DPP OU Threat List


Yeah baby! You can sail my ship!
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Base stats: 75 HP / 123 Atk / 67 Def / 95 SpA / 85 SpD / 95 Spe
Ability: Motor Drive

Electivire has two things going for it: the best coverage in OU and one of the most useful abilities in the game. Unfortunately, due to a lack of raw power and physical STAB move, Electivire was never going to overhaul the metagame. Because of a lack of a good physical STAB move, Electivire often plays mixed, using Thunderbolt, Hidden Power Ice, and Flamethrower alongside Cross Chop to gain super effective damage on most every Pokemon in the tier. Other sets will go completely physical, opting for the elemental punches and Earthquake. Electivire's greatest weapon is its coverage, but it has an added bonus in the ability to boost its Speed. Electivire can easily switch in on a predicted Electric-type attack (even Thunder Wave) and begin wreaking havoc. It also sports a resistance to the most common form of priority in the tier, Scizor's Bullet Punch. It is often used in a bait-and-switch strategy, getting free boosts from Electric-type attacks aimed at a Gyarados or Skarmory. Offensive teams are often easily swept, as often their fastest Pokemon is Choice Scarf Rotom-A, which is slower than Electivire and cannot use a STAB Thunderbolt on it. Until Electivire is revealed, it remains a dangerous secret weapon.

Reserving offensive Swampert
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Base stats: 100 HP / 110 Atk / 90 Def / 85 SpA / 90 SpD / 60 Spe
Ability: Torrent

With huge defensive stats coupled with only one weakness, Swampert is immediately thought of as a defensive threat. However, Swampert is also effective on offensive teams. It is capable of setting up Stealth Rock early-game, while fairing very well against common suicide leads, such as Azelf or Aerodactyl. While equipped with a Choice Band, Swampert's combination of Waterfall, Earthquake, and Ice Beam/Avalanche allow it to use its natural bulk to sponge hits while dishing out major damage. Once an opposing Grass-type, such as Celebi or Breloom, has been removed, Swampert becomes an even more dangerous threat. With access to Curse, Swampert can boost its Attack and Defense to untouchable levels. It can also use Rest to alleviate itself of a pesky burn or poison, healing back all the health lost from boosting up with Curse. Swamperts that use Rest will also carry Sleep Talk, allowing it to take down the opponent even when sleeping.
Reserving Ninjask
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Steven Snype

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Typing: Electric / Ghost
Base stats: 50 HP / 65 Atk / 105 Def / 105 SpA / 105 SpD / 86 Spe
Ability: Levitate

Rotom-A's typing and resistances make it a great check to Fighting-, Ground-, and Steel-type Pokemon. Switching into most of these Pokemon fairly easy, Rotom-A can stave them off with the threat of a burn from Will-o-Wisp. Rotom-A's general moves of choice to prevent itself from becoming Taunt bait are Thunderbolt and Shadow Ball. Its Electric-typing makes Rotom-A arguably the best spinblocker in the game. It defeats Tentacruel, Starmie, and Forretress with Thunderbolt (though it will not like taking Forretress's Paybacks nor Starmie's Hydro Pumps) and cripples the less prominent physical spinners such as Donphan and Hitmontop with a burn from Will-O-Wisp. Rotom-A is also capable of utilizing other status moves such as Toxic and Thunder Wave, but these are generally preferred on other Pokemon due to Rotom-A's Four-Moveslot Syndrome and general utility against common Pokemon. Rotom-A's most prominent forme in DPP OU is Rotom-W, with occasional sightings of Rotom-H and even rarer occurrences of Rotom-C. Thus, Rotom-A will have Hydro Pump, Overheat, or Leaf Storm for coverage in its own respective forme. For recovery, Rotom-A generally uses RestTalk for longevity and usually runs Will-O-Wisp, Thunderbolt, Shadow Ball, or Hydro Pump. However, on faster-paced teams, it is uncommon to see Pain Split Rotom-A.


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Base stats: 61 HP / 90 Atk / 45 Def / 50 SpA / 50 SpD / 160 Spe
Ability: Speed Boost

Ninjask is the fastest Pokemon in OU by a long shot. Unfortunately, this isn't enough for it to succeed on its own. Ninjask makes great use of Baton Pass, which can really destroy opponents. With the ability to pass off a possible Attack boost, Speed boost, and Substitute, Ninjask can set up another Pokemon for an easy sweep. Ninjask will often also use Protect or X-Scissor to give it a fighting chance against opponents. As much potential as it has, Ninjask will have trouble setting up on teams that carry a Taunt user or phazer. Ninjask can easily lure these Pokemon in, allowing for a double switch to, say, a Magnezone to take out a Skarmory, but with a 4x weakness to Stealth Rock Ninjask will find trouble switching in as well. Countering it isn't about beating Ninjask, but rather about beating Ninjask's team's style—and without a dedicated Baton Pass counter, you'll be in for a world of hurt.

Reserving Dugtrio, also disputing the possibility of Offensive Feraligatr as a threat. I've never seen one, and it doesn't get anything that Gyarados or Kabutops doesn't and could do better.
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Should be interesting to see if I still remember how to write like a proper C&C contributor...
offensive Rotom-A:

Type: Electric / Ghost
Base Stats: 50 HP / 65 Atk / 105 Def / 107 SpA / 105 Def / 86 Spe
Ability: Levitate

Rotom-A is a very unique Pokemon in that it gains an extra move by changing its forme, said move being Leaf Storm for Rotom-C, Blizzard for Rotom-F, Air Slash for Rotom-S, Overheat for Rotom-H, and Hydro Pump for Rotom-W. Rotom-W and Rotom-H are the most common forms by far due to their much superior coverage moves. When combined with its STAB Thunderbolt and Shadow Ball, along with its respectable Special Attack stat, it can succeed immensely as an offensive Pokemon. Rotom-A is most commonly seen utilizing a Choice item (Specs or Scarf) with both of its STABs and a coverage move, rounding the moveset out with Trick to cripple walls by giving them a Choice item. Will-O-Wisp may also make an appearance, allowing Rotom-A to cripple physical attackers. Hidden Power Ice can also be used for coverage against Dragon-types and Grass-types if using Rotom-W or Rotom-C. Rotom-A has access to Pain Split, which in combination with Substitute and its low HP stat allow it to recover its health from a lower amount. Rotom-A learns Charge Beam, which can be used as a boosting move to sweep teams. It even has access to two weather-inducing moves, one being Rain Dance, which can be setup to boost Rotom-W's Hydro Pumps. Rotom-W and Rotom-H are the two most common formes and the two to look out for, as they got the better end of the stick when it comes to the move that they received. To top all of this off, it has Ground-, Normal-, and Fighting-type immunities along with a myriad of resistances to grant it many switch-in opportunities.

offensive Abomasnow, offensive Heracross, and offensive Magneton are mine
here you go:

Type: Grass / Ice
Base Stats: 90 HP / 92 Atk / 75 Def / 92 SpA / 85 SpD / 60 Spe
Ability: Snow Warning

Abomasnow's use lies in that it is the only viable summoner of permanent hail. It has a few somewhat decent offensive options throughout its limited movepool. It has access to powerful STABs in Blizzard and Wood Hammer, a STAB priority attack in Ice Shard, and decent coverage moves in Earthquake, Focus Punch, and Hidden Power Fire. Its best bet is as a mixed Choice Scarfer, using both of its STABs and two coverage moves to revenge kill Pokemon weak to its moves or just generally frail Pokemon. Other options include a non-choiced mixed attacker with Ice Shard and a Choice Specs set to make Blizzard hit fairly hard. Abomasnow also has access to Seed Bomb and Energy Ball as other STAB options, the former a physical Grass-type attack without recoil and the latter a special Grass-type attack for non-mixed sets. Since its STABs leave it open to Steel-types, Hidden Power Fire and Earthquake are often used to hit Steel-types, or even Focus Punch for Blissey and Snorlax.

Type: Bug / Fighting
Base Stats: 80 HP / 125 Atk / 75 Def / 40 SpA / 95 SpD / 85 Spe
Abilities: Guts / Swarm

Heracross is a very threatening physical attacker, and it is easy to see why. Threatening STABs with decent coverage together and Stone Edge to hit all resists barring Toxicroak, in combination with a base 125 Atk stat, make Heracross one of the most powerful physical attackers in existence. It is most commonly seen donning a Choice Scarf to revenge kill common threats, or even a Choice Band to punch holes in teams. Those sets use another of Heracross's many options, namely Toxic to cripple walls that will not fall to Heracross's attacks, Night Slash to reliably hit Ghost-types, Pursuit to trap Ghost-types, or Sleep Talk to use sleep as an advantage with Guts boosting the move selected by Sleep Talk. Speaking of Guts, it makes Swords Dance a much more viable and harder-hitting option with a Flame Orb or Toxic Orb, essentially getting a Choice Band boost without being locked in. Furthermore, when using a status orb Facade is boosted, providing decent neutral coverage and hitting extremely hard.

Type: Electric / Steel
Base Stats: 50 HP / 65 Atk / 95 Def / 120 SpA / 70 SpD / 70 Spe
Abilities: Sturdy / Magnet Pull

There is only one reason to use Magneton over its evolution, Magnezone, and that is its increased Speed stat. Because of this, Choice Scarf is by-and-far its best set. With a Choice Scarf attached, Magneton can revenge kill many common threats, including Gyarados and Dragonite, as well as trap and kill Steel-types. This set uses Explosion to kill Blissey and other threats that its other moves cannot deal with. Specifically, the added Speed allows Magneton to outspeed most Scizor with little-to-no investment, KOing with Thunderbolt or Hidden Power Fire. Magneton's main use is still trapping Steel-types, taking advantaged of its increased Speed to do so.

reserving offensive Froslass and offensive Crobat

Type: Ice / Ghost
Base Stats: 70 HP / 80 Atk / 70 Def / 80 SpA / 70 SpD / 110 Spe
Ability: Snow Cloak

Froslass's main claim to fame as an offensive Pokemon is its ability to setup Spikes and spinblock at the same time. It does so with its blistering Speed and mediocre but usable Special Attack stat, as well as Snow Cloak in hail to boost its evasion. Spikes is on every Froslass, often with Taunt to prevent opposing hazard setup and/or Destiny Bond to take down the opponent when it kills Froslass. Taunt is occasionally used in combination with Pain Split to give stall teams a hard time against it. Destiny Bond is especially effective because of Froslass's high Speed stat and extreme frailness. It is almost always a lead, using either a Focus Sash to guarantee two layer of Spikes or a Choice Scarf to outspeed Aerodactyl and Azelf, as well as anti-leads donning a Choice Scarf. Trick is the main reason to use a Choice Scarf, crippling opposing bulky leads for the rest of the match, as well as giving Froslass a weapon if it doesn't die in the lead position against Blissey and Snorlax. It can even use an extremely frustrating set to abuse Snow Cloak, using Substitute and Thunder Wave to make opponents even less likely to hit Froslass, setting up Spikes with ease due to having a fairly low chance of being hit by an attack. Ice Beam or Blizzard is usually the attack, allowing Froslass to do solid STAB damage if all 3 layers of Spikes manage to be setup. Shadow Ball and Hidden Power Fire are also excellent choices to help handle Ghost-types with the former, Forretress and Scizor with the latter. Froslass is an excellent choice for any offensive team wanting quick Spikes, easily the best in its class.

Type: Poison / Flying
Base Stats: 85 HP / 90 Atk / 80 Def / 70 SpA / 80 SpD / 130 Spe
Ability: Inner Focus

Crobat isn't the most powerful Pokemon, but more then makes up for it with its phenomenal Speed and decent movepool. A set with Taunt, Roost, and Super Fang breaks through stall with relative ease, preventing recovery and paralysis with Taunt and taking half of a wall's health whilst recovering its own with Roost. It is an excellent tool for offensive and defensive teams alike, allowing offensive teams to break through walls that may trouble it and defensive teams to break through opposing stall that it may struggle against. Access to Brave Bird, Cross Poison, and U-turn make for an excellent Choice Band set, even getting Pursuit to trap Steel-types. U-turn keeps momentum on Crobat's side, getting Crobat away from its checks and counters with a small chunk of health taken from the target in the process. It even gets access to Nasty Plot, which in combination with its usable Special Attack stat and okay bulk allows multiple setup opportunities, after 2 or more boosts dealing solid damage to many common threats. Its special movepool consists of gems like Sludge Bomb and Heat Wave to accommodate this, with Hidden Power Fighting often used to round out coverage, mainly against Tyranitar.

offensive Mismagius and offensive Staraptor


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Type: Grass / Fighting
Base Stats: 60 HP / 130 Atk / 80 Def / 60 SpA / 60 SpD / 70 Spe
Ability: Effect Spore / Poison Heal

Breloom is a complete terror. With Spore, it can incapacitate at least one opponent per battle, giving it an easy opportunity to set up. Often, it will set up a Substitute, allowing it to freely fire off STAB Focus Punches from a base 130 Attack or wear the opponent down with Leech Seed. Seed Bomb or Stone Edge are the usual coverage moves on such a set. Alternatively, it can set up Swords Dance to boost that great Attack stat even higher, allowing it to sweep mercilessly. From there, it can fire off souped up priority STAB Mach Punches. Poison Heal, coupled with a Toxic Orb, keeps Breloom consistently healthy enough to set up multiple Substitutes. Toxic Orb also allows Breloom to act as a great status absorber, and gives it a souped-up Facade to toy around with to boot. While its base 70 Speed is a downside, it's high enough to make a Choice Scarf set viable; typically, it will run Spore, Superpower, Seed Bomb, and Stone Edge when holding Choice Scarf.

Type: Steel / Psychic
Base Stats: 67 HP / 89 Atk / 116 Def / 79 SpA / 116 SpD / 33 Spe
Ability: Levitate / Heatproof

Solid bulk, a plethora of resistances, and just a singular weakness (to Fire, assuming Levitate) provide Bronzong with just what it needs to wall many common threats. It's one of the sturdiest Stealth Rock users in the tier, can easily set up dual screens to soften blows for the whole team, and is able make a quick but deadly escape with Explosion when it's job is done. Although inaccurate, it can even resort to Hypnosis to cripple potential switch-ins. It's also a fine user of Trick, usually carrying a Macho Brace to boost its STAB Gyro Ball before Tricking a fast but fail sweeper, taking away its opponent's Speed and item. Payback allows it to hit its usual Ghost-type switch-ins, while Earthquake is great for hitting the Fire- and Electric-types that love to come in on Bronzong. Bronzong also readily sets up rain or Trick Room, providing its teammates with the opportunity wreak havoc; it's an all around sturdy Rain Dance user, while Trick Room can transform it into a surprisingly potent offensive threat. Bronzong's biggest drawback is it's lack of reliable recovery, which can make taking repeated hits difficult for it.
oh yeah here you go:

oh jellicent breloom is missing a link for yours

Type: Ghost
Base Stats: 60 HP / 60 Atk / 60 Def / 105 SpA / 105 SpD / 105 Spe
Ability: Levitate

Mismagius has only one card to play in order to not be outclassed by other Ghost-types, and a good one at that. Mismagius is the only viable Ghost-type that can use Nasty Plot, boasting a high Speed stat and decent Special Defense to help it setup. Its STAB Shadow Ball in combination with Hidden Power Fighting is more than enough for coverage. Mismagius even has access to Thunderbolt to hit bulky Water-types. Substitute can even be used to help setup, as Shadow Ball + Hidden Power Fighting equates to perfect coverage, allowing the last slot to be a choice of whatever is wanted. It also gets access to Taunt and Will-O-Wisp, both of which can fill the last slot quite nicely, the former preventing status attempts and the latter making up for Mismagius's low Defense stat. It even has access to Calm Mind, which abuses Mismagius's high Special Defense stat. Trick and a choice item, Scarf or Specs, can cripple many a Pokemon by locking them into a move, with Scarf making a quite decent revenge killer due to Mismagius's high Speed and Special Attack stats and Specs hitting hard without having to setup and still having excellent Speed.

still have to do staraptor
I didn't include the pictures or stats because when I was compiling the DPP UU threat list I already had all of those myself and it was only clutter when people posted their own alongside their write-ups. I don't know if you're doing it the same way so I didn't want to waste my time. If they would help you out I'd be happy to add them in, just let me know!

Machamp (offensive)

Machamp's high Attack, perfectly accurate moves, natural bulk, and lack of common weaknesses make it one of the most reliable Pokemon in OU. It's most commonly seen as an all-out attacker, carrying an incredibly frustrating DynamicPunch and coverage moves such as Payback, Ice Punch, Stone Edge, and Bullet Punch. This set is frequently used in the lead position, usually with a Lum Berry or Focus Sash. When not leading the charge, Machamp usually uses Substitute (with paralysis support) to eliminate the need for prediction.

Suicune (offensive)

Offensive Suicune is almost synonymous with modern bulky offense. Its incredible natural bulk essentially ensures opportunities to set up with Calm Mind, after which Suicune can use its near-perfect coverage and deceptively high Speed to tear through weakened teams. Suicune's attacks typically include Surf (or Hydro Pump), Ice Beam, and Hidden Power Electric. Battlers looking to take a more balanced approach to Suicune can take advantage of its ability to create 101 HP Substitutes, or even use Roar in order to get free wins during Calm Mind wars. Of course, the classic RestTalk Calm Mind set can also be used, and it easily foils teams whose contingency plan is to to deal with Suicune by gradually whittling down its health.

Forretress (defensive)

Forretress is truly a utility Pokemon. It can set up all three entry hazards, use Rapid Spin to eliminate the opponent's hazards, and stay alive throughout a battle with its Steel / Bug typing and absurdly high Defense stat. Depending on team needs, Forretress usually doesn't carry all three entry hazards. Rapid Spin is a staple of all sets, and a variety of attacks fill the remaining slots. These include Payback, Explosion, Earthquake, and Gyro Ball.

Heatran (defensive)

Although Heatran is typically seen on the offensive, a specially defensive Heatran is also an incredibly difficult Pokemon to crack. With a Steel / Fire typing and Flash Fire, Heatran resists Dragon-, Fire-, Ghost-, Grass-, Steel-, and Psychic-type attacks, making it an excellent counter or check to many threats. The most prominent of these are Jirachi, Dragonite, Rotom-A, Shaymin, and Celebi. Additionally, its high Special Attack and Fire STAB gives defensive teams a simple way to threaten Forretress and Skarmory. Defensive Heatran sets vary greatly based on team needs, but typically include Lava Plume, Earth Power, and Roar; Protect, Toxic, or Stealth Rock round out the set. One variant uses Torment with Substitute and Protect, and operates under the fact that most Pokemon only carry a single attack that is effective against Heatran. Finally, RestTalk is also a possibility to increase Heatran's longevity.

Milotic (defensive)

Milotic is a rare sight in OU, but nonetheless an effective bulky Water with several traits that set it apart from the competition. Recover gives Milotic a reliable source of recovery, something that Gyarados, Swampert, and Suicune all lack. Haze is a niche move, but makes Milotic impenetrable to most Calm Mind sweepers and allows it to hold against bulkier Dragon Dance Kingdra and Dragonite. Milotic also learns Toxic, giving it a way to defeat bulkier Pokemon or those that resist Water. Hypnosis allows Milotic to take another Pokemon out of the fight; although it's an unreliable move, Milotic finds many opportunities to switch in. Surf is Milotic's reliable STAB attack, while Ice Beam and Hidden Power Electric can be used as coverage attacks in place of a third utility move. Alternatively, Milotic can use RestTalk for recovery, which allows it to take advantage of its Marvel Scale ability (+50% Defense while statused).

Roserade (defensive)

Roserade is an alternative choice for laying Spikes and Toxic Spikes that has been proven successful at the highest levels of play. Traditional spikers Forretress and Skarmory are both physically defensive Steel-types, while Roserade is a specially defensive Grass-type. This allows it to capitalize on Water-, Electric-, and Grass-type resistances to set up on a wide range of specially oriented Pokemon. While Roserade learns both Spikes and Toxic Spikes, usually only one is chosen. Grass Knot and Energy Ball are Roserade's STAB options, and Hidden Power Fire or Ground are typically used for coverage. In the last slot, Synthesis operates like Recover unless in a sandstorm, while Rest (with Natural Cure) works in all weathers at the cost of necessitating a switch. Stun Spore is another option that lets Roserade cripple switch-ins and deters sweepers from using Roserade as setup bait.

Skarmory (defensive)

Half of the vaunted SkarmBliss core, Skarmory is a staple spiker and phazer for many defensive teams. Its moveset, stats, and typing are almost perfectly suited for its role. Flying / Steel typing grants it excellent immunities and resistances, while a sky-high 140 Defense stat enables it to tank neutral hits. Essentially all Skarmory run Spikes, Roost, and Whirlwind, while the last slot is either Brave Bird or Taunt. It's worth noting that since Skarmory's Defense is already so high, a common EV spread focuses on its Special Defense instead, allowing it to tank neutral special hits.

Starmie (defensive)

Starmie's high Speed and unique movepool make it a good choice for teams looking to fill a specific role. Although it's defensive stats are middling, Starmie packs all the resistances that a traditional bulky Water would have. A Psychic subtype gives it a resistance to Fighting-type attacks, which partially compensates for its mediocre Defense. Very high Speed and access to Recover further extend Starmie's longevity. In return, Starmie can use Rapid Spin to eliminate the opposing team's hazards. Unlike Forretress, the other OU spinner, Starmie outpaces both Rotom-A and Gengar (unscarfed), making it much more difficult to spinblock. Due to its Speed, Starmie also serves as a welcome check to Infernape, a Pokemon who normally terrorizes bulky teams. All of Starmie's defensive sets run Surf, Rapid Spin, and Recover, while the last slot goes to either Thunderbolt or Ice Beam.
I've got Staraptor yeah stuff:

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

Staraptor is unique in that it holds the title of the second-most powerful Brave Bird in OU, the most belonging to the rare Honchkrow. With just STAB Brave Bird alone, Staraptor is already a huge threat, but once you add in its other STAB in Return you have a combo only resisted by nefarious Steel- and Rock- types. What's worse is that this seemingly large obstacle is no longer a roadblock with access to Close Combat, giving Staraptor some of the best coverage in the game. Staraptor's power is its main focus, often using a Choice Band or Life Orb to make it hit even harder. Access to Roost benefits Staraptor as well, mainly because it is weak to Stealth Rock and loses health to the recoil from Brave Bird. U-turn is another great move for Staraptor, putting momentum in its favor and getting it away from its checks and counters without needing to predict and nail them with the correct move. Pursuit can trap Ghost-types, particularly Rotom-A which is immune to two of Staraptor's staple moves and resistant to the rest. Choice Band Quick Attack is another great tool, as the neutral coverage that Quick Attack provides in combination with the power added by the Choice Band provides a tool for Staraptor to revenge kill faster Pokemon that aren't very bulky. Agility can even be used to grant Staraptor the ability to hit even Choice Scarf users with its powerful STABs.

reserving offensive Sceptile, offensive Alakazam, and offensive Snorlax
i am having fun with this and stuff:

Type: Grass
Base Stats: 70 HP / 85 Atk / 65 Def / 105 SpA / 85 SpD / 120 Spe
Ability: Overgrow

Sceptile's main use lies in its extremely high Speed stat, outspeeding threats like Starmie. It also boasts a decent Special Attack and usable Attack that it can use to punch holes in teams. Sceptile is also the fastest user of SubSeed other than the banned Shaymin-S, allowing it to wear down many top threats with the combination of Substitute to protect itself from Scarfers and priority. Access to Leaf Storm allows it to punch holes in anything that does not resist it, even more powerful when boosted by a Life Orb or Choice Specs. Dragon Pulse can hit Dragon-types that Sceptile lacks any other coverage for outside of Hidden Power Ice, with Focus Blast also viable to hit Steel-types that resist Sceptile's other moves. Hidden Power Fire normally rounds out the coverage, hitting Forretress for more damage than any of its other moves. A decent physical movepool and usable Attack stat, as well as access to Swords Dance, mean that Sceptile can run a decent Swords Dance set, with Leaf Blade as the main STAB and Earthquake + Rock Slide for pseudo-EdgeQuake coverage. Earthquake can be used to get a reliable hit on Heatran on special sets as well, particularly to take down variants that invest in Special Defense and/or HP. Overall, Sceptile has use simply because of its Speed and Special Attack: everything else is just icing on the cake.

Type: Psychic
Base Stats: 55 HP / 50 Atk / 45 Def / 135 SpA / 85 SpD / 120 Spe
Abilities: Synchronize / Inner Focus

Alakazam is perhaps blessed with the best combination of Speed and Special Attack in OU, outrunning many common threats due its 120 Speed and striking fear in the hearts of all but the bulkiest of special walls. Psychic alone of course does not have that great of coverage, but access to Focus Blast fixes much of this, hitting the common Tyranitar as well as Steel- and Dark-types for super effective damage. With such great coverage between just two moves, the other two moves are up-in-the-air. Substitute is almost always on Alakazam's moveset, protecting it from priority threatening to KO it. Since Substitute protects it from priority, Hidden Power Fire is often used to OHKO Scizor and Forretress. Signal Beam is used as an way to hit Psychic-types super effectively that resist the combination of Psychic + Focus Blast. It can even utilize Calm Mind and setup to boost its already frightening Special Attack, with access to Taunt, Encore, Recover, and Substitute making setup easier. Alakazam is also the fastest user of dual screens, getting them up quickly in the lead position to allow a frail sweeper like Lucario to setup. Anything that has a lot of power and Speed is always a large threat, and Alakazam is no different.

Type: Normal
Base Stats: 160 HP / 110 Atk / 65 Def / 65 SpA / 110 SpD / 30 Spe
Abilities: Immunity / Thick Fat

Snorlax is most often seen utilizing Curse, perhaps being the best user in existence thanks to its high Attack, low Speed, and amazing special bulk. Access to Body Slam means that Snorlax can worry less about its low Speed with paralysis, also supporting the rest of the team if Snorlax cannot manage a sweep. Earthquake, Crunch, and Fire Punch are all great coverage moves, with Earthquake hitting Heatran, Rock-types, and non-levitating Ghost-types. Crunch hits all Ghost-types that resist Snorlax's STAB, and Fire Punch hits Skarmory, Forretress, Bronzong, and other Steel-types. Rest is always useful to keep Snorlax healthy as well. Selfdestruct is a powerful weapon in that it can OHKO literally anything that is not a Ghost-type, possibly taking a huge threat out with it. Pursuit can allow it to trap Ghost-types, best used with a Choice Band to hit as hard as possible. It can even use Swords Dance to become a more immediate offensive threat after one turn of setup. Unique in that in can wall and sweep at the same time, Snorlax is indeed a huge threat.

offensive Weavile, offensive Feraligatr, and offensive Yanmega are mine


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Pixie powers activate! Defensive Jirachi and Celebi are mine ^.^

Edit: And here's Smeargle :3

Type: Normal
Base Stats: 55 HP / 20 Atk / 35 Def / 20 SpA / 45 SpD / 75 Spe
Ability: Own Tempo / Technician

With every move at its disposal, Smeargle is definitely versatile. Unfortunately, it's terrible stats all around limit it to essentially just support sets. No matter what Smeargle set you're up against, you can be assured it's carrying Spore. Almost every common Smeargle set is in the lead position. The standard set uses Focus Sash to survive a hit, guaranteeing it can put something to sleep and set up at least one layer of Spikes. It often has Counter as well, meaning physical attackers are gonna be taking some damage when they try to knock it out. Specifically, this allows Smeargle to defeat lead Machamp, thanks to Own Tempo ignoring confusion. Smeargle is fast enough to run a Choice Scarf lead set as well. Spore and Spikes will still be used, but this Smeargle will also have Trick to cripple an opponent and U-turn to scout out riskier situations. If you see a Level 1 Smeargle, your opponent is probably running Trick Room. This set will survive a hit with Focus Sash, set up Trick Room to outspeed anything, and use Spore and Endeavor to start dismantling the opposition. Dragon Rage allows it to pick off foes that it's brought down to 1 HP after Endeavor. Smeargle can function outside of the lead position as well, but in such cases, it is almost always being used on a pure Baton Pass team. As the only Ingrain passer in the game (a niche that allows it to safeguard its team from phazing), Smeargle is an outright requirement for these teams. Taunt is probably your best bet for preventing Smeargle from devastating your team.

Steven Snype

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Typing: Psychic
Base stats: 55 HP / 50 Atk / 45 Def / 135 SpA / 85 SpD / 120 Spe
Ability: Inner Focus / Synchronize

With one of the highest Special Attack stats in the game, Alakazam's Psychic dents anything that does not resist it. Its blistering Speed stat is also so high that the most common bane to Psychic-types, Scarf Tyranitar, cannot outspeed it and is prone to a kill from a Life Orb-boosted Focus Blast. Alakazam's access to Substitute also prevents it from priority attacks, particularly those from Scizor. Only two other Pokemon sit at a base 120 Speed in DPP OU, so Alakazam will not mind using a 30 Speed IV to dispatch Scizor with Hidden Power Fire. The combination of Focus Blast and Hidden Power Fire 2HKOes pretty much every Steel-type that could present Alakazam a problem, such as Jirachi, Metagross, and Heatran. Alakazam can also run Shadow Ball or Signal Beam for coverage against opposing Psychic-types, namely Celebi, Rotom-A, and Starmie. Alakazam is also capable of utilizing a Choice Specs set and debilitating opposing walls with Trick. Though uncommon, Alakazam is also capable of harassing stall-based teams with a combination of Taunt, Recover, Substitute, Encore and Calm Mind.


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Base stats: 35 HP / 80 Atk / 50 Def / 50 Spa / 70 SpD / 120 Spe
Ability: Arena Trap / Sand Veil

With one of the best abilities in the game and base 120 Speed, Dugtrio is perhaps the ultimate revenge killer. Not only that, it has the coverage and power to score the KOs it needs on most Pokemon in the tier. While it might be difficult to get more than one kill a match, Dugtrio can easily make that one essential kill happen. Its ability, Arena Trap, will keep any grounded foe in the game, such as Heatran, Blissey, Tyranitar, or Infernape. The ever-so-wonderful EdgeQuake gives Dugtrio plenty of coverage options, as well as Aerial Ace, Sucker Punch, Night Slash or Pursuit. The latter can be especially dangerous, as some frail Psychic- or Ghost-type Pokemon with levitate (Azelf, Gengar, or Choice Rotom-A locked on Thunderbolt) will try to use Arena Trap's loophole to escape from Dugtrio, only to be caught by a double-damage super effective hit
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both me and Steven Snype wrote Alakazam somehow ^_^

Type: Dark / Ice
Base Stats: 70 HP / 120 Atk / 65 Def / 45 SpA / 85 SpD / 125 Spe
Ability: Pressure

As an offensive Pokemon, Weavile is unique with its combination of Speed, power, and priority. Weavile's main use lies in access to Ice Shard, allowing it to revenge kill anything that is weakened, especially because of its blazing Speed that allows it to outrun other priority users. Pursuit is often used to trap Ghost-types, with Night Slash also posing a threat because of its much higher Base Power. As Weavile's STAB attacks alone do not boast the best of coverage, Low Kick is almost always used in order to hit Tyranitar, Heatran, and Blissey, as well as for general coverage. Weavile can even attempt a sweep with Swords Dance, boosting its already high Attack stat to devastating levels. Access to Fake Out, Taunt, and Counter make it a decent attacking lead, one of the few that can prevent Azelf from setting up Stealth Rock.

Type: Water
Base Stats: 85 HP / 105 Atk / 100 Def / 79 SpA / 83 SpD / 78 Spe
Ability: Torrent

Feraligatr has only one niche in the metagame and that is as a Water-type physical attacker that can utilize Swords Dance. Its relatively high Attack stat and usable defenses allow it to setup and sweep. Access to Aqua Jet, differentiates it from the pack and makes it more of a mix of the setup power of Gyarados and priority of Azumarill all in one fearsome package. Return is almost always used, solely because of the great coverage it has with Feraligatr's Water-type attacks. Feraligatr has a great Speed stat in that it outspeeds Heatran by one point, allowing it to KO it before it KOes Feraligatr, particularly in the case of the latter. Its pure Water typing gives it a mere two weaknesses. In short, Feraligatr is a niche Pokemon, that, after a Swords Dance, can sweep unprepared teams.

Type: Bug / Flying
Base Stats: 86 HP / 76 Atk / 86 Def / 116 SpA / 56 SpD / 95 Spe
Abilities: Speed Boost / Tinted Lens

Yanmega is a Pokemon tailor-made to punch holes in teams early-game. Its high Special Attack stat and two amazing and equally useful abilities give it no equal in the realm of smashing apart teams early-game. Yanmega's best use is as an anti-lead with Speed Boost, using Protect the first turn to net a quick boost to its Speed and start wrecking with its powerful STABs in Bug Buzz and Air Slash. Access to U-turn is one of the reason is an excellent user of Choice Specs, allowing it to scout. It even has room for a Hidden Power of choice, usually Ground for Heatran, but Fire is a just as viable Hidden Power to hit Skarmory and Forretress. Lastly, Yanmega can use Hypnosis, which, while unreliable, can potentially cripple an opposing Pokemon for the remainder of the match. While its switch-ins are numbered because of its 4x weakness to Stealth Rock, it often needs not much more than one switch-in to leave a gap in all of its opposition.

guess what i will reserve more....
offensive Venusaur and offensive Jolteon pl0x
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Type: Grass / Poison
Base Stats: 80 HP / 82 Atk / 83 Def / 100 SpA / 100 SpD / 80 Spe
Ability: Overgrow

At first glance, it may seem as though Venusaur is yet another average Pokemon, boasting nothing particularly special and having a typing that gives it weaknesses to common Fire- and Ice-type attacks, but like many other OU-viable Pokemon, it has a niche in access to Swords Dance and Power Whip. When combined with Sleep Powder, Venusaur can setup multiple times and boost its relatively low Attack stat to attempt a sweep. Sleep Powder can allow Venusaur to bypass some of its usual checks that aren't such great checks after Venusaur has setup multiple times. Power Whip and Earthquake provide all of the needed physical coverage, although it does miss out on Skarmory. Sludge Bomb is another great STAB, but it does leave Venusaur open to Steel-types when combined with a STAB Grass-type attack and two non-attacking moves, so Hidden Power Fire is by-and-far preferred and more used than Sludge Bomb to hit the nefarious Steel-types that resist Leaf Storm. Venusaur even has the utility of removing Toxic Spikes, which can be extremely useful when paired with walls like Blissey that abhor Toxic Spikes. Venusaur is not a threat to be taken lightly, as its seemingly low attacking stats may be sweeping your team.

offensive Moltres and defensive Slowbro

Type: Fire / Flying
Base Stats: 90 HP / 100 Atk / 90 Def / 125 SpA / 85 SpD / 90 Spe
Ability: Pressure

Moltres's strengths are numerous, despite its weakness to Stealth Rock. It has decent bulk and an extremely high Special Attack stat, as well as reliable recovery and two equally useful STAB moves with great coverage. Moltres is heralded as the best counter of Scizor in existence, boasting usable defenses and resistances to both of Scizor's STABs and its Superpower, KOing with ease courtesy of its powerful STAB Flamethrower. Moltres's main set accomplishes the goal of breaking apart non-Steel-type walls with the combination of SubRoost and Toxic, making Moltres one of the few special attackers that can break through Blissey without Explosion. Even without investment, Flamethrower will do solid damage to anything that does not resist it, smashing the Steel- and Poison-types immune to Toxic. Moltres can even counter Lucario lacking Stone Edge and most Celebi. Moltres also counters most Heatran, though it fails to do much in return, although it can run Hidden Power Ground for the purpose of KOing Heatran, also getting coverage on other Fire-types. A niche can make any Pokemon usable, and Moltres is no different as one of the best counters to many of the top threats present in the current metagame.

Type: Water / Psychic
Base Stats: 95 HP / 75 Atk / 110 Def / 100 SpA / 80 SpD / 30 Spe
Abilities: Oblivious / Own Tempo

Slowbro is extremely bulky and has many more tricks up its shell than the average bulky Water-type. Unlike Suicune, it has reliable recovery, and its solid mixed defenses and Special Attack further bolster its unique uses as a bulky Water-type. Slowbro is most commonly seen as a counter to Water-type attackers, taking little from anything bar a Thunderbolt. Offensive options like Surf, Fire Blast, Ice Beam, and Psychic make it stand out, and standard Slowbro can take advantage of any of these. Slowbro is often seen wielding one of Thunder Wave or Toxic, the former helping with its and some teammates' low Speed and the latter allowing Slowbro to stall out walls and Gyarados if it lacks Hidden Power Electric. Ice Beam in particular is a great offensive choice to hit Dragon- and Grass-types, though Psychic is useful for Machamp and Fire Blast for an OHKO on Forretress and Skarmory. Slowbro is also one of the best physical Dragonite counters in the business, never 2HKOed by its STABs. It is also an excellent counter to Machamp, as Slowbro's lesser Speed stat means that Payback fails to do all that much, and Slowbro can take all of Machamp's other attacks. It can also use Trick Room to support itself and the rest of the team, or Counter in combination with its decent HP and high Defense. Slowbro has a few utilities that make it stand out from other bulky Water-types, and it takes advantage of all of them to be a separate and equally as big threat as the other bulky Water-types that populate OU.

i guess reserve moar....
defensive Suicune/defensive Weezing because i can and stuff

Type: Water
Base Stats: 100 HP / 75 Atk / 115 Def / 90 SpA / 115 SpD / 85 Spe
Ability: Pressure

Suicune is blessed with perhaps the best mixed defenses of anything available in OU. Decent Special Attack and good enough Speed further supplement Suicune's defensive capabilities. Its use defensively is mainly via Calm Mind. By-and-far its best set defensively is the acclaimed CroCune, a set that uses Rest and Sleep Talk to keep itself healthy as well as Calm Mind to boost its Special Defense. With maximum defense investment and Calm Mind boosting its Special Defense, Suicune is a near impenetrable tank, dealing solid damage with its decent Special Attack and powerful STAB move in Surf. Suicune will often have no trouble setting up multiple Calm Minds. It can even put Ice Beam to good use against Dragon- and Grass-types expecting to comfortably handle CroCune. Pressure and the RestTalk combination when paired with its stone wall of bulk allow it to stall out the PP of many moves, particularly Stone Edges and Draco Meteors. Access to Roar lends Suicune to a great defensive set, keeping healthy with RestTalk and phazing with Roar, removing boosts from setup sweepers and racking up damage from entry hazards. CroCune possesses such staying power that it can stall out even the famed Blissey, the bane of many a special attacker. Suicune's bulk and sweeping potential keep on the pinnacle of a bulky Water-type, a threat to be reckoned with for any sweeper.

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