GatoDelFuego
The Antimonymph of the Internet
Splitting the defensive cause char limit
Abomasnow
Type: Grass / Ice
Base Stats: 90 HP / 92 Atk / 75 Def / 92 SpA / 85 SpD / 60 Spe
Ability: Snow Warning
Abomasnow is the sole hail inducer. Although its Grass / Ice typing isn't one of the best defensively, it does have its own favorable traits that make it a good defensive threat. As the only Pokemon with Snow Warning, most Pokemon in OU will start getting their health chipped off or have their Leftovers recovery negated due to the fact that Ice-types are quite rare in OU. While 6.25% of damage every turn might not look like much, Abomasnow has the tools to stall foes and quickly deplete their health. With a combination of Substitute + Leech Seed, Abomasnow can quickly stall out foes in a few SubSeed cycles. Abomasnow can also use Protect to keep Substitute up even longer, allowing it to replenish its own health with Leftovers and minimizing the net HP loss from making Substitutes. Abomasnow also has good special bulk to wall bulky Water-types, especially if they are slower than Abomasnow so that they cannot Toxic it. Abomasnow can also retaliate with Wood Hammer or Ice Shard. Abomasnow also happens to be one of the counters to Life Orb Starmie thanks to its good special bulk coupled with the fact that it is neutral to Ice Beam. Grass-types are also wary of trying to switch into Abomasnow to stop its SubSeed cycle as they fear getting hit by its Ice-type attacks.
Celebi
Typing: Grass / Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Natural Cure
While 7 weaknesses might sound horrible for a defensive threat, Celebi makes up for it with a solid 6 resistances (including Ground, Water, Electric, and Fighting). Its typing also pairs up perfectly with Heatran, forming the famed CeleTran combination. Base 100 stats across the board means Celebi has solid bulk on both sides, is quite fast for a wall, and can take off the gloves when push comes to shove. Recover offers Celebi a reliable recovery move, keeping it healthy throughout a match. With a great support movepool, there's no telling just what sort of set Celebi will be running. It can set up Stealth Rock, force switches with Perish Song or Leech Seed, scout with Baton Pass or U-turn, cripple threats with Thunder Wave or Trick, or keep the team nice and healthy with Heal Bell. Celebi can also set up with Calm Mind and slowly take down the opposition. It can even pass these boosts along with Substitute to a teammate.
Claydol
Type: Ground / Psychic
Base Stats: 60 HP / 70 Atk / 105 Def / 70 SpA / 120 Def / 75 Spe
Ability: Levitate
Claydol is a niche Pokemon with limited use, but excels at its role, and Claydol's is the coveted combination of Stealth Rock and Rapid Spin. Claydol makes a decent spinner because it resists Stealth Rock and is immune to Spikes and Toxic Spikes thanks to Levitate, as well as boasting resistances to Stone Edge, an immunity to Earthquake and Electric-type moves, and a resistance to Fighting-type moves, all combined with excellent defenses and a few offensive options that hit a few notable Pokemon super effectively. Even with such low offensive stats, Ground-type STAB is still Ground-type STAB, and that means Pokemon such as Metagross and Lucario will lose quite a chunk of their health to such attacks. Ice Beam threatens Flygon and Dragonite, both of which Claydol can check rather adequately. Claydol can even utilize Explosion and take out an opposing threat as it survives an attack. Claydol can also utilize Trick and a Choice item or Flame Orb to cripple opposing leads.
Cloyster
Type: Water / Ice
Base Stats: 50 HP / 95 Atk / 180 Def / 85 SpA / 45 SpD / 70 Spe
Abilities: Shell Armor / Skill Link
Cloyster is a Pokemon with rather unremarkable stats other than its standout 180 base Defense. Due to its great physical bulk, Cloyster can be a great user of Spikes and an excellent lead for any offensive team in need of Spikes to support their sweepers. Against many leads, Cloyster can set up two or even three layers of Spikes. Cloyster has access to Surf, which, in combination with its decent Special Attack stat, allows it to defeat many other opposing leads before they get the chance to set up their own entry hazards, such as Metagross, Gliscor, Hippowdon, Bronzong, Skarmory, and Forretress. The combination of Surf and Ice Shard can take down any opposing frail leads, such as Azelf and Aerodactyl. If facing off against something that could potentially sweep Cloyster's teammates, Cloyster can simply Explode and KO any Pokemon it wants without any worry, as Cloyster need not survive past the first few turns. Overall, any offensive team appreciates the Spikes that Cloyster provides, and Cloyster has all of the tools it needs to be an excellent lead.
Cradily
Type: Rock / Grass
Base Stats: 86 HP / 81 Atk / 97 Def / 81 SpA / 107 SpD / 43 Spe
Ability: Suction Cups
Cradily is an excellent Curse sweeper for a number of reasons. For one, its already stellar Special Defense stat gets boosted by 50% under sand, a very common weather condition due to the prevalence of Tyranitar. Also, it has a low Speed stat and usable Attack stat. Cradily has all of the coverage it needs in EdgeQuake, which very few Pokemon resist, all of which can be easily removed by the right teammates. Due to its excellent defensive stats and Recover, Cradily can often obtain multiple boosts to make its attacks hit hard and nigh-impenetrable as a wall. Rest keeps Cradily healthy, making playing stall against it all but a fool's game. Although it has a weakness to the very common Fighting-type attacks, that is its only negative attribute. With Suction Cups, Cradily can't even be phazed, making one of the most common detriments to setup sweepers a non-issue. Cradily also has access to Swords Dance, which gives it the ability to boost its Attack quickly, and Cradily can dish out quite a bit of pain after it has boosted up. Trick is the best option to beat Cradily; it limits Cradily to one move, which turns it from a monster to a failed fossil recovery.
Cresselia
Type: Psychic
Base Stats: 120 HP / 70 Atk / 120 Def / 75 SpA / 130 SpD / 85 Spe
Ability: Levitate
Cresselia is blessed with the best defenses of almost any Pokemon usable in OU, allowing it to wall many powerful attackers. Although it struggles against Pursuit from the very common Tyranitar and Scizor, as well as failing to do much lasting damage against anything with much bulk, it has enough defense to repeatedly take hits and set up dual screens. Cresselia can use Thunder Wave to cripple the many faster Pokemon that fail to do any meaningful damage to it. Its STAB Psychic gives it super effective coverage on Infernape and other Fighting-types, as well as on Gengar. Ice Beam can take down Dragon-types, which Cresselia easily walls. Cresselia even has access to recovery in Moonlight, though it is reduced in sand and hail. Cresselia can also sport Charge Beam along with RestTalk and Ice Beam, with its great bulk allowing it to boost its Special Attack. A Calm Mind set can be used to take on many special sweepers and sometimes even pull off a sweep of its own. Cresselia has a niche as a user of dual screens due to its access to Lunar Dance, which allows Cresselia to sacrifice itself and fully revive a teammate, acting even before entry hazards, so Pokemon in range of being KOed by entry hazards can have a second chance at life.
Donphan
Type: Ground
Base Stats: 90 HP / 120 Atk / 120 Def / 60 SpA / 60 SpD / 50 Spe
Ability: Sturdy
Donphan is quite efficient in removing opposing Ghost-types and keeping the field clean of entry hazards by using Rapid Spin. Many Ghost-types have difficulty trying to spinblock Donphan thanks to the its high base 120 Attack. Furthermore, it has access to Assurance, a move that doubles its Base Power to 100 when the target has taken damage before this move was used. This means that a Ghost-type switching in with Stealth Rock present will be dealt with a super effective 100 Base Power move, and most Ghost-types will have difficulty surviving that and probably will not be able to take repeated hits. After one or two Assurances, most Ghost-types would have been defeated with a few exceptions such as Spiritomb, in which case Earthquake hits harder. Furthermore, Donphan can easily sponge most physical attacks and retaliate back, such as with the powerful Head Smash. If Donphan has enough HP left, it can even survive a +1 Outrage from Dragonite and proceed to 2HKO it with Ice Shard, acting as a last-resort check. As a defensive Ground-type, it checks many common Rock-types such as Tyranitar. While bulky Water-types are often the best answer to Donphan, beware of the occasional Seed Bomb that can easily deal with a weakened Water-type and Swampert. Its special bulk is also terrible and almost any decently strong special attack can OHKO or 2HKO it.
Empoleon
Type: Water / Steel
Base Stats: 84 HP / 86 Atk / 88 Def / 111 SpA / 101 SpD / 60 Spe
Ability: Torrent
In a metagame where many threats are primarily special attackers, Empoleon's unique Water / Steel typing coupled with its defensive stats make it a very good tank. Its typing gives it 11 resistances, and most of them are common attacking types in the metagame, including Water and Rock. With a focus on maximizing Special Defense, Empoleon can support a team utilizing coverage moves such as STAB Surf, Ice Beam, Grass Knot, and Hidden Power Electric. It can also help the team by using support moves such as Roar and Stealth Rock. Empoleon does face some competition from specially defensive Heatran. However, Empoleon handles Water-types much better than Heatran, particularly Gyarados if Empoleon has Hidden Power Electric. Resist Berries such as Shuca and Chople, combined with some Defense EVs, can be used to surprise threats such as Dragonite, Flygon, offensive Gyarados, and Infernape and OHKO them with the respective coverage move, but Leftovers is the superior option overall.
Forretress
Type: Bug / Steel
Base Stats: 75 HP / 90 Atk / 140 Def / 60 SpA / 60 SpD / 40 Spe
Ability: Sturdy
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. Usually, Forretress will be using a specially defensive EV spread to bolster its lower defensive 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.
Gliscor
Type: Ground / Flying
Base Stats: 75 HP / 95 Atk / 125 Def / 45 SpA / 65 SpD / 95 Spe
Abilities: Sand Veil / Hyper Cutter
Gliscor's typing is just fantastic for a defensive Pokemon. In addition, it has a great Defense, one of the highest of the metagame and an annoying ability: Sand Veil. Paired with Tyranitar or Hippowdon, Gliscor is extremely difficult to KO. Gliscor also gets Roost, allowing it to recover HP itself. If that wasn't enough, Gliscor has Earthquake and Taunt to break stall. Because it has a good Speed stat, Gliscor is the perfect stallbreaker with Earthquake / Taunt / Roost / Toxic. Instead of Toxic, Gliscor can carry Stealth Rock as a lead. Gliscor can also use U-turn to keep up momentum. If you thought Gliscor's movepool wasn't good enough, it also has Baton Pass. With a Yache Berry and Light Screen + Reflect, Gliscor can easily pass a Rock Polish and a Swords Dance to a teammate. Gliscor is usually used with a Jolly nature to outspeed Lucario, Taunt Heatran, Gyarados, and Dragonite, but can use an Impish for more Defense.
Gyarados
Type: Water / Flying
Base Stats: 95 HP / 125 Atk / 79 Def / 60 SpA / 100 SpD / 81 Spe
Ability: Intimidate
While Gyarados is often seen as an offensive Dragon Dance sweeper, it can take on a more defensive role by capitalizing on its decent 95 / 79 / 100 defenses and Intimidate. Intimidate lets Gyarados to wall weaker physical threats and check physical sweepers such as Swords Dance Scizor and then phaze them out with Roar. Due to its weakness to Stealth Rock, most defensive Gyarados rely on RestTalk for recovery. Gyarados occasionally sports a specially defensive EV spread to allow it to take on threats such as mixed Infernape and Heatran better. With Intimidate, Gyarados can sponge most physical attacks and even some super effective ones, such as a -1 Stone Edge, though it'll have a hard time surviving any Electric-type attack. Gyarados often serves as a bulky Water-type and one of the fastest phazers on stall teams. Sometimes, it can even phaze out slower foes such as CurseLax before getting attacked when Sleep Talk uses Roar. The best way to take down defensive Gyarados is by wearing it down with Stealth Rock and defeating it with strong special attackers or simply with an Electric-type attack. However, one has to look out for the rare Thunder Wave before sending out Rotom-A and the likes against a defensive Gyarados.
Heatran
Type: Steel / Fire
Base Stats: 91 HP / 90 Atk / 106 Def / 130 SpA / 106 SpD / 77 Spe
Ability: Flash Fire
Although Heatran is typically seen as 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 like Jirachi, Rotom-A, Shaymin, and Celebi. Additionally, its high Special Attack and strong STAB moves give 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. Protect is an incredible move on Heatran, providing it much-needed Leftovers recovery as well as scouting for the opponent's coverage move against it. Finally, RestTalk is also a possibility to increase Heatran's longevity.
Hippowdon
Type: Ground
Base Stats: 108 HP / 112 Atk / 118 Def / 68 SpA / 72 SpD / 47 Spe
Ability: Sand Stream
Hippowdon is the quintessential physical wall. It is the only Sand Stream user other than Tyranitar, but is played quite differently. With huge defensive stats, it is capable of holding more overall defenses than Skarmory! Even though it lacks Skarmory's superior defensive typing, it can actually pose a threat to more frail offensive Pokemon with its STAB Earthquake, even with minimal investment. Most of the time, though, Hippowdon will be setting up Stealth Rock, phazing with Roar, and recovering off any damage it takes in the meantime with Slack Off. Its physical bulk is enough to hold up to the strongest physical attackers, taking very little from Scizor, Metagross, Tyranitar, and others. Hippowdon has enough HP to supplement its somewhat low Special Defense, so it can easily be used as a mixed wall. To give an idea of how bulky specially defensive Hippowdon is, a Surf from Choice Specs Kingdra does only around 90%. If Hippowdon has problems with Dragonite, it can run Ice Fang for decent damage. Ice Fang also allows Hippowdon to win against Gliscor one-on-one. Hippowdon has low Speed meaning it can become Taunt bait, but this hardly matters when, most of the time, it doesn't need Speed, especially when phazing. Hippowdon is not unbreakable though, as Grass-types such as Celebi or Shaymin can switch in on anything it uses barring Roar or Ice Fang and KO it with Leaf Storm or Seed Flare, respectively.
Jirachi
Type: Steel / Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Serene Grace
Despite being more known as an annoying offensive threat that abuses Serene Grace, Jirachi also makes for a great defensive Pokemon with a part Steel typing and base 100 stats across the board. It's one of the best Wish passers out there, using Wish and then switching out with U-turn. On such sets, it still normally utilizes Serene Grace to net paralyzes and flinches with Body Slam and Iron Head. Jirachi is also a reliable dual screens user, setting up screens to keep its team healthy while healing teammates up with Wish and scouting with U-turn. A specially defensive set that spreads paralysis (usually through Thunder Wave, but sometimes Body Slam), heals itself and the team with Wish and Protect, with some offensive presence in Iron Head and Fire Punch. Fire Punch's 20% chance to burn can also help patch up this Jirachi's lower physical bulk.
Milotic
Type: Water
Base Stats: 95 HP / 60 Atk / 79 Def / 100 SpA / 125 SpD / 81 Spe
Ability: Marvel Scale
Milotic is a rare sight in OU, but is nonetheless an effective bulky Water-type 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 its own 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, and Ice Beam and Hidden Power Electric can be used as coverage attacks in place of a third utility move.
Nidoqueen
Type: Poison / Ground
Base Stats: 90 HP / 82 Atk / 87 Def / 75 SpA / 85 SpD / 76 Spe
Abilities: Poison Point / Rivalry
Nidoqueen has rather average stats for a defensive Pokemon; it doesn't even have a single base stat that reaches 100. However, Nidoqueen provides great defensive utility in Toxic Spikes and Stealth Rock. Nidoqueen's Poison / Ground typing also allows it to check several common OU threats such as Lucario and Tyranitar and is able to consistently keep the entry hazards up on the field. Not only does it have little difficulty maintaining its entry hazards, it also deters many other entry hazard users such as Heatran, Skarmory, and Forretress from setting up as Nidoqueen can dent or even KO them with Earthquake or Fire Blast. Nidoqueen offensive pressure means it's not an easy foe to take down and this helps ensure that Toxic Spikes can be kept on the field for a long time even if the opponent has a Rapid Spin user or a grounded Poison-type capable of absorbing it.
Quagsire
Type: Water / Ground
Base Stats: 95 HP / 85 Atk / 85 Def / 65 SpA / 65 SpD / 35 Spe
Abilities: Damp / Water Absorb
Quagsire has a specific niche in the DPP OU metagame: it is one of the few hard counters to Life Orb Starmie and offensive Suicune. Water / Ground is also an excellent defensive typing to ward off popular Electric-types such as non-Hidden Power Grass Zapdos, Raikou, and Jolteon. Water Absorb is a rare gem to come by in OU, as Vaporeon is the only other Pokemon in OU to wield the ability, and it is weak to Electric attacks. With a moveset of Toxic, Encore, Earthquake, and Recover, combined with 252 HP / 56 Def / 200 SpD EV spread with a Careful nature, Quagsire is able to switch into any common attack that Life Orb Starmie and offensive Suicune can throw at it and neither of them can 2HKO Quagsire, even if Suicune has a boost. Quagsire can effectively stall both threats out. Ice Beam and Ice Punch can also be run over Toxic to deal with Gliscor, Dragonite, and Flygon better, as well as to hit predicted Grass-type switch-ins, but loses out on putting offensive Suicune and other sweepers on a timer. The dash of Defense EVs allows Quagsire to take on Metagross and come out on top. Quagsire is also a viable member of any Fire / Water / Grass core. However, it does not do well against stall teams.
Regirock
Type: Rock
Base Stats: 80 HP / 100 Atk / 200 Def / 50 SpA / 100 SpD / 50 Spe
Ability: Clear Body
Blessed with amazing defenses and a decent Attack stat, Regirock can function as a check to some of the top sweepers in the OU tier, including Heatran and Zapdos. Very few special attackers can do much of anything to Regirock once sand is up, and with Tyranitar being so prevalent, this situation is very common. Regirock can even beat Pokemon with super effective moves, such as Gyarados, Dragonite, Lucario, Scizor, and Celebi, all due to Regirock's phenomenal Defense and Special Defense stats under sand. Regirock is usually sporting a Curse set, with Rest providing recovery and pseudo-EdgeQuake with Rock Slide. It does take multiple turns of setup for Regirock to be actually threatening offensively, but the Defense boosts are invaluable against such foes as Gyarados, Lucario, and Scizor.
Registeel
Type: Steel
Base Stats: 80 HP / 75 Atk / 150 Def / 75 SpA / 150 SpD / 50 Spe
Ability: Clear Body
Registeel is a very rare sight in OU, but its immense 80 / 150 / 150 bulk and adequate support movepool make it a solid choice for some teams. Although its offensive capabilities are nonexistent, access to both Thunder Wave and Toxic makes Registeel an excellent multipurpose check to common offensive threats. Stealth Rock is a given on all sets as Registeel can set it up against a wide range of Pokemon. For damaging moves, Registeel has access to Seismic Toss, Iron Head, Earthquake, Shadow Claw, and Explosion. Seismic Toss is a particularly useful move considering Registeel's depressing Attack stat; the other four attacks are mostly situational. Compared to Bronzong, Registeel sports significantly higher defenses, Seismic Toss, and Thunder Wave, but gains a weakness to Ground moves.
Roserade
Type: Grass / Poison
Base Stats: 60 HP / 70 Atk / 65 Def / 125 SpA / 105 SpD / 90 Spe
Abilities: Natural Cure / Poison Point
Roserade is an alternative choice for laying Spikes and Toxic Spikes that has been proven successful at the highest levels of play. The 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 is typically used for coverage. In the last slot, Rest with Natural Cure heals Roserade upon switching out. Stun Spore is another option that lets Roserade cripple switch-ins and deters sweepers from using Roserade as setup bait.
Shaymin
Type: Grass
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Natural Cure
Shaymin's all-around 100 base stats make it well-rounded defensively. A pure Grass typing allows it to comfortably take common Ground-, Water-, Electric-, and Grass-type assaults, and Natural Cure lets it work as a makeshift status absorber. Typically, defensive Shaymin will be using Leech Seed alongside either Protect or Substitute to stall out the enemy and drain them of health. Shaymin's signature Seed Flare is great for netting Special Defense drops and forcing switches, while Hidden Power Fire or Ice or Earth Power rounds out coverage. Despite lacking reliable recovery, Shaymin can use Rest to heal up and switch out to rid itself of sleep.
Skarmory
Type: Steel / Flying
Base Stats: 65 HP / 80 Atk / 140 Def / 40 SpA / 70 SpD / 70 Spe
Abilities: Sturdy / Keen Eye
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 this 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 because Skarmory's Defense is already so high, a common EV spread focuses on its Special Defense instead, allowing it to tank neutral special hits. Though quite niche, Torment + Protect can be "hilarious" for stalling the opposition.
Slowbro
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. Slowbro is most commonly seen as a counter to Water-type attackers, taking little from anything bar a Thunderbolt. Offensive options such as Surf, Fire Blast, Ice Beam, and Psychic let Slowbro stand out from other bulky Water-types. Slowbro is often seen wielding 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. 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, never 2HKOed by its STAB moves. 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.
Spiritomb
Type: Ghost / Dark
Base Stats: 50 HP / 92 Atk / 108 Def / 92 SpA / 108 SpD / 35 Spe
Ability: Pressure
With no exploitable weaknesses and 3 handy immunities to Fighting, Normal, and Psychic, Spiritomb is a solid spinblocker, as well as a 100% Machamp counter. Although it lacks reliable recovery, its low HP coupled with strong defenses makes Pain Split a great option for keeping it healthy. It can weaken offensive threats with Will-O-Wisp, trap opposing spinblockers with Pursuit, and even revenge kill in a pinch with STAB Sucker Punch. Sometimes, these attacks can be backed by a Choice Band. RestTalk is also a viable method for keeping Spiritomb in good health, and RestTalk sets are usually seen running Will-O-Wisp and Shadow Ball. Alternatively, it can run Rest, Will-O-Wisp, Curse, and Pursuit to become truly difficult to break through. The best bet for defeating Spiritomb is to just smack it hard with neutral hits, especially from special attackers that fear little from burns.
Starmie
Type: Water / Psychic
Base Stats: 60 HP / 75 Atk / 85 Def / 100 SpA / 85 SpD / 115 Spe
Abilities: Natural Cure / Illuminate
Starmie's high Speed and unique movepool make it a good choice for teams looking to fill a specific role. Although its defensive stats are middling, Starmie packs all the resistances that a traditional bulky Water-type 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 entry hazards. Unlike Forretress, the other OU spinner, Starmie outpaces both Rotom-A and Gengar (without a Choice Scarf), making it much more difficult to spinblock. Due to its Speed, Starmie also serves as a welcome check to Infernape, a Pokemon that 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. Starmie can also set up dual screens to support its team.
Suicune
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. Suicune's best set 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. 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 bulk allow it to stall out the PP of many moves, particularly Stone Edge and Draco Meteor. 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 Blissey, the bane of many special attackers. Suicune's bulk and sweeping potential keep the pinnacle of bulky Water-types, a threat to be reckoned with for any sweeper.
Swampert
Type: Water / Ground
Base Stats: 100 HP / 110 Atk / 90 Def / 85 SpA / 90 SpD / 60 Spe
Ability: Torrent
Swampert is one of DPP OU's toughest walls to break. It is most commonly seen as an entry hazard setter, able to set up Stealth Rock while hitting its opponent back with Earthquake or Ice Beam coming off its decent mixed offenses. Roar gives Swampert a means by which to phaze its opponents, preventing setup sweepers like Gyarados from taking advantage of it. Protect helps keep Swampert healthy. Curse allows Swampert to boost its excellent physical bulk and offenses; it can even run a pseudo-CroCune set, slowly boosting its Attack and Defense to sky-high levels while recovering all of its HP and relieving it from crippling status when it needs to. Despite these traits, it has low Speed and a crippling weakness to Grass, but even Grass-types must be careful not to switch into an Ice Beam or Avalanche.
Tangrowth
Type: Grass
Base Stats: 100 HP / 100 Atk / 125 Def / 110 SpA / 50 SpD / 50 Spe
Abilities: Chlorophyll / Leaf Guard
Tangrowth is extremely physically bulky, more so than even Skarmory, though it's less common due to its limited movepool and poorer defensive typing. That said, resistances to Water, Ground, Electric, and Grass are all useful. Tangrowth is most often seen running a disruptive set with Sleep Powder to shut down one opponent and Knock Off to cripple item-dependent foes. It can also run an effective double powder set with Stun Spore over Knock Off. Typically, it uses Power Whip and Earthquake for offensive coverage, though it can also opt to go the special route with Grass Knot and Hidden Power Ice. The best bet for dealing with Tangrowth is hitting it on its weaker special side with moves such as Fire Blast and Ice Beam.
Umbreon
Type: Dark
Base stats: 95 HP / 65 Atk / 110 Def / 60 SpA / 130 SpD / 65 Spe
Ability: Synchronize
Umbreon has some of the most titanic defensive stats in OU, which can be used to some extent along with a typing that doesn't leave it vulnerable to Pursuit (read: Cresselia). It is also the only Pokemon able to lock an opponent in with Mean Lock and Baton Pass, by which a teammate can use the trapped opponent to continue a Baton Pass chain that leads to a sweep. It will often carry Taunt, Toxic, or Yawn as utility moves to compliment Mean Look and Baton Pass. While it doesn't see much use, Umbreon can forgo passing Mean Look entirely and opt for a more walling set, utilizing Wish and Protect to keep itself healthy along with Toxic or Payback to wear down the opponent. Umbreon also has Curse up its sleeve, which it can either pass off or attempt to sweep with. It can also use Heal Bell to support its team.
Uxie
Type: Psychic
Base Stats: 75 HP / 75 Atk / 130 Def / 75 SpA / 130 SpD / 95 Spe
Ability: Levitate
Uxie's superb mixed bulk, solid support movepool, and good Speed make it a prime candidate for a utility Pokemon. In the lead position, it will usually carry Stealth Rock and U-turn. Most often, it will also have Trick and a Choice Scarf to cripple slower leads, along with either Thunder Wave or Yawn for support or Psychic for STAB. A dual screens set with Reflect, Light Screen, and Light Clay is also a common sight. If not leading, Uxie tends to drop Stealth Rock for either Memento or Yawn on the dual screens set. It can also set up rain, sun, or Trick Room for teams built around those effects, and thanks to U-turn and Yawn, it can both scout and force switches after doing so.
Venusaur
Type: Grass / Poison
Base Stats: 80 HP / 82 Atk / 83 Def / 100 SpA / 100 SpD / 80 Spe
Ability: Overgrow
Venusaur is often overlooked due to the presence of other great defensive Grass-types in the tier, such as Celebi. Still, Venusaur is a good defensive threat to look out for. Although its stats might not look like much, it actually has good overall bulk with 80 / 83 / 100 defenses. Its better overall bulk than Roserade means that it's not completely physically or specially frail and makes it much harder to take down. Venusaur is fully capable of taking non-super effective physical hits with some Defense investment and can withstand even some super effective special attacks such as a Life Orb Starmie's Ice Beam. Although its Grass / Poison typing burdens Venusaur with four weaknesses, it also grants it resistance to four common types—Fighting, Water, Grass, and Electric. Defensive Venusaur might be difficult to counter and requires some good predictions due to its access to Sleep Powder; it could quickly put your switch-in and only counter to sleep if you're caught off-guard. Furthermore, sending in your sleep absorber doesn't always mean that Venusaur will put it to sleep. It can always opt for Leech Seed to regain health and wear down foes while playing conservatively with Sleep Powder so as not to waste it on an opposing sleep absorber such as RestTalk Gyarados. While defensive Venusaur can annoy foes with Sleep Powder, Roar, and Leech Seed, do not forget that it has an acceptable base 100 Special Attack, along with moves such as Leaf Storm and Sludge Bomb. Even these uninvested special attacks can still put a dent to frailer Pokemon.
Walrein
Type: Water / Ice
Base stats: 110 HP / 80 Atk / 90 Def / 95 SpA / 90 SpD / 65 Spe
Ability: Ice Body
With great natural bulk, Walrein is set to become a solid wall. Even though its typing gives it a slew of weaknesses, when paired with Abomasnow, Walrein can become unstoppable. With Ice Body granting it an extra Leftovers recovery each turn in hail, Walrein can utilize a combination of Protect and Substitute to wear down the opponent with Toxic and hail while taking no overall damage. Alongside Toxic, it will most likely be using a combination of Blizzard, Roar, Earthquake, or Super Fang and Brine to further wear down the opponent and check switch-ins that threaten to stop its cycle of hail stall. If Walrein gets a Substitute up, be prepared for a long battle to wear it down, since in the hail it's nearly impossible.
Weezing
Type: Poison
Base Stats: 65 HP / 90 Atk / 120 Def / 85 SpA / 70 SpD / 60 Spe
Ability: Levitate
Weezing is quite the strange Pokemon, boasting a high Defense stat but low HP stat, as well as a Poison typing but immunity to Ground-type moves thanks to Levitate. Its movepool is just as strange, including options non-characteristic to a Poison-type such as Fire Blast and Thunderbolt. However, all of these traits combine to create an excellent check to many top-tier physical attackers such as Gyarados, Lucario, and Tyranitar. Due to Levitate, Weezing can switch in on powerful Ground-type attacks from the likes of Mamoswine and Hippowdon. Although its Special Defense is disappointing, Weezing doesn't take very much damage from any of Celebi's attacks bar the uncommon Psychic, boasting an immunity to Earth Power and resistance to Grass-type attacks, as well as not being affected all that much by Thunder Wave and being immune to Toxic, with Hidden Power Fire not doing much damage either. Weezing has Fire Blast to take on Steel-types such as Skarmory and Forretress, something less experienced players might not even expect. Thunderbolt does solid damage to Gyarados, which Weezing checks exceptionally well due to its great physical bulk. To top it all off, Weezing has recovery in Pain Split, which is great for wearing down opposing threats and is even better due to Weezing's low HP stat, turning that downside into a selling point. Access to Will-O-Wisp only furthers Weezing's ability to check physical attackers, with even Explosion sometimes making an appearance.
BOOM WE'RE DONE. When Oglemi says "jump", you say "how high?"
Type: Grass / Ice
Base Stats: 90 HP / 92 Atk / 75 Def / 92 SpA / 85 SpD / 60 Spe
Ability: Snow Warning
Abomasnow is the sole hail inducer. Although its Grass / Ice typing isn't one of the best defensively, it does have its own favorable traits that make it a good defensive threat. As the only Pokemon with Snow Warning, most Pokemon in OU will start getting their health chipped off or have their Leftovers recovery negated due to the fact that Ice-types are quite rare in OU. While 6.25% of damage every turn might not look like much, Abomasnow has the tools to stall foes and quickly deplete their health. With a combination of Substitute + Leech Seed, Abomasnow can quickly stall out foes in a few SubSeed cycles. Abomasnow can also use Protect to keep Substitute up even longer, allowing it to replenish its own health with Leftovers and minimizing the net HP loss from making Substitutes. Abomasnow also has good special bulk to wall bulky Water-types, especially if they are slower than Abomasnow so that they cannot Toxic it. Abomasnow can also retaliate with Wood Hammer or Ice Shard. Abomasnow also happens to be one of the counters to Life Orb Starmie thanks to its good special bulk coupled with the fact that it is neutral to Ice Beam. Grass-types are also wary of trying to switch into Abomasnow to stop its SubSeed cycle as they fear getting hit by its Ice-type attacks.
Typing: Grass / Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Natural Cure
While 7 weaknesses might sound horrible for a defensive threat, Celebi makes up for it with a solid 6 resistances (including Ground, Water, Electric, and Fighting). Its typing also pairs up perfectly with Heatran, forming the famed CeleTran combination. Base 100 stats across the board means Celebi has solid bulk on both sides, is quite fast for a wall, and can take off the gloves when push comes to shove. Recover offers Celebi a reliable recovery move, keeping it healthy throughout a match. With a great support movepool, there's no telling just what sort of set Celebi will be running. It can set up Stealth Rock, force switches with Perish Song or Leech Seed, scout with Baton Pass or U-turn, cripple threats with Thunder Wave or Trick, or keep the team nice and healthy with Heal Bell. Celebi can also set up with Calm Mind and slowly take down the opposition. It can even pass these boosts along with Substitute to a teammate.
Type: Ground / Psychic
Base Stats: 60 HP / 70 Atk / 105 Def / 70 SpA / 120 Def / 75 Spe
Ability: Levitate
Claydol is a niche Pokemon with limited use, but excels at its role, and Claydol's is the coveted combination of Stealth Rock and Rapid Spin. Claydol makes a decent spinner because it resists Stealth Rock and is immune to Spikes and Toxic Spikes thanks to Levitate, as well as boasting resistances to Stone Edge, an immunity to Earthquake and Electric-type moves, and a resistance to Fighting-type moves, all combined with excellent defenses and a few offensive options that hit a few notable Pokemon super effectively. Even with such low offensive stats, Ground-type STAB is still Ground-type STAB, and that means Pokemon such as Metagross and Lucario will lose quite a chunk of their health to such attacks. Ice Beam threatens Flygon and Dragonite, both of which Claydol can check rather adequately. Claydol can even utilize Explosion and take out an opposing threat as it survives an attack. Claydol can also utilize Trick and a Choice item or Flame Orb to cripple opposing leads.
Type: Water / Ice
Base Stats: 50 HP / 95 Atk / 180 Def / 85 SpA / 45 SpD / 70 Spe
Abilities: Shell Armor / Skill Link
Cloyster is a Pokemon with rather unremarkable stats other than its standout 180 base Defense. Due to its great physical bulk, Cloyster can be a great user of Spikes and an excellent lead for any offensive team in need of Spikes to support their sweepers. Against many leads, Cloyster can set up two or even three layers of Spikes. Cloyster has access to Surf, which, in combination with its decent Special Attack stat, allows it to defeat many other opposing leads before they get the chance to set up their own entry hazards, such as Metagross, Gliscor, Hippowdon, Bronzong, Skarmory, and Forretress. The combination of Surf and Ice Shard can take down any opposing frail leads, such as Azelf and Aerodactyl. If facing off against something that could potentially sweep Cloyster's teammates, Cloyster can simply Explode and KO any Pokemon it wants without any worry, as Cloyster need not survive past the first few turns. Overall, any offensive team appreciates the Spikes that Cloyster provides, and Cloyster has all of the tools it needs to be an excellent lead.
Type: Rock / Grass
Base Stats: 86 HP / 81 Atk / 97 Def / 81 SpA / 107 SpD / 43 Spe
Ability: Suction Cups
Cradily is an excellent Curse sweeper for a number of reasons. For one, its already stellar Special Defense stat gets boosted by 50% under sand, a very common weather condition due to the prevalence of Tyranitar. Also, it has a low Speed stat and usable Attack stat. Cradily has all of the coverage it needs in EdgeQuake, which very few Pokemon resist, all of which can be easily removed by the right teammates. Due to its excellent defensive stats and Recover, Cradily can often obtain multiple boosts to make its attacks hit hard and nigh-impenetrable as a wall. Rest keeps Cradily healthy, making playing stall against it all but a fool's game. Although it has a weakness to the very common Fighting-type attacks, that is its only negative attribute. With Suction Cups, Cradily can't even be phazed, making one of the most common detriments to setup sweepers a non-issue. Cradily also has access to Swords Dance, which gives it the ability to boost its Attack quickly, and Cradily can dish out quite a bit of pain after it has boosted up. Trick is the best option to beat Cradily; it limits Cradily to one move, which turns it from a monster to a failed fossil recovery.
Type: Psychic
Base Stats: 120 HP / 70 Atk / 120 Def / 75 SpA / 130 SpD / 85 Spe
Ability: Levitate
Cresselia is blessed with the best defenses of almost any Pokemon usable in OU, allowing it to wall many powerful attackers. Although it struggles against Pursuit from the very common Tyranitar and Scizor, as well as failing to do much lasting damage against anything with much bulk, it has enough defense to repeatedly take hits and set up dual screens. Cresselia can use Thunder Wave to cripple the many faster Pokemon that fail to do any meaningful damage to it. Its STAB Psychic gives it super effective coverage on Infernape and other Fighting-types, as well as on Gengar. Ice Beam can take down Dragon-types, which Cresselia easily walls. Cresselia even has access to recovery in Moonlight, though it is reduced in sand and hail. Cresselia can also sport Charge Beam along with RestTalk and Ice Beam, with its great bulk allowing it to boost its Special Attack. A Calm Mind set can be used to take on many special sweepers and sometimes even pull off a sweep of its own. Cresselia has a niche as a user of dual screens due to its access to Lunar Dance, which allows Cresselia to sacrifice itself and fully revive a teammate, acting even before entry hazards, so Pokemon in range of being KOed by entry hazards can have a second chance at life.
Type: Ground
Base Stats: 90 HP / 120 Atk / 120 Def / 60 SpA / 60 SpD / 50 Spe
Ability: Sturdy
Donphan is quite efficient in removing opposing Ghost-types and keeping the field clean of entry hazards by using Rapid Spin. Many Ghost-types have difficulty trying to spinblock Donphan thanks to the its high base 120 Attack. Furthermore, it has access to Assurance, a move that doubles its Base Power to 100 when the target has taken damage before this move was used. This means that a Ghost-type switching in with Stealth Rock present will be dealt with a super effective 100 Base Power move, and most Ghost-types will have difficulty surviving that and probably will not be able to take repeated hits. After one or two Assurances, most Ghost-types would have been defeated with a few exceptions such as Spiritomb, in which case Earthquake hits harder. Furthermore, Donphan can easily sponge most physical attacks and retaliate back, such as with the powerful Head Smash. If Donphan has enough HP left, it can even survive a +1 Outrage from Dragonite and proceed to 2HKO it with Ice Shard, acting as a last-resort check. As a defensive Ground-type, it checks many common Rock-types such as Tyranitar. While bulky Water-types are often the best answer to Donphan, beware of the occasional Seed Bomb that can easily deal with a weakened Water-type and Swampert. Its special bulk is also terrible and almost any decently strong special attack can OHKO or 2HKO it.
Type: Water / Steel
Base Stats: 84 HP / 86 Atk / 88 Def / 111 SpA / 101 SpD / 60 Spe
Ability: Torrent
In a metagame where many threats are primarily special attackers, Empoleon's unique Water / Steel typing coupled with its defensive stats make it a very good tank. Its typing gives it 11 resistances, and most of them are common attacking types in the metagame, including Water and Rock. With a focus on maximizing Special Defense, Empoleon can support a team utilizing coverage moves such as STAB Surf, Ice Beam, Grass Knot, and Hidden Power Electric. It can also help the team by using support moves such as Roar and Stealth Rock. Empoleon does face some competition from specially defensive Heatran. However, Empoleon handles Water-types much better than Heatran, particularly Gyarados if Empoleon has Hidden Power Electric. Resist Berries such as Shuca and Chople, combined with some Defense EVs, can be used to surprise threats such as Dragonite, Flygon, offensive Gyarados, and Infernape and OHKO them with the respective coverage move, but Leftovers is the superior option overall.
Forretress
Type: Bug / Steel
Base Stats: 75 HP / 90 Atk / 140 Def / 60 SpA / 60 SpD / 40 Spe
Ability: Sturdy
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. Usually, Forretress will be using a specially defensive EV spread to bolster its lower defensive 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.
Type: Ground / Flying
Base Stats: 75 HP / 95 Atk / 125 Def / 45 SpA / 65 SpD / 95 Spe
Abilities: Sand Veil / Hyper Cutter
Gliscor's typing is just fantastic for a defensive Pokemon. In addition, it has a great Defense, one of the highest of the metagame and an annoying ability: Sand Veil. Paired with Tyranitar or Hippowdon, Gliscor is extremely difficult to KO. Gliscor also gets Roost, allowing it to recover HP itself. If that wasn't enough, Gliscor has Earthquake and Taunt to break stall. Because it has a good Speed stat, Gliscor is the perfect stallbreaker with Earthquake / Taunt / Roost / Toxic. Instead of Toxic, Gliscor can carry Stealth Rock as a lead. Gliscor can also use U-turn to keep up momentum. If you thought Gliscor's movepool wasn't good enough, it also has Baton Pass. With a Yache Berry and Light Screen + Reflect, Gliscor can easily pass a Rock Polish and a Swords Dance to a teammate. Gliscor is usually used with a Jolly nature to outspeed Lucario, Taunt Heatran, Gyarados, and Dragonite, but can use an Impish for more Defense.
Type: Water / Flying
Base Stats: 95 HP / 125 Atk / 79 Def / 60 SpA / 100 SpD / 81 Spe
Ability: Intimidate
While Gyarados is often seen as an offensive Dragon Dance sweeper, it can take on a more defensive role by capitalizing on its decent 95 / 79 / 100 defenses and Intimidate. Intimidate lets Gyarados to wall weaker physical threats and check physical sweepers such as Swords Dance Scizor and then phaze them out with Roar. Due to its weakness to Stealth Rock, most defensive Gyarados rely on RestTalk for recovery. Gyarados occasionally sports a specially defensive EV spread to allow it to take on threats such as mixed Infernape and Heatran better. With Intimidate, Gyarados can sponge most physical attacks and even some super effective ones, such as a -1 Stone Edge, though it'll have a hard time surviving any Electric-type attack. Gyarados often serves as a bulky Water-type and one of the fastest phazers on stall teams. Sometimes, it can even phaze out slower foes such as CurseLax before getting attacked when Sleep Talk uses Roar. The best way to take down defensive Gyarados is by wearing it down with Stealth Rock and defeating it with strong special attackers or simply with an Electric-type attack. However, one has to look out for the rare Thunder Wave before sending out Rotom-A and the likes against a defensive Gyarados.
Heatran
Type: Steel / Fire
Base Stats: 91 HP / 90 Atk / 106 Def / 130 SpA / 106 SpD / 77 Spe
Ability: Flash Fire
Although Heatran is typically seen as 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 like Jirachi, Rotom-A, Shaymin, and Celebi. Additionally, its high Special Attack and strong STAB moves give 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. Protect is an incredible move on Heatran, providing it much-needed Leftovers recovery as well as scouting for the opponent's coverage move against it. Finally, RestTalk is also a possibility to increase Heatran's longevity.
Type: Ground
Base Stats: 108 HP / 112 Atk / 118 Def / 68 SpA / 72 SpD / 47 Spe
Ability: Sand Stream
Hippowdon is the quintessential physical wall. It is the only Sand Stream user other than Tyranitar, but is played quite differently. With huge defensive stats, it is capable of holding more overall defenses than Skarmory! Even though it lacks Skarmory's superior defensive typing, it can actually pose a threat to more frail offensive Pokemon with its STAB Earthquake, even with minimal investment. Most of the time, though, Hippowdon will be setting up Stealth Rock, phazing with Roar, and recovering off any damage it takes in the meantime with Slack Off. Its physical bulk is enough to hold up to the strongest physical attackers, taking very little from Scizor, Metagross, Tyranitar, and others. Hippowdon has enough HP to supplement its somewhat low Special Defense, so it can easily be used as a mixed wall. To give an idea of how bulky specially defensive Hippowdon is, a Surf from Choice Specs Kingdra does only around 90%. If Hippowdon has problems with Dragonite, it can run Ice Fang for decent damage. Ice Fang also allows Hippowdon to win against Gliscor one-on-one. Hippowdon has low Speed meaning it can become Taunt bait, but this hardly matters when, most of the time, it doesn't need Speed, especially when phazing. Hippowdon is not unbreakable though, as Grass-types such as Celebi or Shaymin can switch in on anything it uses barring Roar or Ice Fang and KO it with Leaf Storm or Seed Flare, respectively.
Type: Steel / Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Serene Grace
Despite being more known as an annoying offensive threat that abuses Serene Grace, Jirachi also makes for a great defensive Pokemon with a part Steel typing and base 100 stats across the board. It's one of the best Wish passers out there, using Wish and then switching out with U-turn. On such sets, it still normally utilizes Serene Grace to net paralyzes and flinches with Body Slam and Iron Head. Jirachi is also a reliable dual screens user, setting up screens to keep its team healthy while healing teammates up with Wish and scouting with U-turn. A specially defensive set that spreads paralysis (usually through Thunder Wave, but sometimes Body Slam), heals itself and the team with Wish and Protect, with some offensive presence in Iron Head and Fire Punch. Fire Punch's 20% chance to burn can also help patch up this Jirachi's lower physical bulk.
Milotic
Type: Water
Base Stats: 95 HP / 60 Atk / 79 Def / 100 SpA / 125 SpD / 81 Spe
Ability: Marvel Scale
Milotic is a rare sight in OU, but is nonetheless an effective bulky Water-type 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 its own 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, and Ice Beam and Hidden Power Electric can be used as coverage attacks in place of a third utility move.
Type: Poison / Ground
Base Stats: 90 HP / 82 Atk / 87 Def / 75 SpA / 85 SpD / 76 Spe
Abilities: Poison Point / Rivalry
Nidoqueen has rather average stats for a defensive Pokemon; it doesn't even have a single base stat that reaches 100. However, Nidoqueen provides great defensive utility in Toxic Spikes and Stealth Rock. Nidoqueen's Poison / Ground typing also allows it to check several common OU threats such as Lucario and Tyranitar and is able to consistently keep the entry hazards up on the field. Not only does it have little difficulty maintaining its entry hazards, it also deters many other entry hazard users such as Heatran, Skarmory, and Forretress from setting up as Nidoqueen can dent or even KO them with Earthquake or Fire Blast. Nidoqueen offensive pressure means it's not an easy foe to take down and this helps ensure that Toxic Spikes can be kept on the field for a long time even if the opponent has a Rapid Spin user or a grounded Poison-type capable of absorbing it.
Type: Water / Ground
Base Stats: 95 HP / 85 Atk / 85 Def / 65 SpA / 65 SpD / 35 Spe
Abilities: Damp / Water Absorb
Quagsire has a specific niche in the DPP OU metagame: it is one of the few hard counters to Life Orb Starmie and offensive Suicune. Water / Ground is also an excellent defensive typing to ward off popular Electric-types such as non-Hidden Power Grass Zapdos, Raikou, and Jolteon. Water Absorb is a rare gem to come by in OU, as Vaporeon is the only other Pokemon in OU to wield the ability, and it is weak to Electric attacks. With a moveset of Toxic, Encore, Earthquake, and Recover, combined with 252 HP / 56 Def / 200 SpD EV spread with a Careful nature, Quagsire is able to switch into any common attack that Life Orb Starmie and offensive Suicune can throw at it and neither of them can 2HKO Quagsire, even if Suicune has a boost. Quagsire can effectively stall both threats out. Ice Beam and Ice Punch can also be run over Toxic to deal with Gliscor, Dragonite, and Flygon better, as well as to hit predicted Grass-type switch-ins, but loses out on putting offensive Suicune and other sweepers on a timer. The dash of Defense EVs allows Quagsire to take on Metagross and come out on top. Quagsire is also a viable member of any Fire / Water / Grass core. However, it does not do well against stall teams.
Type: Rock
Base Stats: 80 HP / 100 Atk / 200 Def / 50 SpA / 100 SpD / 50 Spe
Ability: Clear Body
Blessed with amazing defenses and a decent Attack stat, Regirock can function as a check to some of the top sweepers in the OU tier, including Heatran and Zapdos. Very few special attackers can do much of anything to Regirock once sand is up, and with Tyranitar being so prevalent, this situation is very common. Regirock can even beat Pokemon with super effective moves, such as Gyarados, Dragonite, Lucario, Scizor, and Celebi, all due to Regirock's phenomenal Defense and Special Defense stats under sand. Regirock is usually sporting a Curse set, with Rest providing recovery and pseudo-EdgeQuake with Rock Slide. It does take multiple turns of setup for Regirock to be actually threatening offensively, but the Defense boosts are invaluable against such foes as Gyarados, Lucario, and Scizor.
Registeel
Type: Steel
Base Stats: 80 HP / 75 Atk / 150 Def / 75 SpA / 150 SpD / 50 Spe
Ability: Clear Body
Registeel is a very rare sight in OU, but its immense 80 / 150 / 150 bulk and adequate support movepool make it a solid choice for some teams. Although its offensive capabilities are nonexistent, access to both Thunder Wave and Toxic makes Registeel an excellent multipurpose check to common offensive threats. Stealth Rock is a given on all sets as Registeel can set it up against a wide range of Pokemon. For damaging moves, Registeel has access to Seismic Toss, Iron Head, Earthquake, Shadow Claw, and Explosion. Seismic Toss is a particularly useful move considering Registeel's depressing Attack stat; the other four attacks are mostly situational. Compared to Bronzong, Registeel sports significantly higher defenses, Seismic Toss, and Thunder Wave, but gains a weakness to Ground moves.
Roserade
Type: Grass / Poison
Base Stats: 60 HP / 70 Atk / 65 Def / 125 SpA / 105 SpD / 90 Spe
Abilities: Natural Cure / Poison Point
Roserade is an alternative choice for laying Spikes and Toxic Spikes that has been proven successful at the highest levels of play. The 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 is typically used for coverage. In the last slot, Rest with Natural Cure heals Roserade upon switching out. Stun Spore is another option that lets Roserade cripple switch-ins and deters sweepers from using Roserade as setup bait.
Type: Grass
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Natural Cure
Shaymin's all-around 100 base stats make it well-rounded defensively. A pure Grass typing allows it to comfortably take common Ground-, Water-, Electric-, and Grass-type assaults, and Natural Cure lets it work as a makeshift status absorber. Typically, defensive Shaymin will be using Leech Seed alongside either Protect or Substitute to stall out the enemy and drain them of health. Shaymin's signature Seed Flare is great for netting Special Defense drops and forcing switches, while Hidden Power Fire or Ice or Earth Power rounds out coverage. Despite lacking reliable recovery, Shaymin can use Rest to heal up and switch out to rid itself of sleep.
Skarmory
Type: Steel / Flying
Base Stats: 65 HP / 80 Atk / 140 Def / 40 SpA / 70 SpD / 70 Spe
Abilities: Sturdy / Keen Eye
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 this 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 because Skarmory's Defense is already so high, a common EV spread focuses on its Special Defense instead, allowing it to tank neutral special hits. Though quite niche, Torment + Protect can be "hilarious" for stalling the opposition.
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. Slowbro is most commonly seen as a counter to Water-type attackers, taking little from anything bar a Thunderbolt. Offensive options such as Surf, Fire Blast, Ice Beam, and Psychic let Slowbro stand out from other bulky Water-types. Slowbro is often seen wielding 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. 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, never 2HKOed by its STAB moves. 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.
Type: Ghost / Dark
Base Stats: 50 HP / 92 Atk / 108 Def / 92 SpA / 108 SpD / 35 Spe
Ability: Pressure
With no exploitable weaknesses and 3 handy immunities to Fighting, Normal, and Psychic, Spiritomb is a solid spinblocker, as well as a 100% Machamp counter. Although it lacks reliable recovery, its low HP coupled with strong defenses makes Pain Split a great option for keeping it healthy. It can weaken offensive threats with Will-O-Wisp, trap opposing spinblockers with Pursuit, and even revenge kill in a pinch with STAB Sucker Punch. Sometimes, these attacks can be backed by a Choice Band. RestTalk is also a viable method for keeping Spiritomb in good health, and RestTalk sets are usually seen running Will-O-Wisp and Shadow Ball. Alternatively, it can run Rest, Will-O-Wisp, Curse, and Pursuit to become truly difficult to break through. The best bet for defeating Spiritomb is to just smack it hard with neutral hits, especially from special attackers that fear little from burns.
Starmie
Type: Water / Psychic
Base Stats: 60 HP / 75 Atk / 85 Def / 100 SpA / 85 SpD / 115 Spe
Abilities: Natural Cure / Illuminate
Starmie's high Speed and unique movepool make it a good choice for teams looking to fill a specific role. Although its defensive stats are middling, Starmie packs all the resistances that a traditional bulky Water-type 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 entry hazards. Unlike Forretress, the other OU spinner, Starmie outpaces both Rotom-A and Gengar (without a Choice Scarf), making it much more difficult to spinblock. Due to its Speed, Starmie also serves as a welcome check to Infernape, a Pokemon that 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. Starmie can also set up dual screens to support its team.
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. Suicune's best set 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. 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 bulk allow it to stall out the PP of many moves, particularly Stone Edge and Draco Meteor. 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 Blissey, the bane of many special attackers. Suicune's bulk and sweeping potential keep the pinnacle of bulky Water-types, a threat to be reckoned with for any sweeper.
Type: Water / Ground
Base Stats: 100 HP / 110 Atk / 90 Def / 85 SpA / 90 SpD / 60 Spe
Ability: Torrent
Swampert is one of DPP OU's toughest walls to break. It is most commonly seen as an entry hazard setter, able to set up Stealth Rock while hitting its opponent back with Earthquake or Ice Beam coming off its decent mixed offenses. Roar gives Swampert a means by which to phaze its opponents, preventing setup sweepers like Gyarados from taking advantage of it. Protect helps keep Swampert healthy. Curse allows Swampert to boost its excellent physical bulk and offenses; it can even run a pseudo-CroCune set, slowly boosting its Attack and Defense to sky-high levels while recovering all of its HP and relieving it from crippling status when it needs to. Despite these traits, it has low Speed and a crippling weakness to Grass, but even Grass-types must be careful not to switch into an Ice Beam or Avalanche.
Type: Grass
Base Stats: 100 HP / 100 Atk / 125 Def / 110 SpA / 50 SpD / 50 Spe
Abilities: Chlorophyll / Leaf Guard
Tangrowth is extremely physically bulky, more so than even Skarmory, though it's less common due to its limited movepool and poorer defensive typing. That said, resistances to Water, Ground, Electric, and Grass are all useful. Tangrowth is most often seen running a disruptive set with Sleep Powder to shut down one opponent and Knock Off to cripple item-dependent foes. It can also run an effective double powder set with Stun Spore over Knock Off. Typically, it uses Power Whip and Earthquake for offensive coverage, though it can also opt to go the special route with Grass Knot and Hidden Power Ice. The best bet for dealing with Tangrowth is hitting it on its weaker special side with moves such as Fire Blast and Ice Beam.
Type: Dark
Base stats: 95 HP / 65 Atk / 110 Def / 60 SpA / 130 SpD / 65 Spe
Ability: Synchronize
Umbreon has some of the most titanic defensive stats in OU, which can be used to some extent along with a typing that doesn't leave it vulnerable to Pursuit (read: Cresselia). It is also the only Pokemon able to lock an opponent in with Mean Lock and Baton Pass, by which a teammate can use the trapped opponent to continue a Baton Pass chain that leads to a sweep. It will often carry Taunt, Toxic, or Yawn as utility moves to compliment Mean Look and Baton Pass. While it doesn't see much use, Umbreon can forgo passing Mean Look entirely and opt for a more walling set, utilizing Wish and Protect to keep itself healthy along with Toxic or Payback to wear down the opponent. Umbreon also has Curse up its sleeve, which it can either pass off or attempt to sweep with. It can also use Heal Bell to support its team.
Type: Psychic
Base Stats: 75 HP / 75 Atk / 130 Def / 75 SpA / 130 SpD / 95 Spe
Ability: Levitate
Uxie's superb mixed bulk, solid support movepool, and good Speed make it a prime candidate for a utility Pokemon. In the lead position, it will usually carry Stealth Rock and U-turn. Most often, it will also have Trick and a Choice Scarf to cripple slower leads, along with either Thunder Wave or Yawn for support or Psychic for STAB. A dual screens set with Reflect, Light Screen, and Light Clay is also a common sight. If not leading, Uxie tends to drop Stealth Rock for either Memento or Yawn on the dual screens set. It can also set up rain, sun, or Trick Room for teams built around those effects, and thanks to U-turn and Yawn, it can both scout and force switches after doing so.
Type: Grass / Poison
Base Stats: 80 HP / 82 Atk / 83 Def / 100 SpA / 100 SpD / 80 Spe
Ability: Overgrow
Venusaur is often overlooked due to the presence of other great defensive Grass-types in the tier, such as Celebi. Still, Venusaur is a good defensive threat to look out for. Although its stats might not look like much, it actually has good overall bulk with 80 / 83 / 100 defenses. Its better overall bulk than Roserade means that it's not completely physically or specially frail and makes it much harder to take down. Venusaur is fully capable of taking non-super effective physical hits with some Defense investment and can withstand even some super effective special attacks such as a Life Orb Starmie's Ice Beam. Although its Grass / Poison typing burdens Venusaur with four weaknesses, it also grants it resistance to four common types—Fighting, Water, Grass, and Electric. Defensive Venusaur might be difficult to counter and requires some good predictions due to its access to Sleep Powder; it could quickly put your switch-in and only counter to sleep if you're caught off-guard. Furthermore, sending in your sleep absorber doesn't always mean that Venusaur will put it to sleep. It can always opt for Leech Seed to regain health and wear down foes while playing conservatively with Sleep Powder so as not to waste it on an opposing sleep absorber such as RestTalk Gyarados. While defensive Venusaur can annoy foes with Sleep Powder, Roar, and Leech Seed, do not forget that it has an acceptable base 100 Special Attack, along with moves such as Leaf Storm and Sludge Bomb. Even these uninvested special attacks can still put a dent to frailer Pokemon.
Type: Water / Ice
Base stats: 110 HP / 80 Atk / 90 Def / 95 SpA / 90 SpD / 65 Spe
Ability: Ice Body
With great natural bulk, Walrein is set to become a solid wall. Even though its typing gives it a slew of weaknesses, when paired with Abomasnow, Walrein can become unstoppable. With Ice Body granting it an extra Leftovers recovery each turn in hail, Walrein can utilize a combination of Protect and Substitute to wear down the opponent with Toxic and hail while taking no overall damage. Alongside Toxic, it will most likely be using a combination of Blizzard, Roar, Earthquake, or Super Fang and Brine to further wear down the opponent and check switch-ins that threaten to stop its cycle of hail stall. If Walrein gets a Substitute up, be prepared for a long battle to wear it down, since in the hail it's nearly impossible.
Type: Poison
Base Stats: 65 HP / 90 Atk / 120 Def / 85 SpA / 70 SpD / 60 Spe
Ability: Levitate
Weezing is quite the strange Pokemon, boasting a high Defense stat but low HP stat, as well as a Poison typing but immunity to Ground-type moves thanks to Levitate. Its movepool is just as strange, including options non-characteristic to a Poison-type such as Fire Blast and Thunderbolt. However, all of these traits combine to create an excellent check to many top-tier physical attackers such as Gyarados, Lucario, and Tyranitar. Due to Levitate, Weezing can switch in on powerful Ground-type attacks from the likes of Mamoswine and Hippowdon. Although its Special Defense is disappointing, Weezing doesn't take very much damage from any of Celebi's attacks bar the uncommon Psychic, boasting an immunity to Earth Power and resistance to Grass-type attacks, as well as not being affected all that much by Thunder Wave and being immune to Toxic, with Hidden Power Fire not doing much damage either. Weezing has Fire Blast to take on Steel-types such as Skarmory and Forretress, something less experienced players might not even expect. Thunderbolt does solid damage to Gyarados, which Weezing checks exceptionally well due to its great physical bulk. To top it all off, Weezing has recovery in Pain Split, which is great for wearing down opposing threats and is even better due to Weezing's low HP stat, turning that downside into a selling point. Access to Will-O-Wisp only furthers Weezing's ability to check physical attackers, with even Explosion sometimes making an appearance.
BOOM WE'RE DONE. When Oglemi says "jump", you say "how high?"
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