unfavorable match-up, giving the other Pokemon a safe switch. Now, the fourth move is up to personal preference. Knock Off provides item removal as well as hitting things like Gengar. Stone Edge is there to provide the famed Edgequake coverage as well as hitting things like Volcarona and Togekiss. The EVs there make Landorus-Therian fast enough to U-Turn out of the way before a normal Rotom-Wash does anything to you. Leftovers give it recovery, and Impish is used to maximize bulk. I suppose the EVs can still be designed to outspeed things like Bisharp, so that’s up to team needs as well.

Good Teammates: Any offensive Pokemon (or team in general) appreciate its ability to consistently lay down Stealth Rock. Frail Pokemon and trappers alike appreciate its ability to bring a teammate in. Rapid Spin support would be nice as Landorus-Therian gets easily worn down. Defog would be nice but it removes Landorus-Therian’s hazards as well. In this regard, Starmie makes for a good teammate as it takes on Ice- and Water-types fairly well whilst using Rapid Spin. Its buddy Rotom-W is another great partner, as they both reliably bring in teammates safely while checking most physical attackers running around in the OU metagame. Anything that can take on Ice- and Water-types are great partners for it in a defensive standpoint.

What Counters It: Even if it’s a good Pokemon in general, it still has checks to watch out for. Things like LO Mamoswine and Kyurem-B threaten it with Ice-type moves. Bulky Water-types take a little damage then can hit with super-effective Water-type moves. Special attackers target its pitiful Special Defense stat. For things it does offensively, physical walls take little to no damage from Landorus-Therian.

Any Additional Info: Don’t let this thing take in status and residual damage okay? Landorus-Therian hates those.

toxicroak.gif

Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Gunk Shot
- Drain Punch
- Sucker Punch


Role: Physical Sweeper, Late-Game Cleaner, Revenge Killer

What It Does: Toxicroak makes up for an uncanny check to things like Keldeo, non-Iron Defense and mono-attacking Mega Slowbro, and Suicune. It also has quite the nice offenses so that’s worth mentioning. Swords Dance is for boosting that Attack to greater heights (it’s quite weak if it doesn’t have Swords Dance). Gunk Shot is your Poison-type STAB, having high damage output to deal with Fairy- and Grass-types. Drain Punch is a good STAB to recover health, which can be more effective if you have Swords Dance. Sucker Punch is there to provide Dark-type coverage, a bypass from its poor Speed stat and an answer to Psychic- and Ghost-types. The EVs make it hit hard and fast, with Jolly to make it even faster. Dry Skin is used to completely not care about Scald and other Water-type moves. It’s a double-edged sword though, as it makes you lose health in weather barring Rain. It also leaves you prone to things like Fire-types.

Good Teammates: Pokemon weak to Water-types aappreciate Toxicroak’s immunity to it. Hazard entry support is nice as well. Checks to Psychic-types are nice so have teammates like Bisharp. Faster Pokemon can help it with its poor Speed. Special attackers can help against physical walls who take any of Toxicroak’s moves reliably. Rotom-W can help it against scary offensive Flying-types. Lati@s has good synergy with it, and can deal with Sun and Sand offense fairly well with Surf. Blanket walls shield it from damage, which Toxicroak really, really hates. Rotom-W in particular helps with the numerous bids scattering in OU. Rain also gives health to Toxicroak, so it’s worth mention.

What Counters It: A healthy Charizard (any Mega it chooses) can scare it with offensive prowess, but Mega Y formes take a hefty amount of damage from Sucker Punch whilst putting Toxicroak in pain under the sun. Physical walls are obviously hard-stops to it. Offensive Flying-types like Mega Pinsir and Talonflame scare it out. Psychic-types deal immense amounts of damage, but must watch out for Sucker Punch. Fast sweepers can easily take care of Toxicroak, as it has poor defenses. Sun, Sand and Hail make Toxicroak take damage every turn, so that’s a problem.

Any Additional Info: Weather wars are difficult via Dry Skin, so avoid letting it out when weather is up (except Rain). Switch in liberally to Water-types, as it will have delight in absorbing Water-type moves. It’s frail and slow, so switch from unfavorable match-ups like Talonflame and Mega Gallade. Substitute can be used instead of Swords Dance, but it's really ineffective at times, cutting back Toxicroak's attacking capabilities.

gliscor.gif

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 192 SpD / 72 Spe
Careful Nature
- Swords Dance
- Roost
- Knock Off / Acrobatics / (coverage)
- Earthquake


Role: Stallbreaker, Physical Sweeper

What It Does: This Gliscor variant aims to defensively use Swords Dance, as it’s not scared of status. Swords Dance is the main boosting move so you can take advantage of switches and other key instances. Roost is needed to shake off damage while setting up, and it lets you stay in longer. The third move is flexible, so you have a ton of options. The two moves listed though, are the most consistent (Knock Off destroys switch-ins. Acrobatics let you be a good Knock Off absorber whilst checking Mega Heracross and company). Earthquake is its primary STAB and attack to abuse Swords Dance with. The EVs listed above makes it specially-defensive, but you can design the EVs to take specific things better.

Good Teammates: Balanced and defensive teams find Gliscor helpful to offer offensive power while taking hits very well. Water-types are appreciated to take on the Ice- and Water-types that scare Gliscor. Special attackers can work on the physical walls that Gliscor hates. VolTurn may be useful to bring it a safe switch, activating Poison Heal in time.

What Counters It: Physical walls are main stops to Gliscor. Taunt locks it to attacks, but it doesn’t mind it most of the time. Status can be dangerous if it’s still not poisoned. Ice-and Water-types scare Gliscor with powerful STABs. Flying-types like Togekiss don’t care for Earthquake nor any other move Gliscor may offer.

Any Additional Info: You can let loose and have Gliscor take Knock Off after it’s poisoned. It doesn’t necessarily do set-up, but if you find opportunities to do so then go for it. Take caution when setting up when things like Mega Slowbro and Mamoswine are still healthy.
With Lando-T, I'd change the spread to 240 HP/252 Def/8 SpD/8 Spe, as this allows it to survive a HP Ice from Mega Manectric :]
 
Okay I got Reuniclus done. I'm sorry but I'll drop stallbreaker Togekiss since I don't have the most experience with it, used it for like 10 games or so and that lack of experience was quite evident as I was writing :( Anyway, I've been talking loads about Reuniclus this week, so why not wrap it up with this ^_^

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Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
- Calm Mind
- Psyshock
- Focus Blast / Shadow Ball
- Recover

Role: Defensive set-up sweeper, Stallbreaker

What It Does: Reuniclus, an old relic from the days of BW... With access to decent 110/75/85 defenses backed up by an excellent ability in Magic Guard as well as access to Calm Mind and Recover, Reuniclus makes for a great defensive setup sweeper as well as a decent stallbreaker due to its immunity to status and access to reliable recovery. Calm Mind is the crux of the set, enabling Reuniclus to boost on weaker foes such as Rotom-W, Chansey as well as taking advantage of the switches it forces against top-tier threats such as Mega Lopunny and Keldeo. CM also gives Reuniclus much more power and bulk to sweep. Psyshock is the mandatory, obligatory STAB move, chosen over Psychic for its power to break Chansey as well as win Calm Mind wars with Clefable and Manaphy, and can hit the plethora of Fighting- and Poison- types in the metagame right now such as Keldeo, Lopunny and Beedrill. Focus Blast is slashed first since it is arguably the best option, enabling Reuniclus to muscle past Dark- and Steel- types which can shrug off Psyshock easily or immune to it, such as Bisharp, Tyranitar, Heatran and Ferrothorn. Shadow Ball is also a viable option since it lets Reuniclus beat Slowbro, Metagross, Sableye, as well as Gallade, with much more ease. However, this leaves Reuniclus vulnerable to Dark types in general. Lastly, Recover is Reuniclus' main method of recovery and is what lets it break through stall archetypes with ease as well as maintaing health to check the foe.

Good Teammates: Good teammates for Reuniclus are Pokemon that can deal with the Dark types that Reuniclus struggles with. Pokemon like Chesnaught and Keldeo can deal with Bisharp, Tyranitar as well as Steel types such as Skarmory whilst Clefable, Sylveon and Altaria check Mega Sableye as well as weakening Steel types for Reuniclus. Fire types such as Charizard also check Scizor and the Y form also appreciates Reuniclus' ability to beat Chansey and PP stall Lati@s. Since Reuniclus is a great check to many Fighting types and stall-oriented Pokemon, Pokemon that appreciate this support will appreciate Reuniclus as their teammate. Bisharp and Tyranitar are great examples since they both have trouble with Fighting types such as Keldeo and can also Pursuit trap bulky Psychics which pose a threat to Reuniclus such as Cresselia, Slowbro and Lati@s.

What Counters It: Reuniclus' counters really depend on what coverage move it opts for. If running Focus Blast, its main counters are bulky Psychic types such as Slowbro who can cripple it with Thunder Wave and whittle it down with Scald, but loses to Shadow Ball variants. Mega Sableye is a huge thorn in Reuniclus' side as well since it is immune to the pseudo-Psychic-Fighting coverage that Reuniclus most commonly uses and can use Reuniclus as setup fodder or cripple it with Knock Off. Dark types are also a pain for Reuniclus since they can cripple it with Knock Off or Pursuit trap. If running Shadow Ball, this weakness to Dark types is amplified even further, since they are now resistant or immune to both of Reuniclus' moves. Bulky steel types such as Ferrothorn, Heatran and Mega Scizor can also take Shadow Balls relatively easy and can retaliate with their STAB moves. Scizor is notable since it can deal heavy damage to Reuniclus with its Bug STAB.

Any Additional Info: Don't setup on things like Sableye and Slowbro since you can't really touch them. As with all sweepers, checks and counters must be removed first. Also try not to switch Reuniclus directly into the foe as it has decent bulk but is not invincible, so don't start throwing it into Kyurem-Blacks Outrage or whatever.
 
MLG%20Lando_zpspsyvgytp.gif

xXWTFSoFast420OHKOXx (Landorus) (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Rash / Modest Nature
- Earth Power
- Knock Off / Psychic / Focus Blast
- Sludge Wave / Hidden Power Ice
- Rock Polish

Role: Special Sweeper, Wallbreaker

What It Does: Murder families is what it fucking does. This beast is such a Sheer Force to be reckoned with that terrible puns simply do not do it justice, it hits like a train and speeds like a jet after an RP and its good coverage makes it quite tough to handle. Floating barrel-head has become is definitely one strong presence in the meta right now. Basically only Earth Power and Rock Polish are mandatory on this set, the last two can be whatever you want, be it Sludge Wave for Fairies, Psychic for Mega Venu, HP Ice for Gliscor and other Landos, Focus Blast for Skarms, Ferros and Chanseys, and Knock Off is Knock Off, it really depends on what your team lacks coverage for, Sheer Force boosts all the above, barring HP Ice and Knock Off, to great levels, you're quite hard pressed to find a mon Lando-I can't 2HKO with something in its arsenal. Modest or Rash nature are ideal to boost power as much as possible which holds more benefit on a set like this since you're planning on doubling your speed anyway so a speed positive nature is unnecessary overkill where you could be breaking walls.

Good Teammates: Good teammates are abundant for Lando-I depending on the coverage and the overall strategy of your Lando, if he's your trump card then removing his checks and counters is obviously a good start. As such, Bish and T-Tar are decent choices to remove some Psychics that may annoy Lando unless you're running Knock Off though that is more supportive and usually not something you'll be sweeping with, and while Lando I does have HP Ice for the likes of Celebi and Lati@s, Earth Power for Megagross, and general raw power for most other things, a contingency plan never hurt. HP Ice Lando can also serve as a nice lure for the likes of Gliscor and opposing Lando and effectively remove them and as such pave the way for another powerful monster on your team who wouldn't shine as well with those threats around, something like Megagross or Mega Lop for example. MegaZard Y pairs well with Lando too, partly because they're both genocidal wallbreakers, partly because the Sun benefits them both by lessening their Water weaknesses, and partly because they share similar checks and counters which allows you to pile a lot of pressure against those threats with sheer offence and eventually break through them like the raw heavy offence beasts they are. There's plenty others too, double genie is a popular core, LanDiancie is another, etc. Explore.

What Counters It: That's a good question. Chansey, AV Torn-T and SpD Zapdos are all sure-fire counters no matter what moveset Lando has, falling just shy of the 2HKO in worst case scenarios regarding Lando's moveset (without Rocks though), but things that can hard-counter Lando are tough to come by. Checks are easy enough to find provided he hasn't set up an RP yet, Ice types or Ice coverage users who can outspeed or out-prioritise Lando like Kyurem-B, Mamo, Mega Manectric, Raikou and such are good answers there, the latter two in particular as they tempt Lando to stay in to get the KO with super effective STAB Earth Power only to fall to the HP Ice instead. A fast or bulky Water who can take one hit is also not a bad option as they can teal more damage and get the KO or at least put Lando in a range to be easily revenged, something like Azumarill, Keldeo, or Slowbro would be a good choice for that slot. If it gets and RP up though then things get exponentially more difficult, mainly when it comes to checks that rely on speed to handle Lando.

Any Additional Info: #GetRekt
 
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Emboar @ Life Orb
Ability: Reckless
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Flare Blitz
- Superpower
- Wild Charge
- Sucker Punch / Head Smash

Role: Physical Wallbreaker

What It Does: Emboar is a very powerful physical wallbreaker that is insanely hard to counter. Access to Reckless, a high base Attack stat, two powerful STAB moves in the form of Superpower and Flare Blitz, with the latter being boosted by Reckless, allow it to wallbreak exceptionaly well. Being a Fire-type, it's also immune to burn, something that almost every physical attacker dreams about. Similar to Victini, Emboar also learns a nice Electric-type coverage move, Wild Charge, which is also boosted by Reckless and allows it to deal with bulky Water-types such as Alomomola, Slowbro, and Gyarados. Emboar's low Speed can also be somewhat remedied by Sucker Punch, which makes it harder to revenge kill. Emboar's decent defensive typing also allows it to check Pokemon such as Bisharp.

Good Teammates: Garchomp is an exceptional teammate. Together they can break down many common cores such as VenuTran, CeleTran, Gliscor + Clefable, Mega Sableye + Jirachi + Tentacruel, etc. Emboar can break down bulkier Pokemon such as Landorus-T and Gliscor, while Swords Dance + Lum Berry Garchomp can clean up teams. Healing Wish users such as Jirachi and Latias also make for decent teammates, as they give it another shot at wallbreaking. Jirachi also has the added benefit of being able to set up Stealth Rock, and being able to pass Wishes and gain momentum with U-Turn. Latias can also Defog away entry hazards.

What Counters It: Not many Pokemon can counter Emboar, the closest being Mega Altaria, which is still 2HKOed by Head Smash. Landorus-T is a decent check, being able to switch in on Superpower or Wild Charge and KO back with Earthquake.

Any Additional Info: Play recklessly (yes I know I'm so funny) with Emboar, as it's a wallbreaker and it's main job is just to smash major holes into the opposing team, opening up a pathway for another teammate to sweep. Most of the time you should just be clicking Flare Blitz, as it hits really hard thanks to Reckless, being able to OHKO and 2HKO many neutralities, and being able to put large dents into Pokemon that even resist it. As a wallbreaker, Emboar is commonly compared to Victini, but Victini is extremely reliant on Choice items, which makes it more reliant on prediction. Victini also lacks a good secondary STAB move; Fighting STAB is really nice on Emboar as it allows it to hit Pokemon such as Gastrodon and Rotom-W.
 
306-mega.png

Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Stealth Rock
- Heavy Slam
- Avalanche / Thunder Wave
- Fire Punch / Earthquake / Rock Slide

Role: Physical Wall, Tank, Hazard Setter

What It Does: Aggron is unique in the sense that is is really physically bulky, can set up Stealth Rock, while also having great offensive stats and coverage options such as Avalanche, Fire Punch, Earthquake, and Rock Slide. Even though it lacks recovery outside of Rest, it is still a great tank and physical wall, being able to counter Mega Scizor, Mega Altaria (without Fire Blast), Mega Metagross, and Mega Pinsir. Mega Aggron can also phaze if running Dragon Tail, which goes well on hazard stacking teams as it can rack up residual damage. Thunder Wave is a nice utility option to slow down faster Pokemon such as Mega Metagross and Mega Gyarados, so that the rest of the team can handle them.

Good Teammates: Sylveon and Chansey are two excellent teammates. Sylveon can cure status with Heal Bell, pass Wishes to heal Aggron, while also being able to handle special attackers which Aggron has trouble with. In return, Mega Aggron can ward off strong physical attackers, while also having good synergy. Although Chansey and Aggron share a Fighting-type weakness, they are still good partners. Chansey pretty much does what Sylveon does, while Aggron does the same thing that it does for Sylveon. Terrakion and Garchomp also make for nice partners, as Aggron is quite effective at luring out Gliscor and Landorus-T and removing them with Avalanche, clearing a path to sweep with Double Dancer Terrakion or SD Garchomp. Pokemon such as Latios and Dragonite also appreciate Aggron's ability to handle Fairies and Dragons.

What Counters It: Physical walls like Hippowdon and Skarmory don't really care about Mega Aggron's attacks, while they can use it to set up hazards or remove hazards in Skarmory's case. Bulky Water-types such as Manaphy and Rotom-W resist Mega Aggron's main STAB move, while being able to fish for a Scald burn or just slowly wear it down. Special attackers can also break past Aggron quite easily; Pokemon such as Mega Charizard Y and Keldeo can all easily blast through it with their respective STAB moves, while Aggron can't really do much back to them.

Any Additional Info: Try not to get Aggron statused, as it really despises burn, which constantly chips away at it, while also weakening it's attacks.
 
Reserving special Mega Altaria.

EDIT: just a small thing, but maybe you should mention in the OP what pokemon we could write about? i.e above what rank. c rank sounds fine maybe?
 
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Reserving special Mega Altaria.

EDIT: just a small thing, but maybe you should mention in the OP what pokemon we could write about? i.e above what rank. c rank sounds fine maybe?
It's honestly at the point where so long as the mon is viable enough to be listed and the set in question is a viable set for said mon, I'm not particular about what the mon's rank is. When the thread had more traffic, the A-Ranked mons and B-Ranked mons pretty much all had a set written up without much input on my part and I wanted people to focus more on having at least one set up for each viable mon as opposed to making sure every set for each mon was posted.
 
Ok Sanger Zonvolt that sounds cool
Got Mega Altaria here:

altaria-mega.gif

Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 72 HP / 252 SpA / 184 Spe
Mild / Rash / Modest Nature
IVs: 0 Atk
- Hyper Voice
- Fire Blast
- Earthquake / Toxic / Draco Meteor / Heal Bell
- Roost

Role: Special Attacker

What It Does: Mega Altaria is one of the most versatile mega evolutions ORAS has gifted the competitive scene. With the ability to run a multitude of sets effectively, and by virtue of its stellar Dragon / Fairy typing, Altaria is a great check to a variety of top tier threats in OU such as Keldeo, Sableye, Mega Charizards and Lopunny. This set takes advantage of Altaria special attack to ignore various burns that Sableye and Keldeo may spread.
Hyper Voice is the main STAB, and hits incredibly hard after a Pixilate boost, capable of straight out OHKOing Pokemon such as Sableye, Lopunny and Gallade. Fire Blast is next, allowing Altaria to get past bulky Steel-types not named Heatran. Earthquake is an option in the third slot to lure in and deal massive damage to Heatran who would otherwise wall the Fairy-, Fire-type coverage that Altaria uses. Take note to use either a Mild or a Rash Nature when using Earthquake. Toxic is another option to wear down any other switch-ins to Altaria such as Talonflame and Mega Charizard Y, as well as specially defensive oriented Pokemon, namely Chansey, Unaware Clefable and Azumarill. Draco Meteor is slashed last; it may seem to have redundant coverage with Hyper Voice but with Draco Meteor, Altaria can get past Talonflame, Mega Charizard Y, as well as being a however it is quite situational. Lastly, Roost is mandatory to recover off any burns, hazard damage and damage sustained in the heat of battle from common switch-ins such as Sableye and Keldeo.

Good Teammates: Good teammates for Altaria include Pokemon that can take on Poison- and Steel-types. Ground types such as Excadrill can take both of these on as well as providing valuable Rapid Spin support. Magnezone can also trap and eliminate Steel-types that Altaria may struggle with. Gothitelle can also trap Steel- and Poison- types that Altaria despise. Specially Defensive Gliscor is a great partner since it deals with Mega Venusaur, Gengar and a variety of Steel types as well as Pokemon that Altaria struggle with such as Clefable and Chansey. In return, Altaria deals with the likes of Keldeo and Heracross which Gliscor are checked by.

What Counters It: Bulky steel types that can shrug off Fire Blast are the main candidates. Air Balloon Heatran is a decent check and can shrug off Hyper Voice and retaliate with Flash Cannon. Fairy-, Poison- and Steel-types such as Azumarill, Clefable, Mega Venusaur, Gengar, Scizor and Mega Metagross can also switch into Altaria's Fairy STAB and KO back with their respective STAB moves. Mega Venusaur in particular completely walls Altaria and can take Altaria out with multiple Sludge Bombs.

Any Additional Info: This EV spread aims to maximize Altaria's Special Attack stat to deal as much damage as possible. The speed EVs allow it to speed creep Pokemon attempting to speed creep Adamant Bisharp/Breloom, reaching a total of 241; examples of Pokemon it creeps are 16 speed Celebi, Zapdos as well as Adamant Bisharp and Breloom. An alternate spread with Timid > Modest with enough speed to outspeed Jolly Bisharp and Breloom, as well as Adamant Dragonite and Lucario is also viable; however it sacrifices quite a bit of bulk and power. Heal Bell is an option to clear the whole team of status but dedicated clerics such as Clefable and Chansey are more adept at it.
 
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Ok Sanger Zonvolt that sounds cool
Got Mega Altaria here:

altaria-mega.gif

Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 72 HP / 252 SpA / 184 Spe
Mild / Rash / Modest Nature
IVs: 0 Atk
- Hyper Voice
- Fire Blast
- Earthquake / Toxic / Draco Meteor
- Roost

Role: Special Attacker

What It Does: Mega Altaria is one of the most versatile mega evolutions ORAS has gifted the competitive scene. With the ability to run a multitude of sets effectively, and by virtue of its stellar Dragon / Fairy typing, Altaria is a great check to a variety of top tier threats in OU such as Keldeo, Sableye, Mega Charizards and Lopunny. This set takes advantage of Altaria special attack to ignore various burns that Sableye and Keldeo may spread.
Hyper Voice is the main STAB, and hits incredibly hard after a Pixilate boost, capable of straight out OHKOing Pokemon such as Sableye, Lopunny and Gallade. Fire Blast is next, allowing Altaria to get past bulky Steel-types not named Heatran. Earthquake is an option in the third slot to lure in and deal massive damage to Heatran who would otherwise wall the Fairy-, Fire-type coverage that Altaria uses. Take note to use either a Mild or a Rash Nature when using Earthquake. Toxic is another option to wear down any other switch-ins to Altaria such as Talonflame and Mega Charizard Y, as well as specially defensive oriented Pokemon, namely Chansey, Unaware Clefable and Azumarill. Draco Meteor is slashed last; it may seem to have redundant coverage with Hyper Voice but with Draco Meteor, Altaria can get past Talonflame, Mega Charizard Y, as well as being a however it is quite situational. Lastly, Roost is mandatory to recover off any burns, hazard damage and damage sustained in the heat of battle from common switch-ins such as Sableye and Keldeo.

Good Teammates: Good teammates for Altaria include Pokemon that can take on Poison- and Steel-types. Ground types such as Excadrill can take both of these on as well as providing valuable Rapid Spin support. Magnezone can also trap and eliminate Steel-types that Altaria may struggle with. Gothitelle can also trap Steel- and Poison- types that Altaria despise. Specially Defensive Gliscor is a great partner since it deals with Mega Venusaur, Gengar and a variety of Steel types as well as Pokemon that Altaria struggle with such as Clefable and Chansey. In return, Altaria deals with the likes of Keldeo and Heracross which Gliscor are checked by.

What Counters It: Bulky steel types that can shrug off Fire Blast are the main candidates. Air Balloon Heatran is a decent check and can shrug off Hyper Voice and retaliate with Flash Cannon. Fairy-, Poison- and Steel-types such as Azumarill, Clefable, Mega Venusaur, Gengar, Scizor and Mega Metagross can also switch into Altaria's Fairy STAB and KO back with their respective STAB moves. Mega Venusaur in particular completely walls Altaria and can take Altaria out with multiple Sludge Bombs.

Any Additional Info: This EV spread aims to maximize Altaria's Special Attack stat to deal as much damage as possible. The speed EVs allow it to speed creep Pokemon attempting to speed creep Adamant Bisharp/Breloom, reaching a total of 241; examples of Pokemon it creeps are 16 speed Celebi, Zapdos as well as Adamant Bisharp and Breloom. An alternate spread with Timid > Modest with enough speed to outspeed Jolly Bisharp and Breloom, as well as Adamant Dragonite and Lucario is also viable; however it sacrifices quite a bit of bulk and power. Heal Bell is an option to clear the whole team of status but dedicated clerics such as Clefable and Chansey are more adept at it.
Small thing but I'd mention Heal Bell in a slash over Earthquake can support mons that has want status removed
 
Surprised I didn't see this:

Support

Tyranitar @ Focus Sash
Ability: Sand Stream
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Ice Beam
- Fire Blast
- Taunt/Dark Pulse
Credit to Cypher Amir




Role:
Tyranitar is a great support mon,you've got the likes of lead Ferrothorn,Landorus-T (non scarf is even better),Gliscor,all of which are bopped by BeamBlast.The focus sash ensures that it sets up rocks after taking a hit while it can also be used as a surprise late game.

What it does:
While this set is very effective at pulling of a surprise kill,it does have a hard time switching in especially after its Sash is gone adding pressure to Rapid Spin asap on a Sand team.Other than this,it's a great lead dealing with the likes of slow Landorus-T, Ferrothorn,Gliscor and Skarmory.

Good Teammates:
Tyranitar can be paired with Pokemon like Excadrill to take advantage of the Sand and dent teams.It also appreciates fighting type and fairy type switch ins like Clefable,Gliscor and Talonflame while team mates that benefit from Sand(Double Dance Landorus-I/Sand Force M-Chomp).

What counters it?
Not much tbh,since we are running a Specially offensive variant,switch ins like Skarmory,Landorus, Ferrothorn,Gliscor and Tank Chomp are all covered with BlastBeam.

  • M-Loppuny:I run this set on a Sand Hyper Offense team.I find it particularly hard to deal with Loppuny as Fake Out+HJK takes out my Tyranitar.​
  • Conkeldurr:Another fighting type,Drain Punch or Mach Punch will definitely take me out.​
  • Breloom:Yet again,a fighting type who has priority in Mach Punch and can definitely take me out with a Bullet Seed as well.​
 
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Surprised I didn't see this:

Support

Tyranitar @ Focus Sash
Ability: Sand Stream
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Ice Beam
- Fire Blast
- Taunt/Dark Pulse
Credit to Cypher Amir




Role:
Tyranitar is a great support mon,you've got the likes of lead Ferrothorn,Landorus-T (non scarf is even better),Gliscor,all of which are bopped by BeamBlast.The focus sash ensures that it sets up rocks after taking a hit while it can also be used as a surprise late game.

What it does:
While this set is very effective at pulling of a surprise kill,it does have a hard time switching in especially after its Sash is gone adding pressure to Rapid Spin asap on a Sand team.Other than this,it's a great lead dealing with the likes of slow Landorus-T, Ferrothorn,Gliscor and Skarmory.

Good Teammates:
Tyranitar can be paired with Pokemon like Excadrill to take advantage of the Sand and dent teams.It also appreciates fighting type and fairy type switch ins like Clefable,Gliscor and Talonflame while team mates that benefit from Sand(Double Dance Landorus-I/Sand Force M-Chomp).

What counters it?
Not much tbh,since we are running a Specially offensive variant,switch ins like Skarmory,Landorus, Ferrothorn,Gliscor and Tank Chomp are all covered with BlastBeam.

  • M-Loppuny:I run this set on a Sand Hyper Offense team.I find it particularly hard to deal with Loppuny as Fake Out+HJK takes out my Tyranitar.​
  • Conkeldurr:Another fighting type,Drain Punch or Mach Punch will definitely take me out.​
  • Breloom:Yet again,a fighting type who has priority in Mach Punch and can definitely take me out with a Bullet Seed as well.​
I appreciate the effort, but this seems like it's pretty much the same as this set here which is already listed under hazard setters. Also, when you post a set, please make sure to follow the format outlined in the OP for the sake of uniformity.
 
Alright,what did I not follow in the format?
It should match the format of the example post in the quote box and the other posts linked in the OP. In short:
  • The text should be aligned to the left
  • Role should just be one of the basic roles, not a description of said role (i.e. Physical Sweeper, Special Wall, etc.)
 
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