Resource ORAS OU Teambuilding

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You think this set should be in support too? Great set though.
- I mentioned this before, but just because I list something under wallbreakers doesn't mean it can't sweep. I usually go with whatever role the poster of the set lists it under unless I think there's a good reason to move it elsewhere. If I listed one set under every possible role it might fall under depending on the circumstances, the lists would all be flooded. You can certainly sweep with Mega Houndoom under the right circumstances, but given that it has Nasty Plot but no priority, it's usually better suited as a a wallbreaker.
Same thing pretty much applies to walls with support abilities

Sanger Zonvolt Could I do SD Toxic Orb Breloom? I understand that it's been done before, but the EV spread and moveset of the last one is inefficient.
Given that TaBuu hasn't been here for a while, you can go ahead and do it
 
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Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Seed Bomb
- Superpower / Drain Punch
- Facade
Role: Stallbreaker, Physical Sweeper

What It Does: Toxic Orb SD Breloom is a really underrated set. Because of its great ability in Poison Heal, Breloom is a great stallbreaker as it is immune to status when poisoned. It turns the tables on a few of its checks, notably Mega Sableye, non-Psychic Celebi, and Mega Venusaur. Swords Dance allows Breloom to augment its Attack stat, making it threatening, especially to balance and stall teams as they rely on status (and Scald). It can boosts on numerous Pokemon, such as Alomomola, Ferrothorn, Rotom-W, Landorus-T, Gliscor, Manaphy w/ Energy Ball etc. Seed Bomb and Superpower are Breloom's main STAB moves, gaining good coverage throughout the whole metagame. Lastly, Facade deals with Flying-type switch-ins, such as Zapdos, Talonflame, and Mega Pinsir, as well as Pokemon resisting Grass-Fighting combo such as Celebi, Mega Altaria and Mega Venusaur.

Good Teammates: Breloom struggles with offense, as it is slow and frail. Pokemon such as Mega Lopunny, Mega Alakazam and Mega Aerodactyl clean up nicely against offense, due to their high Speed; Mega Lopunny helps weaken the likes of Celebi, Mega Altaria and Mega Venusaur for Breloom, and smashes Aegislash. Flying-types such as Talonflame are also a huge bane for Breloom. Electric-, Ice- or Rock-types such as Mega Manectric, Kyurem-B, and Tyranitar are good partners as they deal with Flying-types; Mega Manectric also does well against offense and it can provide valuable momentum for Breloom with Volt Switch.

What Counters It: Offense: Fast Pokemon seen on offense, such as Gengar and Mega Metagross, absolutely demolish Breloom because of its low Speed, lackluster defenses, and underwhelming damage output prior to boosting. Gengar, especially, resists/immune to Breloom's 3 moves on this set and OHKOes back with Sludge Wave. Flying-types such as Talonflame and Mega Pinsir also exploit Breloom's 4x weakness to Flying and OHKOes it.

Any Additional Info: 12 HP gives Breloom a Life Orb number. Maximum Speed investment to tie with opposing Breloom and Bisharp, as well as outspeed the likes of Adamant Mega Altaria. The rest is dumped into Attack for more firepower. Take note that the loss in Attack does not lose any KOs.
 
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Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Seed Bomb
- Superpower
- Facade
Role: Stallbreaker, Physical Sweeper

What It Does: Toxic Orb SD Breloom is a really underrated set. Because of its great ability in Poison Heal, Breloom is a great stallbreaker as it is immune to status when poisoned. It turns the tables on a few of its checks, notably Mega Sableye, non-Psychic Celebi, and Mega Venusaur. Swords Dance allows Breloom to augment its Attack stat, making it threatening, especially to balance and stall teams as they rely on status (and Scald). It can boosts on numerous Pokemon, such as Alomomola, Ferrothorn, Rotom-W, Landorus-T, Gliscor, Manaphy w/ Energy Ball etc. Seed Bomb and Superpower are Breloom's main STAB moves, gaining good coverage throughout the whole metagame. Lastly, Facade deals with Flying-type switch-ins, such as Zapdos, Talonflame, and Mega Pinsir, as well as Pokemon resisting Grass-Fighting combo such as Celebi, Mega Altaria and Mega Venusaur.

Good Teammates: Breloom struggles with offense, as it is slow and frail. Pokemon such as Mega Lopunny, Mega Alakazam and Mega Aerodactyl clean up nicely against offense, due to their high Speed; Mega Lopunny helps weaken the likes of Celebi, Mega Altaria and Mega Venusaur for Breloom, and smashes Aegislash. Flying-types such as Talonflame are also a huge bane for Breloom. Electric-, Ice- or Rock-types such as Mega Manectric, Kyurem-B, and Tyranitar are good partners as they deal with Flying-types; Mega Manectric also does well against offense and it can provide valuable momentum for Breloom with Volt Switch.

What Counters It: Offense: Fast Pokemon seen on offense, such as Gengar and Mega Metagross, absolutely demolish Breloom because of its low Speed, lackluster defenses, and underwhelming damage output prior to boosting. Gengar, especially, resists/immune to Breloom's 3 moves on this set and OHKOes back with Sludge Wave. Flying-types such as Talonflame and Mega Pinsir also exploit Breloom's 4x weakness to Flying and OHKOes it.

Any Additional Info: 12 HP gives Breloom a Life Orb number. Maximum Speed investment to tie with opposing Breloom and Bisharp, as well as outspeed the likes of Adamant Mega Altaria. The rest is dumped into Attack for more firepower. Take note that the loss in Attack does not lose any KOs.
I feel like Mach Punch is a necessity regardless of ability. Even with max investment and Jolly nature, it won't be outspeeding a lot, and most of what it does outspeed is heavily defensive (eg. Ferrothorn, Chansey). It also suffers from very low bulk, 60/80/60, meaning anything that packs enough of a punch (read: about 80% of OU) can OHKO or 2HKO it with the right move. Mach Punch would allow it to at least get off some damage on faster threats. It also gives it the possibility of acting as a revenge killer against pokemon without priority (eg. Magnezone, Heatran).
 
I disagree. Mach Punch is extremely situational on this set, and not a particularly good option at that.

  1. This set is meant to go against stall and balance, not against offense. Mach Punch won't find too much use on a stallbreaker - I mean, name a stallbreaker that uses priority.
  2. Ok, so you could say that Mach Punch helps clean up threats, making it not completely dead weight against offense. Then, ponder this, if using Mach Punch, Breloom loses significant coverage and power. Mach Punch + Seed Bomb + Facade is just to weak, even against Steel-types.

Calcs to prove my point:

+2 244 Atk Breloom Superpower vs. 0 HP / 0 Def Mega Metagross: 274-324 (91 - 107.6%) -- 81.3% chance to OHKO after Stealth Rock
+2 244 Atk Breloom Mach Punch vs. 0 HP / 0 Def Mega Metagross: 93-109 (30.8 - 36.2%) -- 98.8% chance to 3HKO after Stealth Rock
+2 244 Atk Breloom Mach Punch vs. 252 HP / 0 Def Bronzong: 115-136 (34 - 40.2%) -- 94.2% chance to 3HKO after Stealth Rock and Leftovers recovery
+2 244 Atk Breloom Superpower vs. 252 HP / 0 Def Bronzong: 343-405 (101.4 - 119.8%) -- guaranteed OHKO
+2 244 Atk Breloom Mach Punch vs. 248 HP / 0 Def Skarmory: 97-115 (29.1 - 34.5%) -- 100% chance to 3HKO after Stealth Rock
+2 244 Atk Breloom Superpower vs. 248 HP / 0 Def Skarmory: 291-343 (87.3 - 103%) -- 93.8% chance to OHKO after Stealth Rock

TL;DR
Superpower>Mach Punch
 
I'll take Tank Clefable and Unaware Calm Mind Clefable (if they're not done yet)
Tank Clefable is the one with Life Orb + 3 Attacks, Unaware CM is self-explanatory n_n
 
i have two questions, first: what is the difference between a late-game cleanner, and a regular sweeper? like, i know late game cleanner should just show up in late game, after their counters and checks are removed, but all sweepers have checks and counters, and they will not sweep before they being removed, so look like the same, i know things like Mega Sharpedo is really bad in early game, cause loose Speed Boost before removing it counters is dumbk, but in gerneral i don't know the diference.

the other question: is DD Tyrantrum Viable? it needs 2 boosting turns to start OKOing things he wouldn't with RP.
 
i have two questions, first: what is the difference between a late-game cleanner, and a regular sweeper? like, i know late game cleanner should just show up in late game, after their counters and checks are removed, but all sweepers have checks and counters, and they will not sweep before they being removed, so look like the same, i know things like Mega Sharpedo is really bad in early game, cause loose Speed Boost before removing it counters is dumbk, but in gerneral i don't know the diference.
As a general rule of thumb, late-game cleaners usually have high power and speed, but have so little bulk that they really need to OHKO whatever is left, which is why the opposing mons usually need to be weakened. For instance, Mega Charizard X has enough power and bulk after set up that it can usually afford to take a hit to get 2HKOs. Lucario on the other hand has a lot of issues taking hits, so you likely aren't going to switch it into anything, and he pretty much necessitates taking a hit, so even on a good turn he'll likely only have 60% of his health. However, once he's set up there's nothing that can really outpace it, and walls usually crumble under a +2 Adamant Close Combat, making it very good at finishing off weakened teams. Naturally, sweepers can also clean late game, so what usually makes cleaners stand out are high speed stats that make it impossible for most scarfers to outpace and hard hitting attacks. Lucario's a bit of an odd ball because Extreme Speed makes it "fast", but it's the same idea.
 
As a general rule of thumb, late-game cleaners usually have high power and speed, but have so little bulk that they really need to OHKO whatever is left, which is why the opposing mons usually need to be weakened. For instance, Mega Charizard X has enough power and bulk after set up that it can usually afford to take a hit to get 2HKOs. Lucario on the other hand has a lot of issues taking hits, so you likely aren't going to switch it into anything, and he pretty much necessitates taking a hit, so even on a good turn he'll likely only have 60% of his health. However, once he's set up there's nothing that can really outpace it, and walls usually crumble under a +2 Adamant Close Combat, making it very good at finishing off weakened teams. Naturally, sweepers can also clean late game, so what usually makes cleaners stand out are high speed stats that make it impossible for most scarfers to outpace and hard hitting attacks. Lucario's a bit of an odd ball because Extreme Speed makes it "fast", but it's the same idea.
this helped a lot, diancie mega and metagross mega, are quite bulk, but they are late-game cleanners because of their types right? and i think all the scarf users can be revenge-killers and late-game cleanners, but why keldeo and heatran are listed in late-game cleanners?
 
The way I've always understood it is that lategame cleaners sweep against weakened teams, but sweepers can potentially 6-0 you if you let them get a few turns of setup. Diancie can sweep vs. offense with Rock Polish, but Metagross generally appreciates the greater coverage that 4 slots give it, so would thus be termed a wallbreaker.
 
The way I've always understood it is that lategame cleaners sweep against weakened teams, but sweepers can potentially 6-0 you if you let them get a few turns of setup. Diancie can sweep vs. offense with Rock Polish, but Metagross generally appreciates the greater coverage that 4 slots give it, so would thus be termed a wallbreaker.
i was talking about the RP Metagross(listed)
 
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Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Calm Mind
- Moonblast
- Moonlight / Wish
- Heal Bell / Protect / Flamethrower

Role: Special Setup Sweeper, Tank, Support, Cleric

What it does: Due to Unaware, Clefable can set up Calm Mind on setup sweepers such as Garchomp , which it cannot do with Magic Guard. Moonblast is the obligatory STAB move, providing great coverage against a multitude of Fighting-, Dark-, and Dragon-types. Moonlight is used over Wish, as it frees up a moveslot and Soft-Boiled is incompatible with Unaware; however, Moonlight has fewer PP and is less effective under most weather conditions, which is a major drawback. Wish and Protect can be opted for in place of Moonlight, providing more reliable recovery than Moonlight, the ability to heal teammates, and the ability to scout. However, Wish + Protect takes up two moveslots, which is quite detrimental given that Clefable really enjoys having Heal Bell or another coverage move. Heal Bell clears Clefable and its team of status, as without Magic Guard, Clefable is easily worn down by status such as burn or Toxic. Finally, Flamethrower deals with Steel-types such as Scizor, Skarmory, and Ferrothorn, which take Moonblast easily.

The 248 HP investment minimizes residual damage, including from status and entry hazards. Maximum Defense investment is used so that Clefable can use physical setup sweepers, such as Garchomp, as setup fodder; however, Special Defense investment can be used instead to set up on special sweepers such as Quiver Dance Volcarona, Nasty Plot Thundurus, and Tail Glow Manaphy more easily. Leftovers gives Clefable gradual recovery to set up Calm Mind more easily. Unaware allows Clefable to boost in the face of setup sweepers, a perk it has over Magic Guard.
Alternatively, an EV spread of 248 HP / 248 Def / 12 Spe can be used to allow Clefable to outspeed minimum Speed Tyranitar. More Speed can also be run to outrun Pokemon such as Azumarill, Sylveon, and Skarmory.

Clefable fits in on more defensively oriented teams in need of Wish or cleric support or on balanced teams needing a solid check for setup sweepers. Clefable can easily pivot into a multitude of threats such as Mega Lopunny and Mega Gallade, and it can utilize the switches caused to set up Calm Mind.

Good Teammates: Getting rid of Steel-, Poison-, and Fire-types is beneficial to Clefable; specially defensive Gliscor and Heatran are good teammates in this respect, as they can take on a variety of Poison-types, including Mega Venusaur, Dragalge, Gengar, and Tentacruel. Tyranitar and Thunder Wave Rotom-W check Talonflame and Mega Charizard X at the same time with ease, both Pokemon Clefable struggles with tremendously. Conkeldurr, Mega Gallade, and Mega Lopunny check Steel-types for Clefable; Conkeldurr easily deals with Heatran, Ferrothorn, and Empoleon, taking advantage of burns because of Guts, as well as a few Poison-types such as Gengar because of its high defenses combined with an Assault Vest. Similarly, Mega Gallade deals with Steel-types such as Heatran and Ferrothorn, as well as Poison-types such as Mega Venusaur and Tentacruel, while Mega Lopunny smashes Steel-types, Gengar, and Mega Charizard Y.

What counters it: Fire-types such as Talonflame, Victini, and Heatran can take Moonblast easily, and they can threaten Clefable with strong Fire-type STAB attacks in return. Talonflame can shut down Clefable with Taunt, set up on it with Swords Dance, and retaliate with Brave Bird. Similarly, Victini can hit back with an extremely powerful V-create. Heatran deserves a special mention as well, as it 4x resists Moonblast; in return, it can deal lots of damage to Clefable with Flash Cannon, wear down its Unaware set with Toxic, or phaze it with Roar.

Fast and powerful Steel-types such as Scizor, Mega Metagross, and Magnezone can all come in on a predicted Moonblast and threaten Clefable with their respective STAB moves; Scizor and Mega Scizor deal a hefty chunk to Clefable with Bullet Punch; Mega Metagross easily comes in on a Moonblast or a Calm Mind and straight up OHKOes Clefable with Meteor Mash; and Choice Scarf Magnezone can switch into any move and 2HKO Clefable with Flash Cannon. Bulky Steel-types such as Empoleon are big problems for Clefable as well; Empoleon can phaze Clefable out with Roar and wear it down with Scald.

Poison-types such as Gengar, Mega Venusaur, and Tentacruel check Clefable relatively well. Gengar OHKOes Clefable with Sludge Wave and can switch into any move; Mega Venusaur can heal off any damage sustained, has Thick Fat to ward off Flamethrower, and can 2HKO Clefable with Sludge Bomb; and Tentacruel can wear Clefable down with Acid Spray and Scald and is not crippled much by Thunder Wave.

Trappers such as Gothitelle and Wobbuffet can really cripple Clefable. Gothitelle can Trick its Choice Scarf or Choice Specs onto Clefable, thus locking it into one move, use Clefable as setup fodder with its own Calm Mind, heal off any damage sustained with Rest, and take out Clefable with Psychic or Psyshock. Wobbuffet can Encore Clefable into one move, allowing easy predictions or switches, and use Mirror Coat to reflect Moonblast.

Stallbreakers such as Gengar, Gliscor, Mew, and Heatran can stop Clefable from setting up Calm Mind. They also prevent Clefable from using a recovery move with Taunt or have the bulk to use Clefable as setup bait. Specially defensive Gliscor can take any hit from Clefable, use Swords Dance to set up, heal off any damage with Roost, and cripple Clefable with Knock Off and Earthquake. Gengar, Heatran, and Mew can use Taunt to deny Clefable's recovery and use of Calm Mind.

Any Additional Info:
 
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To be honest, you're not really describing what clefable does in the "what it does" section. You're really just describing the set and EVs; you should try to describe its role and why you would use it on your team.
 
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Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Moonblast
- Fire Blast
- Soft-Boiled
- Focus Blast / Thunderbolt / Ice Beam

Role: Tank

What it does: Clefable is a good tank, because of its solid defenses, good typing, and great movepool. It offers a good check to a spectrum of attackers, such as Keldeo, and can dish out powerful hits right off the bat. Because of Magic Guard, it also pivots easily into status inducers or defensive Pokemon. Moonblast is Clefable's main STAB move and hits quite hard with a Life Orb, dealing with the plethora of Fighting-, Dark-, and Dragon-types in the tier, such as Mega Lopunny, Tyranitar, and Garchomp. Fire Blast allows Clefable to get past Steel-types such as Scizor and Ferrothorn, which can shrug off Moonblast easily; however, Flamethrower is an option for more reliability in terms of accuracy. Soft-Boiled lets Clefable stay healthy so that it can consistently tank hits and dish out powerful hits of its own. Focus Blast allows Clefable to 2HKO Heatran and Empoleon, which otherwise wall Clefable utterly. Thunderbolt , similarly, 2HKOes stallbreaker Talonflame and Mega Charizard Y. Lastly, Ice Beam OHKOes specially defensive Gliscor as well as both Landorus formes. Psyshock can also be considered, as it deals with Poison-types such as Amoonguss, Mega Venusaur, and Tentacruel, as well as dealing more damage to Chansey.

Maximum HP investment lets Clefable comfortably tank hits, and maximum Special Attack investment allows Clefable to hit as hard as possible. Magic Guard prevents Clefable from being worn down by status and entry hazards so it can switch in numerous times without requiring Rapid Spin or Defog support. A Life Orb capitalizes on Magic Guard, increasing Clefable's damage output significantly without inflicting recoil.
Lastly, Speed investment can be run to outspeed threats such as Tyranitar and Sylveon. An additional 12 EVs in Speed allow Clefable to outspeed uninvested Tyranitar, while 16 EVs will creep Sylveon.

Good Teammates: Because Clefable has various coverage moves in its arsenal, Pokemon that appreciate various threats Pokemon lured in and KOed are ideal partners. Mega Pidgeot and Volcarona appreciate Clefable's ability to lure in Empoleon and Heatran and 2HKO them with Focus Blast, while Fighting-, Grass-, and Bug-types such as Mega Lopunny, Serperior, and Scizor value Clefable's ability to lure in and 2HKO stallbreaker Talonflame with Thunderbolt. In addition, Clefable can lure in opposing Gliscor and Landorus and OHKO them with Ice Beam, making Gengar and Landorus not running Hidden Power Ice great partners. Lastly, Mega Lopunny and Mega Manectric appreciate Clefable's ability to weaken Mega Venusaur and Amoonguss with Psyshock. Pivots such as Tornadus-Therian and Rotom-W can bring in Clefable easily with VoltTurn support so that it can come in without taking unnecessary damage.

What checks/counters it: This set does not have many switch-ins due to the versatility Clefable has. If not running Thunderbolt, Talonflame and Mega Charizard Y are good checks; the former also has Taunt to stop Soft-Boiled. If not running Ice Beam, Gliscor is the main check, and with Taunt, it shuts down Clefable's recovery and can set up with Swords Dance or whittle Clefable down with Earthquake. Similarly, if not running Focus Blast, Heatran and Empoleon deal with Clefable with ease. Faster Pokemon that can hit Clefable for super-effective damage, such as Gengar and Mega Metagross, are also good checks.

Any additional info: Clefable can easily pivot into Pokemon such as Mega Sceptile and Mega Lopunny and dish out powerful hits immediately. Due to Magic Guard, Clefable can also pivot easily into walls that typically rely on status, such as Chansey, Seismitoad, and Alomomola. However, because this set does not run any Defense or Special Defense investment, keep in mind that Clefable is not particularly bulky and thus cannot be thrown into numerous attacks. Use Soft-Boiled on predicted switches, so as to not lose momentum. If using moves such as Thunderbolt, Ice Beam, and Psyshock to deal with the Pokemon Clefable lures in, one must pretend to not have these moves early-game and strike only when the opponent's guard is down.
 
What to use:
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Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Superpower / Fire Punch / Ice Punch

Role: Wallbreaker

What it does: Having a Choice Band, backed by a base 134 Attack, an Adamant nature and full investment boosts its attack to threatening levels. With all these considered, Band Tyranitar is hard to switch in to, able to even dent some of Tyranitar's usual checks on the switch. As the strongest user of Pursuit, Band Tyranitar is able to pressure even defensive cores. It also puts the Latias and Latios in a checkmate situation as they die easily from Pursuit after SR if they decide to stay in. Additionally, offensive variants of Talonflame are OHKOed by Pursuit as well as dealing about 81-96% damage to 248 HP / 0 Def Talonflame on the switch out. As such, Tyranitar serves as a solid wallbreaker able to muscle past bulky Psychic-types such as Jirachi, (Mega) Slowbro, Reuniclus, and Cresselia as well as bulky Flying-types such as Mandibuzz and Skarmory.

Stone Edge is Tyranitar's strongest STAB, nuking nearly anything not resistant to it. Crunch is Tyranitar's secondary, more accurate STAB and also having the ability to break past bulky Psychic-types. Pursuit is mandatory as it is one of the main selling points of using Band Tyranitar, intended to trap the Lati twins, Talonflame, other Psychic-types, as well as physically frail Pokemon. The last moveslot depends on your team's needs. Superpower is able to nail Heatran and opposing Tyranitar, as well as Terrakion, Keldeo, Mega Lopunny on the switch. On the other hand, Fire Punch is meant to hit Ferrothorn and Scizor. Lastly, Ice Punch hits Landorus-T and Garchomp on the switch. The speed EVs are intended to outspeed 16 Speed Mandibuzz, maximum Attack investment in order to make Tyranitar hit hard as possible, while dumping the rest of the EVs into HP for better overall bulk.

Good Teammates: Partners include those who appreciate having the Lati twins, Talonflame, and other Psychic-types alike removed. Keldeo, Mega Gallade, Mega Metagross, and Mega Lopunny make for good candidates. Mega Charizard-Y appreciates having Chansey and the Lati twins trapped. The removal of Fighting-types is another thing that Tyranitar appreciates. A few partners who fulfill this role include Reuniclus, Talonflame, and Mega Altaria. Excadrill can abuse Tyranitar's sandstorm, allowing him to revenge kill Fairy-types bar Azumarill as well as clean mid- to late-game once walls are either sufficiently weakened or broken down. Tyranitar also appreciates the removal of bulky Ground-types, Ferrothorn, Scizor, and Heatran; as such, Keldeo makes a great partner who also appreciates Pursuit support.

What Counters It: Fighting-types are decent answers, as they resist Tyranitar's dual STABs such as the likes of Keldeo, Mega Lopunny, Terrakion, and Infernape all outspeed Tyranitar while bulky ones such as Conkeldurr and Chesnaught are able to take a couple of hits. DD Mega Altaria and Mega Gardevoir are Fairy-type options, able to outspeed Tyranitar and smoke it with a Return or Hyper Voice respectively after SR. Do note that Band Tyranitar's high Attack stat will leave some of Tyranitar's usual checks seriously dented on the switch-in, if not KO them outright. Therefore, some of them need to come in on resisted attacks and/or anything that fails to do any significant damage. Hippowdon, Landorus-T, and bulky Garchomp (assuming TTar lacks Ice Punch) can take hits from Tyranitar, then threaten it back with their Earthquakes. Lastly, taking advantage of having Tyranitar locked into a resisted attack can be taken advantage of by a setup sweeper or leaving Tyranitar more prone to getting revenge killed.

Any Additional Info: Avoid getting your Tyranitar burned as it will obviously cut its Attack to the point it won't be an effective wallbreaker anymore, thus fail to do its job. Additionally, do not get too trigger-happy when it comes to using Pursuit on certain bulky opponents, despite the high Attack stat of Band Tyranitar. There are some instances where your opponent probably decides to stay in, such as Reuniclus firing off a Focus Blast, Slowbro firing off a Scald, or a wall attempting to cripple you with Will-o-Wisp or Thunder Wave. As such, think wisely before clicking Pursuit as you'll otherwise lose momentum if you get locked into it, provided it fails to do any significant damage.
 
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Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Hydro Pump
- Scald / Icy Wind
- Sacred Sword
- Hidden Power Electric / Hidden Power Ice

Role: Late-game Cleaner, Revenge Killer

What It Does: Base 129 Special Attack and base 108 Speed make Keldeo a very capable Choice Scarf Pokemon. When given maximum EVs in SpA and Spe with a +Spe Nature, Keldeo can revenge kill common offensive threats such as Greninja, Landorus and Gyarados. It also isn't uncommon for Scarfed Keldeo to be a win condition thanks to its powerful STAB coverage and high speed stat. Hydro Pump is a base 120 Water-type STAB move that can easily KO weakened Pokemon that do not resist it. Scald has the merit of being 100% accurate while boasting the chance of being able to burn the opposition which may prove to be useful in the long run. Alternatively, Icy Wind is great for Ice-type coverage and slowing down faster threats that can potentially outspeed a Scarfed Keldeo. Sacred Sword is Fighting-type STAB and possesses the interesting property of using Keldeo's Special Attack stat to deal damage to the opponent's Defense stat, much like Psyshock. HP Electric is useful for revenge killing Gyarados while HP Ice is favored for revenge killing Dragonite and Garchomp

Good Teammates: Choice Banded Tyranitar is phenomenal for taking out Keldeo's few answers, namely Lati@s, Mega Slowbro and Mega Venusaur. Landorus-I also works well because of its ability to severely weaken defensive Pokemon with Sheer Force boosted moves. Politoed's Drizzle ability makes Keldeo a deadly late game cleaner as not much can freely switch in on rain boosted, STAB Hydro Pump from Keldeo

What Counters It: Lati@s, Mega Slowbro, Mega Venusaur, Amoonguss, Sylveon and Celebi are all capable of taking down Keldeo 1v1 thanks to their resistances and ability to KO Keldeo back with their STAB moves.

Any Additional Info: Always keep Keldeo around for the late-game. As previously mentioned, Scarfed Keldeo is a phenomenal revenge killer and late game cleaner and there is no reason to count it out as a win condition.

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Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Hydro Pump
- Scald / Icy Wind
- Sacred Sword
- Hidden Power Electric / Hidden Power Ice

Role: Late-game Cleaner, Revenge Killer

What It Does: Base 129 Special Attack and base 108 Speed make Keldeo a very capable Choice Scarf Pokemon. When given maximum EVs in SpA and Spe with a +Spe Nature, Keldeo can revenge kill common offensive threats such as Greninja, Landorus and Gyarados. It also isn't uncommon for Scarfed Keldeo to be a win condition thanks to its powerful STAB coverage and high speed stat. Hydro Pump is a base 120 Water-type STAB move that can easily KO weakened Pokemon that do not resist it. Scald has the merit of being 100% accurate while boasting the chance of being able to burn the opposition which may prove to be useful in the long run. Alternatively, Icy Wind is great for Ice-type coverage and slowing down faster threats that can potentially outspeed a Scarfed Keldeo. Sacred Sword is Fighting-type STAB and possesses the interesting property of using Keldeo's Special Attack stat to deal damage to the opponent's Defense stat, much like Psyshock. HP Electric is useful for revenge killing Gyarados while HP Ice is favored for revenge killing Dragonite and Garchomp

Good Teammates: Choice Banded Tyranitar is phenomenal for taking out Keldeo's few answers, namely Lati@s, Mega Slowbro and Mega Venusaur. Landorus-I also works well because of its ability to severely weaken defensive Pokemon with Sheer Force boosted moves. Politoed's Drizzle ability makes Keldeo a deadly late game cleaner as not much can freely switch in on rain boosted, STAB Hydro Pump from Keldeo

What Counters It: Lati@s, Mega Slowbro, Mega Venusaur, Amoonguss, Sylveon and Celebi are all capable of taking down Keldeo 1v1 thanks to their resistances and ability to KO Keldeo back with their STAB moves.

Any Additional Info: Always keep Keldeo around for the late-game. As previously mentioned, Scarfed Keldeo is a phenomenal revenge killer and late game cleaner and there is no reason to count it out as a win condition.
I don't know if anyone has noticed but Secret Sword should be in place of Sacred Sword...
 
AAAAARRRIBBAAAAAAAA!!!!!(Ludicolo Rain Sweeper)
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Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump
- Giga Drain
- Focus Blast
- Ice Beam

Role:Spcial sweeper

What It Does:Ludiolo is similar to Seismitoad, working as a Special Sweeper, who can take some commons Rain Checks and Counters, also have some utility as a defensive switch in some cases. Focus Blast can 2KO Ferrothorn(witch can only use t-wave or set up SR, or a Slayer of Spikes against Ludicolo), Giga Drain can 2KO any form of Azumarill, and 2KO unboosted Suicune(3KO +1 Suicune), Ludicolo type is really good to other Swift Swimmers cause he can Switch into other Water Boosted moves, also can Switch against EQs, Ludicolo is also a Really good Check to Mega Swampert and Omastar, Ludicolo is also a good Answer to Grass types that try to put someone to Sleep/Seed someone.

What Counters It:Being a D Rank Ludicolo have a lot of comebacks, He is Weak to Talonflame and Birdspam in General(Only 2KO Tornadus-T), needing Someone to Counter them, Ludicolo is also weak to priority t-wave, needing someone to receive them, Chansey, Blissey, Mega Ampharos and anothers Special Walls can Wall Ludicolo really easy.

Good Teammates:Starting with Politoed, and others Rain Setters(but you will probably use Politeod), Mega Swampert can take Speciall Walls and recive T-Waves, Omastar and Kabutops can wall Talonflame, all this Mons like things like Ferro, Azu and Suicune being removed by Ludicolo, Mega Manetric and Raikou can recive T-Wave and Wall Talon under Rain, Latias have Defog and Healling Wish, Helping with the Sweep

Any Additional Info: The EVs allow you to Outspeed Scarf Landorus under rain, and hit Hardest it can. Scald can be used over Hydro Pump, but it looses a lot of KO’s and 2Kos with scald.
 
I don't know if anyone has noticed but Secret Sword should be in place of Sacred Sword...
I'm amazed that no one ever caught that. It's a typo that should be fixed since it relates to the importable. Since it really just needs to replace instances of "Sacred" with "Secret" and TaBuu hasn't been on for a while, I'll go ahead and just C/P into this post in a little bit

EDIT: Original post by TaBuu
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Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Hydro Pump
- Scald / Icy Wind
- Secret Sword
- Hidden Power Electric / Hidden Power Ice

Role: Late-game Cleaner, Revenge Killer

What It Does: Base 129 Special Attack and base 108 Speed make Keldeo a very capable Choice Scarf Pokemon. When given maximum EVs in SpA and Spe with a +Spe Nature, Keldeo can revenge kill common offensive threats such Landorus and Gyarados. It also isn't uncommon for Scarfed Keldeo to be a win condition thanks to its powerful STAB coverage and high speed stat. Hydro Pump is a base 120 Water-type STAB move that can easily KO weakened Pokemon that do not resist it. Scald has the merit of being 100% accurate while boasting the chance of being able to burn the opposition which may prove to be useful in the long run. Alternatively, Icy Wind is great for Ice-type coverage and slowing down faster threats that can potentially outspeed a Scarfed Keldeo. Secret Sword is Fighting-type STAB and possesses the interesting property of using Keldeo's Special Attack stat to deal damage to the opponent's Defense stat, much like Psyshock. HP Electric is useful for revenge killing Gyarados while HP Ice is favored for revenge killing Dragonite and Garchomp

Good Teammates: Choice Banded Tyranitar is phenomenal for taking out Keldeo's few answers, namely Lati@s, Mega Slowbro and Mega Venusaur. Landorus-I also works well because of its ability to severely weaken defensive Pokemon with Sheer Force boosted moves. Politoed's Drizzle ability makes Keldeo a deadly late game cleaner as not much can freely switch in on rain boosted, STAB Hydro Pump from Keldeo

What Counters It: Lati@s, Mega Slowbro, Mega Venusaur, Amoonguss, Sylveon and Celebi are all capable of taking down Keldeo 1v1 thanks to their resistances and ability to KO Keldeo back with their STAB moves.

Any Additional Info: Always keep Keldeo around for the late-game. As previously mentioned, Scarfed Keldeo is a phenomenal revenge killer and late game cleaner and there is no reason to count it out as a win condition.
 
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