Generation 5 RU Threatlist

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Gonna do Klinklang and Jynx.


Klinklang
Typing: Steel
Base Stats: 60 HP / 100 Atk / 115 Def / 70 SpA / 85 SpD / 90 Spe
Abilities: Plus / Minus / Clear Body (Unreleased)

Klinklang is one of the best offensive Steel-types in RU. It gets an excellent boosting move in Shift Gear, and its signature move Gear Grind allows it to bypass Substitutes, with decent Base Power to boot. After a Shift Gear, it can outspeed all of the metagame, and also becomes very powerful. It usually runs Return as a coverage move due to its awful movepool, and in the fourth slot a number of different things are commonly seen. Substitute is the most prominent, avoiding status as well as protecting itself from priority. However, it can also run Hidden Power Fire to defeat Ferroseed, or use Hidden Power Ground to escape the clutches of Magneton; both are would-be counters. Straight-up countering Klinklang is pretty difficult, as its speed and power are unmatched. However, Sandslash is as close as they come, not being 2HKOed by any move of Klinklang even at +1, and can 2HKO with STAB Earthquake. Steelix is in a similar position, and can also phaze Klinklang's boosts with Roar. As mentioned before, Ferroseed and Magneton can defeat versions of Klinklang that lack Hidden Power Fire and Hidden Power Ground, respectively. Feraligatr, Entei, and Moltres all resist Gear Grind and are bulky enough to take a +1 Return, and can deal heavy damage with their STAB moves. Also, Hitmonchan can 2HKO Klinklang with Life Orb Mach Punch, although it can't take a boosted attack. All in all, the best way to deal with Klinklang is to prevent it from setting up, as it much more manageable before a Shift Gear than after.


Jynx
Typing: Ice / Psychic
Base Stats: 65 HP / 50 Atk / 35 Def / 115 SpA / 95 SpD / 95 Spe
Abilities: Oblivious / Forewarn / Dry Skin

Jynx, despite its NU status, is a major threat to be prepared for in RU. Its Dream World ability Dry Skin gave it a new tool to use, being able to set up on most bulky Water-types in the tier, such as Slowking and Lanturn. Jynx has access to two great boosting move in Nasty Plot and Calm Mind, the former boosting Jynx's Special Attack to ridiculous levels, and the latter making it very difficult to break with a special attack while slowly preparing for a sweep. One of Jynx's most threatening aspects is its signature move Lovely Kiss, putting a slower opponent to sleep, and Jynx outspeeds a lot in RU with its high Base Speed. However, due to its extreme physical frailty, Jynx must always use Substitute when trying to boost its stats, as it is extremely frail on the physical side. This leaves it with only one attacking move at its disposal, on Ice Beam is the obvious choice. Therefore, Pokemon that resist Ice Beam are generally good checks to Jynx. The best counter to Jynx is Munchlax, which takes paltry damage from Ice Beam due to its ability Thick Fat, and can predict the incoming Lovely Kiss with Sleep Talk. Sleep Talk, when not selecting Rest, can hurt Jynx in multiple ways, by either doing massive damage with Body Slam, or phazing Jynx's Substitute and all of its boosts with Whirlwind. Priority is also a great way to deal with Jynx, as most of it hits physically. Common priority includes Choice Band Entei's ExtremeSpeed and Life Orb Hitmonchan's Mach Punch. Spiritomb is a great check to Jynx, as it can trap Jynx with Pursuit or just OHKO with Shadow Sneak. Choice Scarf Primeape is another great check, as it has Vital Spirit to negate Lovely Kiss, and can OHKO with U-turn. All in all, Jynx can boost its stats to very threatening levels, and can use Lovely Kiss to beat some of its checks. This makes it a large threat in the RU metagame.
 

sandshrewz

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Sorry for the wait Omicron!! Here's offensive Lanturn!


Lanturn
(offensive)
Typing: Water / Electric
Base Stats: 125 HP / 58 Atk / 58 Def / 76 SpA / 76 SpD / 67 Spe
Abilities: Volt Absorb / Illuminate / Water Absorb (Unreleased)

Lanturn doesn't seem like it can do anything much offensively; it has a measly base 76 Special Attack, reaching a maximum of 276. Nonetheless, Lanturn is still a huge offensive threat to look out for. Its bulk, access to Volt Absorb, and Volt Switch make it a good Choice Specs user. Lanturn has not much difficulty using its Choice Specs-boosted Volt Switch as Ground-types think twice before switching in for fear of a Hydro Pump, and Lightningrod and Volt Absorb users (bar Lanturn) are hit hard by it as well. With a Choice Specs, Lanturn reaches 406 Special Attack, which is pretty decent though not particularly splendid for a Choice Specs user. However, its great bulk and typing grants Lanturn several opportunities to come in and blast a powerful Hydro Pump or keep the offensive pressure up with Volt Switch. Lanturn stands as one of the most bulky user of Choice Specs in RU that can tear through teams. Though not as common, Lanturn can utilize a SubCharge set to great effect as long as it doesn't meet its hard counters or get phazed out. At +1, Lanturn has the same power as the Choice Specs set and still retains the ability to switch moves. Thanks to its great coverage, it can easily break Fire-Water-Grass cores and a few others with a few boosts under its belt. Lanturn finds no trouble setting up on Choice users such as Manectric too, though it has to look out for Trick and Switcheroo. Never assume that every Lanturn is the same standard defensive one, or you might face a situation where you get swept by an offensive variant.

Also Omicron, you messed up the BBCode for defensive Lanturn :d I think I'll do defensive Sandslash later since I don't see that it's up for reservation? Is there anything else that's still not done? Thanks nvm here is defensive Omastar and Mesprit


Omastar (defensive)
Typing: Rock / Water
Base Stats: 70 HP / 60 Atk / 125 Def / 115 SpA / 70 SpD / 55 Spe
Ability: Swift Swim / Shell Armor / Weak Armor

Omastar is most commonly seen as a Shell Smash sweeper as it is one of the best Shell Smash user afterall, and it might be a waste not to use its offensive potential to the fullest. However, don't forget that Omastar's best stat is actually its base 125 Defense. With such a huge Defense stat, Omastar acts as a good check to several physical attackers in the tiers though it might not be completely effective due to the omnipresent Fighting-types in the tier. Nonetheless, Omastar's access to several support moves make it an ideal defensive Pokemon too. It can lay Stealth Rock, Spikes, and Toxic Spikes, though it is quite inefficient at setting up all of them. Still, it finds many opportunities to set them up as the threat of Shell Smash Omastar is too great for people to ignore and often cause people to immediately switch to their appropriate counters, only to realize that Omastar is taking its time to lay down entry hazards. Being a defensive Water-type has its merits as well as it can potentially burn opponents with Scald. Omastar can tank phyiscal hits from burned oppenets all day long bar some super effective hits. Haze and Knock Off are moves that Omastar might carry once in a while. The latter is especially useful to remove vital held items such as Eviolite. Never assume that every Omastar is the same Shell Smash Omastar, as it is still a rather potent defensive threat.


Mesprit (offensive)
Typing: Psychic
Base Stats: 80 HP / 105 Atk / 105 Def / 105 SpA / 105 SpD / 80 Spe
Ability: Levitate

Mesprit has decent stats across the board, with usuable offenses and defenses as well. With its efficient movepool, Mesprit can pull off a few offensive sets quite well. As with most Psychic-types, Mesprit can utilize Calm Mind to set up. Its reasonably good bulk often makes it somewhat easy to set up. Furthermore, Mesprit has good coverage options in Thunderblot and Ice Beam. Grass Knot could be a possibility as well if its in a hurry to take down heavy foes. Despite going all out offensive, Uxie is quite hard to take down without a super effective hit thanks to its good bulk. Psyshock makes this offensive threat even harder to wall with dedicated special walls at times. Mesprit is a pretty good Choice user as well thanks to its access to Trick to cripple special walls trying to wall it. Choice Specs Mesprit hits hard too as base 105 Special Attack isn't too bad. Mesprit can turn into an efficient revenge killer with a Choice Scarf thanks to its good coverage. As its base 80 Speed isn't really spectacular, it can utilize an offensive Trick Room set as well.


Mesprit (defensive)
Typing: Psychic
Base Stats: 80 HP / 105 Atk / 105 Def / 105 SpA / 105 SpD / 80 Spe
Ability: Levitate

While Mesprit is usually better off with an offensive set due to the presence of other more capable defensive Pokemon in the tier such as Uxie, Mesprit is still a viable at providing team support. Mesprit isn't totally helpless offensively even though it might be defensively oriented. Its equal defenses and offensive stats make it an all-rounded defensive pivot. Mesprit's support movepool isn't too bad either, with access to Stealth Rock, Sunny Day, Rain Dance, Trick Room, Thunder Wave, and Toxic to name a few. What stands out though, is Healing Wish, which allows it to bring in a refreshed teammate after setting up a desirable field condition. It can even use dual screens as well. Mesprit is one of the few defensive Pokemon that can keep an offensive presence while providing team support, making it less of a set up bait while fulfilling its roles. Thus, Mesprit is not entire outclassed defensively and is still a threat to look out for in this aspect.

Can't think of much to say for Mesprit because Uxie is almost always better -.-
 

Sawsbuck
Typing: Normal / Grass
Base Stats: 80 HP / 100 Atk / 70 Def / 60 SpA / 70 SpD / 95 Spe
Ability: Chlorophyll / Sap Sipper / Serene Grace (Unreleased)

With spot-on Attack and Speed, Sawsbuck is a solid RU sweeper. It can boost either of those stats with Swords Dance and Agility respectively. With Baton Pass at its disposal, it can also pass those boosts along to teammates, making it all the more versatile. The Swords Dance set is perhaps the most threatening, as any free turn of setup will transform it into absolute monster. A simple Choice Band set is also a common option for Sawsbuck; instead of setting up, it just gets to work punching holes in the opposing team. Sap Sipper is a great ability that boosts Sawsbuck's Attack when hit with a Grass-type attack. Chlorophyll, on the other hand, is handy for sun teams, though it requires more team support. Horn Leech is Sawsbuck's trademark attack; it's a physical equivalent of Giga Drain, which keeps Sawsbuck nice and healthy as it breaks through the opposition.

I do believe that is the last one ^.^
 

TrollFreak

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Damn it Jelli, I was gonna do Sawsbuck (even had it reserved as well D:)

Anywho, so Sandz can stop bothering me, Offensive Omastar


Omastar
Typing: Rock / Water
Base Stats: 70 HP / 60 Atk / 125 Def / 115 SpA / 70 SpD / 55 Spe
Ability: Swift Swim / Shell Armor / Weak Armor

Sporting a powerful base Special Attack of 115, great offensive typing, and the best arguably the best boosting move in the game in Shell Smash, it is easy to see why Omastar is such a force in the RU metagame. After just one turn of set up, it not only fixes its Speed troubles which has plagued it for 4 generations prior to this one, but it also raises its Special Attack to momentous levels. Shell Smash Omastar can sport different items as well, from White Herb so it retains its above average 70 / 125 / 70 defenses, a Lum Berry to avoid status such as Thunder Wave or Whimsicott's Stun Spores, and even a Life Orb to capitalize on the Shell Smash. STAB Hydro Pump is the main attack behind the Shell Smash, as it rips holes in any Pokemon that doesn't resist it. Ice Beam and Hidden Power Grass finish up the coverage, hitting the majority of the tier for neutral damage. Sometimes, Hidden Power Fire is used to Ferroseed and Jynx, meaning that these two Pokemon aren't surefire checks. All in all, Shell Smash Omastar is a Pokemon every team should have a way to deal with, or else this shellfish will haunt you in your nightmares.
 

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Magmortar definitely needs a spot.


Magmortar
Typing: Fire
Base Stats: 75 HP / 95 Atk / 67 Def / 125 SpA / 95 SpD / 83 Spe
Abilities: Flame Body / Vital Spirit

Magmortar is something to prepare for in RU mainly due to its coverage. Thunderbolt, Focus Blast, and Hidden Power Grass are all staples and can hit would-be counters such as Slowking, Munchlax, and Lanturn hard. Also, it is a great Expert Belt user so your switch-in may not be safe even if it resists the first attack magmortar throws at it. Magmortar is extremely difficult to switch into, and with Vital Spirit it is one of the best switch-ins to Tangrowth there are. Magmortar can also run a mixed set well, with Cross Chop instead of Focus Blast to hit Munchlax. The only Pokemon that can claim to avoid the 2HKO from Magmortar is Munchlax, and even it can be worn down easily because of its lack of Leftovers and reliable recovery. Usually, you'll have to resort to revenge killing Magmortar. Feraligatr and Kabutops both can utilize STAB Aqua Jet to dispose of Magmortar, and Spiritomb and Absol can hit it with Sucker Punch. Of course, any Pokemon that outspeeds Magmortar such as Aerodactyl and Hitmonlee are free to dispose of it as well. While a terror to stall teams, offensive teams generally don't have any trouble with Magmortar.
 
Oglemi and I have decided to push this through GP and make appropriate BW2 changes after it is on-site.

So... Ready. For. G. P. :OOOOOOOOOOO
 

Oglemi

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Offensive Threats:

Absol
Typing: Dark
Base Stats: 65 HP / 130 Atk / 60 Def / 75 SpA / 60 SpD / 75 Spe
Abilities: Pressure / Super Luck / Justified

Absol possesses the strongest priority available in RU, its STAB Sucker Punch, which surpasses the power of even Honchkrow's. So, you can bet your bottom dollar that nearly every set will be based around abusing this aspect to the fullest extent. Absol is typically seen boosting its already sky-high Attack with Swords Dance and Life Orb, and then punishing the opponent with its Sucker Punch. It will also typically carry Substitute to block status and give it an opportunity to set up due to its frailness. Absol can also effectively run a decent Choice Band or Choice Scarf set that can make use of its good coverage in just Night Slash and Superpower. Absol is also adept at putting frail Ghost- and Psychic-types in a checkmate position due to its incredibly powerful STAB Pursuit and the threat of Sucker Punch.


Accelgor
Typing: Bug
Base Stats: 80 HP / 70 Atk / 40 Def / 100 SpA / 60 SpD / 145 Spe
Abilities: Hydration / Sticky Hold / Unburden

Boasting the highest Speed stat in RU bar Shedinja, Accelgor can swiftly devastate its opponents. Speed isn't all that's going for it; Accelgor has great Special Attack and has fantastic coverage between just two moves: Bug Buzz and Focus Blast. Usually, being a Bug-type is a liability; however, in RU many common Pokemon are weak to Bug, such as Cresselia, Uxie, Slowking, Tangrowth, and Lilligant. Being a powerful offensive threat isn't all that's going for Acceglor; it has access to the slimly distributed Spikes attack, allowing it to support its team. However, most people overlook that option because of Accelgor's frailty. Despite not being the most common threat around, Accelgor can rip through teams easily given the opportunity.



Aerodactyl
Typing: Rock / Flying
Base Stats: 80 HP / 105 Atk / 65 Def / 60 SpA / 75 SpD / 130 Spe
Abilities: Rock Head / Pressure / Unnerve

Aerodactyl has fallen a long way from its former OU status in DPP. However, it fits right in with the RU metagame, and is now one of the most popular and effective Pokemon to use. Sporting a sexy base 130 Speed, it outruns virtually everything in the metagame with the exception of Accelgor and most Choice Scarf users. It has access to the famous EdgeQuake combination, allowing it to hit many Pokemon in the RU tier for neutral damage, and those that it doesn't, such as Torterra, Aerodactyl can power through it with Double-Edge. Aerodactyl isn't just limited to attacking, however, it is a fantastic 'lead,' in the traditional sense, either. It is a fantastic dedicated lead, as with its high Speed and access to both Taunt and Stealth Rock, it can often set up Stealth Rock while preventing your opponent from doing the same, something that most Pokemon with access to Stealth Rock are hard-pressed to do. In addition, while Aerodactyl has yet to receive the elusive Brave Bird and Head Smash, it has finally received a usable boosting move in the form of Hone Claws. Although a +1 boost may seem underwhelming, the +1 accuracy boost really helps with Stone Edge, as it will have 100% accuracy after a single boost. Aerodactyl can really tear things up in RU if you give it a chance!


Aggron
Typing: Steel / Rock
Base Stats: 70 HP / 110 Atk / 180 Def / 60 SpA / 60 SpD / 50 Spe
Abilities: Sturdy / Rock Head / Heavy Metal (Unreleased)

This heavily armored rhinocerous looks like one big, mean mofo. But looks are not all Aggron has going for it, for it is one of the most potent offensive threats in the BW RU metagame. In a tier lacking monster physical walls such as Skarmory and Hippowdon, Aggron is freed from its shackles and ready to wreak havoc. With abysmal Speed, horrendous Special Defense, good but unspectacular Attack, and one of the worst defensive typings in the game, Aggron doesn't seem like much of a threat at first glance. But it has one ace in its hand: Rock Head Head Smash. Anything without a Rock resist and spectacular Physical Defense is going to be rocked hard. Aggron has access to Automatize and Rock Polish to get the jump on faster threats and sweep unboosted by virtue of its sheer power. It can also equip a Choice Band and rock switch-ins hard, clearing the field for a teammate to sweep. With physical defense topped only by Steelix, Aggron has no trouble getting in either, putting tremendous pressure on the opponent with its mere presence. Speaking of Steelix, it is the best Aggron counter in the tier. With a 4x Rock resist and 200 Base Defense, Steelix can easily shrug off Aggron's Head Smashes and can return fire with a x4 STAB Earthquake.


Archeops
Typing: Rock / Flying
Base Stats: 75 HP / 140 Atk / 65 Def / 112 SpA / 65 SpD / 110 Spe
Ability: Defeatist

Archeops is the definition of a powerhouse. 140 base Attack with, a great 112 Special Attack, and 110 base Speed to match its offensive capabilities with a great offensive movepool, make it a feared attacker. On top of all this, a great offensive typing does wonders for it, as its Rock and Flying STAB combination is only resisted by pokemon nammed Aggron, Klinklang, Rhydon, and Magneton in RU. Its sets also show its many ways to overpower teams. From a Flying Gem-boosted Acrobactics set to a Choice set that has the potential to tear apart even the bulkiest of physical walls, Archeops shows why it is such a top RU threat. If you rely on its ability to help you defeat it, you'll be in a lot of trouble until its HP is under 50%.


Bouffalant
Typing: Normal
Base Stats: 95 HP / 110 Atk / 95 Def / 40 SpA / 95 SpD / 55 Spe
Abilities: Reckless / Sap Sipper / Soundproof (Unreleased)

Bouffalant is a staple of pure power in the RU tier. It has a great 110 base Attack and Reckless, crushing nearly everything with a boosted Head Charge. Bouffalant's Head Charge is one of the most powerful moves in the tier when boosted by Reckless. Bouffalant also got access to the great Sap Sipper ability, giving it an immunity to Grass-type moves while receiving an Attack boost in the process. This makes Bouffalant able to come in on various Grass-types, such as Lilligant, Ferroseed, and Tangrowth, and set up Swords Dance or Substitute, crushing the opposition with the multitude of Attack boosts it receives. That's not all, Bouffalant has great defenses as well, boasting a base 95 stat in all three, enabling it to absorb weak attacks from walls; Bouffalant makes an excellent wallbreaker with Choice Band and its good movepool. Either if you choose to smash through the opponent with a Reckless Head Charge or utilize Swords Dance and Sap Sipper, Bouffalant is a force to be reckoned with.


Braviary
Typing: Normal / Flying
Base Stats: 100 HP / 123 Atk / 75 Def / 57 SpA / 75 SpD / 80 Spe
Abilities: Keen Eye / Sheer Force / Defiant (Unreleased)

One might wonder what makes Braviary such a threat, and one has all the right to do so. Braviary's only stats that stand out are his great HP and Attack. Braviary's defensive stats are below average and he lacks Roost, while his middling Speed stat really holds him back from sweeping. But not all Pokemon can make it on its own; with the right tools, Braviary is a force to be reckoned with. Choice Band lets Braviary crush the opposing walls with his STAB Brave Bird and Return, backed up with a strong Superpower. Braviary's middling Speed stat can be patched up with a Choice Scarf, making it a fierce revenge killer, easily OHKOing huge parts of the tier. Although Braviary's movepool is scarce, and his abilities don't help him much, Braviary is still a powerhouse, and an unpredictable one at that.


Charizard
Typing: Fire / Flying
Base Stats: 78 HP / 84 Atk / 78 Def / 109 SpA / 85 SpD / 100 Spe
Abilities: Blaze / Solar Power

Charizard is one of the most popular starter Pokemon from RBY. However, when it came to the competitive scene, it was always in the lower tiers, always to be forgotten. That is, until it got Solar Power from the Dream World. Now it is a very powerful sweeper that is feared in the RU metagame. With 109 base Special Attack that becomes even better than Deoxys-A in the sun, it is easy to understand why. And if you thought that was good enough, with a Choice Specs, it rips holes in even the bulkiest of RU's special walls, such as Clefable, Uxie, and Dusknoir. And with a great offensive STAB combination that is resisted by only Aerodactyl, Omastar, and Rhydon, means it can easily rip teams in just a matter of turns. Do not think that Charizard is just another starter Pokemon, you will regret it when you face it in battle.


Cofagrigus
Typing: Ghost
Base Stats: 58 HP / 50 Atk / 145 Def / 95 SpA / 105 SpD / 30 Spe
Ability: Mummy

While popular as one of the best defensive spinblockers in the tier, Cofagrigus can be a dangerous offensive threat with its access to Nasty Plot. With impressive bulk, its not hard to set up and sweep with this creepy coffin. Being able to use Trick Room, Cofagrigus's Speed problem is completely fixed, now outrunning the entire tier. This along with perfect coverage in two moves makes Cofagrigus incredibly hard to take on. Cofagrigus makes an excellent spinblocker on offensive teams, taking advantage of hyper offense's worst enemy, Trick Room, while also spinblocking and setting up on the common Fighting-type moves teams carry. In addition, Cofagrigus can also run an effective Calm Mind set taking advantage of its massive bulk to attain multiple boosts and sweep, sadly Cofagrigus is weak to Sucker Punch, and takes a little while to set up, taking heavy damage in the process. Despite these flaws, Cofagrigus is still arguably the best spinblocker in RU, and should not be underestimated at any cost.


Crawdaunt
Typing: Water / Dark
Base Stats: 63 HP / 120 Atk / 85 Def / 90 SpA / 55 SpD / 55 Spe
Abilities: Hyper Cutter / Shell Armor / Adaptability

Crawdaunt boasts good dual STABs in Waterfall and Crunch, resisted by few Pokemon in RU. It is also granted the Adaptability ability, which is really great for Crawdaunt. Coming off from a good base 120 Attack, Adaptability-boosted Waterfall will drown many Pokemon in a gush of water. Crawdaunt also has ways to boost its already high Attack stat—the most common boosting move it uses is Dragon Dance. Dragon Dance also alleviates the problem posed by its low Speed stat, and with 160 Base Power dual STAB moves to make use of, Crawdaunt can easily sweep a team by itself. It can even utilize a Choice Band effectively, spamming its STAB moves without much care. Crawdaunt makes a deadly sweeper in RU, and is a huge threat that should never be overlooked. However, Crawdaunt has a pathetic base 55 Special Defense, meaning that it can be fried like a lobster by a single neutral special attack. Other than its low Speed and Special Defense, Crawdaunt does not have much other flaws. If you don't take Crawdaunt as a serious threat, expect yourself to be pinched where it hurts.

Duosion
Typing: Psychic
Base Stats: 65 HP / 40 Atk / 50 Def / 125 SpA / 60 SpD / 30 Spe
Abilities: Overcoat / Magic Guard / Regenerator (Unreleased)

Duosion's stats don't look like much, until you get to that gigantic 125 base Special Attack. Then it all becomes clear just how this squishy, adorable blob could possibly be dangerous. While its defenses aren't much, they're sufficient with the boost from Eviolite, and its sluggish Speed only does it further favors by making it the perfect candidate for a Trick Room sweeper. Furthermore, Duosion even has the ability to set up Trick Room for itself, turning into one of the deadliest one-turn setup sweepers available in RU. While its movepool isn't expansive either, it's just good enough with access to STAB Psychic, Shadow Ball, and Hidden Power Fighting to put together a moveset of perfect neutral coverage. When not using Trick Room, Duosion will typically be using a Calm Mind set with just Psychic and Hidden Power Fighting for coverage, with Recover in the last slot to turn it into an extremely durable tank. Don't give Duosion any opportunity to set up or it'll quickly turn the battle to your opponent's favor.


Entei
Typing: Fire
Stats: 115 HP / 115 Atk / 85 Def / 90 SpA / 75 SpD / 100 Spe
Abilities: Pressure / Flash Fire (Unreleased)

A laughingstock of all legendary Pokemon, Entei finally gets to shine as a top threat in the RU metagame. Entei has all it takes to be a successful Choice Band user: sky-high Attack, a high Base Power STAB, and strong priority. Without a bulky Water-type to absorb its hits, your opponent will be easily overwhelmed with a combination of its boosted Flare Blitz and ExtremeSpeed. The strong priority is also extremely convenient to check fast threats such as Aerodactyl at low health. The Substitute + Calm Mind set is an unexpected but viable option to sweep. Stealth Rock weakness, vulnerability to passive damage, and common weaknesses to Water-, Ground-, and Rock-type moves hold Entei back from becoming too dominant. Also, the predominance of bulky Water-types means that most teams will be prepared for Entei. Still, Entei is a strong attacker that can take apart a team with ease.


Electivire
Typing: Electivire
Base Stats: 75 HP / 123 Atk / 67 Def / 95 SpA / 85 SpD / 95 Spe
Abilities: Motor Drive / Vital Spirit

Electivire has been the butt of many jokes throughout its bumpy ride in DPP OU, commonly referred to as "Noobvire", it now finds itself in a more "appropriate" tier in RU. For starters, it is actually a very competent offensive Pokemon in RU. With the addition of Wild Charge, Electivire no longer needs to rely on weak STAB options such as a 75 Base Power ThunderPunch and 95 Special Attack stat-backed Thunderbolt. Unfortunately, Electivire's main shortcoming remains the lack of reliable stat boosting moves, meaning it can still only KO frail or weakened opponents. However, Electivire still makes a solid late-game sweeper by virtue of incredible super effective coverage, made possible by its plethora of excellent coverage moves. Furthermore, Electivire's signature ability, Motor Drive, gives it a useful Electric immunity. It can also pick up a free Speed boost by simply switching into Electric moves such as Thunder Wave or Galvantula's Thunder. Any Ground resist with reasonable physical bulk will put a full stop to Electivire. However, if partnered with a wallbreaker or strong physical attacker to eliminate or weaken these threats, Electivire is more than capable of running through a team.


Feraligatr
Typing: Water
Base Stats: 85 HP / 105 Atk / 100 Def / 79 SpA / 83 SpD / 78 Spe
Abilities: Torrent / Sheer Force (Unreleased)

Feraligatr, having been a solid UU physical sweeper for several generations in the past, returns to wreak havoc on a new metagame: BW RU. With two excellent boosting options in Swords Dance and Dragon Dance as well as respectable Attack and decent Speed, Feraligatr can easily destroy teams after one turn of setup. Unfortunately, the RU tier is home to strong physical walls such as Tangrowth and Cofagrigus; however, with proper team support, Feraligatr can still shine as a sweeper and wallbreaker. Feraligatr's biggest strength is its versatility along with its decent bulk. It can often find opportunities to set up, and what may be a check to its Dragon Dance set can't handle its Swords Dance set. Feraligatr can 2HKO almost every Pokemon after a Swords Dance as well, so teams will be hard pressed to deal with Feraligatr should it find a free turn to set up.


Gallade
Typing: Psychic / Fighting
Base Stats: 68 HP / 125 Atk / 65 Def / 65 SpD / 115 SpD / 80 Spe
Abilities: Steadfast / Justified

The Martial Arts Zen Master is back for BW and ready to rip RU a new one, this time with a new toy from Dream World in the form of Justified. A vicious STAB Close Combat coming off a base 125 Attack stat makes Gallade the very definition of a power hitter. Combine that with Swords Dance and you have yourself a potent sweeper. While Gallade is not exactly Deoxys-S, it is not lacking in the Speed department either, and can use Shadow Sneak to ward off potential revenge killers. Gallade is also capable of running an effective Bulk Up set. Even though Drain Punch is illegal with Justified, Gallade's above average special bulk makes Bulk Up an excellent option. Excellent coverage moves such as Night Slash, Psycho Cut, and Ice Punch make Gallade incredibly difficult to wall. Access to a plethora of support moves makes it extremely versatile and unpredictable. Taunt, Substitute, Disable, Trick Room, Thunder Wave, the list goes on and on. With that in mind, Gallade is not unstoppable, as many Pokemon can outspeed and exploit Gallade's weak Physical Defense for a KO. Even so, Gallade is without a doubt one of the premier threats in BW RU, and has the offensive presence to back it up.


Galvantula
Typing: Bug / Electric
Base Stats: 70 HP / 77 Atk / 60 Def / 97 SpA / 60 SpD / 108 Spe
Abilities: Compoundeyes / Unnerve / Swarm (Unreleased)

Although most players choose Rotom as their offensive Electric-type, Galvantula should not be overlooked. Thanks to Compoundeyes, it can make use of a 91% accurate Thunder, hitting much harder than Rotom's Thunderbolt. It also has excellent coverage moves, with STAB Bug Buzz, Energy Ball, and Hidden Power Ice or Fire to choose from. Combined with a base 108 Speed stat Galvantula is one of the most threatening all-out sweepers in the tier. However, it is very frail so the few things that do outspeed it, mostly Choice Scarf and weather-boosted Pokemon, will probably be able to OHKO it. Although it isn't the most common threat, you should always prepare for Galvantula because it can blast through slower teams.


Golurk
Typing: Ground / Ghost
Base Stats: 89 HP / 124 Atk / 80 Def / 55 SpA / 80 SpD / 55 Spe
Abilities: Iron Fist / Klutz / No Guard (Unreleased)

Golurk stands out from the crowd of the other RU Ghost-types in being the only strong physical attacker of the group. With a huge base 124 Attack stat, Golurk is able to unleash powerful STAB Earthquakes and Shadow Punches, the latter of which is boosted even further by Iron Fist. Golurk is typically seen running a SubPunch set, which works in its favor in multiple ways. Substitute helps to somewhat make up for Golurk's low Speed by allowing it to scout for switches, block status (particularly burn), and giving it a free opportunity to fire off an Iron Fist-boosted Focus Punch. Golurk is also able to effectively utilize a Choice Band set, which turns it into an offensive spinblocker and tank. With a Choice Band, Golurk will usually opt for Hammer Arm in lieu of Focus Punch, and the last slot will usually be dedicated to Stone Edge for the awesome coverage it has when combined with Golurk's STABs.


Gorebyss
Typing: Water
Base Stats: 55 HP / 84 Atk / 105 Def / 114 SpA / 75 SpD / 52 Spe
Abilities: Swift Swim / Hydration

At a glance, one would wonder why Gorebyss has so much hype this generation. Its stats are average at best, and it is outclassed by many other offensive and defensive Water-types in RU. Gorebyss does have one very important niche in the metagame, though. It is one of three pokemon in RU that have access to both Shell Smash and Baton Pass. In fact, this combination makes Gorebyss a dangerous threat in all tiers it is legal in the few Pokemon with access to Shell Smash in the tier. With support from the team such as Reflect and Light Screen, Gorebyss can pass +2 boosts to attack, special attack, and speed to any pokemon with ease. However, Gorebyss can use its high easily boost to +2 Attack, Special Attack, and Speed, and sweep with its special attack stat and diverse special movepool to sweep teams without having to pass its Shell Smash. Gorebyss is even dangerous without Shell Smash, as its ability Swift Swim remedies its terrible Speed stat. Despite Gorebyss's status as a top-tier threat in RU, its subpar stats and exploitable typing make it quite easy to defeat as long as you can prevent it from setting up.


Hitmonchan
Typing: Fighting
Base Stats: 50 HP / 105 Atk / 79 Def / 35 SpA / 110 SpD / 76 Spe
Abilities: Keen Eye / Iron Fist / Inner Focus

Hitmonchan is a very unpredictable Pokemon because there are very many different roles in can fulfill. It will most often be seen running a straight Life Orb set of Close Combat / Mach Punch / Ice Punch / ThunderPunch, which gives it great coverage and good power. It can also make use of its rare Iron Fist ability and its STAB Focus Punch in a SubPunch set. When behind a Substitute, Hitmonchan is free to fire off its Focus Punches without being flinched. It will also commonly carry Ice Punch and Mach Punch for coverage, which are also boosted by Iron Fist. Hitmonchan's other big niche in the metagame is its ability to Rapid Spin, and thanks to its access to Foresight, it is almost ensured to get off a spin even if a Ghost-type switches in. Finally, Hitmonchan is capable of pulling off an effective Bulk Up set, where the goal is to boost up and tank the opponent. This is made even more effective with Hitmonchan's Iron Fist-boosted Drain Punch and priority in Mach Punch to take down any would-be revenge killers.


Hitmonlee
Typing: Fighting
Base Stats: 50 HP / 120 Atk / 53 Def / 35 SpA / 110 SpD / 87 Spe
Abilities: Limber / Reckless / Unburden

Hitmonlee is typically seen abusing its Reckless-boosted STAB Hi Jump Kick with either a Life Orb, Choice Scarf, or Choice Band. It will normally be carrying Stone Edge and Double-Edge for coverage, along with Mach Punch or Sucker Punch for priority. Hitmonlee is also capable of supporting the team with Rapid Spin, which is almost always ensured to work alongside Foresight. Finally, while unorthodox, Hitmonlee is capable of using its Unburden ability; the ability is typically activated through a Normal Gem-boosted Fake Out, and from there Hitmonlee is free to attempt to sweep the opposition with its boosted Speed and STAB Hi Jump Kick. This set lacks the raw power of the others, but it makes up for it with its far higher Speed.


Jynx
Typing: Ice / Psychic
Base Stats: 65 HP / 50 Atk / 35 Def / 115 SpA / 95 SpD / 95 Spe
Abilities: Oblivious / Forewarn / Dry Skin

Jynx, despite its NU status, is a major threat to be prepared for in RU. Its Dream World ability Dry Skin gave it a new tool to use, being able to set up on most bulky Water-types in the tier, such as Slowking and Lanturn. Jynx has access to two great boosting move in Nasty Plot and Calm Mind, the former boosting Jynx's Special Attack to ridiculous levels, and the latter making it very difficult to break with a special attack while slowly preparing for a sweep. One of Jynx's most threatening aspects is its signature move Lovely Kiss, which lets it put a slower opponent to sleep, and Jynx outspeeds a lot in RU with its high base Speed. However, due to its extreme physical frailty, Jynx must always use Substitute when trying to boost its stats, as it is extremely frail on the physical side. This leaves it with only one attacking move at its disposal, and Ice Beam is the obvious choice. Therefore, Pokemon that resist Ice Beam are generally good checks to Jynx. The best counter to Jynx is Munchlax, which takes paltry damage from Ice Beam due to its ability Thick Fat, and can predict the incoming Lovely Kiss with Sleep Talk. Sleep Talk, when not selecting Rest, can hurt Jynx in multiple ways, by either doing massive damage with Body Slam, or phazing Jynx's Substitute and all of its boosts with Whirlwind. Priority is also a great way to deal with Jynx, as most of it hits physically. Common priority includes Choice Band Entei's ExtremeSpeed and Life Orb Hitmonchan's Mach Punch. Spiritomb is a great check to Jynx, as it can trap Jynx with Pursuit or just OHKO with Shadow Sneak. Choice Scarf Primeape is another great check, as it has Vital Spirit to negate Lovely Kiss, and can OHKO with U-turn. All in all, Jynx can boost its stats to very threatening levels, and can use Lovely Kiss to beat some of its checks. This makes it a large threat in the RU metagame.


Kabutops
Typing: Rock / Water
Base Stats: 60 HP / 115 Atk / 105 Def / 65 SpA / 70 SpD / 80 Spe
Abilities: Swift Swim / Battle Armor / Weak Armor

Kabutops has most of the perfect tools to be a great sweeper: high Attack backed by Swords Dance, a great dual STAB combination, and even priority. Its typing is especially nice, 4x resisting Fire-type attacks, in a tier where Entei has the ultimate firepower. After a Swords Dance Kabutops can hit almost every Pokemon in the tier at least neutrally, and it has high defense if it needs to take a hit. Aqua Jet takes on Choice Scarf users such as Typhlosion, stopping their revenge killing efforts. Kabutops's low Speed can even be moderately fixed with Swift Swim and rain or Weak Armor, which lowers Defense and raises Speed by one stage when hit with an attack. Kabutops can also take on a supportive role, setting Stealth Rock when forcing a switch and using Rapid Spin to support the number of hazard-weak Pokemon that reside in RU. Such variants are no slouches offensively either, hitting opponents with Waterfall or Stone Edge. Luckily, Kabutop suffers from low Speed, meaning bulky or healthy revenge killers can defeat it rather easily. Furthermore, its typing leaves it weak to Fighting- and Ground-type moves, two attack types that are always around. The bottom line is this: most teams are already prepared for Kabutops when preparing for other threats, but a properly supported shellfish can tear teams apart.


Klinklang
Typing: Steel
Base Stats: 60 HP / 100 Atk / 115 Def / 70 SpA / 85 SpD / 90 Spe
Abilities: Plus / Minus / Clear Body (Unreleased)

Klinklang is one of the best offensive Steel-types in RU. It gets an excellent boosting move in Shift Gear, and its signature move Gear Grind allows it to bypass Substitutes, with decent Base Power to boot. After a Shift Gear, it can outspeed all of the metagame, and also becomes very powerful. It usually runs Return as a coverage move due to its awful movepool, and in the fourth slot a number of different moves are commonly seen. Substitute is the most prominent, avoiding status as well as protecting itself from priority. However, it can also run Hidden Power Fire to defeat Ferroseed, or use Hidden Power Ground to escape the clutches of Magneton; both are would-be counters. Straight-up countering Klinklang is pretty difficult, as its speed and power are unmatched. However, Sandslash is as close as they come, not being 2HKOed by any move from Klinklang even at +1, and can 2HKO back with its STAB Earthquake. Steelix is in a similar position, and can also phaze Klinklang's boosts with Roar. As mentioned before, Ferroseed and Magneton can defeat versions of Klinklang that lack Hidden Power Fire and Hidden Power Ground, respectively. Feraligatr, Entei, and Moltres all resist Gear Grind and are bulky enough to take a +1 Return, and can deal heavy damage with their STAB moves. Also, Hitmonchan can 2HKO Klinklang with Life Orb Mach Punch, although it can't take a boosted attack. All in all, the best way to deal with Klinklang is to prevent it from setting up, as it much more manageable before a Shift Gear than after.

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Lanturn [/B]
Typing: Water / Electric
Base Stats: 125 HP / 58 Atk / 58 Def / 76 SpA / 76 SpD / 67 Spe
Abilities: Volt Absorb / Illuminate / Water Absorb (Unreleased)

Lanturn doesn't seem like it can do anything much offensively; it has a measly base 76 Special Attack, reaching a maximum of 276. Nonetheless, Lanturn is still a huge offensive threat to look out for. Its bulk, access to Volt Absorb, and Volt Switch make it a good Choice Specs user. Lanturn doesn't have much difficulty using its Choice Specs-boosted Volt Switch as Ground-types think twice before switching in for fear of a Hydro Pump, and Lightningrod and Volt Absorb users (bar Lanturn) are hit hard by it as well. With a Choice Specs, Lanturn reaches 406 Special Attack, which is pretty decent though not particularly splendid for a Choice Specs user. However, its great bulk and typing grants Lanturn several opportunities to come in and blast a powerful Hydro Pump or keep the offensive pressure up with Volt Switch. Lanturn stands as one of the most bulky user of Choice Specs in RU that can tear through teams. Though not as common, Lanturn can utilize a SubCharge set to great effect as long as it doesn't meet its hard counters or get phazed out. At +1, Lanturn has the same power as the Choice Specs set and still retains the ability to switch moves. Thanks to its great coverage, it can easily break Fire / Water / Grass cores and a few others with a few boosts under its belt. Lanturn finds no trouble setting up on Choice users such as Manectric too, though it has to look out for Trick and Switcheroo. Never assume that every Lanturn is the same standard defensive one, or you might face a situation where you get swept by an offensive variant.


Lilligant
Typing: Grass
Base Stats: 70 HP / 60 Atk / 75 Def / 110 SpA / 75 SpD / 90 Spe
Abilities: Chlorophyll / Own Tempo / Leaf Guard (Unreleased)

Like many other Grass-types, Lilligant has very balanced stats and a very shallow movepool, not to mention Grass is not a great type to begin with. However, Lilligant was blessed with every special attacker's dream: Quiver Dance. Quiver Dance turns Lilligant from a less-than-average sweeper to a very potent one. On top of this, Lilligant couldn't have asked for two better abilities. Chlorophyll doubles its Speed under sun, making Lilligant a strong addition to a Sunny Day team. Own Tempo allows Lilligant to use Petal Dance, as it nullifies the move's confusion, making it a 120 Base Power STAB move with perfect accuracy and no downside, apart from being locked into it for 2-3 turns. Lilligant also has many support options, including Aromatherapy and Sleep Powder. One must be careful when using Lilligant though, as there are many powerful Bug- and Flying-types in RU who Lilligant struggles against, due to its lacking movepool. However, should your opponent underestimate Lilligant's power, they will surely pay for it.


Ludicolo
Typing: Grass / Water
Base Stats: 80 HP / 70 Atk / 80 Def / 90 SpA / 100 SpD / 70 Spe
Abilities: Swift Swim / Rain Dish / Own Tempo

To be honest, one could be quite surprised to see Ludicolo in UU. I mean, obviously it has rather mediocre stats and a distribution that lacks in one specific area, and it is also arguably outclassed on the offensive front by Kingdra and Kabutops and by Parasect and other bulkier Water- and Grass-types on the defensive side of the things. However, (yes, that big word "however"), Ludicolo can boast a huge variety of different traits. It Ludicolo can be a fantastic Swift Swim sweeper, one that boasts excellent type coverage with its dual STAB combination and great coverage moves, along with excellent Speed an extremely powerful Hydro Pump in the rain, is just one of the roles Ludicolo can play. Not to mention it's one of the few Swift Swim sweepers in RU that can blow right through bulky Water-types. It can also be an excellent SubSeed user, thanks to its other great ability: Rain Dish, which allows Ludicolo to recover almost 25% of its health in one turn when both Leech Seed and Rain Dance are active. Ludicolo can set up its own rain, which it uses to sweep effectively, and it can also help support the rest of the team. Ludicolo is certainly a good Pokemon, and if one is silly enough to underrate it, they could be in for a world of pain.


Magmortar
Typing: Fire
Base Stats: 75 HP / 95 Atk / 67 Def / 125 SpA / 95 SpD / 83 Spe
Abilities: Flame Body / Vital Spirit

Magmortar is something to prepare for in RU mainly due to its coverage. Thunderbolt, Focus Blast, and Hidden Power Grass are all staples and can hit would-be counters such as Slowking, Munchlax, and Lanturn hard. It is also a great Expert Belt user so your switch-in may not be safe even if it resists the first attack Magmortar throws at it. Magmortar is extremely difficult to switch into, and with Vital Spirit it is one of the best switch-ins to Tangrowth there are. Magmortar can also run a mixed set well, with Cross Chop instead of Focus Blast to hit Munchlax. The only Pokemon that can claim to avoid the 2HKO from Magmortar is Munchlax, and even it can be worn down easily because of its lack of Leftovers and reliable recovery. Usually, you'll have to resort to revenge killing Magmortar. Feraligatr and Kabutops both can utilize STAB Aqua Jet to dispose of Magmortar, and Spiritomb and Absol can hit it with Sucker Punch. Of course, any Pokemon that outspeeds Magmortar such as Aerodactyl and Hitmonlee are free to dispose of it as well. While a terror to stall teams, offensive teams generally don't have any trouble with Magmortar.


Magneton
Typing: Electric / Steel
Base Stats: 50 HP / 60 Atk / 95 Def / 120 SpA / 70 SpD / 70 Spe
Abilities: Magnet Pull / Sturdy / Analytic

Magneton is well known for its ability to kill Steel-types. Thanks to Magnet Pull, Steel-types are unable to escape from its grasp. Although there aren't many Steel-types in RU, Magneton still finds plenty of opportunity to KO them. Every single Steel-type has to live in fear when they see this Pokemon, as they are almost certainly dead if Magneton catches them with Magnet Pull. Its ability to trap and kill Steel-types isn't all that Magneton can boast of. It has an incredibly high base 120 Special Attack—the third highest in RU. Magneton is not restricted to killing Steel-types. Magneton's SubChargeset is extremely potent; it can set up on the likes of some Steel-types, such as Ferroseed, for free. Choice Scarf Magneton can revenge kill plenty of threats. Magneton is a threat that is especially hard to counter, what more as it has access to Volt Switch. Furthermore, Magneton is often an elusive Pokemon, coming out only on Steel-types, and flees soon after its job is done. As Magneton is pretty versatile in RU, one might not know what the opposing Magneton's set is. Countering it is no easy job, and Magneton can almost certainly remove all Steel-types in the opposing team. Magneton already poses a threat when you see it on Team Preview, as it will threaten your Steel-type starting from turn one. If you see an opposing Magneton, you can prepare to say good bye to the Steel-type on your team if you have one.

Magneton is a unique offensive threat in the RU tier. It's ability to trap and kill almost every Steel-type for free in the metagame is a huge boon for most offensive teams, and it can even set up a sweep for itself if it's running a SubCharge set. While typically seen playing off of its Eviolite-boosted defenses and huge set of resistances, Magneton can also utilize a Choice Scarf adequately. Thanks to its monster base 120 Special Attack stat, Magneton has no problem outspeeding and blasting through frail offensive teams. The only thing really holding Magneton back is its lack of reliable recovery, it even lacks Leftovers in most situations. It also sports a shallow movepool, though this is somewhat remedied with its access to the ever-useful Volt Switch. Team Preview is your best weapon when faced with a Magneton; don't send out your Steel-type unless you're confident you can defeat Magneton or it's already out of the picture.


Manectric
Typing: Electric
Base Stats: 70 HP / 75 Atk / 60 Def / 105 SpA / 60 SpD / 105 Spe
Abilities: Lightningrod / Static / Minus

Manectric's role as a fast Electric-type sweeper is highly contested by Galvantula who has amazing dual STABs and is faster. However, Manectric is one of the few Electric Pokemon that can cripple any wall that opposes it thanks to its access to Switcheroo. Not knowing whether your special wall could doomed for the rest of the game makes Manectric a Pokemon to be feared. Even if a special wall manages to avoid Switcheroo, Manectric can just Volt Switch away giving the user momentum. Its movepool coupled with a base 105 Special Attack and Speed makes Manectric one of the best users of a Choice item in the RU metagame. Its access to Flamethrower and Overheat is rare for an Electric-type and this allows Manectric's Hidden Power slot to be freed up for another coverage type. Not only do you have to watch out for Switcheroo but you have to be careful when using Electric moves against a team with Manectric as well. Powering up its Special Attack when hit due to the buff to Lightningrod will spell disaster for any opposing team considering Manectric has great coverage to utilize the boost.


Medicham
Typing: Fighting / Psychic
Base Stats: 60 HP / 60 Atk / 75 Def / 60 SpA / 75 SpD / 80 Spe
Abilities: Pure Power / Telepathy

While Medicham may not seem all that threatening when one looks at his stats, he has a key advantage over many other physical attackers thanks to Pure Power, doubling his Attack and turning Medicham into a monster which can 2HKO many of the key threats in RU. When running a Choice Scarf set it can easily clean up late-game with Hi Jump Kick, which still hits incredibly hard with no boost thanks to its 130 Base Power and STAB boost. Choice Band sets are definitely as threatening, working as excellent wallbreakers with Hi Jump Kick. If anything comes in on Medicham, it can always just use a nifty coverage move like Psycho Cut or ThunderPunch, or even Trick to mess with any incoming walls. Unfortunately, Medicham is frail, so take advantage of that by using a revenge killer to take care of Medicham. Ghost-types can also come in on a Hi Jump Kick and make Medicham waste half of its HP. However, all of Medicham's flaws can be easily covered; it's definitely worth a shot on your team and it's something to watch out for!


Mesprit (offensive)
Typing: Psychic
Base Stats: 80 HP / 105 Atk / 105 Def / 105 SpA / 105 SpD / 80 Spe
Ability: Levitate

Mesprit has decent stats across the board, with usable offenses and defenses as well. With its efficient movepool, Mesprit can pull off a few offensive sets quite well. As with most Psychic-types, Mesprit can utilize Calm Mind to set up. Its reasonably good bulk often makes it somewhat easy to set up. Furthermore, Mesprit has good coverage options in Thunderbolt and Ice Beam. Grass Knot could be a possibility as well if its in a hurry to take down heavy foes. Despite going all out offensive, Mesprit is quite hard to take down without a super effective hit thanks to its good bulk. Psyshock makes this offensive threat even harder to wall with dedicated special walls at times. Mesprit is a pretty good Choice user as well thanks to its access to Trick to cripple special walls trying to wall it. Choice Specs Mesprit hits hard too as base 105 Special Attack isn't too bad. Mesprit can turn into an efficient revenge killer with a Choice Scarf thanks to its good coverage. As its base 80 Speed isn't really spectacular, it can utilize an offensive Trick Room set as well.


Moltres
Typing: Fire / Flying
Base Stats: 90 HP / 100 Atk / 90 Def / 125 SpA / 85 SpD / 90 Spe
Abilities: Pressure / Flame Body (Unreleased)

Moltres finds itself with a solid place amongst the offensive powerhouses dominating the RU tier at this time. Boasting a superb base 125 Special Attack Stat along with brilliant offensive coverage between Fire Blast, Air Slash, and Hidden Power, Moltres can threaten a huge amount of the tier with ease. Many of the dominant special walls in the tier, such a Cryogonal, lose immediately to Moltres due to their inability to take Fire Blasts, while many other special walls, such as Clefable, are beaten down easily if they switch in on the wrong move. Unfortunately, Moltres is a bird that has one major thing clipping its wings, so to speak: a crippling 4x weakness to Stealth Rock. Stealth Rock is the most efficient way of handling Moltres in general due to the inability of most of the tier to switch in on its STABs, although it has some exploitable weaknesses to Electric-, Water-, and Rock-type moves as well, all of which are reasonably common in RU. However, Moltres is still undeniably one of the dominant offensive forces in RU.


Ninjask
Typing: Bug / Flying
Base Stats: 61 HP / 90 Atk / 45 Def / 50 SpA / 50 SpD / 160 Spe
Abilities: Speed Boost / Infiltrator (Unreleased)

Ninjask, a familiar DPP OU lead we all love to hate, returns in BW. However, in the generation transition, it appears that even Game Freak has decided to kick it down a few rungs; it now resides near the bottom of the barrel. Its base 160 Speed, while phenomenal at first sight, is in fact not its greatest asset; base 90 Attack and a poor offensive movepool means Ninjask's potential as a sweeper is limited. Ninjask's trump card, however, is the combination of its Speed Boost ability and its access to the move Baton Pass. As Speed Boost raises its Speed to mindboggling heights, Ninjask can stall out turns with Protect and quick Substitutes. With a quick Baton Pass, it can instantly transform the likes of Aggron, Medicham, and Marowak into speedy, brutal beasts capable of instantly cleaning up the opposition; that it also receives the move Swords Dance is the icing on the cake. Such is Ninjask's potential; unfortunately, in reality, it can rarely pull this off successfully. The advent of Team Preview, as well as the introduction of priority Taunt users, most notably Murkrow, all dealt it great blows. Furthermore, its viability in RU is hampered by the prevalence of hail, which negates its Leftovers recovery or breaks its Focus Sash, making using Ninjask a task for only the most ambitious of players.


Primeape
Typing: Fighting
Base Stats: 65 HP / 105 Atk / 60 Def / 60 SpA / 70 SpD / 95 Spe
Abilities: Vital Spirit / Anger Point / Defiant

The Pig Monkey Pokemon, a veteran of the original RBY games, has changed little across the generation shift. Previously a fairly solid member of DPP UU, it makes a reappearance in BW RU again as just one of many Fighting-type Pokemon. Base 105 Attack isn't much to write home about in a tier packed with hard-hitting sweepers and bulky Poison- and Ghost-type walls; indeed, the new generation was not particularly kind to Primeape. Nonetheless, it does have a few advantages that make it a threat to watch out for. Its offensive movepool, which includes options such as Stone Edge, Ice Punch, Punishment, Earthquake, and even Seed Bomb, is impressive; more importantly, its Base 95 Speed is still among the best of the bunch, making Choice Scarf an excellent option on it. This monkey has other tricks up its sleeve too—namely Encore and U-turn—that make it much harder to check or counter. Overall, with a combination of power, coverage, and speed, Primeape definitely poses a unique and solid offensive threat: overlook it at your peril.


Rhydon
Typing: Ground / Rock
Base Stats: 105 HP / 130 Atk / 120 Def / 45 SpA / 45 SpD / 40 Spe
Abilities: Lightningrod / Rock Head / Reckless

Rhydon's typing and stat spread screams offensive tank, and that's normally the kind of set you'll see Rhydon using on the battlefield. Due to being an NFE, Rhydon is capable of wielding Eviolite to boost its already huge Defense stat, letting it counter some of the top threats in RU, particularly Archeops and Entei. Rhydon is easily capable of setting up Stealth Rock, and will almost always be carrying Stone Edge and Earthquake for STAB moves to form the infamous EdgeQuake combo. Rhydon's coverage is typically rounded out with Megahorn, which lets it get a super effective hit on Slowking, Uxie, Claydol, and Tangrowth, all Pokemon who would normally switch in on Rhydon without fear. Rhydon is also capable of sweeping teams late-game with Rock Polish and Life Orb with the aforementioned coverage moves.


Rotom
Typing: Electric / Ghost
Base Stats: 50 HP / 50 Atk / 77 Def / 95 SpA / 77 SpD / 91 Spe
Ability: Levitate

Rotom is one of the most dangerous Pokemon in the RU tier, and a threat you should always be prepared for. The main reason for Rotom's dangerousness is its versatility. It can run a whole slew of effective sets, each of which requires a different counter. Rotom's typing and access to Will-O-Wisp also helps make up for its seemingly lackluster defenses. Most Rotom will be a running a SubSplit set, which capitalizes on its ability to force switches due to its 3 immunities, as well as punishing special walls that possess a high HP stat. This set commonly uses a Life Orb to increase its damage output from its STABs, as well as lowering its HP so that it can sap more HP from the likes of Clefable with Pain Split. The other common set is a Choice Scarf set, which capitalizes on Rotom's relatively high Speed stat and access to Volt Switch and Trick. This set will usually run Hidden Power Ice for coverage, but it may also run Thunderbolt along with Volt Switch to give it a more reliable STAB option that doesn't force it to switch.

Rotom-C
Typing: Electric / Grass
Base Stats: 50 HP / 65 Atk / 107 Def / 105 SpA / 107 SpD / 86 Spe
Abilities: Levitate

Rotom-C is a powerful offensive threat in RU, literally capable of mowing through its opponents. With a unique dual STAB combination not shared by any other Pokemon, Volt Switch, and moves like Trick, Rotom-C can easily distinguish itself from other RU Grass-types like Lilligant and Sceptile. Because of Volt Switch, Trick, and a typing that kills any Ground-types trying to block the Volt Switch, Rotom-C is commonly using a Choice item. It can utilize its many resistances and one immunity to switch in multiple times throughout a match and either scout the switch with Volt Switch, cripple the switch with Trick, or just straight up attack.


Samurott
Typing: Water
Base Stats: 95 HP / 100 Atk / 85 Def / 108 SpA / 70 SpD / 70 Spe
Abilities: Torrent / Shell Armor (Unreleased)

Samurott is one of the new starter Pokemon, and it is also one of the best Water-type Pokemon in RU. With 100 base Attack, Swords Dance, and Aqua Jet, it is easily one of the best physical sweepers in the metagame. It is also one of the few Pokemon that carry Megahorn, which after a Swords Dance hits like a truck. And if that wasn't good enough, it has a great special movepool and base 108 Special Attack, which means it can pull of a Choice Scarf set or a Choice Specs set to tear apart defensive teams. Couple this with 95/85/70 defenses, and you have a bulky attacker that packs quite a punch. And with moves such as Taunt in its arsenal as well, it can stop opposing set up in its tracks and then proceed to attack them. Having a Water typing isn't bad at all as well, with only 2 weaknesses and 4 resistances. Samurott is a Pokemon you must be prepared for when making a team, otherwise it'll show you its power.


Sandslash
Typing: Ground
Base Stats: 75 HP / 100 Atk / 110 Def / 45 SpA / 55 SpD / 65 Spe
Abilities: Sand Veil / Sand Rush (Unreleased)

Sandslash is well-suited for a support role as it has access to both Stealth Rock and Rapid Spin. With a decent base 75 HP and respectable base 110 Defense, it makes a good physical wall—albeit one without reliable recovery. Sandslash also has the option for an EdgeQuake coverage, although it has access to Toxic and Safeguard to further support its team as well. A good base 100 Attack means that its damage output is pretty good too. Ghost-types attempting to spinblock Sandslash might have to look out for the rare Night Slash, which can easily slice through them. Thanks to it solid Defense, it can check a wide variety of physical threats, though it will still fall short to some of them. Although Sandslash is more often seen as a purely support Pokemon, it can forgo Stealth Rock for Swords Dance, allowing it to almost guarantee a Rapid Spin as after a boost, it can take down several Ghost-types with either Night Slash or Earthquake. No matter which set Sandslash uses, it will carry Rapid Spin. Thus, one might find difficulty trying to safeguard the entry hazards when facing a Sandslash. Afterall, Sandslash is one of the premier Rapid Spin users in RU, capable of downing several spinblockers by itself, which is a huge asset to it. However, its Special Defense is really abysmal, and will fall to almost every special attack. Nonetheless, if you see a Sandslash, you are certainly guaranteed to have a difficult time keeping your entry hazards safe.


Sawsbuck
Typing: Normal / Grass
Base Stats: 80 HP / 100 Atk / 70 Def / 60 SpA / 70 SpD / 95 Spe
Ability: Chlorophyll / Sap Sipper / Serene Grace (Unreleased)

With spot-on Attack and Speed, Sawsbuck is a solid RU sweeper. It can boost either of those stats with Swords Dance and Agility, respectively. With Baton Pass at its disposal, it can also pass those boosts along to teammates, making it all the more versatile. The Swords Dance set is perhaps the most threatening, as any free turn of setup will transform it into absolute monster. A simple Choice Band set is also a common option for Sawsbuck; instead of setting up, it just gets to work punching holes in the opposing team. Sap Sipper is a great ability that boosts Sawsbuck's Attack when hit with a Grass-type attack. Chlorophyll, on the other hand, is handy for sun teams, though it requires more team support. Horn Leech is Sawsbuck's trademark attack; it's a physical equivalent of Giga Drain, which keeps Sawsbuck nice and healthy as it breaks through the opposition.


Sceptile
Typing: Grass
Base Stats: 70 HP / 85 Atk / 65 Def / 105 SpA / 85 SpD / 120 Spe
Abilities: Overgrow / Unburden

When one looks at Sceptile, they usually look at it as your standard special sweeper. However, Sceptile has much more then that. Needless to say its is a fantastic special sweeper. Sceptile can use its fantastic offensive movepool that has moves like Leaf Storm, Earthquake, Leaf Blade, and Acrobatics to hit hard and fast on either attacking side. Sceptile can also utilize its decent bulk and fantastic base 120 Speed to form a decent SubSeed set. However, not all is good for the wood gecko. Sceptile lacks boosting moves in the special side, the more powerful one, and also suffers having a typing that gives it weakness to 5 types, 2 of which are really common in RU. Sceptile also lacks power to muscle through some of the common walls in RU. Still, Sceptile is a real force in the RU metagame.


Scolipede
Typing: Bug / Poison
Base Stats: 60 HP / 90 Atk / 89 Def / 55 SpA / 69 SpD / 112 Spe
Abilities: Poison Point / Swarm / Quick Feet (Unreleased)

Scolipede is an immediate threat to many popular Pokemon in RU, with excellent base 112 Speed and great coverage with STAB Megahorn, Earthquake, and Rock Slide. For the situations when Scolipede isn't faster and/or not threatening a OHKO, it can use Spikes or Toxic Spikes very effectively to support the sweeping efforts of other team members. This works especially well with Sandslash being the most common spinner, because it takes a ton of damage from Life Orb Megahorn. Swords Dance is a lesser seen move because of the lower overall utility combined with Baton Pass can turn the game on a dime. Be very careful around Scolipede because it is very easy for it to grab a free turn and becomes very threatening when it does.


Scyther
Typing: Bug / Flying
Base Stats: 70 HP / 110 Atk / 80 Def / 55 SpA / 80 SpD / 105 Spe
Abilities: Swarm / Technician / Steadfast

Scyther boasts great base 110 Attack and 105 Speed, which make it the perfect candidate for a Swords Dance sweeper. The awesome Technician ability allows Scyther to capitalize on a couple of moves, such as Aerial Ace and Bug Bite. After a Swords Dance, Scyther is an incredibly threatening sweeper, and Quick Attack allows it to pick off weakened foes, making them fall like dead flies. It can also utilize Choice items effectively; Choice Scarf Scyther is a great revenge killer, picking of threats such as Lilligant. Choice Band Scyther packs a punch, and its U-turn is bound to hurt. Although Scyther is mostly seen as an all-out offensive Pokemon, it can also use Eviolite to great effect. Scyther is decently bulky with Eviolite, as base 80 defenses aren't too bad. Scyther is a speedy Bug that can easily slice through its opponents like hot knife through butter. It is also not easy to counter as well, as it has access to Baton Pass and U-turn, allowing it to easily escape from undesirable match-ups. Furthermore, Roost makes Scyther frustrating to take down, especially if it is holding Eviolite. Though Scyther is highly elusive thanks to its high Speed and access to moves such as U-turn, its greatest downfall is its 4x weakness to Stealth Rock. Every switch in will halve its HP, greatly reducing its longevity. Still, Scyther is a dangerous threat to note, as its incredible offensive capability will often leave a path of destruction.


Sigilyph
Typing: Psychic / Flying
Base Stats: 72 HP / 58 Atk / 80 Def / 103 SpA / 80 SpD / 97 Spe
Abilities: Wonder Skin / Magic Guard / Tinted Lens (Unreleased)

Sigilyph is a rather unique Pokemon introduced in BW. While its only above average base stats are Special Attack and Speed, Sigilyph is certainly something to be prepared for in RU due to its ability, Magic Guard. With it, Sigilyph can avoid Stealth Rock damage, takes no damage from poison or burn, and also takes no damage from Life Orb. It can run an effective offensive set, as it gets great coverage with Psychic, Air Slash, and Hidden Power Fighting. Its last move can either be Calm Mind to boost its stats further, or Roost to heal off damage. Sigilyph can also run a set with Cosmic Power. Cosmic Power boosts its defenses, while also boosting the Base Power of the move Stored Power, which Sigilyph gets as STAB. However, there are ways to deal with Sigilyph. Aerodactyl with Taunt can prevent it from boosting or healing, and outspeeds and KOs with STAB Stone Edge. Spiritomb is immune to Stored Power, and can run a Calm Mind set to bypass Sigilyph's boosts. Mandibuzz and Slowking are other ways of effectively dealing with Sigilyph, as they can take most of Sigilyph's attacks with ease and phaze with either Whirlwind or Dragon Tail. All in all, Sigilyph is a major threat in RU that you must be prepare for, as otherwise it will destroy your team.


Swellow
Typing: Normal / Flying
Base Stats: 60 HP / 85 Atk / 60 Def / 50 SpA / 50 SpD / 125 Spe
Abilities: Guts / Scrappy

Swellow remains largely unchanged throughout the generations. While Swellow's only impressive stat seems to be its wonderful Speed, it has an excellent ability in Guts. It usually holds either Flame Orb or Toxic Orb to activate its Guts ability, boosting its average Attack to high levels. Guts-boosted Facade and Brave Bird are terrifyingly powerful, denting anything that does not resist them. Not only is it capable of punching holes, it can also scout with U-turn, taking no damage from its status as well. Swellow's remarkable Speed means that it is usually only hit by priority moves, but it has Quick Attack, which can finish off weakened foes. With the usual moves being Facade, Brave Bird, Quick Attack, U-turn, Pursuit, and Protect, Swellow is highly predictable. It is also easily walled by Steel- and Rock-types thanks to its poor coverage, and will be worn down quickly by its status. Still, Swellow is deceptively powerful, and can peck its way through teams like hot knife through butter. Without a Rock- or Steel-type in its way, it can easily leave a path of wreckage in its wake.


Tauros
Typing: Normal
Base Stats: 75 HP / 100 Atk / 95 Def / 40 SpA / 70 SpD / 110 Spe
Abilities: Intimidate / Anger Point / Sheer Force

Tauros is typically seen as a straight-up physical attacker, utilizing its high Speed and Attack stats with a Life Orb to the fullest. Tauros has two fantastic abilities in Intimidate and Sheer Force, which can allow it to either switch in on weak physical attackers with ease, or give it a recoil-less Life Orb and boosted STAB Rock Climb and Rock Slide, respectively. Zen Headbutt and Earthquake are commonly seen as the coverage moves. Finally, instead of being a full-on attacker, Tauros can opt to setup with Work Up, giving it even more power at the cost of a coverage move, usually Zen Headbutt.


Typhlosion
Typing: Fire
Base Stats: 78 HP / 84 Atk / 78 Def / 109 SpA / 85 SpD / 100 Spe
Abilities: Blaze / Flash Fire (Unreleased)

Typhlosion is one of the few Fire-types that gets blessed with the move Eruption. At full HP and wielding a monstrous 109 base Special Attack and 100 Speed, the typical Choice Scarf Typhlosion only has a few safe switch-ins since Eruption can 2HKO nearly any Pokemon that doesn't resist the move. Unfortunately there are also some hard counters to Choice Scarf Typhlosion. Slowking and Lanturn are very common in the metagame and can take any of Typhlosion's attacks easily. Rapid Spin support is also needed if Typhlosion wants to keep Eruption's maximum power. However, with proper support Choice Scarf Typhlosion can cut through an entire team with its speed and power in the late-game. Thanks to Team Preview, Typhlosion can also create instant pressure as a lead if you see that the opponent lacks the proper resists. Even if Typhlosion's Eruption isn't at maximum power, opponents still have to worry about a Blaze-boosted Fire Blast which is even more powerful than Eruption.


Zweilous
Typing: Dark / Dragon
Base Stats: 72 HP / 85 Atk / 70 Def / 65 SpA / 70 SpD / 58 Spe
Ability: Hustle

With unassuming overall stats and a barren movepool, Zweilous doesn't look like much from a glance. Until you realize that with Hustle, Zweilous possesses the strongest Outrage in the entire game, surpassing even the power of even Rayquaza. With that tool alone, Zweilous can rip giant holes in teams with ease, and it has just enough of a movepool to give it coverage in STAB Crunch and Fire Fang. Most Zweilous you'll encounter will be Trick Room sweepers, mostly due to Zweilous's otherwise dismal Speed. When not in Trick Room, Zweilous will typically be running just enough Speed EVs to outpace base 60s, and typically be wielding a Choice Band to further boost the power of its obscenely powerful Outrage. Some Zweilous will be running Eviolite instead to turn the two-headed fiend into more of a tank, and will usually be running Substitute in place of Dragon Tail or Thunder Wave to ease prediction and block status. Beware of the uncommon Choice Scarf sets; while it's not nearly as strong as the Choice Band set, it trades its power for the ability to outrun everything in the tier up to positively-natured Archeops, giving it the jump on many Pokemon that could normally easily revenge kill it.

Defensive Threats:


Aggron
Typing: Steel / Rock
Base Stats: 70 HP / 110 Atk / 180 Def / 60 SpA / 60 SpD / 50 Spe
Abilities: Sturdy / Rock Head / Heavy Metal (Unreleased)

Aggron is one of the few viable Steel-types in RU, so its resistances to Dragon-, Ice-, Normal-, Flying-, Bug-, Dark-, Ghost-, Psychic-, and Rock-type attacks are highly valued. It also has a gigantic Defense stat, making it one of the few Druddigon, Klinklang, Entei, and Scyther counters in the tier. Aggron has access to Stealth Rock and is almost always guaranteed to get it set up thanks to Sturdy. In a defensive role Aggron will typically be carrying Thunder Wave to cripple its common switch-ins. Aggron separates itself from other defensive Pokemon, such as Steelix, by having an extremely powerful attack in STAB recoil-less Head Smash, thanks to Rock Head, and a high Attack stat, even uninvested. Finally, while rare, Aggron is capable of pulling off an effective Metal Burst set thanks to Sturdy, which ensures that it will survive any attack assuming it's at full health and be able to KO back.


Altaria
Typing: Dragon / Flying
Base Stats: 75 HP / 75 Atk / 90 Def / 70 SpA / 105 SpD / 80 Spe
Abilities: Natural Cure / Cloud nine

Altaria's decent typing grants it resistances to Fighting-, Water-, Grass-, Fire-, and Bug-type moves, which are extremely common in the RU metagame. In addition, Altaria has an immunity to Ground-type moves, and it has access to various support moves, such as Heal Bell, Roost, and Toxic. Natural Cure is a blessing on a defensive Pokemon, as it means Altaria won't be crippled any longer than it stays on the field. Natural Cure works great in tandem with Rest, fully restoring Altaria's health, and waking it up when it switches out. That's not all, Altaria's decent defensive stats mean it can abuse a defensive Dragon Dance set; while it's difficult to KO, Altaria raises its stats to respectable levels, and becomes a dangerous threat. Don't overlook Altaria because of its common weaknesses, because it can be crippling if you don't take it into account.


Clefable
Typing: Normal
Base Stats: 95 HP / 70 Atk / 73 Def / 85 SpA / 90 SpD / 60 Spe
Abilities: Cute Charm / Magic Guard / Unaware(Unreleased)

Clefable is a solid special wall that, thanks to Magic Guard, is unaffected by passive damage, such as entry hazards and Toxic, that break other defensive threats. The sheer versatility of sets it can run makes countering it difficult until you know just what's up its sleeves. Access to Wish, dual screens, and Heal Bell provides it with plenty of ways to support its team. Encore, Thunder Wave, Toxic, Stealth Rock, and Knock Off are all excellent options for crippling opponents, easing its allies' attempts at sweeping the opponent. Cosmic Power allows it to beef up its defenses even further, while Softboiled provides reliable recovery. Clefable can even go on the offensive; its vast special movepool, and decent base 85 Special Attack, ensure its not just set up bait. Unfortunately, its lower Defense stat and weakness to Fighting means its threatened by any powerful Fighting-type, and there's certainly no lack of them in RU.


Cofagrigus
Typing: Ghost
Base Stats: 58 HP / 50 Atk / 145 Def / 95 SpA / 105 SpD / 30 Spe
Ability: Mummy

Part of Cofagrigus's name aptly describes every Offensive RU player's opinions of it: a complete (BAN ME PLEASE). With many great qualities, the most impressive being an astounding base 145 Defense, Cofagrigus is an absolute pain to break through. Cofagrigus wields a unique ability in Mummy, which allows it to change the opposing Pokemon's ability upon physical contact. It also has access to Will-O-Wisp and Toxic, allowing it to outstall many naive attackers who thought they could break trough. Not even setting up is a reliable way to defeat it since Cofagrigus can simply use Haze to eliminate stat boosts. Perhaps the only trait preventing Cofagrigus from walling the entire RU tier to kingdom come is its lack of reliable recovery, with Pain Split and Rest being its best options. Unfortunately, the former is rather unreliable and the latter puts Cofagrigus out of commission for multiple turns. That being said, Cofagrigus is probably the best spinblocker in RU, in fact it is the bulkiest Ghost-type in the game bar Giratina and Eviolite Dusclops. With RU being so dependent on entry hazards, Cofagrigus's spinblocking talents are a welcome addition to any team.


Crustle
Typing: Bug / Rock
Base Stats: 70 HP / 95 Atk / 125 Def / 65 SpA / 75 SpD / 45 Spe
Abilities: Sturdy / Shell Armor / Weak Armor (Unreleased)

While Crustle has a huge Defense stat, it has an extremely poor defensive typing. Therefore, it will usually be seen as a dedicated lead, where it will almost always be able to set up Stealth Rock and a layer of Spikes, if not more. It does have resistances to Normal- and Poison-type attacks, and its access to STAB Rock- and Bug-type attacks, particularly Stone Edge and X-Scissor respectively, is usually enough to scare off other common dedicated leads such as Scolipede and Accelgor. Beware of treating all Crustle the same; it is also capable of attempting a sweep with Shell Smash.


Cryogonal
Typing: Ice
Base Stats: 70 HP / 50 Atk / 30 Def / 95 SpA / 135 SpD / 105 Spe
Ability: Levitate

Cryogonal's Ice typing is bad defensively and it has a horrid Defense stat, but it has a massive Special Defense stat and is capable of tanking many of the common special attacks, particularly Ice Beam, Thunderbolt, Surf, and Grass Knot, with ease. Cryogonal is typically used for its access to Rapid Spin, despite its weakness to Stealth Rock. However, it also carries an immunity to Spikes and Toxic Spikes thanks to Levitate, which somewhat makes up for this. It's also incredibly fast for a defensive Pokemon, and has access to reliable recovery in Recover. Cryogonal even has a decent Special Attack stat to threaten the opponent with its STAB Ice Beam. Finally, it has access to Light Screen and Reflect in order to support the team even further, and will often carry Haze as well to cancel out any stat boosts the opponent may accumulate.


Drapion
Typing: Poison / Dark
Base Stats: 70 HP / 90 Atk / 110 Def / 60 SpA / 75 SpD / 95 Spe
Abilities: Battle Armor / Sniper / Keen Eye

Drapion's typing is perfect for countering Psychic- and Ghost-types, and is incredibly adept at trapping them with its STAB Pursuit. Because its typing is suited for taking on Psychic- and Ghost-types and has a decent Defense stat to start with, most Drapion will be specially defensive to be able to more easily take Thunderbolt, Shadow Ball, Dark Pulse, and Focus Blast. When specially defensive, Drapion will usually be setting up Toxic Spikes and absorbing them for its team, while also carrying Whirlwind to phaze the enemy and attempt to poison the rest of the team. The last slot is usually left to Taunt to prevent the enemy from setting up entry hazards on Drapion, as well as stopping defensive walls from using Rest or other forms of recovery to ensure the Toxic poison builds up.


Dusknoir
Typing: Ghost
Base Stats: 45 HP / 100 Atk / 135 Def / 65 SpA / 135 SpD / 45 Spe
Ability: Pressure

Dusknoir is one of the few viable Ghost-types available in RU, and is one of the bulkiest by far. This makes it one of the most reliable spinblockers available. Most Dusknoir will be specially defensive, since that is one of the main traits it holds over Cofagrigus, and will be carrying Will-O-Wisp to punish any physical attackers. Dusknoir's role on a team is typically a tank, and will usually be carrying Shadow Punch, Seismic Toss, and Earthquake for attack moves. The last slot is typically left to Pain Split, which works wonders with Dusknoir's naturally low HP, and lets it take on other walls such as Clefable and Munchlax more effectively.


Ferroseed
Type: Grass / Steel
Base Stats: 44 HP / 50 Atk / 91 Def / 24 SpA / 86 SpD / 10 Spe
Ability: Iron Barbs

A fantastic Grass / Steel typing means Ferroseed can safely shut down a large portion of the RU metagame thanks to a whopping 10 resistances and one immunity. It has a number of support options too, with access to Spikes and Stealth Rock to support the team; Thunder Wave and Toxic to cripple the opponent; as well as Leech Seed and Protect to keep itself healthy. Ferroseed's stats may look underwhelming but thanks to the Eviolite, its bulk is comparable to its much bigger brother Ferrothorn. Ferroseed's ability, Iron Barbs, complements its role perfectly, punishing enemy contact moves such as Rapid Spin and makes it a real annoyance to physical sweepers in general. It is far from perfect though, as a weakness to Fighting is a hindrance to its physical walling capability while a massive 4x weakness to Fire is always there to be exploited. An almost complete lack of offensive presence makes it vulnerable to Taunt and it can be set up on by anything that doesn't fear Gyro Ball or status. Despite these flaws, Ferroseed is still one of the most reliable entry hazard setters and mixed walls in all of RU. Don't be fooled by this harmless-looking baby durian fruit, Ferroseed is the very definition of a defensive threat.


Hariyama
Typing: Fighting
Base Stats: 144 HP / 120 Atk / 60 Def / 40 SpA / 60 SpD / 50 Spe
Abilities: Thick Fat / Guts / Sheer Force

One of the many Fighting-types in RU, Hariyama stands out from the crowd, competing with a whole different play style compared to the others. Thanks to its massive HP stat, Hariyama can take a more defensive role; Thick Fat also adds to Hariyama's defensive prowess, allowing it to survive boosted Fire- and Ice-type moves, and hit back with a powerful STAB move. Although Hariyama is slow, it has a sky-high Attack stat, and moves such as Payback, Bullet Punch, and Fake Out enable it to take advantage of its low Speed stat. Hariyama is commonly seen utilizing Rest, Sleep Talk, and Whirlwind, which makes countering it directly very difficult. In addition, Hariyama's Guts ability means it can't be beaten by Scald and Will-O-Wisp, they only add to its power. Sheer Force is helpful as it boosts moves like ThunderPunch and Ice Punch, as well as less powerful moves like Wake-Up Slap.


Lanturn
Typing: Water / Electric
Base Stats: 125 HP / 58 Atk / 58 Def / 76 SpA / 76 SpD / 67 Spe
Abilities: Volt Absorb / Illuminate / Water Absorb (Unreleased)

Lanturn is one of the best bulky Water-type in RU. Its great typing grants it with only two weaknesses, Grass and Ground, albeit two common attacking types. Its astronomical base 125 HP makes it incredibly hard to take down, especially with special attacks. Volt Absorb gives Lanturn yet another generous gift of not only an Electric-type immunity, but also a way to recover HP without having to rely on Rest. Lanturn's presence on the team may deter the opponent from recklessly launching Electric-type attacks, which might benefit the Lanturn user. Not only is Lanturn a great special tank, it can also provide plenty of support for the team. With access to support moves, such as Heal Bell and Thunder Wave, Lanturn can provide the team with various forms of support. As with most Water-types, it has access to the frustrating move known as Scald, which has a chance of inflicting a nasty burn on the target. Burning the target also allows Lanturn to handle it more easily as it has a ridiculously low Defense stat. Unlike most bulky Water-type, Lanturn can act as a nifty defensive pivot, by switching itself out with a slow Volt Switch. Thus, Lanturn is a rather elusive tank that can get itself out of harm's way. Lanturn can also support rain teams with Rain Dance and probably even Heal Bell; the latter of which is rarely hard to fit into on rain teams. Lanturn is truly a defensive beast to take down, and is one of the most common and effective bulky Water-type in the tier, and definitely worth preparing for.


Lickilicky
Typing: Normal
Base Stats: 110 HP / 85 Atk / 95 Def / 80 SpA / 95 SpD / 50 Spe
Abilities: Own Tempo / Oblivious / Cloud Nine

Lickilicky's mixed defenses are phenomenal, letting it tank attacks from all sorts of opponents. This is made even better considering it only has one weakness in Fighting-type moves. Lickilicky's main role on a team is a Wish passer, thanks to its ability to pass huge HP Wishes, and as a cleric thanks to its access to Heal Bell. It will also usually be carrying Protect in order to heal itself with Wish, as well as to scout the opponent's moves and gain Leftovers recovery. Lickilicky's attack moves are typically left to Body Slam for STAB in order to spread paralysis on the opponent, and to Dragon Tail in order to phaze the opponent. While rare, Lickilicky also possesses the strongest STAB Explosion in the game, which even with the nerf this generation, can still leave a dent in any of your Pokemon that isn't resistant or immune.


Mandibuzz
Typing: Dark / Flying
Base Stats: 110 HP / 65 Atk / 105 Def / 55 SpA / 95 SpD / 80 Spe
Abilities: Big Pecks / Overcoat / Weak Armor (Unreleased)

Mandibuzz is a strange defensive Pokemon; unlike its Flying-type brethren, Mandibuzz sports decent base 110 HP, 105 Defense, and 95 Special Defense stats. Commonly seen as a specially defensive Pokemon, Mandibuzz can switch into common Psychic-, Ghost-, and Dark-types, namely Slowking, Absol, and Uxie, with little trouble. Access to Roost, Taunt, and Whirlwind make it difficult to knock out of the sky, and coupled with its decent defensive stats, it will be a pain to face when you're stuck with a special attacker. Overcoat is by far Mandibuzz's most useful ability, though in RU, there aren't any permanent weather inducers, so hail and sandstorm won't be common. Mandibuzz's other abilities are pretty poor, but they don't affect its walling potential in the slightest. Just because it's a Flying-type, and it's weak to Stealth Rock, don't underestimate Mandibuzz as a defensive Pokemon.


Mesprit (defensive)
Typing: Psychic
Base Stats: 80 HP / 105 Atk / 105 Def / 105 SpA / 105 SpD / 80 Spe
Ability: Levitate

While Mesprit is usually better off with an offensive set due to the presence of other more capable defensive Pokemon in the tier such as Uxie, Mesprit is still a viable option at providing team support. Mesprit isn't totally helpless offensively even though it might be defensively oriented. Its equal defenses and offensive stats make it an all-rounded defensive pivot. Mesprit's support movepool isn't too bad either, with access to Stealth Rock, Sunny Day, Rain Dance, Trick Room, Thunder Wave, and Toxic to name a few. What stands out though, is Healing Wish, which allows it to bring in a refreshed teammate after setting up a desirable field condition. It can even use dual screens as well. Mesprit is one of the few defensive Pokemon that can keep an offensive presence while providing team support, making it less of a set up bait while fulfilling its roles. Thus, Mesprit is not entire outclassed defensively and is still a threat to look out for in this aspect.

Miltank
Typing: Normal
Base Stats: 95 HP / 80 Atk / 105 Def / 40 SpA / 70 SpD / 100 Spe
Abilities: Thick Fat / Scrappy / Sap Sipper

Miltank possesses two awesome abilities in Thick Fat and Scrappy, which let it fulfill different roles on a team. Most defensive sets will make use of a specially defensive EV spread and Thick Fat to counter threats such as Moltres and Typhlosion, while retaining its ability to counter physical threats such as Entei. Almost all defensive sets will be carrying Stealth Rock to support the team, Heal Bell to cure status, and Milk Drink for reliable recovery. Miltank's attacking move will typically be left to Body Slam to spread paralysis on the opponent's team. If Miltank is using a Curse set, it will usually be running Scrappy in order to hit Ghost-types.


Moltres
Typing: Fire / Flying
Base Stats: 90 HP / 100 Atk / 90 Def / 125 SpA / 85 SpD / 90 Spe
Abilities: Pressure / Flame Body (Unreleased)

While Moltres will usually be abusing its huge base Special Attack and STAB Fire Blast and Air Slash, it can also make use of its decent defensive stats in a SubRoost set. Moltres's typing is perfect for countering the multitude of Grass- and Bug-types in the tier, and setting a Substitute up on the Pokemon it scares out with its STAB moves is easy to do. Once Moltres has a Substitute up, it's able to stall the opponent with a combination of Toxic and Roost. It will usually be carrying Flamethrower for a STAB move due to its higher PP and accuracy over Fire Blast.


Munchlax
Typing: Normal
Base Stats: 135 HP / 85 Atk / 40 Def / 40 SpA / 85 SpD / 5 Spe
Abilities: Pick Up / Thick Fat / Gluttony (Unreleased)

Munchlax occupies the position as the most specially defensive Pokemon in RU with the help of Eviolite. Most sets will focus on its ability to tank even the strongest special attacks in the tier, usually with a RestTalk set with Whirlwind. Munchlax will typically be using Body Slam for a STAB move in order to spread paralysis on the opponent's team. Munchlax's Thick Fat ability is awesome and lets it take Fire- and Ice-type attacks like a pro. If using a Curse set, Munchlax will usually drop Sleep Talk in favor for another coverage move, such as Earthquake or Fire Punch.


Omastar (defensive)
Typing: Rock / Water
Base Stats: 70 HP / 60 Atk / 125 Def / 115 SpA / 70 SpD / 55 Spe
Ability: Swift Swim / Shell Armor / Weak Armor

Omastar is most commonly seen as a Shell Smash sweeper, as it is one of the best Shell Smash users after all, and it might be a waste not to use its offensive potential to the fullest. However, don't forget that Omastar's best stat is actually its base 125 Defense. With such a huge Defense stat, Omastar acts as a good check to several physical attackers in the tiers though it might not be completely effective due to the omnipresent Fighting-types in the tier. Nonetheless, Omastar's access to several support moves make it an ideal defensive Pokemon too. It can lay Stealth Rock, Spikes, and Toxic Spikes, though it is quite inefficient at setting up all of them. Still, it finds many opportunities to set them up as the threat of Shell Smash Omastar is too great for people to ignore and often cause people to immediately switch to their appropriate counters, only to realize that Omastar is taking its time to lay down entry hazards. Being a defensive Water-type has its merits as well as it can potentially burn opponents with Scald. Omastar can tank physical hits from burned opponents all day long bar some super effective hits. Haze and Knock Off are moves that Omastar might carry once in a while. The latter is especially useful to remove vital held items such as Eviolite. Never assume that every Omastar is the same Shell Smash Omastar, as it is still a rather potent defensive threat.


Poliwrath
Typing: Water / Fighting
Base Stats: 90 HP / 85 Atk / 95 Def / 70 SpA / 90 SpD / 70 Spe
Abilities: Water Absorb / Damp / Swift Swim

Poliwrath possesses fantastic mixed defenses and a unique typing that lets it tank the attacks of many different threats in the tier, particularly Entei, Klinklang, Rhydon, and Crawdaunt. Its ability, Water Absorb, lets it counter nearly ever Water-type in the tier, bar Lanturn, Ludicolo, and Slowking. Poliwrath's signature move, Circle Throw, gives it a decent STAB and phazing move, letting it rack up entry hazard damage. Poliwrath will most often be using a SubPunch set with Waterfall and Focus Punch as STAB moves, and Encore in the last slot to give it more setup opportunities. Those sets without Substitute will typically be RestTalk sets, and beware of surprise Bulk Up sets.


Quagsire
Typing: Water / Ground
Base Stats: 95 HP / 85 Atk / 85 Def / 65 SpA / 65 SpD / 35 Spe
Abilities: Damp / Water Absorb / Unaware

Quagsire is a unique Pokemon, as with Unaware, which ignores the opponent's stat boosts, it is able to stop the majority of Pokemon reliant on set up as well as Pokemon that cannot hit hard right off the bat. For example, physically defensive Quagsire stops all variations of Drapion barring a critical hit, since neither Night Slash nor Poison Jab can deal enough damage. Ground / Water typing and access to Recover make it all the more difficult to take down, as many unboosted neutral hits are unable to 2HKO Quagsire. In response, it can build up Curse boosts and threaten to steamroll the opponent or flat out wall and stall with burn or Toxic. Luckily, Quagsire hates status, which will sap away at its health and turn those 3HKOes into 2HKOes. Furthermore, strong neutral hits or special attacks from the likes of Aggron, Druddigon, and even unboosted Gorebyss will leave a dent in Quagsire, giving it no time to Recover. In addition, Grass-type moves will destroy it completely; this is rather unfortunate for Quagsire since Pokemon such as Rotom-C, Tangrowth, Lilligant,, and Sceptile exist to take advantage of it. So while a rare Quagsire variant may tear apart your team, most are handled without rage.


Qwilfish
Typing: Water / Poison
Stats: 65 HP / 95 Atk / 75 Def / 55 SpA / 55 SpD / 85 Spe
Abilities: Swift Swim / Poison Point / Intimidate

One would wonder why anyone would ever use a Qwilfish—and its meager stats go a long way to support that misconception. However, with its excellent typing and Dream World ability Intimidate, Qwilfish can tank resisted physical hits surprisingly well. With a large support movepool including Taunt, Thunder Wave, Spikes, and Toxic Spikes, Qwilfish can fit in any team quite comfortably. Toxic Spikes is an especially notable niche for Qwilfish, as it is one of the better defensive Pokemon with access to this rare commodity. On the topic of Toxic Spikes, Qwilfish is one of the best grounded defensive Poison-types, and hence one of the best Toxic Spikes absorber—this especially serves well to support rain teams. With Swift Swim as an optional ability, it can serve as a fast supporter with a punch.


Regirock
Typing: Rock
Base Stats: 80 HP / 100 Atk / 200 Def / 50 SpA / 100 SpD / 50 Spe
Abilities: Clear Body / Sturdy (Unreleased)

The first thing that should jump out at you when looking at Regirock's stats is its absolutely gigantic Defense stat. This, combined with its high Attack and Special Defense stats, allows it to perform as one of the sturdiest tanks you'll find in RU. Thanks to its typing and high Defense, Regirock is one of the few hard counters to SubRoost Moxie Honchkrow, as well as being able to take on the likes of Aggron, Entei, Scyther, and Electivire with ease. Most defensive Regirock will carry Stealth Rock and Thunder Wave or Toxic to support the team, with Earthquake and Rock Slide as attacking options. Beware of mono-attacking Curse sets, which remedies one of the main problems Regirock has: its lack of reliable recovery. Also watch out for the occasional Sunny Day supporter, which will commonly carry Fire Punch and/or Explosion to get a sun sweeper in unscathed.


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

If one is looking for a fantastic defensive pivot that has instant recovery, can spread status, and actually has enough power to put a dent into something, Slowking is the one. Slowking can use its massive Special Defense to switch into a ton of special attacking threats and attempt to attack back, cripple, switch to a Pokemon that resists the move in the case that the opponent is carrying a Choice item, or do a double switch if you predict the opponent will be switching to. Thanks to its amazing ability in Regenerator, it can heal its health by 33% whenever it switches, meaning it is able to repeatably switch in to a threat and threaten it out. While its Defense isn't great, it's still good enough to be able to tank some hits. Keep in mind that Slowking has many common weaknesses, meaning the number of Pokemon it can switch into is a bit limited, but Slowking can still come in and threaten most of the special attacking Pokemon in the tier out. Slowking is also not just useful for tanking hits, it can attempt a sweep using a Trick Room + Nasty Plot set using its surprisingly-good-for-a-wall base special attack. If your opponent has a Slowking in it, be very careful in playing around it, it can and will do a lot of damage to your team if you let it.


Smeargle
Typing: Normal
Base Stats: 55 HP / 20 Atk / 35 Def / 20 SpA / 45 SpD / 75 Spe
Abilities: Own Tempo / Technician / Moody (Banned)

Although its appearance may state that this little beagle should stick to the canvas, Smeargle is one of the most annoying Pokemon to face in the RU metagame. What makes it so special you ask? Smeargle has access to literally every move in the game. With a decent 75 base Speed and every support move, Smeargle does a fantastic job of helping out a team a team whether it be through hazards, Baton Pass, or even Trick Room! Despite Smeargle's perks, not everything is fine and dandy for the little artist, as ultimately its lack of an offensive presence is its downfall. Most of Smeargle's stats border on horrifying, and Smeargle isn't exactly a speed demon either, allowing it to be outsped and KOed rather easily. Often faster Pokemon with Taunt put a full stop to Smeargle, rendering its support capabilities useless. On top of this, the advent of Team Preview allows your opponent to prepare for Smeargle and stop it as quickly as possible. Although Smeargle isn't the monster it was in the past, it is not to be overlooked. As no matter what its doing, it may possibly lead to your demise.


Steelix
Typing: Steel / Ground
Base Stats: 75 HP / 85 Atk / 200 Def / 55 SpA / 65 SpD / 30 Spe
Abilities: Rock Head / Sturdy / Sheer Force (Unreleased)

Steelix is a physically defensive behemoth, boasting an astronomically high base 200 Defense, backed by an acceptable base 75 HP. Although it's weak to common attacking types, such as Fighting and Water, it has the great Sturdy ability to fall back on if it's at full health. With its extremely high base Defense and Sturdy ability, it will be nearly impossible to take it down with a physical attack, even if it's super effective. Steelix can support the team with Stealth Rock and a phazing move of either Dragon Tail or Roar. Its Steel / Ground typing gives Steelix useful resistances to several types such as Bug, Dark, and Ghost. Though Steelix is a physical wall, it can go on the offense as well, and base 85 Attack isn't too bad either. Steelix has a pathetic base 30 Speed that it can use to its advantage; with a Speed-hindering nature, its STAB Gyro Ball can still deal decent damage to most Pokemon in the tier. Earthquake is also reasonably strong. Still, Steelix offenses are hardly impressive, and other physical walls such as Cofagrigus can stall out Steelix as well. Nonetheless, Steelix is a huge physical threat to look out for, and Sturdy might just make Steelix incredibly hard to take down.


Tangrowth
Typing: Grass
Base Stats: 100 HP / 100 Atk / 125 Def / 110 SpA / 50 SpD / 50 Spe
Ability: Chlorophyll / Leaf Guard / Regenerator

Tangrowth is an excellent physical wall that has gotten even better this generation thanks to its new ability, Regenerator. Regenerator allows Tangrowth to restore a sizable amount of health throughout every match, in conjunction with moves such as Leech Seed and Giga Drain. Its other ability, Chlorophyll, eliminates problems that arise from its pitiful base 50 Speed, allowing it to become a frightening sweeper with Growth. When not tanking hits from physical attackers, Tangrowth also has the potential to strike back hard with great mixed offense stats—100 Attack and 110 Special Attack—and powerful moves, such as Power Whip. However, what most makes Tangrowth dangerous is Sleep Powder. With Sleep Powder Tangrowth is able to basically eliminate one Pokemon on the opponent's team, and Tangrowth doesn't even really care if it misses occasionally thanks to its almost endless supply of recovery. Tangrowth is seen most often as a physical tank, although more offensive sets can be used as well; take caution when facing Tangrowth, as it has the potential to sweep your team after just one turn of setup.

Uxie
Typing: Psychic
Base Stats: 75 HP / 75 Atk / 130 Def / 75 SpA / 130 SpD / 95 Spe
Ability: Levitate

Uxie resumes its role from DPP UU as one of the most versatile supporters available in the metagame. With huge mixed defenses, almost nothing in the tier can outright KO Uxie, which means it will almost always accomplish what it was set out to do. Almost every support Uxie will be carrying Stealth Rock and U-turn, but aside from that commonality, most Uxie sets will be different. Uxie's support movepool takes on the colorful rainbow of Thunder Wave, Toxic, Yawn, Rain Dance, Sunny Day, Trick Room, dual screens, Memento, and Trick. But the fun doesn't stop there! Just when you think that Uxie couldn't get more dangerous than being able to support nearly any kind of team, it's also capable of going on the offensive with a bulky SubCM set. After a Calm Mind, very little in the tier can break its Substitutes in one hit, and from there Uxie can steamroll right over the opposing team with Psychic and Thunderbolt. In short, expect the unexpected when facing a Uxie, and use Team Preview to your advantage to prepare for a possible field supporter Uxie.


Weezing
Typing: Poison
Base Stats: 65 HP / 90 Atk / 120 Def / 85 SpA / 70 SpD / 60 Spe
Abilities: Levitate

The metagame has shifted around Weezing and with the shift of powerful attackers emerging, it has led to the conjoined triplets' fall to RU. In spite of this, Weezing is a magnificent physical wall, capable of checking many physical threats. Will-O-Wisp and Levitate combine to make the best check against Rhydon, as it avoids its Ground-type STAB and inflicts a burn, rendering it ineffective. It also serves as a good check against Archeops, burning it with Will-O-Wisp or doing a good number with a super effective Thunderbolt. As for defensive threats, Curse Quagsire will despise the burn while Ferroseed will reconsider switching in at the sight of Flamethrower. Weezing's support options don't stop there, as it can negate the boosts of opposing Pokemon thanks to Haze or even Clear Smog, with the latter receiving STAB and never missing (at the cost of a type being immune and not affecting those hidden behind a Substitute). Though there are plenty of special attackers who wreck Weezing on its weaker Special Defense, Weezing does more than enough as a good check for physical attackers.


Whimsicott
Typing: Grass
Base Stats: 60 HP / 67 Atk / 85 Def / 77 SpA / 75 SpD / 116 Spe
Abilities
: Prankster / Infiltrator / Chlorophyll (Unreleased)

Whimsicott was one of the most hyped up Pokemon in the beginning stages of BW, but it quickly fell from grace after people realized that Grass-types walled it cold, and it had no form of offense, as well as its obvious predictability. However, Whimsicott is still quite dangerous in its own right. Even though it has absolutely no way of getting past Grass-types, it can severely cripple them with a priority Stun Spore, or Taunt them. Whimsicott can play a greater role in the RU tier as a team supporter; it has access to a priority Sunny Day, Encore, Taunt, Stun Spore, Light Screen, and even Memento! This crafty little prankster has all sorts of tricks up its grassy sleeves, and therefore you should best be on your guard, for fear of being played by the fluffball.




GP Approved 1/2

Oglemi: 1
RU Threatlist: 0

I win
 
Doing Linoone and Zangoose because they deserve to be on this for sure...WE HAVE WEEZING FOR CRYING OUT LOUD WHEN WAS THE LAST TIME YOU SAW A WEEZING IN RU?

anyway


Linoone

Typing: Normal
Stats: 78 HP / 70 Atk / 61 Def / 50 SpA / 61 SpD / 100 Spe
Abilities: Pickup / Gluttony / Quick Feet

Linoone has the potential to devastate teams after a single turn of set up, having the ability to OHKO the majority of the tier. After a Belly Drum, Linoone's Attack stat skyrockets, and it can proceed to destroy teams before it gets hit itself thanks to its STAB ExtremeSpeed. Ghost-types also cannot stop Linoone, as a +6 Shadow Claw OHKOs most of them, and thanks to Linoone's excellent base 100 Speed, it can outrun Rotom as well. It also has access to Rock Smash to slay Aggron, as well as Seed Bomb to destroy Pokemon such as Rhydon. Linoone is truly a devastating Pokemon, and can turn a surefire loss into a clean sweep in just one turn.


Zangoose
Typing: Normal
Stats: 73 HP / 115 Atk / 60 Def / 60 SpA / 60 SpD / 90 Spe
Abilities: Immunity / Toxic Boost

Zangoose is truly a frightening threat in that it can hit ridiculously hard without a turn of set up. This is due to its ability, Toxic Boost, which powers up its already-high Attack stat to ridiculous levels when it's poisoned, which is easy to do with a Toxic Orb. To capitalize on this ability, Zangoose has STAB Facade, which becomes a 140 Base Power STAB move when Zangoose is poisoned. Zangoose can even use Swords Dance to make this attack even more powerful, and also has access to Close Combat to get rid of pesky Steel-types, such as Ferroseed. Ghost-types aren't safe from this behemoth either, as it has access to Shadow Claw, which can maim Ghost-types, such as offensive Trick Room Cofagrigus, while Zangoose is being powered up by Toxic Boost. It also has Quick Attack for priority, and even that becomes powerful due to Toxic Boost. Zangoose is truly a devastating threat due to a ridiculously powerful STAB move, Close Combat, Shadow Claw, a great ability, and the power to sweep teams in the blink of an eye.

Oglemi edit: GPed directly into Shake's post, so these are 1/2 too
 
Threatlist w/ Oglemi's check implemented:

Offensive Threats:

Absol
Typing: Dark
Base Stats: 65 HP / 130 Atk / 60 Def / 75 SpA / 60 SpD / 75 Spe
Abilities: Pressure / Super Luck / Justified

Absol possesses the strongest priority available in RU, its STAB Sucker Punch, which surpasses the power of even Honchkrow's. So, you can bet your bottom dollar that nearly every set will be based around abusing this aspect to the fullest extent. Absol is typically seen boosting its already sky-high Attack with Swords Dance and Life Orb, and then punishing the opponent with its Sucker Punch. It will also typically carry Substitute to block status and give it an opportunity to set up due to its frailness. Absol can also effectively run a decent Choice Band or Choice Scarf set that can make use of its good coverage in just Night Slash and Superpower. Absol is also adept at putting frail Ghost- and Psychic-types in a checkmate position due to its incredibly powerful STAB Pursuit and the threat of Sucker Punch.


Accelgor
Typing: Bug
Base Stats: 80 HP / 70 Atk / 40 Def / 100 SpA / 60 SpD / 145 Spe
Abilities: Hydration / Sticky Hold / Unburden

Boasting the highest Speed stat in RU bar Shedinja, Accelgor can swiftly devastate its opponents. Speed isn't all that's going for it; Accelgor has great Special Attack and has fantastic coverage between just two moves: Bug Buzz and Focus Blast. Usually, being a Bug-type is a liability; however, in RU many common Pokemon are weak to Bug, such as Uxie, Slowking, Tangrowth, and Lilligant. Being a powerful offensive threat isn't all that's going for Acceglor; it has access to the slimly distributed Spikes, allowing it to support its team. However, most people overlook that option because of Accelgor's frailty. Despite not being the most common threat around, Accelgor can rip through teams easily given the opportunity.

Aerodactyl
Typing: Rock / Flying
Base Stats: 80 HP / 105 Atk / 65 Def / 60 SpA / 75 SpD / 130 Spe
Abilities: Rock Head / Pressure / Unnerve

Aerodactyl has fallen a long way from its former OU status in DPP. However, it fits right in with the RU metagame, and is now one of the most popular and effective Pokemon to use. Sporting a sexy base 130 Speed, it outruns virtually everything in the metagame with the exception of Accelgor and most Choice Scarf users. It has access to the famous EdgeQuake combination, allowing it to hit many Pokemon in the RU tier for neutral damage, and those that it doesn't, such as Torterra, Aerodactyl can power through it with Double-Edge. Aerodactyl isn't just limited to attacking either. It is a fantastic dedicated lead, as with its high Speed and access to both Taunt and Stealth Rock, it can often set up Stealth Rock while preventing your opponent from doing the same, something that most Pokemon with access to Stealth Rock are hard-pressed to do. In addition, while Aerodactyl has yet to receive the elusive Brave Bird and Head Smash, it has finally received a usable boosting move in the form of Hone Claws. Although a +1 boost may seem underwhelming, the +1 accuracy boost really helps with Stone Edge, as it will have 100% accuracy after a single boost. Aerodactyl can really tear things up in RU if you give it a chance!


Aggron
Typing: Steel / Rock
Base Stats: 70 HP / 110 Atk / 180 Def / 60 SpA / 60 SpD / 50 Spe
Abilities: Sturdy / Rock Head / Heavy Metal

This heavily armored rhinocerous looks like one big, mean mofo. But looks are not all Aggron has going for it, for it is one of the most potent offensive threats in the BW RU metagame. In a tier lacking monster physical walls such as Skarmory and Hippowdon, Aggron is freed from its shackles and ready to wreak havoc. With abysmal Speed, horrendous Special Defense, good but unspectacular Attack, and one of the worst defensive typings in the game, Aggron doesn't seem like much of a threat at first glance. But it has one ace in its hand: Rock Head Head Smash. Anything without a Rock resist and spectacular Defense is going to be rocked hard. Aggron has access to Automatize and Rock Polish to get the jump on faster threats and sweep unboosted by virtue of its sheer power. It can also equip a Choice Band and rock switch-ins hard, clearing the field for a teammate to sweep. With physical defense topped only by Steelix, Aggron has no trouble getting in either, putting tremendous pressure on the opponent with its mere presence.

Archeops
Typing: Rock / Flying
Base Stats: 75 HP / 140 Atk / 65 Def / 112 SpA / 65 SpD / 110 Spe
Ability: Defeatist

Archeops is the definition of a powerhouse. 140 base Attack, a great 112 Special Attack, and 110 base Speed with a great offensive movepool, make it a feared attacker. On top of all this, a great offensive typing does wonders for it, as its Rock and Flying STAB combination is only resisted by Aggron, Klinklang, Rhydon, and Magneton in RU. Its sets also show its many ways to overpower teams. From a Flying Gem-boosted Acrobactics set to a Choice set that has the potential to tear apart even the bulkiest of physical walls, Archeops shows why it is such a top RU threat. If you rely on its ability to help you defeat it, you'll be in a lot of trouble until its HP is under 50%.


Bouffalant
Typing: Normal
Base Stats: 95 HP / 110 Atk / 95 Def / 40 SpA / 95 SpD / 55 Spe
Abilities: Reckless / Sap Sipper / Soundproof (Unreleased)

Bouffalant is a staple of pure power in the RU tier. It has a great 110 base Attack and Reckless, crushing nearly everything with a boosted Head Charge. Bouffalant's Head Charge is one of the most powerful moves in the tier when boosted by Reckless. Bouffalant also got access to the great Sap Sipper ability, giving it an immunity to Grass-type moves while receiving an Attack boost in the process. This makes Bouffalant able to come in on various Grass-types, such as Lilligant, Ferroseed, and Tangrowth, and set up Swords Dance or Substitute, crushing the opposition with the multitude of Attack boosts it receives. That's not all, Bouffalant has great defenses as well, boasting a base 95 stat in all three, enabling it to absorb weak attacks from walls; Bouffalant makes an excellent wallbreaker with Choice Band and its good movepool. Either if you choose to smash through the opponent with a Reckless Head Charge or utilize Swords Dance and Sap Sipper, Bouffalant is a force to be reckoned with.


Braviary
Typing: Normal / Flying
Base Stats: 100 HP / 123 Atk / 75 Def / 57 SpA / 75 SpD / 80 Spe
Abilities: Keen Eye / Sheer Force / Defiant (Unreleased)

One might wonder what makes Braviary such a threat, and one has all the right to do so. Braviary's only stats that stand out are his great HP and Attack. Braviary's defensive stats are below average and he lacks Roost, while his middling Speed stat really holds him back from sweeping. But not all Pokemon can make it on its own; with the right tools, Braviary is a force to be reckoned with. Choice Band lets Braviary crush the opposing walls with his STAB Brave Bird and Return, backed up with a strong Superpower. Braviary's middling Speed stat can be patched up with a Choice Scarf, making it a fierce revenge killer, easily OHKOing huge parts of the tier. Although Braviary's movepool is scarce, and his abilities don't help him much, Braviary is still a powerhouse, and an unpredictable one at that.


Charizard
Typing: Fire / Flying
Base Stats: 78 HP / 84 Atk / 78 Def / 109 SpA / 85 SpD / 100 Spe
Abilities: Blaze / Solar Power

Charizard is one of the most popular starter Pokemon from RBY. However, when it came to the competitive scene, it was always in the lower tiers, always to be forgotten. That is, until it got Solar Power from the Dream World. Now it is a very powerful sweeper that is feared in the RU metagame. With 109 base Special Attack that becomes even better than Deoxys-A in the sun, it is easy to understand why. And if you thought that was good enough, with a Choice Specs, it rips holes in even the bulkiest of RU's special walls, such as Clefable, Uxie, and Dusknoir. And with a great offensive STAB combination that is resisted by only Aerodactyl, Omastar, and Rhydon, means it can easily rip teams in just a matter of turns. Do not think that Charizard is just another starter Pokemon, you will regret it when you face it in battle.


Cofagrigus
Typing: Ghost
Base Stats: 58 HP / 50 Atk / 145 Def / 95 SpA / 105 SpD / 30 Spe
Ability: Mummy

While popular as one of the best defensive spinblockers in the tier, Cofagrigus can be a dangerous offensive threat with its access to Nasty Plot. With impressive bulk, its not hard to set up and sweep with this creepy coffin. Being able to use Trick Room, Cofagrigus's Speed problem is completely fixed, now outrunning the entire tier. This along with perfect coverage in two moves makes Cofagrigus incredibly hard to take on. Cofagrigus makes an excellent spinblocker on offensive teams, taking advantage of hyper offense's worst enemy, Trick Room, while also spinblocking and setting up on the common Fighting-type moves teams carry. In addition, Cofagrigus can also run an effective Calm Mind set taking advantage of its massive bulk to attain multiple boosts and sweep, sadly Cofagrigus is weak to Sucker Punch, and takes a little while to set up, taking heavy damage in the process. Despite these flaws, Cofagrigus is still arguably the best spinblocker in RU, and should not be underestimated at any cost.


Crawdaunt
Typing: Water / Dark
Base Stats: 63 HP / 120 Atk / 85 Def / 90 SpA / 55 SpD / 55 Spe
Abilities: Hyper Cutter / Shell Armor / Adaptability

Crawdaunt boasts good dual STABs in Waterfall and Crunch, resisted by few Pokemon in RU. It is also granted the Adaptability ability, which is really great for Crawdaunt. Coming off from a good base 120 Attack, Adaptability-boosted Waterfall will drown many Pokemon in a gush of water. Crawdaunt also has ways to boost its already high Attack stat—the most common boosting move it uses is Dragon Dance. Dragon Dance also alleviates the problem posed by its low Speed stat, and with 160 Base Power dual STAB moves to make use of, Crawdaunt can easily sweep a team by itself. It can even utilize a Choice Band effectively, spamming its STAB moves without much care. Crawdaunt makes a deadly sweeper in RU, and is a huge threat that should never be overlooked. However, Crawdaunt has a pathetic base 55 Special Defense, meaning that it can be fried like a lobster by a single neutral special attack. Other than its low Speed and Special Defense, Crawdaunt does not have much other flaws. If you don't take Crawdaunt as a serious threat, expect yourself to be pinched where it hurts.

Duosion
Typing: Psychic
Base Stats: 65 HP / 40 Atk / 50 Def / 125 SpA / 60 SpD / 30 Spe
Abilities: Overcoat / Magic Guard / Regenerator (Unreleased)

Duosion's stats don't look like much, until you get to that gigantic 125 base Special Attack. Then it all becomes clear just how this squishy, adorable blob could possibly be dangerous. While its defenses aren't much, they're sufficient with the boost from Eviolite, and its sluggish Speed only does it further favors by making it the perfect candidate for a Trick Room sweeper. Furthermore, Duosion even has the ability to set up Trick Room for itself, turning into one of the deadliest one-turn setup sweepers available in RU. While its movepool isn't expansive either, it's just good enough with access to STAB Psychic, Shadow Ball, and Hidden Power Fighting to put together a moveset of perfect neutral coverage. When not using Trick Room, Duosion will typically be using a Calm Mind set with just Psychic and Hidden Power Fighting for coverage, with Recover in the last slot to turn it into an extremely durable tank. Don't give Duosion any opportunity to set up or it'll quickly turn the battle to your opponent's favor.


Entei
Typing: Fire
Stats: 115 HP / 115 Atk / 85 Def / 90 SpA / 75 SpD / 100 Spe
Abilities: Pressure / Flash Fire (Unreleased)

A laughingstock of all legendary Pokemon, Entei finally gets to shine as a top threat in the RU metagame. Entei has all it takes to be a successful Choice Band user: sky-high Attack, a high Base Power STAB, and strong priority. Without a bulky Water-type to absorb its hits, your opponent will be easily overwhelmed with a combination of its boosted Flare Blitz and ExtremeSpeed. The strong priority is also extremely convenient to check fast threats such as Aerodactyl at low health. The Substitute + Calm Mind set is an unexpected but viable option to sweep. Stealth Rock weakness, vulnerability to passive damage, and common weaknesses to Water-, Ground-, and Rock-type moves hold Entei back from becoming too dominant. Also, the predominance of bulky Water-types means that most teams will be prepared for Entei. Still, Entei is a strong attacker that can take apart a team with ease.


Electivire
Typing: Electivire
Base Stats: 75 HP / 123 Atk / 67 Def / 95 SpA / 85 SpD / 95 Spe
Abilities: Motor Drive / Vital Spirit

Electivire has been the butt of many jokes throughout its bumpy ride in DPP OU, commonly referred to as "Noobvire", it now finds itself in a more "appropriate" tier in RU. For starters, it is actually a very competent offensive Pokemon in RU. With the addition of Wild Charge, Electivire no longer needs to rely on weak STAB options such as a 75 Base Power ThunderPunch and 95 Special Attack stat-backed Thunderbolt. Unfortunately, Electivire's main shortcoming remains the lack of reliable stat boosting moves, meaning it can still only KO frail or weakened opponents. However, Electivire still makes a solid late-game sweeper by virtue of incredible super effective coverage, made possible by its plethora of excellent coverage moves. Furthermore, Electivire's signature ability, Motor Drive, gives it a useful Electric immunity. It can also pick up a free Speed boost by simply switching into Electric moves such as Thunder Wave or Galvantula's Thunder. Any Ground resist with reasonable physical bulk will put a full stop to Electivire. However, if partnered with a wallbreaker or strong physical attacker to eliminate or weaken these threats, Electivire is more than capable of running through a team.


Feraligatr
Typing: Water
Base Stats: 85 HP / 105 Atk / 100 Def / 79 SpA / 83 SpD / 78 Spe
Abilities: Torrent / Sheer Force (Unreleased)

Feraligatr, having been a solid UU physical sweeper for several generations in the past, returns to wreak havoc on a new metagame: BW RU. With two excellent boosting options in Swords Dance and Dragon Dance as well as respectable Attack and decent Speed, Feraligatr can easily destroy teams after one turn of setup. Unfortunately, the RU tier is home to strong physical walls such as Tangrowth and Cofagrigus; however, with proper team support, Feraligatr can still shine as a sweeper and wallbreaker. Feraligatr's biggest strength is its versatility along with its decent bulk. It can often find opportunities to set up, and what may be a check to its Dragon Dance set can't handle its Swords Dance set. Feraligatr can 2HKO almost every Pokemon after a Swords Dance as well, so teams will be hard pressed to deal with Feraligatr should it find a free turn to set up.


Gallade
Typing: Psychic / Fighting
Base Stats: 68 HP / 125 Atk / 65 Def / 65 SpD / 115 SpD / 80 Spe
Abilities: Steadfast / Justified

The Martial Arts Zen Master is back for BW and ready to rip RU a new one, this time with a new toy from Dream World in the form of Justified. A vicious STAB Close Combat coming off a base 125 Attack stat makes Gallade the very definition of a power hitter. Combine that with Swords Dance and you have yourself a potent sweeper. While Gallade is not exactly Deoxys-S, it is not lacking in the Speed department either, and can use Shadow Sneak to ward off potential revenge killers. Gallade is also capable of running an effective Bulk Up set. Even though Drain Punch is illegal with Justified, Gallade's above average special bulk makes Bulk Up an excellent option. Excellent coverage moves such as Night Slash, Psycho Cut, and Ice Punch make Gallade incredibly difficult to wall. Access to a plethora of support moves makes it extremely versatile and unpredictable. Taunt, Substitute, Disable, Trick Room, Thunder Wave, the list goes on and on. With that in mind, Gallade is not unstoppable, as many Pokemon can outspeed and exploit Gallade's weak Defense for a KO. Even so, Gallade is without a doubt one of the premier threats in BW RU, and has the offensive presence to back it up.


Galvantula
Typing: Bug / Electric
Base Stats: 70 HP / 77 Atk / 60 Def / 97 SpA / 60 SpD / 108 Spe
Abilities: Compoundeyes / Unnerve / Swarm (Unreleased)

Although most players choose Rotom as their offensive Electric-type, Galvantula should not be overlooked. Thanks to Compoundeyes, it can make use of a 91% accurate Thunder, hitting much harder than Rotom's Thunderbolt. It also has excellent coverage moves, with STAB Bug Buzz, Energy Ball, and Hidden Power Ice or Fire to choose from. Combined with a base 108 Speed stat Galvantula is one of the most threatening all-out sweepers in the tier. However, it is very frail so the few things that do outspeed it, mostly Choice Scarf and weather-boosted Pokemon, will probably be able to OHKO it. Although it isn't the most common threat, you should always prepare for Galvantula because it can blast through slower teams.


Golurk
Typing: Ground / Ghost
Base Stats: 89 HP / 124 Atk / 80 Def / 55 SpA / 80 SpD / 55 Spe
Abilities: Iron Fist / Klutz / No Guard (Unreleased)

Golurk stands out from the crowd of the other RU Ghost-types in being the only strong physical attacker of the group. With a huge base 124 Attack stat, Golurk is able to unleash powerful STAB Earthquakes and Shadow Punches, the latter of which is boosted even further by Iron Fist. Golurk is typically seen running a SubPunch set, which works in its favor in multiple ways. Substitute helps to somewhat make up for Golurk's low Speed by allowing it to scout for switches, block status (particularly burn), and giving it a free opportunity to fire off an Iron Fist-boosted Focus Punch. Golurk is also able to effectively utilize a Choice Band set, which turns it into an offensive spinblocker and tank. With a Choice Band, Golurk will usually opt for Hammer Arm in lieu of Focus Punch, and the last slot will usually be dedicated to Stone Edge for the awesome coverage it has when combined with Golurk's STABs.


Gorebyss
Typing: Water
Base Stats: 55 HP / 84 Atk / 105 Def / 114 SpA / 75 SpD / 52 Spe
Abilities: Swift Swim / Hydration

At a glance, one would wonder why Gorebyss has so much hype this generation. Its stats are average at best, and it is outclassed by many other offensive and defensive Water-types in RU. Gorebyss does have one very important niche in the metagame, though. It is one of the few Pokemon with access to Shell Smash in the tier. With support from the team such as Reflect and Light Screen, Gorebyss can easily boost to +2 Attack, Special Attack, and Speed, and sweep with its diverse special movepool. Gorebyss is even dangerous without Shell Smash, as its ability Swift Swim remedies its terrible Speed stat. Despite Gorebyss's status as a top-tier threat in RU, its subpar stats and exploitable typing make it quite easy to defeat as long as you can prevent it from setting up.


Hitmonchan
Typing: Fighting
Base Stats: 50 HP / 105 Atk / 79 Def / 35 SpA / 110 SpD / 76 Spe
Abilities: Keen Eye / Iron Fist / Inner Focus

Hitmonchan is a very unpredictable Pokemon because there are very many different roles in can fulfill. It will most often be seen running a straight Life Orb set of Close Combat / Mach Punch / Ice Punch / ThunderPunch, which gives it great coverage and good power. It can also make use of its rare Iron Fist ability and its STAB Focus Punch in a SubPunch set. When behind a Substitute, Hitmonchan is free to fire off its Focus Punches without being flinched. It will also commonly carry Ice Punch and Mach Punch for coverage, which are also boosted by Iron Fist. Hitmonchan's other big niche in the metagame is its ability to Rapid Spin, and thanks to its access to Foresight, it is almost ensured to get off a spin even if a Ghost-type switches in. Finally, Hitmonchan is capable of pulling off an effective Bulk Up set, where the goal is to boost up and tank the opponent. This is made even more effective with Hitmonchan's Iron Fist-boosted Drain Punch and priority in Mach Punch to take down any would-be revenge killers.


Hitmonlee
Typing: Fighting
Base Stats: 50 HP / 120 Atk / 53 Def / 35 SpA / 110 SpD / 87 Spe
Abilities: Limber / Reckless / Unburden

Hitmonlee is typically seen abusing its Reckless-boosted STAB Hi Jump Kick with either a Life Orb, Choice Scarf, or Choice Band. It will normally be carrying Stone Edge and Double-Edge for coverage, along with Mach Punch or Sucker Punch for priority. Hitmonlee is also capable of supporting the team with Rapid Spin, which is almost always ensured to work alongside Foresight. Finally, while unorthodox, Hitmonlee is capable of using its Unburden ability; the ability is typically activated through a Normal Gem-boosted Fake Out, and from there Hitmonlee is free to attempt to sweep the opposition with its boosted Speed and STAB Hi Jump Kick. This set lacks the raw power of the others, but it makes up for it with its far higher Speed.


Jynx
Typing: Ice / Psychic
Base Stats: 65 HP / 50 Atk / 35 Def / 115 SpA / 95 SpD / 95 Spe
Abilities: Oblivious / Forewarn / Dry Skin

Jynx is a major threat to be prepared for in RU. Its Dream World ability Dry Skin gave it a new tool to use, being able to set up on most bulky Water-types in the tier, such as Slowking and Lanturn. Jynx has access to two great boosting move in Nasty Plot and Calm Mind, the former boosting Jynx's Special Attack to ridiculous levels, and the latter making it very difficult to break with a special attack while slowly preparing for a sweep. One of Jynx's most threatening aspects is its signature move Lovely Kiss, which lets it put a slower opponent to sleep, and Jynx outspeeds a lot in RU with its high base Speed. However, due to its extreme physical frailty, Jynx must always use Substitute when trying to boost its stats. This leaves it with only one attacking move at its disposal, and Ice Beam is the obvious choice. All in all, Jynx can boost its stats to very threatening levels, and can use Lovely Kiss to beat some of its checks. This makes it a large threat in the RU metagame.


Kabutops
Typing: Rock / Water
Base Stats: 60 HP / 115 Atk / 105 Def / 65 SpA / 70 SpD / 80 Spe
Abilities: Swift Swim / Battle Armor / Weak Armor

Kabutops has most of the perfect tools to be a great sweeper: high Attack backed by Swords Dance, a great dual STAB combination, and even priority. Its typing is especially nice, 4x resisting Fire-type attacks, in a tier where Entei has the ultimate firepower. After a Swords Dance Kabutops can hit almost every Pokemon in the tier at least neutrally, and it has high defense if it needs to take a hit. Aqua Jet takes on Choice Scarf users such as Typhlosion, stopping their revenge killing efforts. Kabutops's low Speed can even be moderately fixed with Swift Swim and rain or Weak Armor, which lowers Defense and raises Speed by one stage when hit with an attack. Kabutops can also take on a supportive role, setting Stealth Rock when forcing a switch and using Rapid Spin to support the number of hazard-weak Pokemon that reside in RU. Such variants are no slouches offensively either, hitting opponents with Waterfall or Stone Edge. Luckily, Kabutop suffers from low Speed, meaning bulky or healthy revenge killers can defeat it rather easily. Furthermore, its typing leaves it weak to Fighting- and Ground-type moves, two attack types that are always around. The bottom line is this: most teams are already prepared for Kabutops when preparing for other threats, but a properly supported shellfish can tear teams apart.


Klinklang
Typing: Steel
Base Stats: 60 HP / 100 Atk / 115 Def / 70 SpA / 85 SpD / 90 Spe
Abilities: Plus / Minus / Clear Body (Unreleased)

Klinklang is one of the best offensive Steel-types in RU. It gets an excellent boosting move in Shift Gear, and its signature move Gear Grind allows it to bypass Substitutes, with decent Base Power to boot. After a Shift Gear, it can outspeed all of the metagame, and also becomes very powerful. It usually runs Return as a coverage move due to its awful movepool, and in the fourth slot a number of different moves are commonly seen. Substitute is the most prominent, avoiding status as well as protecting itself from priority. However, it can also run Hidden Power Fire to defeat Ferroseed, or use Hidden Power Ground to escape the clutches of Magneton; both are would-be counters. Straight-up countering Klinklang is pretty difficult, as its speed and power are unmatched. However, Sandslash is as close as they come, not being 2HKOed by any move from Klinklang even at +1, and can 2HKO back with its STAB Earthquake. Steelix is in a similar position, and can also phaze Klinklang's boosts with Roar. As mentioned before, Ferroseed and Magneton can defeat versions of Klinklang that lack Hidden Power Fire and Hidden Power Ground, respectively. Feraligatr, Entei, and Moltres all resist Gear Grind and are bulky enough to take a +1 Return, and can deal heavy damage with their STAB moves. Also, Hitmonchan can 2HKO Klinklang with Life Orb Mach Punch, although it can't take a boosted attack. All in all, the best way to deal with Klinklang is to prevent it from setting up, as it much more manageable before a Shift Gear than after.

Lanturn
Typing: Water / Electric
Base Stats: 125 HP / 58 Atk / 58 Def / 76 SpA / 76 SpD / 67 Spe
Abilities: Volt Absorb / Illuminate / Water Absorb

Lanturn doesn't seem like it can do anything much offensively; it has a measly base 76 Special Attack, reaching a maximum of 276. Nonetheless, Lanturn is still a huge offensive threat to look out for. Its bulk, access to Volt Absorb, and Volt Switch make it a good Choice Specs user. Lanturn doesn't have much difficulty using its Choice Specs-boosted Volt Switch as Ground-types think twice before switching in for fear of a Hydro Pump, and Lightningrod and Volt Absorb users (bar Lanturn) are hit hard by it as well. With a Choice Specs, Lanturn reaches 406 Special Attack, which is pretty decent though not particularly splendid for a Choice Specs user. However, its great bulk and typing grants Lanturn several opportunities to come in and blast a powerful Hydro Pump or keep the offensive pressure up with Volt Switch. Lanturn stands as one of the most bulky user of Choice Specs in RU that can tear through teams. Though not as common, Lanturn can utilize a SubCharge set to great effect as long as it doesn't meet its hard counters or get phazed out. At +1, Lanturn has the same power as the Choice Specs set and still retains the ability to switch moves. Thanks to its great coverage, it can easily break Fire / Water / Grass cores and a few others with a few boosts under its belt. Lanturn finds no trouble setting up on Choice users such as Manectric too, though it has to look out for Trick and Switcheroo. Never assume that every Lanturn is the same standard defensive one, or you might face a situation where you get swept by an offensive variant.


Lilligant
Typing: Grass
Base Stats: 70 HP / 60 Atk / 75 Def / 110 SpA / 75 SpD / 90 Spe
Abilities: Chlorophyll / Own Tempo / Leaf Guard (Unreleased)

Like many other Grass-types, Lilligant has very balanced stats and a very shallow movepool, not to mention Grass is not a great type to begin with. However, Lilligant was blessed with every special attacker's dream: Quiver Dance. Quiver Dance turns Lilligant from a less-than-average sweeper to a very potent one. On top of this, Lilligant couldn't have asked for two better abilities. Chlorophyll doubles its Speed under sun, making Lilligant a strong addition to a Sunny Day team. Own Tempo allows Lilligant to use Petal Dance, as it nullifies the move's confusion, making it a 120 Base Power STAB move with perfect accuracy and no downside, apart from being locked into it for 2-3 turns. Lilligant also has many support options, including Aromatherapy and Sleep Powder. One must be careful when using Lilligant though, as there are many powerful Bug- and Flying-types in RU who Lilligant struggles against, due to its lacking movepool. However, should your opponent underestimate Lilligant's power, they will surely pay for it.

Linoone

Typing: Normal
Stats: 78 HP / 70 Atk / 61 Def / 50 SpA / 61 SpD / 100 Spe
Abilities: Pickup / Gluttony / Quick Feet

Linoone has the potential to devastate teams after a single turn of set up, having the ability to OHKO the majority of the tier. After a Belly Drum, Linoone's Attack stat skyrockets, and it can proceed to destroy teams before it gets hit itself thanks to its STAB ExtremeSpeed. Ghost-types also cannot stop Linoone, as a +6 Shadow Claw OHKOs most of them, and thanks to Linoone's excellent base 100 Speed, it can outrun Rotom as well. It also has access to Rock Smash to slay Aggron, as well as Seed Bomb to destroy Pokemon such as Rhydon. Linoone is truly a devastating Pokemon, and can turn a surefire loss into a clean sweep in just one turn.

Ludicolo
Typing: Grass / Water
Base Stats: 80 HP / 70 Atk / 80 Def / 90 SpA / 100 SpD / 70 Spe
Abilities: Swift Swim / Rain Dish / Own Tempo

Ludicolo can be a fantastic Swift Swim sweeper, one that boasts excellent type coverage with its dual STAB combination and great coverage moves, along with excellent Speed an extremely powerful Hydro Pump in the rain. Not to mention it's one of the few Swift Swim sweepers in RU that can blow right through bulky Water-types. It can also be an excellent SubSeed user, thanks to its other great ability: Rain Dish, which allows Ludicolo to recover almost 25% of its health in one turn when both Leech Seed and Rain Dance are active. Ludicolo can set up its own rain, which it uses to sweep effectively, and it can also help support the rest of the team. Ludicolo is certainly a good Pokemon, and if one is silly enough to underrate it, they could be in for a world of pain.


Magmortar
Typing: Fire
Base Stats: 75 HP / 95 Atk / 67 Def / 125 SpA / 95 SpD / 83 Spe
Abilities: Flame Body / Vital Spirit

Magmortar is something to prepare for in RU mainly due to its coverage. Thunderbolt, Focus Blast, and Hidden Power Grass are all staples and can hit would-be counters such as Slowking, Munchlax, and Lanturn hard. It is also a great Expert Belt user so your switch-in may not be safe even if it resists the first attack Magmortar throws at it. Magmortar is extremely difficult to switch into, and with Vital Spirit it is one of the best switch-ins to Tangrowth there are. Magmortar can also run a mixed set well, with Cross Chop instead of Focus Blast to hit Munchlax. The only Pokemon that can claim to avoid the 2HKO from Magmortar is Munchlax, and even it can be worn down easily because of its lack of Leftovers and reliable recovery. Usually, you'll have to resort to revenge killing Magmortar. Feraligatr and Kabutops both can utilize STAB Aqua Jet to dispose of Magmortar, and Spiritomb and Absol can hit it with Sucker Punch. Of course, any Pokemon that outspeeds Magmortar such as Aerodactyl and Hitmonlee are free to dispose of it as well. While a terror to stall teams, offensive teams generally don't have any trouble with Magmortar.


Magneton
Typing: Electric / Steel
Base Stats: 50 HP / 60 Atk / 95 Def / 120 SpA / 70 SpD / 70 Spe
Abilities: Magnet Pull / Sturdy / Analytic

Magneton is a unique offensive threat in the RU tier. It's ability to trap and kill almost every Steel-type for free in the metagame is a huge boon for most offensive teams, and it can even set up a sweep for itself if it's running a SubCharge set. While typically seen playing off of its Eviolite-boosted defenses and huge set of resistances, Magneton can also utilize a Choice Scarf adequately. Thanks to its monster base 120 Special Attack stat, Magneton has no problem outspeeding and blasting through frail offensive teams. The only thing really holding Magneton back is its lack of reliable recovery, it even lacks Leftovers in most situations. It also sports a shallow movepool, though this is somewhat remedied with its access to the ever-useful Volt Switch. Team Preview is your best weapon when faced with a Magneton; don't send out your Steel-type unless you're confident you can defeat Magneton or it's already out of the picture.


Manectric
Typing: Electric
Base Stats: 70 HP / 75 Atk / 60 Def / 105 SpA / 60 SpD / 105 Spe
Abilities: Lightningrod / Static / Minus

Manectric's role as a fast Electric-type sweeper is highly contested by Galvantula who has amazing dual STABs and is faster. However, Manectric is one of the few Electric Pokemon that can cripple any wall that opposes it thanks to its access to Switcheroo. Not knowing whether your special wall could doomed for the rest of the game makes Manectric a Pokemon to be feared. Even if a special wall manages to avoid Switcheroo, Manectric can just Volt Switch away giving the user momentum. Its movepool coupled with a base 105 Special Attack and Speed makes Manectric one of the best users of a Choice item in the RU metagame. Its access to Flamethrower and Overheat is rare for an Electric-type and this allows Manectric's Hidden Power slot to be freed up for another coverage type. Not only do you have to watch out for Switcheroo but you have to be careful when using Electric moves against a team with Manectric as well. Powering up its Special Attack when hit due to the buff to Lightningrod will spell disaster for any opposing team considering Manectric has great coverage to utilize the boost.


Medicham
Typing: Fighting / Psychic
Base Stats: 60 HP / 60 Atk / 75 Def / 60 SpA / 75 SpD / 80 Spe
Abilities: Pure Power / Telepathy

While Medicham may not seem all that threatening when one looks at his stats, he has a key advantage over many other physical attackers thanks to Pure Power, doubling his Attack and turning Medicham into a monster which can 2HKO many of the key threats in RU. When running a Choice Scarf set it can easily clean up late-game with Hi Jump Kick, which still hits incredibly hard with no boost thanks to its 130 Base Power and STAB boost. Choice Band sets are definitely as threatening, working as excellent wallbreakers with Hi Jump Kick. If anything comes in on Medicham, it can always just use a nifty coverage move like Psycho Cut or ThunderPunch, or even Trick to mess with any incoming walls. Unfortunately, Medicham is frail, so take advantage of that by using a revenge killer to take care of Medicham. Ghost-types can also come in on a Hi Jump Kick and make Medicham waste half of its HP. However, all of Medicham's flaws can be easily covered; it's definitely worth a shot on your team and it's something to watch out for!


Mesprit
Typing: Psychic
Base Stats: 80 HP / 105 Atk / 105 Def / 105 SpA / 105 SpD / 80 Spe
Ability: Levitate

Mesprit has decent stats across the board, with usable offenses and defenses as well. With its efficient movepool, Mesprit can pull off a few offensive sets quite well. As with most Psychic-types, Mesprit can utilize Calm Mind to set up. Its reasonably good bulk often makes it somewhat easy to set up. Furthermore, Mesprit has good coverage options in Thunderbolt and Ice Beam. Grass Knot could be a possibility as well if its in a hurry to take down heavy foes. Despite going all out offensive, Mesprit is quite hard to take down without a super effective hit thanks to its good bulk. Psyshock makes this offensive threat even harder to wall with dedicated special walls at times. Mesprit is a pretty good Choice user as well thanks to its access to Trick to cripple special walls trying to wall it. Choice Specs Mesprit hits hard too as base 105 Special Attack isn't too bad. Mesprit can turn into an efficient revenge killer with a Choice Scarf thanks to its good coverage. As its base 80 Speed isn't really spectacular, it can utilize an offensive Trick Room set as well.


Moltres
Typing: Fire / Flying
Base Stats: 90 HP / 100 Atk / 90 Def / 125 SpA / 85 SpD / 90 Spe
Abilities: Pressure / Flame Body (Unreleased)

Moltres finds itself with a solid place amongst the offensive powerhouses dominating the RU tier at this time. Boasting a superb base 125 Special Attack Stat along with brilliant offensive coverage between Fire Blast, Air Slash, and Hidden Power, Moltres can threaten a huge amount of the tier with ease. Many of the dominant special walls in the tier, such a Cryogonal, lose immediately to Moltres due to their inability to take Fire Blasts, while many other special walls, such as Clefable, are beaten down easily if they switch in on the wrong move. Unfortunately, Moltres is a bird that has one major thing clipping its wings, so to speak: a crippling 4x weakness to Stealth Rock. Stealth Rock is the most efficient way of handling Moltres in general due to the inability of most of the tier to switch in on its STABs, although it has some exploitable weaknesses to Electric-, Water-, and Rock-type moves as well, all of which are reasonably common in RU. However, Moltres is still undeniably one of the dominant offensive forces in RU.


Ninjask
Typing: Bug / Flying
Base Stats: 61 HP / 90 Atk / 45 Def / 50 SpA / 50 SpD / 160 Spe
Abilities: Speed Boost / Infiltrator (Unreleased)

Ninjask, a familiar DPP OU lead we all love to hate, returns in BW. However, in the generation transition, it appears that even Game Freak has decided to kick it down a few rungs; it now resides near the bottom of the barrel. Its base 160 Speed, while phenomenal at first sight, is in fact not its greatest asset; base 90 Attack and a poor offensive movepool means Ninjask's potential as a sweeper is limited. Ninjask's trump card, however, is the combination of its Speed Boost ability and its access to the move Baton Pass. As Speed Boost raises its Speed to mindboggling heights, Ninjask can stall out turns with Protect and quick Substitutes. With a quick Baton Pass, it can instantly transform the likes of Aggron, Medicham, and Marowak into speedy, brutal beasts capable of instantly cleaning up the opposition; that it also receives the move Swords Dance is the icing on the cake. Such is Ninjask's potential; unfortunately, in reality, it can rarely pull this off successfully. The advent of Team Preview, as well as the introduction of priority Taunt users, most notably Murkrow, all dealt it great blows.

Primeape
Typing: Fighting
Base Stats: 65 HP / 105 Atk / 60 Def / 60 SpA / 70 SpD / 95 Spe
Abilities: Vital Spirit / Anger Point / Defiant

The Pig Monkey Pokemon, a veteran of the original RBY games, has changed little across the generation shift. Previously a fairly solid member of DPP UU, it makes a reappearance in BW RU again as just one of many Fighting-type Pokemon. Base 105 Attack isn't much to write home about in a tier packed with hard-hitting sweepers and bulky Poison- and Ghost-type walls; indeed, the new generation was not particularly kind to Primeape. Nonetheless, it does have a few advantages that make it a threat to watch out for. Its offensive movepool, which includes options such as Stone Edge, Ice Punch, Punishment, Earthquake, and even Seed Bomb, is impressive; more importantly, its Base 95 Speed is still among the best of the bunch, making Choice Scarf an excellent option on it. This monkey has other tricks up its sleeve too—namely Encore and U-turn—that make it much harder to check or counter. Overall, with a combination of power, coverage, and speed, Primeape definitely poses a unique and solid offensive threat: overlook it at your peril.


Rhydon
Typing: Ground / Rock
Base Stats: 105 HP / 130 Atk / 120 Def / 45 SpA / 45 SpD / 40 Spe
Abilities: Lightningrod / Rock Head / Reckless

Rhydon's typing and stat spread screams offensive tank, and that's normally the kind of set you'll see Rhydon using on the battlefield. Due to being an NFE, Rhydon is capable of wielding Eviolite to boost its already huge Defense stat, letting it counter some of the top threats in RU, particularly Archeops and Entei. Rhydon is easily capable of setting up Stealth Rock, and will almost always be carrying Stone Edge and Earthquake for STAB moves to form the EdgeQuake combo. Rhydon's coverage is typically rounded out with Megahorn, which lets it get a super effective hit on Slowking, Uxie, and Tangrowth, all Pokemon who would normally switch in on Rhydon without fear. Rhydon is also capable of sweeping teams late-game with Rock Polish and Life Orb with the aforementioned coverage moves.


Rotom
Typing: Electric / Ghost
Base Stats: 50 HP / 50 Atk / 77 Def / 95 SpA / 77 SpD / 91 Spe
Ability: Levitate

Rotom is one of the most dangerous Pokemon in the RU tier, and a threat you should always be prepared for. The main reason for Rotom's dangerousness is its versatility. It can run a whole slew of effective sets, each of which requires a different counter. Rotom's typing and access to Will-O-Wisp also helps make up for its seemingly lackluster defenses. Most Rotom will be a running a SubSplit set, which capitalizes on its ability to force switches due to its 3 immunities, as well as punishing special walls that possess a high HP stat. This set commonly uses a Life Orb to increase its damage output from its STABs, as well as lowering its HP so that it can sap more HP from the likes of Clefable with Pain Split. The other common set is a Choice Scarf set, which capitalizes on Rotom's relatively high Speed stat and access to Volt Switch and Trick. This set will usually run Hidden Power Ice for coverage, but it may also run Thunderbolt along with Volt Switch to give it a more reliable STAB option that doesn't force it to switch.

Rotom-C
Typing: Electric / Grass
Base Stats: 50 HP / 65 Atk / 107 Def / 105 SpA / 107 SpD / 86 Spe
Abilities: Levitate

Rotom-C is a powerful offensive threat in RU, literally capable of mowing through its opponents. With a unique dual STAB combination not shared by any other Pokemon, Volt Switch, and moves like Trick, Rotom-C can easily distinguish itself from other RU Grass-types like Lilligant and Sceptile. Because of Volt Switch, Trick, and a typing that kills any Ground-types trying to block the Volt Switch, Rotom-C is commonly using a Choice item. It can utilize its many resistances and one immunity to switch in multiple times throughout a match and either scout the switch with Volt Switch, cripple the switch with Trick, or just straight up attack.


Samurott
Typing: Water
Base Stats: 95 HP / 100 Atk / 85 Def / 108 SpA / 70 SpD / 70 Spe
Abilities: Torrent / Shell Armor (Unreleased)

Samurott is one of the new starter Pokemon, and it is also one of the best Water-type Pokemon in RU. With 100 base Attack, Swords Dance, and Aqua Jet, it is easily one of the best physical sweepers in the metagame. It is also one of the few Pokemon that carry Megahorn, which after a Swords Dance hits like a truck. And if that wasn't good enough, it has a great special movepool and base 108 Special Attack, which means it can pull of a Choice Scarf set or a Choice Specs set to tear apart defensive teams. Couple this with 95/85/70 defenses, and you have a bulky attacker that packs quite a punch. And with moves such as Taunt in its arsenal as well, it can stop opposing set up in its tracks and then proceed to attack them. Having a Water typing isn't bad at all as well, with only 2 weaknesses and 4 resistances. Samurott is a Pokemon you must be prepared for when making a team, otherwise it'll show you its power.


Sandslash
Typing: Ground
Base Stats: 75 HP / 100 Atk / 110 Def / 45 SpA / 55 SpD / 65 Spe
Abilities: Sand Veil / Sand Rush

Sandslash is well-suited for a support role as it has access to both Stealth Rock and Rapid Spin. With a decent base 75 HP and respectable base 110 Defense, it makes a good physical wall—albeit one without reliable recovery. Sandslash also has the option for an EdgeQuake coverage, although it has access to Toxic and Safeguard to further support its team as well. A good base 100 Attack means that its damage output is pretty good too. Ghost-types attempting to spinblock Sandslash might have to look out for the rare Night Slash, which can easily slice through them. Thanks to it solid Defense, it can check a wide variety of physical threats, though it will still fall short to some of them. Although Sandslash is more often seen as a purely support Pokemon, it can forgo Stealth Rock for Swords Dance, allowing it to almost guarantee a Rapid Spin as after a boost, it can take down several Ghost-types with either Night Slash or Earthquake. No matter which set Sandslash uses, it will carry Rapid Spin. Thus, one might find difficulty trying to safeguard the entry hazards when facing a Sandslash. Afterall, Sandslash is one of the premier Rapid Spin users in RU, capable of downing several spinblockers by itself, which is a huge asset to it. However, its Special Defense is really abysmal, and will fall to almost every special attack. Nonetheless, if you see a Sandslash, you are certainly guaranteed to have a difficult time keeping your entry hazards safe.


Sawsbuck
Typing: Normal / Grass
Base Stats: 80 HP / 100 Atk / 70 Def / 60 SpA / 70 SpD / 95 Spe
Ability: Chlorophyll / Sap Sipper / Serene Grace (Unreleased)

With spot-on Attack and Speed, Sawsbuck is a solid RU sweeper. It can boost either of those stats with Swords Dance and Agility, respectively. With Baton Pass at its disposal, it can also pass those boosts along to teammates, making it all the more versatile. The Swords Dance set is perhaps the most threatening, as any free turn of setup will transform it into absolute monster. A simple Choice Band set is also a common option for Sawsbuck; instead of setting up, it just gets to work punching holes in the opposing team. Sap Sipper is a great ability that boosts Sawsbuck's Attack when hit with a Grass-type attack. Chlorophyll, on the other hand, is handy for sun teams, though it requires more team support. Horn Leech is Sawsbuck's trademark attack; it's a physical equivalent of Giga Drain, which keeps Sawsbuck nice and healthy as it breaks through the opposition.


Sceptile
Typing: Grass
Base Stats: 70 HP / 85 Atk / 65 Def / 105 SpA / 85 SpD / 120 Spe
Abilities: Overgrow / Unburden

When one looks at Sceptile, they usually look at it as your standard special sweeper. However, Sceptile has much more then that. Needless to say its is a fantastic special sweeper. Sceptile can use its fantastic offensive movepool that has moves like Leaf Storm, Earthquake, Leaf Blade, and Acrobatics to hit hard and fast on either attacking side. Sceptile can also utilize its decent bulk and fantastic base 120 Speed to form a decent SubSeed set. However, not all is good for the wood gecko. Sceptile lacks boosting moves in the special side and also suffers having a typing that gives it weakness to 5 types, 2 of which are really common in RU. Sceptile also lacks power to muscle through some of the common walls in RU. Still, Sceptile is a real force in the RU metagame.


Scolipede
Typing: Bug / Poison
Base Stats: 60 HP / 90 Atk / 89 Def / 55 SpA / 69 SpD / 112 Spe
Abilities: Poison Point / Swarm / Quick Feet (Unreleased)

Scolipede is an immediate threat to many popular Pokemon in RU, with excellent base 112 Speed and great coverage with STAB Megahorn, Earthquake, and Rock Slide. For the situations when Scolipede isn't faster and/or not threatening a OHKO, it can use Spikes or Toxic Spikes very effectively to support the sweeping efforts of other team members. This works especially well with Sandslash being the most common spinner, because it takes a ton of damage from Life Orb Megahorn. Swords Dance is a lesser seen move because of the lower overall utility combined with Baton Pass can turn the game on a dime. Be very careful around Scolipede because it is very easy for it to grab a free turn and becomes very threatening when it does.


Scyther
Typing: Bug / Flying
Base Stats: 70 HP / 110 Atk / 80 Def / 55 SpA / 80 SpD / 105 Spe
Abilities: Swarm / Technician / Steadfast

Scyther boasts great base 110 Attack and 105 Speed, which make it the perfect candidate for a Swords Dance sweeper. The awesome Technician ability allows Scyther to capitalize on a couple of moves, such as Aerial Ace and Bug Bite. After a Swords Dance, Scyther is an incredibly threatening sweeper, and Quick Attack allows it to pick off weakened foes, making them fall like dead flies. It can also utilize Choice items effectively; Choice Scarf Scyther is a great revenge killer, picking of threats such as Lilligant. Choice Band Scyther packs a punch, and its U-turn is bound to hurt. Although Scyther is mostly seen as an all-out offensive Pokemon, it can also use Eviolite to great effect. Scyther is decently bulky with Eviolite, as base 80 defenses aren't too bad. Scyther is a speedy Bug that can easily slice through its opponents like hot knife through butter. It is also not easy to counter as well, as it has access to Baton Pass and U-turn, allowing it to easily escape from undesirable match-ups. Furthermore, Roost makes Scyther frustrating to take down, especially if it is holding Eviolite. Though Scyther is highly elusive thanks to its high Speed and access to moves such as U-turn, its greatest downfall is its 4x weakness to Stealth Rock. Every switch in will halve its HP, greatly reducing its longevity. Still, Scyther is a dangerous threat to note, as its incredible offensive capability will often leave a path of destruction.


Sigilyph
Typing: Psychic / Flying
Base Stats: 72 HP / 58 Atk / 80 Def / 103 SpA / 80 SpD / 97 Spe
Abilities: Wonder Skin / Magic Guard / Tinted Lens

Sigilyph is a rather unique Pokemon introduced in BW. While its only above average base stats are Special Attack and Speed, Sigilyph is certainly something to be prepared for in RU due to its ability, Magic Guard. With it, Sigilyph can avoid Stealth Rock damage, takes no damage from poison or burn, and also takes no damage from Life Orb. It can run an effective offensive set, as it gets great coverage with Psychic, Air Slash, and Hidden Power Fighting. Its last move can either be Calm Mind to boost its stats further, or Roost to heal off damage. Sigilyph can also run a set with Cosmic Power. Cosmic Power boosts its defenses, while also boosting the Base Power of the move Stored Power, which Sigilyph gets as STAB. However, there are ways to deal with Sigilyph. Aerodactyl with Taunt can prevent it from boosting or healing, and outspeeds and KOs with STAB Stone Edge. Spiritomb is immune to Stored Power, and can run a Calm Mind set to bypass Sigilyph's boosts. Mandibuzz and Slowking are other ways of effectively dealing with Sigilyph, as they can take most of Sigilyph's attacks with ease and phaze with either Whirlwind or Dragon Tail. All in all, Sigilyph is a major threat in RU that you must be prepare for, as otherwise it will destroy your team.


Swellow
Typing: Normal / Flying
Base Stats: 60 HP / 85 Atk / 60 Def / 50 SpA / 50 SpD / 125 Spe
Abilities: Guts / Scrappy

Swellow remains largely unchanged throughout the generations. While Swellow's only impressive stat seems to be its wonderful Speed, it has an excellent ability in Guts. It usually holds either Flame Orb or Toxic Orb to activate its Guts ability, boosting its average Attack to high levels. Guts-boosted Facade and Brave Bird are terrifyingly powerful, denting anything that does not resist them. Not only is it capable of punching holes, it can also scout with U-turn, taking no damage from its status as well. Swellow's remarkable Speed means that it is usually only hit by priority moves, but it has Quick Attack, which can finish off weakened foes. With the usual moves being Facade, Brave Bird, Quick Attack, U-turn, Pursuit, and Protect, Swellow is highly predictable. It is also easily walled by Steel- and Rock-types thanks to its poor coverage, and will be worn down quickly by its status. Still, Swellow is deceptively powerful, and can peck its way through teams like hot knife through butter. Without a Rock- or Steel-type in its way, it can easily leave a path of wreckage in its wake.


Tauros
Typing: Normal
Base Stats: 75 HP / 100 Atk / 95 Def / 40 SpA / 70 SpD / 110 Spe
Abilities: Intimidate / Anger Point / Sheer Force

Tauros is typically seen as a straight-up physical attacker, utilizing its high Speed and Attack stats with a Life Orb to the fullest. Tauros has two fantastic abilities in Intimidate and Sheer Force, which can allow it to either switch in on weak physical attackers with ease, or give it a recoil-less Life Orb and boosted STAB Rock Climb and Rock Slide, respectively. Zen Headbutt and Earthquake are commonly seen as the coverage moves. Finally, instead of being a full-on attacker, Tauros can opt to setup with Work Up, giving it even more power at the cost of a coverage move, usually Zen Headbutt.


Typhlosion
Typing: Fire
Base Stats: 78 HP / 84 Atk / 78 Def / 109 SpA / 85 SpD / 100 Spe
Abilities: Blaze / Flash Fire (Unreleased)

Typhlosion is one of the few Fire-types that gets blessed with the move Eruption. At full HP and wielding a monstrous 109 base Special Attack and 100 Speed, the typical Choice Scarf Typhlosion only has a few safe switch-ins since Eruption can 2HKO nearly any Pokemon that doesn't resist the move. Unfortunately there are also some hard counters to Choice Scarf Typhlosion. Slowking and Lanturn are very common in the metagame and can take any of Typhlosion's attacks easily. Rapid Spin support is also needed if Typhlosion wants to keep Eruption's maximum power. However, with proper support Choice Scarf Typhlosion can cut through an entire team with its speed and power in the late-game. Thanks to Team Preview, Typhlosion can also create instant pressure as a lead if you see that the opponent lacks the proper resists. Even if Typhlosion's Eruption isn't at maximum power, opponents still have to worry about a Blaze-boosted Fire Blast which is even more powerful than Eruption.

Zangoose
Typing: Normal
Stats: 73 HP / 115 Atk / 60 Def / 60 SpA / 60 SpD / 90 Spe
Abilities: Immunity / Toxic Boost

Zangoose is truly a frightening threat in that it can hit ridiculously hard without a turn of set up. This is due to its ability, Toxic Boost, which powers up its already-high Attack stat to ridiculous levels when it's poisoned, which is easy to do with a Toxic Orb. To capitalize on this ability, Zangoose has STAB Facade, which becomes a 140 Base Power STAB move when Zangoose is poisoned. Zangoose can even use Swords Dance to make this attack even more powerful, and also has access to Close Combat to get rid of pesky Steel-types, such as Ferroseed. Ghost-types aren't safe from this behemoth either, as it has access to Shadow Claw, which can maim Ghost-types, such as offensive Trick Room Cofagrigus, while Zangoose is being powered up by Toxic Boost. It also has Quick Attack for priority, and even that becomes powerful due to Toxic Boost. Zangoose is truly a devastating threat due to a ridiculously powerful STAB move, Close Combat, Shadow Claw, a great ability, and the power to sweep teams in the blink of an eye.

Zweilous
Typing: Dark / Dragon
Base Stats: 72 HP / 85 Atk / 70 Def / 65 SpA / 70 SpD / 58 Spe
Ability: Hustle

With unassuming overall stats and a barren movepool, Zweilous doesn't look like much from a glance. Until you realize that with Hustle, Zweilous possesses the strongest Outrage in the entire game, surpassing the power of even Rayquaza. With that tool alone, Zweilous can rip giant holes in teams with ease, and it has just enough of a movepool to give it coverage in STAB Crunch and Fire Fang. Most Zweilous you'll encounter will be Trick Room sweepers, mostly due to Zweilous's otherwise dismal Speed. When not in Trick Room, Zweilous will typically be running just enough Speed EVs to outpace base 60s, and typically be wielding a Choice Band to further boost the power of its obscenely powerful Outrage. Some Zweilous will be running Eviolite instead to turn the two-headed fiend into more of a tank, and will usually be running Substitute in place of Dragon Tail or Thunder Wave to ease prediction and block status. Beware of the uncommon Choice Scarf sets; while it's not nearly as strong as the Choice Band set, it trades its power for the ability to outrun everything in the tier up to positively-natured Archeops, giving it the jump on many Pokemon that could normally easily revenge kill it.

Defensive Threats:


Aggron
Typing: Steel / Rock
Base Stats: 70 HP / 110 Atk / 180 Def / 60 SpA / 60 SpD / 50 Spe
Abilities: Sturdy / Rock Head / Heavy Metal

Aggron is one of the few viable Steel-types in RU, so its resistances to Dragon-, Ice-, Normal-, Flying-, Bug-, Dark-, Ghost-, Psychic-, and Rock-type attacks are highly valued. It also has a gigantic Defense stat, making it one of the few Druddigon, Klinklang, Entei, and Scyther counters in the tier. Aggron has access to Stealth Rock and is almost always guaranteed to get it set up thanks to Sturdy. In a defensive role Aggron will typically be carrying Thunder Wave to cripple its common switch-ins. Aggron separates itself from other defensive Pokemon, such as Steelix, by having an extremely powerful attack in STAB recoil-less Head Smash, thanks to Rock Head, and a high Attack stat, even uninvested. Finally, while rare, Aggron is capable of pulling off an effective Metal Burst set thanks to Sturdy, which ensures that it will survive any attack assuming it's at full health and be able to KO back.


Altaria
Typing: Dragon / Flying
Base Stats: 75 HP / 75 Atk / 90 Def / 70 SpA / 105 SpD / 80 Spe
Abilities: Natural Cure / Cloud nine

Altaria's decent typing grants it resistances to Fighting-, Water-, Grass-, Fire-, and Bug-type moves, which are extremely common in the RU metagame. In addition, Altaria has an immunity to Ground-type moves, and it has access to various support moves, such as Heal Bell, Roost, and Toxic. Natural Cure is a blessing on a defensive Pokemon, as it means Altaria won't be crippled any longer than it stays on the field. Natural Cure works great in tandem with Rest, fully restoring Altaria's health, and waking it up when it switches out. That's not all, Altaria's decent defensive stats mean it can abuse a defensive Dragon Dance set; while it's difficult to KO, Altaria raises its stats to respectable levels, and becomes a dangerous threat. Don't overlook Altaria because of its common weaknesses, because it can be crippling if you don't take it into account.


Clefable
Typing: Normal
Base Stats: 95 HP / 70 Atk / 73 Def / 85 SpA / 90 SpD / 60 Spe
Abilities: Cute Charm / Magic Guard / Unaware

Clefable is a solid special wall that, thanks to Magic Guard, is unaffected by passive damage, such as entry hazards and Toxic, that break other defensive threats. The sheer versatility of sets it can run makes countering it difficult until you know just what's up its sleeves. Access to Wish, dual screens, and Heal Bell provides it with plenty of ways to support its team. Encore, Thunder Wave, Toxic, Stealth Rock, and Knock Off are all excellent options for crippling opponents, easing its allies' attempts at sweeping the opponent. Cosmic Power allows it to beef up its defenses even further, while Softboiled provides reliable recovery. Clefable can even go on the offensive; its vast special movepool, and decent base 85 Special Attack, ensure its not just set up bait. Unfortunately, its lower Defense stat and weakness to Fighting means its threatened by any powerful Fighting-type, and there's certainly no lack of them in RU.


Cofagrigus
Typing: Ghost
Base Stats: 58 HP / 50 Atk / 145 Def / 95 SpA / 105 SpD / 30 Spe
Ability: Mummy

With many great qualities, the most impressive being an astounding base 145 Defense, Cofagrigus is an absolute pain to break through. Cofagrigus wields a unique ability in Mummy, which allows it to change the opposing Pokemon's ability upon physical contact. It also has access to Will-O-Wisp and Toxic, allowing it to outstall many naive attackers who thought they could break trough. Not even setting up is a reliable way to defeat it since Cofagrigus can simply use Haze to eliminate stat boosts. Perhaps the only trait preventing Cofagrigus from walling the entire RU tier to kingdom come is its lack of reliable recovery, with Pain Split and Rest being its best options. Unfortunately, the former is rather unreliable and the latter puts Cofagrigus out of commission for multiple turns. That being said, Cofagrigus is probably the best spinblocker in RU, in fact it is the bulkiest Ghost-type in the game bar Giratina and Eviolite Dusclops. With RU being so dependent on entry hazards, Cofagrigus's spinblocking talents are a welcome addition to any team.


Crustle
Typing: Bug / Rock
Base Stats: 70 HP / 95 Atk / 125 Def / 65 SpA / 75 SpD / 45 Spe
Abilities: Sturdy / Shell Armor / Weak Armor (Unreleased)

While Crustle has a huge Defense stat, it has an extremely poor defensive typing. Therefore, it will usually be seen as a dedicated lead, where it will almost always be able to set up Stealth Rock and a layer of Spikes, if not more. It does have resistances to Normal- and Poison-type attacks, and its access to STAB Rock- and Bug-type attacks, particularly Stone Edge and X-Scissor respectively, is usually enough to scare off other common dedicated leads such as Scolipede and Accelgor. Beware of treating all Crustle the same; it is also capable of attempting a sweep with Shell Smash.


Cryogonal
Typing: Ice
Base Stats: 70 HP / 50 Atk / 30 Def / 95 SpA / 135 SpD / 105 Spe
Ability: Levitate

Cryogonal's Ice typing is bad defensively and it has a horrid Defense stat, but it has a massive Special Defense stat and is capable of tanking many of the common special attacks, particularly Ice Beam, Thunderbolt, Surf, and Grass Knot, with ease. Cryogonal is typically used for its access to Rapid Spin, despite its weakness to Stealth Rock. However, it also carries an immunity to Spikes and Toxic Spikes thanks to Levitate, which somewhat makes up for this. It's also incredibly fast for a defensive Pokemon, and has access to reliable recovery in Recover. Cryogonal even has a decent Special Attack stat to threaten the opponent with its STAB Ice Beam. Finally, it has access to Light Screen and Reflect in order to support the team even further, and will often carry Haze as well to cancel out any stat boosts the opponent may accumulate.


Drapion
Typing: Poison / Dark
Base Stats: 70 HP / 90 Atk / 110 Def / 60 SpA / 75 SpD / 95 Spe
Abilities: Battle Armor / Sniper / Keen Eye

Drapion's typing is perfect for countering Psychic- and Ghost-types, and is incredibly adept at trapping them with its STAB Pursuit. Because its typing is suited for taking on Psychic- and Ghost-types and has a decent Defense stat to start with, most Drapion will be specially defensive to be able to more easily take Thunderbolt, Shadow Ball, Dark Pulse, and Focus Blast. When specially defensive, Drapion will usually be setting up Toxic Spikes and absorbing them for its team, while also carrying Whirlwind to phaze the enemy and attempt to poison the rest of the team. The last slot is usually left to Taunt to prevent the enemy from setting up entry hazards on Drapion, as well as stopping defensive walls from using Rest or other forms of recovery to ensure the Toxic builds up.


Dusknoir
Typing: Ghost
Base Stats: 45 HP / 100 Atk / 135 Def / 65 SpA / 135 SpD / 45 Spe
Ability: Pressure

Dusknoir is one of the few viable Ghost-types available in RU, and is one of the bulkiest by far. This makes it one of the most reliable spinblockers available. Most Dusknoir will be specially defensive, since that is one of the main traits it holds over Cofagrigus, and will be carrying Will-O-Wisp to punish any physical attackers. Dusknoir's role on a team is typically a tank, and will usually be carrying Shadow Punch, Seismic Toss, and Earthquake for attack moves. The last slot is typically left to Pain Split, which works wonders with Dusknoir's naturally low HP, and lets it take on other walls such as Clefable and Munchlax more effectively.


Ferroseed
Type: Grass / Steel
Base Stats: 44 HP / 50 Atk / 91 Def / 24 SpA / 86 SpD / 10 Spe
Ability: Iron Barbs

A fantastic Grass / Steel typing means Ferroseed can safely shut down a large portion of the RU metagame thanks to a whopping 10 resistances and one immunity. It has a number of support options too, with access to Spikes and Stealth Rock to support the team; Thunder Wave and Toxic to cripple the opponent; as well as Leech Seed and Protect to keep itself healthy. Ferroseed's stats may look underwhelming, but thanks to Eviolite, its bulk is comparable to its much bigger brother Ferrothorn. Ferroseed's ability, Iron Barbs, complements its role perfectly, punishing enemy contact moves such as Rapid Spin and makes it a real annoyance to physical sweepers in general. It is far from perfect though, as a weakness to Fighting is a hindrance to its physical walling capability while a massive 4x weakness to Fire is always there to be exploited. An almost complete lack of offensive presence makes it vulnerable to Taunt and it can be set up on by anything that doesn't fear Gyro Ball or status. Despite these flaws, Ferroseed is still one of the most reliable entry hazard setters and mixed walls in all of RU. Don't be fooled by this harmless-looking baby durian fruit, Ferroseed is the very definition of a defensive threat.


Hariyama
Typing: Fighting
Base Stats: 144 HP / 120 Atk / 60 Def / 40 SpA / 60 SpD / 50 Spe
Abilities: Thick Fat / Guts / Sheer Force

One of the many Fighting-types in RU, Hariyama stands out from the crowd, competing with a whole different play style compared to the others. Thanks to its massive HP stat, Hariyama can take a more defensive role; Thick Fat also adds to Hariyama's defensive prowess, allowing it to survive boosted Fire- and Ice-type moves, and hit back with a powerful STAB move. Although Hariyama is slow, it has a sky-high Attack stat, and moves such as Payback, Bullet Punch, and Fake Out enable it to take advantage of its low Speed stat. Hariyama is commonly seen utilizing Rest, Sleep Talk, and Whirlwind, which makes countering it directly very difficult. In addition, Hariyama's Guts ability means it can't be beaten by Scald and Will-O-Wisp, they only add to its power. Sheer Force is helpful as it boosts moves like ThunderPunch and Ice Punch, as well as less powerful moves like Wake-Up Slap.


Lanturn
Typing: Water / Electric
Base Stats: 125 HP / 58 Atk / 58 Def / 76 SpA / 76 SpD / 67 Spe
Abilities: Volt Absorb / Illuminate / Water Absorb

Lanturn is one of the best bulky Water-type in RU. Its great typing grants it with only two weaknesses, Grass and Ground, albeit two common attacking types. Its astronomical base 125 HP makes it incredibly hard to take down, especially with special attacks. Volt Absorb gives Lanturn yet another generous gift of not only an Electric-type immunity, but also a way to recover HP without having to rely on Rest. Lanturn's presence on the team may deter the opponent from recklessly launching Electric-type attacks, which might benefit the Lanturn user. Not only is Lanturn a great special tank, it can also provide plenty of support for the team. With access to support moves, such as Heal Bell and Thunder Wave, Lanturn can provide the team with various forms of support. As with most Water-types, it has access to the frustrating move known as Scald, which has a chance of inflicting a nasty burn on the target. Burning the target also allows Lanturn to handle it more easily as it has a ridiculously low Defense stat. Unlike most bulky Water-type, Lanturn can act as a nifty defensive pivot, by switching itself out with a slow Volt Switch. Thus, Lanturn is a rather elusive tank that can get itself out of harm's way. Lanturn can also support rain teams with Rain Dance and probably even Heal Bell; the latter of which is rarely hard to fit into on rain teams. Lanturn is truly a defensive beast to take down, and is one of the most common and effective bulky Water-type in the tier, and definitely worth preparing for.


Lickilicky
Typing: Normal
Base Stats: 110 HP / 85 Atk / 95 Def / 80 SpA / 95 SpD / 50 Spe
Abilities: Own Tempo / Oblivious / Cloud Nine

Lickilicky's mixed defenses are phenomenal, letting it tank attacks from all sorts of opponents. This is made even better considering it only has one weakness in Fighting-type moves. Lickilicky's main role on a team is a Wish passer, thanks to its ability to pass huge HP Wishes, and as a cleric thanks to its access to Heal Bell. It will also usually be carrying Protect in order to heal itself with Wish, as well as to scout the opponent's moves and gain Leftovers recovery. Lickilicky's attack moves are typically left to Body Slam for STAB in order to spread paralysis on the opponent, and to Dragon Tail in order to phaze the opponent. While rare, Lickilicky also possesses the strongest STAB Explosion in the game, which even with the nerf this generation, can still leave a dent in any of your Pokemon that isn't resistant or immune.


Mandibuzz
Typing: Dark / Flying
Base Stats: 110 HP / 65 Atk / 105 Def / 55 SpA / 95 SpD / 80 Spe
Abilities: Big Pecks / Overcoat / Weak Armor

Mandibuzz is a strange defensive Pokemon; unlike its Flying-type brethren, Mandibuzz sports decent base 110 HP, 105 Defense, and 95 Special Defense stats. Commonly seen as a specially defensive Pokemon, Mandibuzz can switch into common Psychic-, Ghost-, and Dark-types, namely Slowking, Absol, and Uxie, with little trouble. Access to Roost, Taunt, and Whirlwind make it difficult to knock out of the sky, and coupled with its decent defensive stats, it will be a pain to face when you're stuck with a special attacker. Overcoat is by far Mandibuzz's most useful ability, though in RU, there aren't any permanent weather inducers, so hail and sandstorm won't be common. Mandibuzz's other abilities are pretty poor, but they don't affect its walling potential in the slightest. Just because it's a Flying-type, and it's weak to Stealth Rock, don't underestimate Mandibuzz as a defensive Pokemon.


Mesprit
Typing: Psychic
Base Stats: 80 HP / 105 Atk / 105 Def / 105 SpA / 105 SpD / 80 Spe
Ability: Levitate

While Mesprit is usually better off with an offensive set due to the presence of other more capable defensive Pokemon in the tier such as Uxie, Mesprit is still a viable option at providing team support. Mesprit isn't totally helpless offensively even though it might be defensively oriented. Its equal defenses and offensive stats make it an all-rounded defensive pivot. Mesprit's support movepool isn't too bad either, with access to Stealth Rock, Sunny Day, Rain Dance, Trick Room, Thunder Wave, and Toxic to name a few. What stands out though, is Healing Wish, which allows it to bring in a refreshed teammate after setting up a desirable field condition. It can even use dual screens as well. Mesprit is one of the few defensive Pokemon that can keep an offensive presence while providing team support, making it less of a set up bait while fulfilling its roles. Thus, Mesprit is not entire outclassed defensively and is still a threat to look out for in this aspect.

Miltank
Typing: Normal
Base Stats: 95 HP / 80 Atk / 105 Def / 40 SpA / 70 SpD / 100 Spe
Abilities: Thick Fat / Scrappy / Sap Sipper

Miltank possesses two awesome abilities in Thick Fat and Scrappy, which let it fulfill different roles on a team. Most defensive sets will make use of a specially defensive EV spread and Thick Fat to counter threats such as Moltres and Typhlosion, while retaining its ability to counter physical threats such as Entei. Almost all defensive sets will be carrying Stealth Rock to support the team, Heal Bell to cure status, and Milk Drink for reliable recovery. Miltank's attacking move will typically be left to Body Slam to spread paralysis on the opponent's team. If Miltank is using a Curse set, it will usually be running Scrappy in order to hit Ghost-types.


Moltres
Typing: Fire / Flying
Base Stats: 90 HP / 100 Atk / 90 Def / 125 SpA / 85 SpD / 90 Spe
Abilities: Pressure / Flame Body (Unreleased)

While Moltres will usually be abusing its huge base Special Attack and STAB Fire Blast and Air Slash, it can also make use of its decent defensive stats in a SubRoost set. Moltres's typing is perfect for countering the multitude of Grass- and Bug-types in the tier, and setting a Substitute up on the Pokemon it scares out with its STAB moves is easy to do. Once Moltres has a Substitute up, it's able to stall the opponent with a combination of Toxic and Roost. It will usually be carrying Flamethrower for a STAB move due to its higher PP and accuracy over Fire Blast.


Munchlax
Typing: Normal
Base Stats: 135 HP / 85 Atk / 40 Def / 40 SpA / 85 SpD / 5 Spe
Abilities: Pick Up / Thick Fat / Gluttony (Unreleased)

Munchlax occupies the position as the most specially defensive Pokemon in RU with the help of Eviolite. Most sets will focus on its ability to tank even the strongest special attacks in the tier, usually with a RestTalk set with Whirlwind. Munchlax will typically be using Body Slam for a STAB move in order to spread paralysis on the opponent's team. Munchlax's Thick Fat ability is awesome and lets it take Fire- and Ice-type attacks like a pro. If using a Curse set, Munchlax will usually drop Sleep Talk in favor for another coverage move, such as Earthquake or Fire Punch.


Omastar
Typing: Rock / Water
Base Stats: 70 HP / 60 Atk / 125 Def / 115 SpA / 70 SpD / 55 Spe
Ability: Swift Swim / Shell Armor / Weak Armor

Omastar is most commonly seen as a Shell Smash sweeper, as it is one of the best Shell Smash users after all, and it might be a waste not to use its offensive potential to the fullest. However, don't forget that Omastar's best stat is actually its base 125 Defense. With such a huge Defense stat, Omastar acts as a good check to several physical attackers in the tiers though it might not be completely effective due to the omnipresent Fighting-types in the tier. Nonetheless, Omastar's access to several support moves make it an ideal defensive Pokemon too. It can lay Stealth Rock, Spikes, and Toxic Spikes, though it is quite inefficient at setting up all of them. Still, it finds many opportunities to set them up as the threat of Shell Smash Omastar is too great for people to ignore and often cause people to immediately switch to their appropriate counters, only to realize that Omastar is taking its time to lay down entry hazards. Being a defensive Water-type has its merits as well as it can potentially burn opponents with Scald. Omastar can tank physical hits from burned opponents all day long bar some super effective hits. Haze and Knock Off are moves that Omastar might carry once in a while. The latter is especially useful to remove vital held items such as Eviolite. Never assume that every Omastar is the same Shell Smash Omastar, as it is still a rather potent defensive threat.


Poliwrath
Typing: Water / Fighting
Base Stats: 90 HP / 85 Atk / 95 Def / 70 SpA / 90 SpD / 70 Spe
Abilities: Water Absorb / Damp / Swift Swim

Poliwrath possesses fantastic mixed defenses and a unique typing that lets it tank the attacks of many different threats in the tier, particularly Entei, Klinklang, Rhydon, and Crawdaunt. Its ability, Water Absorb, lets it counter nearly ever Water-type in the tier, bar Lanturn, Ludicolo, and Slowking. Poliwrath's signature move, Circle Throw, gives it a decent STAB and phazing move, letting it rack up entry hazard damage. Poliwrath will most often be using a SubPunch set with Waterfall and Focus Punch as STAB moves, and Encore in the last slot to give it more setup opportunities. Those sets without Substitute will typically be RestTalk sets, and beware of surprise Bulk Up sets.


Quagsire
Typing: Water / Ground
Base Stats: 95 HP / 85 Atk / 85 Def / 65 SpA / 65 SpD / 35 Spe
Abilities: Damp / Water Absorb / Unaware

Quagsire is a unique Pokemon, as with Unaware, which ignores the opponent's stat boosts, it is able to stop the majority of Pokemon reliant on set up as well as Pokemon that cannot hit hard right off the bat. For example, physically defensive Quagsire stops all variations of Drapion barring a critical hit, since neither Night Slash nor Poison Jab can deal enough damage. Ground / Water typing and access to Recover make it all the more difficult to take down, as many unboosted neutral hits are unable to 2HKO Quagsire. In response, it can build up Curse boosts and threaten to steamroll the opponent or flat out wall and stall with burn or Toxic. Luckily, Quagsire hates status, which will sap away at its health and turn those 3HKOes into 2HKOes. Furthermore, strong neutral hits or special attacks from the likes of Aggron, Druddigon, and even unboosted Gorebyss will leave a dent in Quagsire, giving it no time to Recover. In addition, Grass-type moves will destroy it completely; this is rather unfortunate for Quagsire since Pokemon such as Rotom-C, Tangrowth, Lilligant,, and Sceptile exist to take advantage of it. So while a rare Quagsire variant may tear apart your team, most are handled without rage.


Qwilfish
Typing: Water / Poison
Stats: 65 HP / 95 Atk / 75 Def / 55 SpA / 55 SpD / 85 Spe
Abilities: Swift Swim / Poison Point / Intimidate

One would wonder why anyone would ever use a Qwilfish—and its meager stats go a long way to support that misconception. However, with its excellent typing and Dream World ability Intimidate, Qwilfish can tank resisted physical hits surprisingly well. With a large support movepool including Taunt, Thunder Wave, Spikes, and Toxic Spikes, Qwilfish can fit in any team quite comfortably. Toxic Spikes is an especially notable niche for Qwilfish, as it is one of the better defensive Pokemon with access to this rare commodity. On the topic of Toxic Spikes, Qwilfish is one of the best grounded defensive Poison-types, and hence one of the best Toxic Spikes absorber—this especially serves well to support rain teams. With Swift Swim as an optional ability, it can serve as a fast supporter with a punch.


Regirock
Typing: Rock
Base Stats: 80 HP / 100 Atk / 200 Def / 50 SpA / 100 SpD / 50 Spe
Abilities: Clear Body / Sturdy (Unreleased)

The first thing that should jump out at you when looking at Regirock's stats is its absolutely gigantic Defense stat. This, combined with its high Attack and Special Defense stats, allows it to perform as one of the sturdiest tanks you'll find in RU. Thanks to its typing and high Defense, Regirock is able to take on the likes of Aggron, Entei, Scyther, and Electivire with ease. Most defensive Regirock will carry Stealth Rock and Thunder Wave or Toxic to support the team, with Earthquake and Rock Slide as attacking options. Beware of mono-attacking Curse sets, which remedies one of the main problems Regirock has: its lack of reliable recovery. Also watch out for the occasional Sunny Day supporter, which will commonly carry Fire Punch and/or Explosion to get a sun sweeper in unscathed.


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

If one is looking for a fantastic defensive pivot that has instant recovery, can spread status, and actually has enough power to put a dent into something, Slowking is the one. Slowking can use its massive Special Defense to switch into a ton of special attacking threats and attempt to attack back, cripple, switch to a Pokemon that resists the move in the case that the opponent is carrying a Choice item, or do a double switch if you predict the opponent will be switching to. Thanks to its amazing ability in Regenerator, it can heal its health by 33% whenever it switches, meaning it is able to repeatably switch in to a threat and threaten it out. While its Defense isn't great, it's still good enough to be able to tank some hits. Keep in mind that Slowking has many common weaknesses, meaning the number of Pokemon it can switch into is a bit limited, but Slowking can still come in and threaten most of the special attacking Pokemon in the tier out. Slowking is also not just useful for tanking hits, it can attempt a sweep using a Trick Room + Nasty Plot set. If your opponent has a Slowking in it, be very careful in playing around it, it can and will do a lot of damage to your team if you let it.


Smeargle
Typing: Normal
Base Stats: 55 HP / 20 Atk / 35 Def / 20 SpA / 45 SpD / 75 Spe
Abilities: Own Tempo / Technician / Moody (Banned)

Although its appearance may state that this little beagle should stick to the canvas, Smeargle is one of the most annoying Pokemon to face in the RU metagame. What makes it so special you ask? Smeargle has access to literally every move in the game. With a decent 75 base Speed and every support move, Smeargle does a fantastic job of helping out a team whether it be through hazards, Baton Pass, or even Trick Room! Despite Smeargle's perks, not everything is fine and dandy for the little artist, as ultimately its lack of an offensive presence is its downfall. Most of Smeargle's stats border on horrifying, and Smeargle isn't exactly a speed demon either, allowing it to be outsped and KOed rather easily. Often faster Pokemon with Taunt put a full stop to Smeargle, rendering its support capabilities useless. On top of this, the advent of Team Preview allows your opponent to prepare for Smeargle and stop it as quickly as possible. Although Smeargle isn't the monster it was in the past, it is not to be overlooked. As no matter what its doing, it may possibly lead to your demise.


Steelix
Typing: Steel / Ground
Base Stats: 75 HP / 85 Atk / 200 Def / 55 SpA / 65 SpD / 30 Spe
Abilities: Rock Head / Sturdy / Sheer Force

Steelix is a physically defensive behemoth, boasting an astronomically high base 200 Defense, backed by an acceptable base 75 HP. Although it's weak to common attacking types, such as Fighting and Water, it has the great Sturdy ability to fall back on if it's at full health. With its extremely high base Defense and Sturdy ability, it will be nearly impossible to take it down with a physical attack, even if it's super effective. Steelix can support the team with Stealth Rock and a phazing move of either Dragon Tail or Roar. Its Steel / Ground typing gives Steelix useful resistances to several types such as Bug, Dark, and Ghost. Though Steelix is a physical wall, it can go on the offense as well, and base 85 Attack isn't too bad either. Steelix has a pathetic base 30 Speed that it can use to its advantage; with a Speed-hindering nature, its STAB Gyro Ball can still deal decent damage to most Pokemon in the tier. Earthquake is also reasonably strong. Still, Steelix offenses are hardly impressive, and other physical walls such as Cofagrigus can stall out Steelix as well. Nonetheless, Steelix is a huge physical threat to look out for, and Sturdy might just make Steelix incredibly hard to take down.


Tangrowth
Typing: Grass
Base Stats: 100 HP / 100 Atk / 125 Def / 110 SpA / 50 SpD / 50 Spe
Ability: Chlorophyll / Leaf Guard / Regenerator

Tangrowth is an excellent physical wall that has gotten even better this generation thanks to its new ability, Regenerator. Regenerator allows Tangrowth to restore a sizable amount of health throughout every match, in conjunction with moves such as Leech Seed and Giga Drain. Its other ability, Chlorophyll, eliminates problems that arise from its pitiful base 50 Speed, allowing it to become a frightening sweeper with Growth. When not tanking hits from physical attackers, Tangrowth also has the potential to strike back hard with great mixed offense stats—100 Attack and 110 Special Attack—and powerful moves, such as Power Whip. However, what most makes Tangrowth dangerous is Sleep Powder. With Sleep Powder Tangrowth is able to basically eliminate one Pokemon on the opponent's team, and Tangrowth doesn't even really care if it misses occasionally thanks to its almost endless supply of recovery. Tangrowth is seen most often as a physical tank, although more offensive sets can be used as well; take caution when facing Tangrowth, as it has the potential to sweep your team after just one turn of setup.

Uxie
Typing: Psychic
Base Stats: 75 HP / 75 Atk / 130 Def / 75 SpA / 130 SpD / 95 Spe
Ability: Levitate

Uxie resumes its role from DPP UU as one of the most versatile supporters available in the metagame. With huge mixed defenses, almost nothing in the tier can outright KO Uxie, which means it will almost always accomplish what it was set out to do. Almost every support Uxie will be carrying Stealth Rock and U-turn, but aside from that commonality, most Uxie sets will be different. Uxie's support movepool takes on the colorful rainbow of Thunder Wave, Toxic, Yawn, Rain Dance, Sunny Day, Trick Room, dual screens, Memento, and Trick. But the fun doesn't stop there! Just when you think that Uxie couldn't get more dangerous than being able to support nearly any kind of team, it's also capable of going on the offensive with a bulky SubCM set. After a Calm Mind, very little in the tier can break its Substitutes in one hit, and from there Uxie can steamroll right over the opposing team with Psychic and Thunderbolt. In short, expect the unexpected when facing a Uxie, and use Team Preview to your advantage to prepare for a possible field supporter Uxie.


Weezing
Typing: Poison
Base Stats: 65 HP / 90 Atk / 120 Def / 85 SpA / 70 SpD / 60 Spe
Abilities: Levitate

The metagame has shifted around Weezing and with the shift of powerful attackers emerging, it has led to the conjoined triplets' fall to RU. In spite of this, Weezing is a magnificent physical wall, capable of checking many physical threats. Will-O-Wisp and Levitate combine to make the best check against Rhydon, as it avoids its Ground-type STAB and inflicts a burn, rendering it ineffective. It also serves as a good check against Archeops, burning it with Will-O-Wisp or doing a good number with a super effective Thunderbolt. As for defensive threats, Curse Quagsire will despise the burn while Ferroseed will reconsider switching in at the sight of Flamethrower. Weezing's support options don't stop there, as it can negate the boosts of opposing Pokemon thanks to Haze or even Clear Smog, with the latter receiving STAB and never missing (at the cost of a type being immune and not affecting those hidden behind a Substitute). Though there are plenty of special attackers who wreck Weezing on its weaker Special Defense, Weezing does more than enough as a good check for physical attackers.


Whimsicott
Typing: Grass
Base Stats: 60 HP / 67 Atk / 85 Def / 77 SpA / 75 SpD / 116 Spe
Abilities: Prankster / Infiltrator / Chlorophyll (Unreleased)

Whimsicott was one of the most hyped up Pokemon in the beginning stages of BW, but it quickly fell from grace after people realized that Grass-types walled it cold, and it had no form of offense, as well as its obvious predictability. However, Whimsicott is still quite dangerous in its own right. Even though it has absolutely no way of getting past Grass-types, it can severely cripple them with a priority Stun Spore, or Taunt them. Whimsicott can play a greater role in the RU tier as a team supporter; it has access to a priority Sunny Day, Encore, Taunt, Stun Spore, Light Screen, and even Memento! This crafty little prankster has all sorts of tricks up its grassy sleeves, and therefore you should best be on your guard, for fear of being played by the fluffball.
 
RU needs a threat list, GP needs this backlog cleared out, and I need a 1k.

Placeholder, bitches!

Offensive Threats:

Absol
Typing: Dark
Base Stats: 65 HP / 130 Atk / 60 Def / 75 SpA / 60 SpD / 75 Spe
Abilities: Pressure / Super Luck / Justified

Absol possesses the strongest priority available in RU, its STAB Sucker Punch, which surpasses the power of even Honchkrow's. So, you can bet your bottom dollar that nearly every set will be based around abusing utilizing this aspect to the fullest extent. Absol is typically seen boosting its already sky-high Attack with Swords Dance and Life Orb, and then punishing the opponent with its Sucker Punch. It will also typically carry Substitute to block status and give it an opportunity to set up due to its frailness. Absol can also effectively run a decent Choice Band or Choice Scarf set that can make use of its good coverage in just Night Slash and Superpower. Absol is also adept at putting frail Ghost- and Psychic-types in a checkmate position due to its incredibly powerful STAB Pursuit and the threat of Sucker Punch.


Accelgor
Typing: Bug
Base Stats: 80 HP / 70 Atk / 40 Def / 100 SpA / 60 SpD / 145 Spe
Abilities: Hydration / Sticky Hold / Unburden

Boasting the highest Speed stat in RU bar Shedinja Ninjask (lol), Accelgor can swiftly devastate its opponents. Speed isn't all that's going for it; Accelgor has great Special Attack and has fantastic coverage between just two moves: Bug Buzz and Focus Blast. Usually, being a Bug-type is a liability; however, in RU,(comma) many common Pokemon are weak to Bug, such as Uxie, Slowking, Tangrowth, and Lilligant. Being a powerful offensive threat isn't all that's going for Acceglor; it has access to the slimly distributed Spikes, allowing it to support its team. However, most people overlook that option because of Accelgor's frailty. Despite not being the most common threat around, Accelgor can rip through teams easily given the opportunity.

Aerodactyl
Typing: Rock / Flying
Base Stats: 80 HP / 105 Atk / 65 Def / 60 SpA / 75 SpD / 130 Spe
Abilities: Rock Head / Pressure / Unnerve

Aerodactyl has fallen a long way from its former OU status in DPP. However, it fits right in with the RU metagame, and is now one of the most popular and effective Pokemon to use. Sporting a sexy base 130 Speed, it outruns virtually everything in the metagame with the exception of Accelgor and most Choice Scarf users. It has access to the famous EdgeQuake combination, allowing it to hit many Pokemon in the RU tier for neutral damage, and those that it doesn't, such as Torterra, Aerodactyl can power through it with Double-Edge. Aerodactyl isn't just limited to attacking either. It is a fantastic dedicated lead, as with its high Speed and access to both Taunt and Stealth Rock, it can often set up Stealth Rock while preventing your opponent from doing the same, something that most Pokemon with access to Stealth Rock are hard-pressed to do. In addition, while Aerodactyl has yet to receive the elusive Brave Bird and Head Smash, it has finally received a usable boosting move in the form of Hone Claws. Although a +1 boost may seem underwhelming, the +1 accuracy boost really helps with Stone Edge, as it will have 100% accuracy after a single boost. Aerodactyl can really tear things up in RU if you give it a chance!


Aggron
Typing: Steel / Rock
Base Stats: 70 HP / 110 Atk / 180 Def / 60 SpA / 60 SpD / 50 Spe
Abilities: Sturdy / Rock Head / Heavy Metal

This heavily armored rhinocerous looks like one big, mean mofo. But looks are not all Aggron has going for it, for it is one of the most potent offensive threats in the BW RU metagame. In a tier lacking monster physical walls such as Skarmory and Hippowdon, Aggron is freed from its shackles and ready to wreak havoc. With abysmal Speed, horrendous Special Defense, good but unspectacular Attack, and one of the worst defensive typings in the game, Aggron doesn't seem like much of a threat at first glance. But it has one ace in its hand: Rock Head Head Smash. Anything without a Rock resistance and spectacular Defense is going to be rocked hard. Aggron has access to Automatize and Rock Polish to get the jump on faster threats and sweep unboosted by virtue of its sheer power. It can also equip a Choice Band and rock switch-ins hard, clearing the field for a teammate to sweep. With physical defense topped only by Steelix, Aggron has no trouble getting in either, putting tremendous pressure on the opponent with its mere presence.

Archeops
Typing: Rock / Flying
Base Stats: 75 HP / 140 Atk / 65 Def / 112 SpA / 65 SpD / 110 Spe
Ability: Defeatist

Archeops is the definition of a powerhouse. 140 base Attack, a great 112 Special Attack, and 110 base Speed with a great offensive movepool,(no comma) make it a feared attacker. On top of all this, a great offensive typing does wonders for it, as its Rock and Flying STAB combination is only resisted by Aggron, Klinklang, Rhydon, and Magneton in RU. Its sets also show its many ways to overpower teams. From a Flying Gem-boosted Acrobactics set to a Choice set that has the potential to tear apart even the bulkiest of physical walls, Archeops shows why it is such a top RU threat. If you rely on its ability to help you defeat it, you'll be in a lot of trouble until its HP is under 50%.


Bouffalant
Typing: Normal
Base Stats: 95 HP / 110 Atk / 95 Def / 40 SpA / 95 SpD / 55 Spe
Abilities: Reckless / Sap Sipper / Soundproof (Unreleased)

Bouffalant is a staple of pure power in the RU tier. It has a great 110 base Attack and Reckless, crushing nearly everything with a boosted Head Charge. Bouffalant's Head Charge is one of the most powerful moves in the tier when boosted by Reckless. Bouffalant also got has access to the great Sap Sipper ability, giving it an immunity to Grass-type moves while receiving an Attack boost in the process. This makes Bouffalant able to come in on various Grass-types, such as Lilligant, Ferroseed, and Tangrowth, and set up Swords Dance or Substitute, crushing the opposition with the multitude of Attack boosts it receives. That's not all;(semi), Bouffalant has great defenses as well, boasting a base 95 stat in all three, enabling it to absorb weak attacks from walls.(stop); Bouffalant makes an excellent wallbreaker with Choice Band and its good movepool. Either if Whether you choose to smash through the opponent with a Reckless Head Charge or utilize Swords Dance and Sap Sipper, Bouffalant is a force to be reckoned with.


Braviary
Typing: Normal / Flying
Base Stats: 100 HP / 123 Atk / 75 Def / 57 SpA / 75 SpD / 80 Spe
Abilities: Keen Eye / Sheer Force / Defiant (Unreleased)

One might wonder what makes Braviary such a threat, and one has all the right to do so. Braviary's only stats that stand out are his great HP and Attack. Braviary's defensive stats are below average and he lacks Roost, while his middling Speed stat really holds him back from sweeping. But not all Pokemon can make it on its their own; with the right tools, Braviary is a force to be reckoned with. Choice Band lets Braviary crush the opposing walls with his STAB Brave Bird and Return, backed up with a strong Superpower. Braviary's middling Speed stat can be patched up with a Choice Scarf, making it a fierce revenge killer, easily OHKOing huge parts of the tier. Although Braviary's movepool is scarce,(no comma) and his abilities don't help him much, Braviary he is still a powerhouse, and an unpredictable one at that.


Charizard
Typing: Fire / Flying
Base Stats: 78 HP / 84 Atk / 78 Def / 109 SpA / 85 SpD / 100 Spe
Abilities: Blaze / Solar Power

Charizard is one of the most popular starter Pokemon from RBY. However, when it came to the competitive scene, it was always in the lower tiers, always to be forgotten. That is, until it got Solar Power from the Dream World. Now it is a very powerful sweeper that is feared in the RU metagame. With 109 base 109 Special Attack that becomes even better more powerful than Deoxys-A in the sun, it is easy to understand why. And if you thought that was good enough, with a Choice Specs, it rips holes in even the bulkiest of RU's special walls, such as Clefable, Uxie, and Dusknoir. And With a great offensive STAB combination that is resisted by only Aerodactyl, Omastar, and Rhydon, means it can easily rip through teams in just a matter of turns. Do not think that Charizard is just another starter Pokemon, or you will regret it when you face it in battle.


Cofagrigus
Typing: Ghost
Base Stats: 58 HP / 50 Atk / 145 Def / 95 SpA / 105 SpD / 30 Spe
Ability: Mummy

While popular as one of the best defensive spinblockers in the tier, Cofagrigus can be a dangerous offensive threat with its access to Nasty Plot. With impressive bulk, its not hard to set up and sweep with this creepy coffin. Being able to use Trick Room, Cofagrigus's Speed problem is completely fixed, now outrunning the entire tier. This along with perfect coverage in two moves makes Cofagrigus incredibly hard to take on. Cofagrigus makes an excellent spinblocker on offensive teams, taking advantage of hyper offense's worst enemy, Trick Room, while also spinblocking and setting up on the common Fighting-type moves teams carry. In addition, Cofagrigus can
also run an effective Calm Mind set taking that takes advantage of its massive bulk to attain multiple boosts and sweep.(stop), Sadly,(comma) Cofagrigus is weak to Sucker Punch,(no comma) and takes a little while to set up, taking meaning it takes heavy damage in the process. Despite these flaws, Cofagrigus is still arguably the best spinblocker in RU,(no comma) and should not be underestimated at any cost.



Crawdaunt
Typing: Water / Dark
Base Stats: 63 HP / 120 Atk / 85 Def / 90 SpA / 55 SpD / 55 Spe
Abilities: Hyper Cutter / Shell Armor / Adaptability

Crawdaunt boasts good dual STABs in Waterfall and Crunch, resisted by few Pokemon in RU. It is also granted the Adaptability ability, which is really great for Crawdaunt. Coming off from of a good base 120 Attack, Adaptability-boosted Waterfall will drown many Pokemon in a gush of water. Crawdaunt also has ways to boost its already high Attack stat—the most common boosting move it uses is Dragon Dance. Dragon Dance also alleviates the problem posed by its low Speed stat, and with 160 Base Power dual STAB moves to make use of, Crawdaunt can easily sweep a team by itself. It can even utilize a Choice Band effectively, spamming its STAB moves without much care. Crawdaunt makes a deadly sweeper in RU, and is a huge threat that should never be overlooked. However, Crawdaunt has a pathetic base 55 Special Defense, meaning that it can be fried like a lobster by a single neutral special attack. Other than its low Speed and Special Defense, Crawdaunt does not have much many other flaws. If you don't take Crawdaunt as a serious threat, expect yourself to be pinched where it hurts.

Duosion
Typing: Psychic
Base Stats: 65 HP / 40 Atk / 50 Def / 125 SpA / 60 SpD / 30 Spe
Abilities: Overcoat / Magic Guard / Regenerator (Unreleased)

Duosion's stats don't look like much, until you get to that gigantic 125 base Special Attack. Then it all becomes clear just how this squishy, adorable blob could possibly be dangerous. While its defenses aren't much, they're sufficient with the boost from Eviolite, and its sluggish Speed only does it further favors by making it the perfect candidate for a Trick Room sweeper. Furthermore, Duosion even has the ability to set up Trick Room for itself, turning it into one of the deadliest one-turn setup sweepers available in RU. While its movepool isn't expansive either, it's just good enough with access to STAB Psychic, Shadow Ball, and Hidden Power Fighting to put together a moveset of perfect neutral coverage. When not using Trick Room, Duosion will typically be using a Calm Mind set with just Psychic and Hidden Power Fighting for coverage, with using Recover in the last slot to turn it into an extremely durable tank. Don't give Duosion any opportunity to set up or it'll quickly turn the battle to your opponent's favor.


Entei
Typing: Fire
Stats: 115 HP / 115 Atk / 85 Def / 90 SpA / 75 SpD / 100 Spe
Abilities: Pressure / Flash Fire (Unreleased)

A laughingstock of all legendary Pokemon, Entei finally gets to shine as a top threat in the RU metagame. Entei has all it takes to be a successful Choice Band user: sky-high Attack, a high Base Power STAB, and strong priority. Without a bulky Water-type to absorb its hits, your opponent will be easily be overwhelmed with a combination of its boosted Flare Blitz and ExtremeSpeed. The strong priority is also extremely convenient to check fast threats such as Aerodactyl at low health. The Substitute + Calm Mind set is an unexpected but viable option to sweep. Stealth Rock weakness, vulnerability to passive damage, and common weaknesses to Water-, Ground-, and Rock-type moves hold Entei back from becoming too dominant. Also, the predominance of bulky Water-types means that most teams will be prepared for Entei. Still, Entei is a strong attacker that can take apart a team with ease if given the opportunity (I wouldn't call it "easy").


Electivire
Typing: Electivire
Base Stats: 75 HP / 123 Atk / 67 Def / 95 SpA / 85 SpD / 95 Spe
Abilities: Motor Drive / Vital Spirit

Electivire has been the butt of many jokes throughout its bumpy ride in DPP OU, commonly referred to as "Noobvire";(semi), it now finds itself in a more "appropriate" tier in RU. For starters, it is actually a very competent offensive Pokemon in RU. With the addition of Wild Charge, Electivire no longer needs to rely on weak STAB options such as a 75 Base Power ThunderPunch and 95 base Special Attack stat-backed Thunderbolt. Unfortunately, Electivire's main shortcoming remains the lack of reliable stat boosting moves, meaning it can still only KO frail or weakened opponents. However, Electivire still makes a solid late-game sweeper by virtue of incredible super effective coverage, made possible by its plethora of excellent coverage moves. Furthermore, Electivire's signature ability, Motor Drive, gives it a useful Electric immunity. It can also pick up a free Speed boost by simply switching into Electric moves such as Thunder Wave or Galvantula's Thunder. Any Ground resist with reasonable physical bulk will put a full stop to Electivire. However, if partnered with a wallbreaker or strong physical attacker to eliminate or weaken these threats, Electivire is more than capable of running through a team.


Feraligatr
Typing: Water
Base Stats: 85 HP / 105 Atk / 100 Def / 79 SpA / 83 SpD / 78 Spe
Abilities: Torrent / Sheer Force (Unreleased)

Feraligatr, having been a solid UU physical sweeper for several generations in the past, returns to wreak havoc on a new metagame: BW RU. With two excellent boosting options in Swords Dance and Dragon Dance as well as respectable Attack and decent Speed, Feraligatr can easily destroy teams after one turn of setup. Unfortunately, the RU tier is home to strong physical walls such as Tangrowth and Cofagrigus; however, with proper team support, Feraligatr can still shine as a sweeper and wallbreaker. Feraligatr's biggest strength is its versatility along with its decent bulk. It can often find opportunities to set up, and what may might be a check to its Dragon Dance set can't handle its Swords Dance set. Feraligatr can 2HKO almost every Pokemon after a Swords Dance as well, so teams will be hard pressed to deal with Feraligatr should it find a free turn to set up.


Gallade
Typing: Psychic / Fighting
Base Stats: 68 HP / 125 Atk / 65 Def / 65 SpD / 115 SpD / 80 Spe
Abilities: Steadfast / Justified

The Martial Arts Zen Master is back for BW and ready to rip RU a new one, this time with a new toy from Dream World in the form of Justified. A vicious STAB Close Combat coming off a base 125 Attack stat makes Gallade the very definition of a power hitter. Combine that with Swords Dance and you have yourself a potent sweeper. While Gallade is not exactly Deoxys-S, it is not lacking in the Speed department either, and can use Shadow Sneak to ward off potential revenge killers. Gallade is also capable of running an effective Bulk Up set. Even though Drain Punch is illegal with Justified, Gallade's above average special bulk makes Bulk Up an excellent option. Excellent Superb (or whatever, rep.) coverage moves such as Night Slash, Psycho Cut, and Ice Punch make Gallade incredibly difficult to wall. Access to a plethora of support moves makes it extremely versatile and unpredictable. Taunt, Substitute, Disable, Trick Room, Thunder Wave..., the list goes on and on. With that in mind, Gallade is not unstoppable, as many Pokemon can outspeed and exploit Gallade's weak Defense for a KO. Even so, Gallade is without a doubt one of the premier threats in BW RU,(no comma) and has the offensive presence to back it up.


Galvantula
Typing: Bug / Electric
Base Stats: 70 HP / 77 Atk / 60 Def / 97 SpA / 60 SpD / 108 Spe
Abilities: Compoundeyes / Unnerve / Swarm (Unreleased)

Although most players choose Rotom as their offensive Electric-type, Galvantula should not be overlooked. Thanks to Compoundeyes, it can make use of a 91% accurate Thunder, hitting much harder than Rotom's Thunderbolt. It also has excellent coverage moves, with STAB Bug Buzz, Energy Ball, and Hidden Power Ice or Fire to choose from. Combined with a base 108 Speed stat,(comma) Galvantula is one of the most threatening all-out sweepers in the tier. However, it is very frail,(comma) so the few things that do outspeed it, mostly Choice Scarf and weather-boosted Pokemon, will probably be able to OHKO it. Although it isn't the most common threat, you should always prepare for Galvantula because it can blast through slower teams.


Golurk
Typing: Ground / Ghost
Base Stats: 89 HP / 124 Atk / 80 Def / 55 SpA / 80 SpD / 55 Spe
Abilities: Iron Fist / Klutz / No Guard (Unreleased)

Golurk stands out from the crowd of the other RU Ghost-types in being the only strong physical attacker of the group. With a huge base 124 Attack stat, Golurk is able to unleash powerful STAB Earthquakes and Shadow Punches, the latter of which is boosted even further by Iron Fist. Golurk is typically seen running a SubPunch set, which works in its favor in multiple ways. Substitute helps to somewhat make up for Golurk's low Speed by allowing it to scout for switches, block status (particularly burn), and giving it gain a free opportunity to fire off an Iron Fist-boosted Focus Punch. Golurk is also able to effectively utilize a Choice Band set, which turns it into an offensive spinblocker and tank. With a Choice Band, Golurk will usually opt for Hammer Arm in lieu of Focus Punch, and the last slot will usually be dedicated to Stone Edge for the awesome coverage it has when combined with Golurk's STABs.


Gorebyss
Typing: Water
Base Stats: 55 HP / 84 Atk / 105 Def / 114 SpA / 75 SpD / 52 Spe
Abilities: Swift Swim / Hydration

At a glance, one would wonder why Gorebyss has so much hype this generation. Its stats are average at best, and it is outclassed by many other offensive and defensive Water-types in RU. Gorebyss does have one very important niche in the metagame, though. It is one of the few Pokemon with access to Shell Smash in the tier. With support from the team such as Reflect and Light Screen, Gorebyss can easily boost to +2 Attack, Special Attack, and Speed,(no comma) and sweep with its diverse special movepool. Gorebyss is even dangerous without Shell Smash, as its ability Swift Swim remedies its terrible Speed stat. Despite Gorebyss's status as a top-tier threat in RU, its subpar stats and exploitable typing make it quite easy to defeat as long as you can prevent it from setting up.


Hitmonchan
Typing: Fighting
Base Stats: 50 HP / 105 Atk / 79 Def / 35 SpA / 110 SpD / 76 Spe
Abilities: Keen Eye / Iron Fist / Inner Focus

Hitmonchan is a very unpredictable Pokemon because there are very many different roles in can fulfill. It will most often be seen running a straight Life Orb set of Close Combat / Mach Punch / Ice Punch / ThunderPunch, which gives it great coverage and good power. It can also make use of its rare Iron Fist ability and its STAB Focus Punch in a SubPunch set. When behind a Substitute, Hitmonchan is free to fire off its Focus Punches without being flinched. It will also commonly carry Ice Punch and Mach Punch for coverage, which are also boosted by Iron Fist. Hitmonchan's other big niche in the metagame is its ability to Rapid Spin, and thanks to its access to Foresight, it is almost ensured to get off a spin even if a Ghost-type switches in. Finally, Hitmonchan is capable of pulling off an effective Bulk Up set, where the goal is to boost up and tank the opponent. This is made even more effective with Hitmonchan's Iron Fist-boosted Drain Punch and priority in Mach Punch to take down any would-be revenge killers.


Hitmonlee
Typing: Fighting
Base Stats: 50 HP / 120 Atk / 53 Def / 35 SpA / 110 SpD / 87 Spe
Abilities: Limber / Reckless / Unburden

Hitmonlee is typically seen abusing its Reckless-boosted STAB Hi Jump Kick with either a Life Orb, Choice Scarf, or Choice Band. It will normally be carrying Stone Edge and Double-Edge for coverage, along with Mach Punch or Sucker Punch for priority. Hitmonlee is also capable of supporting the team with Rapid Spin, which is almost always ensured to work alongside Foresight. Finally, while unorthodox, Hitmonlee is capable of using its Unburden ability; the ability is typically activated through a Normal Gem-boosted Fake Out, and from there Hitmonlee is free to attempt to sweep the opposition with its boosted Speed and STAB Hi Jump Kick. This set lacks the raw power of the others, but it makes up for it with its far higher Speed.


Jynx
Typing: Ice / Psychic
Base Stats: 65 HP / 50 Atk / 35 Def / 115 SpA / 95 SpD / 95 Spe
Abilities: Oblivious / Forewarn / Dry Skin

Jynx is a major threat to be prepared for in RU. Its Dream World ability,(comma) Dry Skin,(comma) gave it a new tool to use, being able allowing it to set up on most bulky Water-types in the tier, such as Slowking and Lanturn. Jynx has access to two great boosting move in Nasty Plot and Calm Mind, the former boosting Jynx's Special Attack to ridiculous levels,(no comma) and the latter making it very difficult to break with a special attack while slowly preparing for a sweep. One of Jynx's most threatening aspects is its signature move Lovely Kiss, which lets it put a slower opponent to sleep, and Jynx outspeeds a lot in RU with its high base Speed. However, due to its extreme physical frailty, Jynx must always use Substitute when trying to boost its stats. This leaves it with only one attacking move at its disposal, and Ice Beam is the obvious choice. All in all, Jynx can boost its stats to very threatening levels, and can use Lovely Kiss to beat some of its checks. This makes it a large threat in the RU metagame.


Kabutops
Typing: Rock / Water
Base Stats: 60 HP / 115 Atk / 105 Def / 65 SpA / 70 SpD / 80 Spe
Abilities: Swift Swim / Battle Armor / Weak Armor

Kabutops has most of the perfect tools to be a great sweeper: high Attack backed by Swords Dance, a great dual STAB combination, and even priority. Its typing is especially nice, 4x resisting Fire-type attacks,(no comma) in a tier where Entei has the ultimate firepower. After a Swords Dance Kabutops can hit almost every Pokemon in the tier at least neutrally, and it has high defense if it needs to take a hit. Kabutops can hit almost every Pokemon in the tier at least neutrally, and after a Swords Dance, nothing will enjoy switching into it; furthermore, it has high enough Defense that it can take a if needed. (awkward wording) Aqua Jet takes on Choice Scarf users such as Typhlosion, stopping their revenge killing efforts. Kabutops's low Speed can even be moderately fixed with Swift Swim and rain or Weak Armor, which lowers Defense and raises Speed by one stage when hit with an attack. Kabutops can also take on a supportive role, setting Stealth Rock when forcing a switch and using Rapid Spin to support the number of hazard-weak Pokemon that reside in RU. Such variants are no slouches offensively either, hitting opponents with Waterfall or Stone Edge. Luckily, Kabutop suffers from low Speed, meaning bulky or healthy revenge killers can defeat it rather easily. Furthermore, its typing leaves it weak to Fighting- and Ground-type moves, two attack types that are always around. The bottom line is this: most teams are already prepared for Kabutops when preparing for other threats, but a properly supported shellfish can tear teams apart.


Klinklang
Typing: Steel
Base Stats: 60 HP / 100 Atk / 115 Def / 70 SpA / 85 SpD / 90 Spe
Abilities: Plus / Minus / Clear Body (Unreleased)

Klinklang is one of the best offensive Steel-types in RU. It gets an excellent boosting move in Shift Gear, and its signature move Gear Grind allows it to bypass Substitutes, with decent Base Power to boot. After a Shift Gear, it can outspeed all of the metagame, and also becomes very powerful. It usually runs Return as a coverage move due to its awful movepool, and in the fourth slot a number of different moves are commonly seen. Substitute is the most prominent, avoiding status as well as protecting itself from priority. However, it can also run Hidden Power Fire to defeat Ferroseed, or use Hidden Power Ground to escape the clutches of Magneton; both are would-be counters. Straight-up countering Klinklang is pretty difficult, as its speed and power are unmatched. However, Sandslash is as close as they come, not being 2HKOed by any move from Klinklang even at +1, and can 2HKO back with its STAB Earthquake. Steelix is in a similar position, and can also phaze Klinklang's boosts with Roar. As mentioned before, Ferroseed and Magneton can defeat versions of Klinklang that lack Hidden Power Fire and Hidden Power Ground, respectively. Feraligatr, Entei, and Moltres all resist Gear Grind and are bulky enough to take a +1 Return, and can deal heavy damage with their STAB moves. Also, Hitmonchan can 2HKO Klinklang with Life Orb Mach Punch, although it can't take a boosted attack. All in all, the best way to deal with Klinklang is to prevent it from setting up, as it much more manageable before a Shift Gear than after.

Lanturn
Typing: Water / Electric
Base Stats: 125 HP / 58 Atk / 58 Def / 76 SpA / 76 SpD / 67 Spe
Abilities: Volt Absorb / Illuminate / Water Absorb

Lanturn doesn't seem like it can do anything much offensively; it has a measly base 76 Special Attack, reaching a maximum of 276. Nonetheless, Lanturn is still a huge offensive threat to look out for. Its bulk, access to Volt Absorb, and Volt Switch make it a good Choice Specs user. Lanturn doesn't have much difficulty using its Choice Specs-boosted Volt Switch as Ground-types think twice before switching in for fear of a Hydro Pump, and Lightningrod and Volt Absorb users (bar Lanturn) are hit hard by it as well. With a Choice Specs, Lanturn reaches 406 Special Attack, which is pretty decent though not particularly splendid for a Choice Specs user. However, its great bulk and typing grants Lanturn several opportunities to come in and blast a powerful Hydro Pump or keep the offensive pressure up with Volt Switch. Lanturn stands as one of the most bulky user of Choice Specs in RU that can tear through teams. Though not as common, Lanturn can utilize a SubCharge set to great effect as long as it doesn't meet its hard counters or get phazed out. At +1, Lanturn has the same power as the Choice Specs set and still retains the ability to switch moves. Thanks to its great coverage, it can easily break Fire / Water / Grass cores and a few several others with a few boosts under its belt. Lanturn finds no trouble setting up on Choice users such as Manectric too, though it has to look out for Trick and Switcheroo. Never assume that every Lanturn is the same standard defensive one, or you might face a situation where you get swept by an offensive variant.


Lilligant
Typing: Grass
Base Stats: 70 HP / 60 Atk / 75 Def / 110 SpA / 75 SpD / 90 Spe
Abilities: Chlorophyll / Own Tempo / Leaf Guard (Unreleased)

Like many other Grass-types, Lilligant has very balanced stats and a very shallow movepool, not to mention Grass is not a great type to begin with. However, Lilligant was blessed with every special attacker's dream: Quiver Dance. Quiver Dance turns Lilligant from a less-than-average sweeper to a very potent one. On top of this, Lilligant couldn't have asked for two better abilities. Chlorophyll doubles its Speed under sun, making Lilligant a strong addition to a Sunny Day team. Own Tempo allows Lilligant to use Petal Dance, as it nullifies the move's confusion, making it a 120 Base Power STAB move with perfect accuracy and no downside, apart from being locked into it for 2-3 turns. Lilligant also has many support options, including Aromatherapy and Sleep Powder. One must be careful when using Lilligant though, as there are many powerful Bug- and Flying-types in RU who that Lilligant struggles against, due to its lacking movepool. However, should your opponent underestimate Lilligant's power, they will surely pay for it.


Linoone
Typing: Normal
Stats: 78 HP / 70 Atk / 61 Def / 50 SpA / 61 SpD / 100 Spe
Abilities: Pickup / Gluttony / Quick Feet

Linoone has the potential to devastate teams after a single turn of setup, having the ability to OHKO the majority of the tier. After a Belly Drum, Linoone's Attack stat skyrockets,(no comma) and it can proceed to destroy teams before it gets hit itself thanks to its STAB ExtremeSpeed. Ghost-types also cannot stop Linoone, as a +6 Shadow Claw OHKOs most of them, and thanks to Linoone's excellent base 100 Speed, it can outrun Rotom as well. It also has access to Rock Smash to slay Aggron, as well as Seed Bomb to destroy Pokemon such as Rhydon. Linoone is truly a devastating Pokemon, and that can turn a surefire loss into a clean sweep in just one turn.

Ludicolo
Typing: Grass / Water
Base Stats: 80 HP / 70 Atk / 80 Def / 90 SpA / 100 SpD / 70 Spe
Abilities: Swift Swim / Rain Dish / Own Tempo

Ludicolo can be is a fantastic Swift Swim sweeper, one that boasts excellent type coverage with its dual STAB combination and great coverage moves, along with excellent Speed and an extremely powerful Hydro Pump in the rain. Not to mention it's It's also one of the few Swift Swim sweepers in RU that can blow right through bulky Water-types. It can also be an excellent SubSeed user, thanks to its other great ability,(comma): Rain Dish, which allows Ludicolo to recover almost 25% of its health in one turn when both Leech Seed and Rain Dance are active. Ludicolo can set up its own rain, which it uses to sweep effectively, and it can also help support the rest of the team. Ludicolo is certainly a good Pokemon, and if one is silly enough to underrate it, they could be in for a world of pain.


Magmortar
Typing: Fire
Base Stats: 75 HP / 95 Atk / 67 Def / 125 SpA / 95 SpD / 83 Spe
Abilities: Flame Body / Vital Spirit

Magmortar is something to prepare for in RU mainly due to its coverage. Thunderbolt, Focus Blast, and Hidden Power Grass are all staples and can hit would-be counters such as Slowking, Munchlax, and Lanturn hard. It is also a great Expert Belt user,(comma) so your switch-in may might not be safe even if it resists the first attack Magmortar throws at it. Magmortar is extremely difficult to switch into, and with Vital Spirit it is one of the best switch-ins to Tangrowth there are. Magmortar can also run a mixed set well, with Cross Chop instead of Focus Blast to hit Munchlax. The only Pokemon that can claim to avoid the 2HKO from Magmortar is Munchlax, and even it can be worn down easily because of its lack of Leftovers and reliable recovery. Usually, you'll have to resort to revenge killing Magmortar. Feraligatr and Kabutops both can utilize STAB Aqua Jet to dispose of Magmortar, and Spiritomb and Absol can hit it with Sucker Punch. Of course, any Pokemon that outspeeds Magmortar, such as Aerodactyl and Hitmonlee,(comma) are is free to dispose of it as well. While Although a terror to stall teams, offensive teams generally don't have any trouble with Magmortar.


Magneton
Typing: Electric / Steel
Base Stats: 50 HP / 60 Atk / 95 Def / 120 SpA / 70 SpD / 70 Spe
Abilities: Magnet Pull / Sturdy / Analytic

Magneton is a unique offensive threat in the RU tier. It's ability to trap and kill almost every Steel-type for free in the metagame for free is a huge boon for most offensive teams, and it can even set up a sweep for itself if it's running a SubCharge set. While Although typically seen playing off of its Eviolite-boosted defenses and huge set of resistances, Magneton can also utilize a Choice Scarf adequately. Thanks to its monster base 120 Special Attack stat, Magneton has no problem outspeeding and blasting through frail offensive teams. The only thing really holding Magneton back is its lack of reliable recovery;(semi), it even lacks Leftovers in most situations. It also sports a shallow movepool, though this is somewhat remedied with its access to the ever-useful Volt Switch. Team Preview is your best weapon when faced with a Magneton; don't send out your Steel-type unless you're confident you can defeat Magneton or it's already out of the picture.


Manectric
Typing: Electric
Base Stats: 70 HP / 75 Atk / 60 Def / 105 SpA / 60 SpD / 105 Spe
Abilities: Lightningrod / Static / Minus

Manectric's role as a fast Electric-type sweeper is highly contested by Galvantula, which who has amazing dual STABs and is faster. However, Manectric is one of the few Electric Pokemon that can cripple any wall that opposes it thanks to its access to Switcheroo. Not knowing whether your special wall could be doomed for the rest of the game makes Manectric a Pokemon to be feared. Even if a special wall manages to avoid Switcheroo, Manectric can just Volt Switch away,(comma) giving the user momentum. Its movepool coupled with a base 105 Special Attack and Speed makes Manectric one of the best users of a Choice item in the RU metagame. Its access to Flamethrower and Overheat is rare for an Electric-type,(comma) and this allows Manectric's Hidden Power slot to be freed up for another coverage type. Not only do you have to watch out for Switcheroo,(comma) but you have to be careful when using Electric moves against a team with Manectric as well; activating Lightningrod will power up its Special Attack, spelling disaster for the opposing team considering Manectric's great coverage. Powering up its Special Attack when hit due to the buff to Lightningrod will spell disaster for any opposing team considering Manectric has great coverage to utilize the boost.


Medicham
Typing: Fighting / Psychic
Base Stats: 60 HP / 60 Atk / 75 Def / 60 SpA / 75 SpD / 80 Spe
Abilities: Pure Power / Telepathy

While Medicham may might not seem all that threatening when one looks at his stats, he has a key advantage over many other physical attackers thanks to Pure Power, which doubles his Attack and turns Medicham into a monster which that can 2HKO many of the key threats in RU. When running a Choice Scarf set,(comma) he it can easily clean up late-game with Hi Jump Kick, which still hits incredibly hard with no boost thanks to its 130 Base Power and STAB boost. Choice Band sets are definitely as threatening, working as excellent wallbreakers with Hi Jump Kick. If anything comes in on Medicham, it he can always just use a nifty coverage move like such as Psycho Cut or ThunderPunch, or even Trick to mess with any incoming walls. Unfortunately, Medicham is frail, so take advantage of that by using a revenge killer to take care of Medicham. Ghost-types can also come in on a Hi Jump Kick and make Medicham waste half of its his HP. However, all of Medicham's flaws can be easily covered; it's he's definitely worth a shot on your team and it's is something to watch out for!


Mesprit
Typing: Psychic
Base Stats: 80 HP / 105 Atk / 105 Def / 105 SpA / 105 SpD / 80 Spe
Ability: Levitate

Mesprit has decent stats across the board, with usable offenses and defenses as well. With its efficient movepool, Mesprit can pull off a few offensive sets quite well. As with most Psychic-types, Mesprit can utilize Calm Mind to set up. Its reasonably good bulk often makes it somewhat easy to set up. Furthermore, Mesprit has good coverage options in Thunderbolt and Ice Beam. Grass Knot could be a possibility as well if its in a hurry to take down heavy foes. Despite going all out offensive, Mesprit is quite hard to take down without a super effective hit thanks to its good bulk. Psyshock makes this offensive threat even harder to wall with dedicated special walls at times. Mesprit is a pretty good Choice user as well thanks to its access to Trick to cripple special walls trying to wall it. Choice Specs Mesprit hits hard too,(comma) as base 105 Special Attack isn't too bad. Mesprit can turn into an efficient revenge killer with a Choice Scarf thanks to its good coverage. As its base 80 Speed isn't really spectacular, it can utilize an offensive Trick Room set as well. (Might be worth mentioning Healing Wish here, as that's the main reason to use TR Mesprit.)


Moltres
Typing: Fire / Flying
Base Stats: 90 HP / 100 Atk / 90 Def / 125 SpA / 85 SpD / 90 Spe
Abilities: Pressure / Flame Body (Unreleased)

Moltres finds itself with a solid place amongst the offensive powerhouses dominating the RU tier at this time. Boasting a superb base 125 Special Attack stat along with brilliant offensive coverage between Fire Blast, Air Slash Hurricane (I know this needs the BW2 update still, but Hurricane's an obvious change), and Hidden Power, Moltres can threaten a huge amount of the tier with ease. Many of the dominant special walls in the tier, such as Cryogonal, lose immediately to Moltres due to their inability to take Fire Blasts, while many other special walls, such as Clefable, are beaten down easily if they switch in on the wrong move. Unfortunately, Moltres is a bird that has one major thing clipping its wings, so to speak: a crippling 4x weakness to Stealth Rock. Stealth Rock is the most efficient way of handling Moltres in general due to the inability of most of the tier to switch in on its STABs;(semi), although it has some exploitable weaknesses to Electric-, Water-, and Rock-type moves as well, all of which are reasonably common in RU. However, Moltres is still undeniably one of the dominant offensive forces in RU.


Ninjask
Typing: Bug / Flying
Base Stats: 61 HP / 90 Atk / 45 Def / 50 SpA / 50 SpD / 160 Spe
Abilities: Speed Boost / Infiltrator (Unreleased)

Ninjask, a familiar DPP OU lead we all love to hate, returns in BW. However, in the generation transition, it appears that even Game Freak has decided to kick it down a few rungs; it now resides near the bottom of the barrel. Its base 160 Speed, while phenomenal at first sight, is in fact not its greatest asset; base 90 Attack and a poor offensive movepool means Ninjask's potential as a sweeper is limited. Ninjask's trump card, however, is the combination of its Speed Boost ability and its access to the move Baton Pass. As Speed Boost raises its Speed to mindboggling heights, Ninjask can stall out turns with Protect and quick Substitutes. With a quick Baton Pass, it can instantly transform the likes of Aggron, Medicham, and Marowak into speedy, brutal beasts capable of instantly cleaning up the opposition; the fact that it also receives the move Swords Dance is the icing on the cake. Such is Ninjask's potential; unfortunately, in reality, it can rarely pull this off successfully. The advent of Team Preview, as well as the introduction of priority Taunt users, most notably Murkrow (and Whimsicott?), all dealt it great blows.

Primeape
Typing: Fighting
Base Stats: 65 HP / 105 Atk / 60 Def / 60 SpA / 70 SpD / 95 Spe
Abilities: Vital Spirit / Anger Point / Defiant

The Pig Monkey Pokemon, a veteran of the original RBY games, has changed little across the generation shift. Previously a fairly solid member of DPP UU, it makes a reappearance in BW RU again as just one of many Fighting-type Pokemon. Base 105 Attack isn't much to write home about in a tier packed with hard-hitting sweepers and bulky Poison- and Ghost-type walls; indeed, the new generation was not particularly kind to Primeape. Nonetheless, it does have a few advantages that make it a threat to watch out for. Its offensive movepool, which includes options such as Stone Edge, Ice Punch, Punishment, Earthquake, and even Seed Bomb, is impressive; more importantly, its Base 95 Speed is still among the best of the bunch, making Choice Scarf an excellent option on it. This monkey has other tricks up its sleeve too—namely Encore and U-turn—that make it much harder to check or counter. Overall, with a combination of power, coverage, and speed, Primeape definitely poses a unique and solid offensive threat;(semi): overlook it at your peril.


Rhydon
Typing: Ground / Rock
Base Stats: 105 HP / 130 Atk / 120 Def / 45 SpA / 45 SpD / 40 Spe
Abilities: Lightningrod / Rock Head / Reckless

Rhydon's typing and stat spread screams offensive tank, and that's normally the kind of set you'll see Rhydon using on the battlefield. Due to being an NFE, Rhydon is capable of wielding Eviolite to boost its already huge Defense stat, letting it counter some of the top threats in RU, particularly Archeops and Entei. Rhydon is easily capable of setting up Stealth Rock, and will almost always be carrying Stone Edge and Earthquake for STAB moves to form the EdgeQuake combo. Rhydon's coverage is typically rounded out with Megahorn, which lets it get a super effective hit on Slowking, Uxie, and Tangrowth, all Pokemon who that would normally switch in on Rhydon without fear. Rhydon is also capable of sweeping teams late-game with Rock Polish and Life Orb with the aforementioned coverage moves.


Rotom
Typing: Electric / Ghost
Base Stats: 50 HP / 50 Atk / 77 Def / 95 SpA / 77 SpD / 91 Spe
Ability: Levitate

Rotom is one of the most dangerous Pokemon in the RU tier, and a threat you should always be prepared for. The main reason for Rotom's dangerousness is its versatility. It can run a whole slew of effective sets, each of which requires a different counter. Rotom's typing and access to Will-O-Wisp also helps make up for its seemingly lackluster defenses. Most Rotom will be a running a SubSplit set, which capitalizes on its ability to force switches due to its 3 immunities, as well as punishing special walls that possess a high HP stat. This set commonly uses a Life Orb to increase its damage output from its STABs, as well as lowering its HP so that it can sap more HP from the likes of Clefable with Pain Split. The other common set is a Choice Scarf set, which capitalizes on Rotom's relatively high Speed stat and access to Volt Switch and Trick. This set will usually run Hidden Power Ice for coverage, but it may also run Thunderbolt along with Volt Switch to give it a more reliable STAB option that doesn't force it to switch.

Rotom-C
Typing: Electric / Grass
Base Stats: 50 HP / 65 Atk / 107 Def / 105 SpA / 107 SpD / 86 Spe
Abilities: Levitate

Rotom-C is a powerful offensive threat in RU, literally capable of mowing through its opponents. With a unique dual STAB combination not shared by any other Pokemon, Volt Switch, and support moves like such as Trick, Rotom-C can easily distinguish itself from other RU Grass-types like such as Lilligant and Sceptile. Because of Volt Switch, Trick, and a typing that kills any Ground-types trying to block the Volt Switch, Rotom-C is commonly seen using a Choice item. It can utilize its many resistances and one immunity to switch in multiple times throughout a match and either scout the switch with Volt Switch, cripple the switch with Trick, or just straight up attack.

Samurott
Typing: Water
Base Stats: 95 HP / 100 Atk / 85 Def / 108 SpA / 70 SpD / 70 Spe
Abilities: Torrent / Shell Armor (Unreleased)

Samurott is one of the new starter Pokemon, and it is also one of the best Water-type Pokemon in RU. With 100 base Attack, Swords Dance, and Aqua Jet, it is easily one of the best physical sweepers in the metagame. It is also one of the few Pokemon that carry Megahorn, which after a Swords Dance hits like a truck. And If that wasn't good enough, it has a great special movepool and base 108 Special Attack, which means it can pull of a Choice Scarf set or a Choice Specs set to tear apart defensive teams. Couple this with 95/85/70 defenses, and you have a bulky attacker that packs quite a punch. And With moves such as Taunt in its arsenal as well, it can stop an opposing Pokemon's setup in its tracks and then proceed to attack them. Having a Water typing isn't bad at all as well, with only 2 weaknesses and 4 resistances. Samurott is definitely a Pokemon you must be prepared for when making a team, otherwise it'll show you its power.

Sandslash
Typing: Ground
Base Stats: 75 HP / 100 Atk / 110 Def / 45 SpA / 55 SpD / 65 Spe
Abilities: Sand Veil / Sand Rush

Sandslash is well-suited for a support role as it has access to both Stealth Rock and Rapid Spin. With a decent base 75 HP and respectable base 110 Defense, it makes a good physical wall—albeit one without reliable recovery. Sandslash also has the option of running for an EdgeQuake coverage, although it has access to Toxic and Safeguard to further support its team as well. A good base 100 Attack means that its damage output is pretty good too. Ghost-types attempting to spinblock Sandslash might have to look out for the rare Night Slash, which can easily slice through them. Thanks to it solid Defense, it can check a wide variety of physical threats, though it will still fall short to some of them. Although Sandslash is more often seen as a purely support Pokemon, it can forgo Stealth Rock for Swords Dance, allowing it to almost guarantee a Rapid Spin as after a boost;(semi), it can take down several Ghost-types with either Night Slash or Earthquake. No matter which set Sandslash uses, it will carry Rapid Spin. Thus, one might find difficulty trying to safeguard their entry hazards when facing a Sandslash. Afterall, Sandslash is one of the premier Rapid Spin users in RU, capable of downing several spinblockers by itself, which is a huge asset to it. However, its Special Defense is really abysmal, and will fall to almost every special attack. Nonetheless, if you see a Sandslash, you are certainly guaranteed to have a difficult time keeping your entry hazards safe.


Sawsbuck
Typing: Normal / Grass
Base Stats: 80 HP / 100 Atk / 70 Def / 60 SpA / 70 SpD / 95 Spe
Ability: Chlorophyll / Sap Sipper / Serene Grace (Unreleased)

With spot-on Attack and Speed, Sawsbuck is a solid RU sweeper. It can boost either of those stats with Swords Dance and Agility, respectively. With Baton Pass at its disposal, it can also pass those boosts along to teammates, making it all the more versatile. The Swords Dance set is perhaps the most threatening, as any free turn of setup will transform it into absolute monster. A simple Choice Band set is also a common option for Sawsbuck; instead of setting up, it just gets to work punching holes in the opposing team. Sap Sipper is a great ability that boosts Sawsbuck's Attack when hit with a Grass-type attack. Chlorophyll, on the other hand, is handy for sun teams, though it requires more team support. Horn Leech is Sawsbuck's trademark attack; it's a physical equivalent of Giga Drain, which keeps Sawsbuck nice and healthy as it breaks through the opposition.


Sceptile
Typing: Grass
Base Stats: 70 HP / 85 Atk / 65 Def / 105 SpA / 85 SpD / 120 Spe
Abilities: Overgrow / Unburden

When one looks at Sceptile, they usually look at it as your standard special sweeper. However, Sceptile has offers much more than that. Needless to say,(comma) its is a fantastic special sweeper. Sceptile can use its fantastic awesome offensive movepool that has moves like includes Leaf Storm, Earthquake, Leaf Blade, and Acrobatics to hit hard and fast on either attacking side. Sceptile can also utilize its decent bulk and fantastic base 120 Speed to form a decent SubSeed set. However, not all is good for the wood gecko. Sceptile lacks boosting moves in the special side and also suffers having a typing that gives it weaknesses to 5 types, 2 of which are really common in RU. Sceptile also lacks power to muscle through some of the common walls in RU. Still Despite this, Sceptile is a real force in the RU metagame.


Scolipede
Typing: Bug / Poison
Base Stats: 60 HP / 90 Atk / 89 Def / 55 SpA / 69 SpD / 112 Spe
Abilities: Poison Point / Swarm / Quick Feet (Unreleased)

Scolipede is an immediate threat to many popular Pokemon in RU, with excellent base 112 Speed and great coverage with STAB Megahorn, Earthquake, and Rock Slide. For the situations when Scolipede isn't faster and/or not threatening a OHKO, it can use Spikes or Toxic Spikes very effectively to support the sweeping efforts of other team members. This works especially well with Sandslash being the most common spinner, because it takes a ton of damage from Life Orb Megahorn. Swords Dance is a lesser seen move because of the lower overall utility, but combined with Baton Pass it can turn the game on a dime. Be very careful around Scolipede because it is very easy for it to grab a free turn and becomes very threatening when it does.


Scyther
Typing: Bug / Flying
Base Stats: 70 HP / 110 Atk / 80 Def / 55 SpA / 80 SpD / 105 Spe
Abilities: Swarm / Technician / Steadfast

Scyther boasts great base 110 Attack and 105 Speed, which make it the perfect candidate for a Swords Dance sweeper. The awesome Technician ability allows Scyther to capitalize on a couple of moves, such as Aerial Ace and Bug Bite. After a Swords Dance, Scyther is an incredibly threatening sweeper, and Quick Attack allows it to pick off weakened foes, making them fall like dead flies. It can also utilize Choice items effectively; Choice Scarf Scyther is a great revenge killer, picking of threats such as Lilligant. Choice Band Scyther packs a punch, and its U-turn is bound to hurt. Although Scyther is mostly seen as an all-out offensive Pokemon, it can also use Eviolite to great effect. Scyther is decently bulky with Eviolite, as base 80 defenses aren't too bad. Scyther is a speedy bug that can easily slice through its opponents like hot knife through butter. It is also not easy to counter as well, as it has access to Baton Pass and U-turn, allowing it to easily escape from undesirable match-ups. Furthermore, Roost makes Scyther frustrating to take down, especially if it is holding Eviolite. Though Scyther is highly elusive thanks to its high Speed and access to moves such as U-turn, its greatest downfall is its 4x weakness to Stealth Rock. Every switch in will shave off 50% of its HP, greatly reducing its longevity. Still, Scyther is a dangerous threat to note, as its incredible offensive capability will often leave a path of destruction.


Sigilyph
Typing: Psychic / Flying
Base Stats: 72 HP / 58 Atk / 80 Def / 103 SpA / 80 SpD / 97 Spe
Abilities: Wonder Skin / Magic Guard / Tinted Lens

Sigilyph is a rather unique Pokemon introduced in BW. While its only above average base stats are Special Attack and Speed, Sigilyph is certainly something to be prepared for in RU due to its ability, Magic Guard. With it, Sigilyph can avoid Stealth Rock damage, takes no damage from poison or burn, and also takes no damage from Life Orb. It can run an effective offensive set, as it gets great coverage with Psychic, Air Slash, and Hidden Power Fighting. Its last move can either be Calm Mind to boost its stats further, or Roost to heal off damage. Sigilyph can also run a set with Cosmic Power. Cosmic Power boosts its defenses, while also boosting the Base Power of the move Stored Power, which Sigilyph gets as STAB. However, there are ways to deal with Sigilyph. Aerodactyl with Taunt can prevent it from boosting or healing, and outspeeds and KOes with STAB Stone Edge. Spiritomb is immune to Stored Power, and can run a Calm Mind set to bypass Sigilyph's boosts. Mandibuzz and Slowking are other ways of effectively dealing with Sigilyph, as they can take most of Sigilyph's attacks with ease and phaze with either Whirlwind or Dragon Tail. All in all, Sigilyph is a major threat in RU that you must be prepare for, as otherwise it will destroy your team.


Swellow
Typing: Normal / Flying
Base Stats: 60 HP / 85 Atk / 60 Def / 50 SpA / 50 SpD / 125 Spe
Abilities: Guts / Scrappy

Swellow remains largely unchanged throughout the generations. While Swellow's only impressive stat seems to be its wonderful Speed, it has an excellent ability in Guts. It usually holds either Flame Orb or Toxic Orb to activate its Guts ability, boosting its average Attack to high levels. Guts-boosted Facade and Brave Bird are terrifyingly powerful, denting anything that does not resist them. Not only is it capable of punching holes, but it can also scout with U-turn, taking no damage from its status as well. Swellow's remarkable Speed means that it is usually only hit by priority moves, but it has Quick Attack, which can finish off weakened foes. With the usual moves being Facade, Brave Bird, Quick Attack, U-turn, Pursuit, and Protect, Swellow is highly predictable. It is also easily walled by Steel- and Rock-types thanks to its poor coverage, and will be worn down quickly by its status. Still, Swellow is deceptively powerful, and can peck its way through teams like hot knife through butter. Without a Rock- or Steel-type in its way, it can easily leave a path of wreckage in its wake.


Tauros
Typing: Normal
Base Stats: 75 HP / 100 Atk / 95 Def / 40 SpA / 70 SpD / 110 Spe
Abilities: Intimidate / Anger Point / Sheer Force

Tauros is typically seen as a straight-up physical attacker, utilizing its high Speed and Attack stats with a Life Orb to the fullest. Tauros has two fantastic abilities in Intimidate and Sheer Force, which can allow it to either switch in on weak physical attackers with ease, or give it a recoil-less Life Orb and boosted STAB Rock Climb and Rock Slide, respectively. Zen Headbutt and Earthquake are commonly seen as the coverage moves. Finally, instead of being a full-on attacker, Tauros can opt to setup with Work Up, giving it even more power at the cost of a coverage move, usually Zen Headbutt.


Typhlosion
Typing: Fire
Base Stats: 78 HP / 84 Atk / 78 Def / 109 SpA / 85 SpD / 100 Spe
Abilities: Blaze / Flash Fire (Unreleased)

Typhlosion is one of the few Fire-types that gets blessed with the move Eruption. At full HP and wielding a monstrous 109 base Special Attack and 100 Speed, the typical Choice Scarf Typhlosion only has a few safe switch-ins since Eruption can 2HKO nearly any Pokemon that doesn't resist the move. Unfortunately there are also some hard counters to Choice Scarf Typhlosion. Slowking and Lanturn are very common in the metagame and can take any of Typhlosion's attacks easily. Rapid Spin support is also needed if Typhlosion wants to keep Eruption's maximum power. However, with proper support,(comma) Choice Scarf Typhlosion can cut through an entire team with its speed and power in the late-game. Thanks to Team Preview, Typhlosion can also create instant pressure as a lead if you see that the opponent lacks the proper resists. Even if Typhlosion's Eruption isn't at maximum power, opponents still have to worry about a Blaze-boosted Fire Blast,(comma) which is even more powerful than Eruption.

Zangoose
Typing: Normal
Stats: 73 HP / 115 Atk / 60 Def / 60 SpA / 60 SpD / 90 Spe
Abilities: Immunity / Toxic Boost

Zangoose is truly a frightening threat in that it can hit ridiculously hard without a turn of setup. This is due to its ability, Toxic Boost, which powers up its already-high Attack stat to ridiculous levels when it's poisoned, which is easy to do with a Toxic Orb. To capitalize on this ability, Zangoose has STAB Facade, which becomes a 140 Base Power STAB move when Zangoose is poisoned. Zangoose can even use Swords Dance to make this attack even more powerful, and also has access to Close Combat to get rid of pesky Steel-types, such as Ferroseed. Ghost-types aren't safe from this behemoth either, as it has access to Shadow Claw, which can maim Ghost-types, such as offensive Trick Room Cofagrigus, while Zangoose is being powered up by Toxic Boost. It also has Quick Attack for priority, and even that becomes powerful due to Toxic Boost. Zangoose is truly a devastating threat due to a ridiculously powerful STAB move, Close Combat, Shadow Claw, a great ability, and the power to sweep teams in the blink of an eye.

Zweilous
Typing: Dark / Dragon
Base Stats: 72 HP / 85 Atk / 70 Def / 65 SpA / 70 SpD / 58 Spe
Ability: Hustle

With unassuming overall stats and a barren movepool, Zweilous doesn't look like much from a glance. Until you realize that with Hustle, Zweilous possesses the strongest Outrage in the entire game, surpassing the power of even Rayquaza. With that tool alone, Zweilous can rip giant holes in teams with ease, and it has just enough of a movepool to give it coverage in STAB Crunch and Fire Fang. Most Zweilous you'll encounter will be Trick Room sweepers, mostly due to Zweilous's otherwise dismal Speed. When not in Trick Room, Zweilous will typically be running just enough Speed EVs to outpace base 60s, and typically be wielding a Choice Band to further boost the power of its obscenely powerful Outrage. Some Zweilous will be running Eviolite instead to turn the two-headed fiend into more of a tank, and will usually be running Substitute in place of Dragon Tail or Thunder Wave to ease prediction and block status. Beware of the uncommon Choice Scarf sets; while it's not nearly as strong as the Choice Band set, it trades its power for the ability to outrun everything in the tier up to positively-natured Archeops, giving it the jump on many Pokemon that could normally easily revenge kill it.

Defensive Threats:


Aggron
Typing: Steel / Rock
Base Stats: 70 HP / 110 Atk / 180 Def / 60 SpA / 60 SpD / 50 Spe
Abilities: Sturdy / Rock Head / Heavy Metal

Aggron is one of the few viable Steel-types in RU, so its resistances to Dragon-, Ice-, Normal-, Flying-, Bug-, Dark-, Ghost-, Psychic-, and Rock-type attacks are highly valued. It also has a gigantic Defense stat, making it one of the few Druddigon, Klinklang, Entei, and Scyther counters in the tier. Aggron has access to Stealth Rock and is almost always guaranteed to get it set up thanks to Sturdy. In a defensive role,(comma) Aggron will typically be carrying Thunder Wave to cripple its common switch-ins. Aggron separates itself from other defensive Pokemon, such as Steelix, by having an extremely powerful attack in STAB recoil-less Head Smash, thanks to Rock Head, and a high Attack stat, even uninvested. Finally, while rare, Aggron is capable of pulling off an effective Metal Burst set thanks to Sturdy, which ensures that it will survive any attack assuming it's at full health and be able to KO back.


Altaria
Typing: Dragon / Flying
Base Stats: 75 HP / 75 Atk / 90 Def / 70 SpA / 105 SpD / 80 Spe
Abilities: Natural Cure / Cloud nine

Altaria's decent typing grants it resistances to Fighting-, Water-, Grass-, Fire-, and Bug-type moves, which are extremely common in the RU metagame. In addition, Altaria has an immunity to Ground-type moves, and it has access to various support moves, such as Heal Bell, Roost, and Toxic. Natural Cure is a blessing on a defensive Pokemon, as it means Altaria won't be crippled by status any longer than it stays on the field. Natural Cure works great in tandem with Rest, fully restoring Altaria's health,(no comma) and waking it up when it switches out. That's not all, as Altaria's decent defensive stats mean it can abuse a defensive Dragon Dance set; while it's difficult to KO, Altaria raises its stats to respectable levels, and becomes a dangerous threat. Don't overlook Altaria because of its common weaknesses, because it can be crippling if you don't take it into account.


Clefable
Typing: Normal
Base Stats: 95 HP / 70 Atk / 73 Def / 85 SpA / 90 SpD / 60 Spe
Abilities: Cute Charm / Magic Guard / Unaware

Clefable is a solid special wall that, thanks to Magic Guard, is unaffected by passive damage, such as entry hazards and Toxic, that break other defensive threats. The sheer versatility of sets it can run makes countering it difficult until you know just what's up its sleeves. Access to Wish, dual screens, and Heal Bell provides it with plenty of ways to support its team. Encore, Thunder Wave, Toxic, Stealth Rock, and Knock Off are all excellent options for crippling opponents, easing its allies' attempts at sweeping the opponent. Cosmic Power allows it to beef up its defenses even further, while Softboiled provides reliable recovery. Clefable can even go on the offensive; its vast special movepool, and decent base 85 Special Attack, ensure its not just setup bait. Unfortunately, its lower Defense stat and weakness to Fighting means its threatened by any powerful Fighting-type, and there's certainly no lack of them in RU.


Cofagrigus
Typing: Ghost
Base Stats: 58 HP / 50 Atk / 145 Def / 95 SpA / 105 SpD / 30 Spe
Ability: Mummy

With many great qualities, the most impressive being an astounding base 145 Defense, Cofagrigus is an absolute pain to break through. Cofagrigus wields a unique ability in Mummy, which allows it to change the opposing Pokemon's ability upon physical contact. It also has access to Will-O-Wisp and Toxic, allowing it to outstall many naive attackers who thought they could break trough. Not even setting up is a reliable way to defeat it since Cofagrigus can simply use Haze to eliminate stat boosts. Perhaps the only trait preventing Cofagrigus from walling the entire RU tier to kingdom come is its lack of reliable recovery, with Pain Split and Rest being its best options. Unfortunately, the former is rather unreliable and the latter puts Cofagrigus out of commission for multiple turns. That being said, Cofagrigus is probably the best spinblocker in RU, in fact it is the bulkiest Ghost-type in the game bar Giratina and Eviolite Dusclops. With RU being so dependent on entry hazards, Cofagrigus's spinblocking talents are a welcome addition to any team.



Crustle
Typing: Bug / Rock
Base Stats: 70 HP / 95 Atk / 125 Def / 65 SpA / 75 SpD / 45 Spe
Abilities: Sturdy / Shell Armor / Weak Armor (Unreleased)

While Crustle has a huge Defense stat, it has an extremely poor defensive typing. Therefore, it will usually be seen as a dedicated lead, where it will almost always be able to set up Stealth Rock and a layer of Spikes, if not more. It does have resistances to Normal- and Poison-type attacks, and its access to STAB Rock- and Bug-type attacks, particularly Stone Edge and X-Scissor respectively, is usually enough to scare off other common dedicated leads such as Scolipede and Accelgor. Beware of treating all Crustle the same; it is also capable of attempting a sweep with Shell Smash.


Cryogonal
Typing: Ice
Base Stats: 70 HP / 50 Atk / 30 Def / 95 SpA / 135 SpD / 105 Spe
Ability: Levitate

Cryogonal's Ice typing is bad defensively and it has a horrid Defense stat, but it has a massive Special Defense stat and is capable of tanking many of the common special attacks, particularly Ice Beam, Thunderbolt, Surf, and Grass Knot, with ease. Cryogonal is typically used for its access to Rapid Spin, despite its weakness to Stealth Rock. However, it also carries an immunity to Spikes and Toxic Spikes thanks to Levitate, which somewhat makes up for this. It's also incredibly fast for a defensive Pokemon, and has access to reliable recovery in Recover. Cryogonal even has a decent Special Attack stat to threaten the opponent with its STAB Ice Beam. Finally, it has access to Light Screen and Reflect in order to support the team even further, and will often carry Haze as well to cancel out any stat boosts the opponent may accumulate.


Drapion
Typing: Poison / Dark
Base Stats: 70 HP / 90 Atk / 110 Def / 60 SpA / 75 SpD / 95 Spe
Abilities: Battle Armor / Sniper / Keen Eye

Drapion's typing is perfect for countering Psychic- and Ghost-types, and is incredibly adept at trapping them with its STAB Pursuit. Because its typing is suited for taking on Psychic- and Ghost-types and has a decent Defense stat to start with, most Drapion will be specially defensive to be able to more easily take Thunderbolt, Shadow Ball, Dark Pulse, and Focus Blast. When specially defensive, Drapion will usually be setting up Toxic Spikes and absorbing them for its team, while also carrying Whirlwind to phaze the enemy and attempt to poison the rest of the team. The last slot is usually left to Taunt to prevent the enemy from setting up entry hazards on Drapion, as well as stopping defensive walls from using Rest or other forms of recovery to ensure the Toxic builds up.


Dusknoir
Typing: Ghost
Base Stats: 45 HP / 100 Atk / 135 Def / 65 SpA / 135 SpD / 45 Spe
Ability: Pressure

Dusknoir is one of the few viable Ghost-types available in RU, and is one of the bulkiest by far. This makes it one of the most reliable spinblockers available. Most Dusknoir will be specially defensive, since that is one of the main traits it holds over Cofagrigus, and will be carrying Will-O-Wisp to punish any physical attackers. Dusknoir's role on a team is typically a tank, and will usually be carrying Shadow Punch, Seismic Toss, and Earthquake for attack moves. The last slot is typically left to Pain Split, which works wonders with Dusknoir's naturally low HP, and lets it take on other walls such as Clefable and Munchlax more effectively.


Ferroseed
Type: Grass / Steel
Base Stats: 44 HP / 50 Atk / 91 Def / 24 SpA / 86 SpD / 10 Spe
Ability: Iron Barbs

A fantastic Grass / Steel typing means Ferroseed can safely shut down a large portion of the RU metagame thanks to a whopping 10 resistances and one immunity. It has a number of support options too, with access to Spikes and Stealth Rock to support the team,(comma) Thunder Wave and Toxic to cripple the opponent,(comma) as well as Leech Seed and Protect to keep itself healthy. Ferroseed's stats may look underwhelming, but thanks to Eviolite, its bulk is comparable to its much bigger brother Ferrothorn. Ferroseed's ability, Iron Barbs, complements its role perfectly, punishing enemy contact moves such as Rapid Spin and making it a real annoyance to physical sweepers in general. It is far from perfect though, as a weakness to Fighting is a hindrance to its physical walling capability while a massive 4x weakness to Fire is always there to be exploited. An almost complete lack of offensive presence makes it vulnerable to Taunt and it can be set up on by anything that doesn't fear Gyro Ball or status. Despite these flaws, Ferroseed is still one of the most reliable entry hazard setters and mixed walls in all of RU. Don't be fooled by this harmless-looking baby durian fruit;(semi) Ferroseed is the very definition of a defensive threat.


Hariyama
Typing: Fighting
Base Stats: 144 HP / 120 Atk / 60 Def / 40 SpA / 60 SpD / 50 Spe
Abilities: Thick Fat / Guts / Sheer Force

One of the many Fighting-types in RU, Hariyama stands out from the crowd, competing with a whole different play style compared to the others. Thanks to its massive HP stat, Hariyama can take a more defensive role; Thick Fat also adds to Hariyama's defensive prowess, allowing it to survive boosted Fire- and Ice-type moves,(no comma) and hit back with a powerful STAB move. Although Hariyama is slow, it has a sky-high Attack stat, and moves such as Payback, Bullet Punch, and Fake Out enable it to take advantage of its low Speed stat. Hariyama is commonly seen utilizing Rest, Sleep Talk, and Whirlwind, which makes countering it directly very difficult. In addition, Hariyama's Guts ability means it can't be beaten by Scald and Will-O-Wisp;(semi) they only add to its power. Sheer Force is helpful as it boosts moves like ThunderPunch and Ice Punch, as well as less powerful moves like Wake-Up Slap.


Lanturn
Typing: Water / Electric
Base Stats: 125 HP / 58 Atk / 58 Def / 76 SpA / 76 SpD / 67 Spe
Abilities: Volt Absorb / Illuminate / Water Absorb

Lanturn is one of the best bulky Water-types in RU. Its great typing grants it with only two weaknesses, Grass and Ground, albeit two common attacking types. Its astronomical base 125 HP makes it incredibly hard to take down, especially with special attacks. Volt Absorb gives Lanturn yet another generous gift of not only an Electric-type immunity, but also a way to recover HP without having to rely on Rest. Lanturn's presence on the team may deter the opponent from recklessly launching Electric-type attacks, which might benefit the Lanturn user. Not only is Lanturn a great special tank, it can also provide plenty of support for the team. With access to support moves, such as Heal Bell and Thunder Wave, Lanturn can provide the team with various forms of support. As with most Water-types, it has access to the frustrating move known as Scald, which has a chance of inflicting a nasty burn on the target. Burning the target also allows Lanturn to handle it more easily as it has a ridiculously low Defense stat. Unlike most bulky Water-types, Lanturn can act as a nifty defensive pivot,(no comma) by switching itself out with a slow Volt Switch. Thus, Lanturn is a rather elusive tank that can get itself out of harm's way. Lanturn can also support rain teams with Rain Dance and probably even Heal Bell,(comma) the latter of which is rarely hard to fit into on rain teams. Lanturn is truly a defensive beast to take down, and is one of the most common and effective bulky Water-types in the tier, and definitely worth preparing for.


Lickilicky
Typing: Normal
Base Stats: 110 HP / 85 Atk / 95 Def / 80 SpA / 95 SpD / 50 Spe
Abilities: Own Tempo / Oblivious / Cloud Nine

Lickilicky's mixed defenses are phenomenal, letting it tank attacks from all sorts of opponents. This is made even better considering it only has one weakness in Fighting-type moves. Lickilicky's main role on a team is a Wish passer, thanks to its ability to pass huge HP Wishes, and as a cleric thanks to its access to Heal Bell. It will also usually be carrying Protect in order to heal itself with Wish, as well as to scout the opponent's moves and gain Leftovers recovery. Lickilicky's attack moves are typically left to Body Slam for STAB in order to spread paralysis on the opponent, and to Dragon Tail in order to phaze the opponent. While rare, Lickilicky also possesses the strongest STAB Explosion in the game, which,(comma) even with the nerf this generation, can still leave a dent in any of your Pokemon that isn't resistant or immune.


Mandibuzz
Typing: Dark / Flying
Base Stats: 110 HP / 65 Atk / 105 Def / 55 SpA / 95 SpD / 80 Spe
Abilities: Big Pecks / Overcoat / Weak Armor

Mandibuzz is a strange defensive Pokemon; unlike its Flying-type brethren, Mandibuzz sports decent base 110 HP, 105 Defense, and 95 Special Defense stats. Commonly seen as a specially defensive Pokemon, Mandibuzz can switch into common Psychic-, Ghost-, and Dark-types, namely Slowking, Absol, and Uxie, with little trouble. Access to Roost, Taunt, and Whirlwind make it difficult to knock out of the sky, and coupled with its decent defensive stats, it will be a pain to face when you're stuck with a special attacker. Overcoat is by far Mandibuzz's most useful ability, though in RU, there aren't any permanent weather inducers, so hail and sandstorm won't be common. Mandibuzz's other abilities are pretty poor, but they don't affect its walling potential in the slightest. Just because it's a Flying-type, and it's weak to Stealth Rock, don't underestimate Mandibuzz as a defensive Pokemon.


Mesprit
Typing: Psychic
Base Stats: 80 HP / 105 Atk / 105 Def / 105 SpA / 105 SpD / 80 Spe
Ability: Levitate

While Mesprit is usually better off with an offensive set due to the presence of other more capable defensive Pokemon in the tier such as Uxie, Mesprit is still a viable option at providing team support. Mesprit isn't totally helpless offensively even though it might be defensively oriented. Its equal defenses and offensive stats make it an all-rounded defensive pivot. Mesprit's support movepool isn't too bad either, with access to Stealth Rock, Sunny Day, Rain Dance, Trick Room, Thunder Wave, and Toxic to name a few. What stands out though,(no comma) is Healing Wish, which allows it to bring in a refreshed teammate after setting up a desirable field condition. It can even use dual screens as well. Mesprit is one of the few defensive Pokemon that can keep an offensive presence while providing team support, making it less of a setup bait while fulfilling its roles. Thus, Mesprit is not entire outclassed defensively and is still a threat to look out for in this aspect.

Miltank
Typing: Normal
Base Stats: 95 HP / 80 Atk / 105 Def / 40 SpA / 70 SpD / 100 Spe
Abilities: Thick Fat / Scrappy / Sap Sipper

Miltank possesses two awesome abilities in Thick Fat and Scrappy, which let it fulfill different roles on a team. Most defensive sets will make use of a specially defensive EV spread and Thick Fat to counter threats such as Moltres and Typhlosion, while retaining its ability to counter physical threats such as Entei. Almost all defensive sets will be carrying Stealth Rock to support the team, Heal Bell to cure status, and Milk Drink for reliable recovery. Miltank's attacking move will typically be left to Body Slam to spread paralysis on the opponent's team. If Miltank is using a Curse set, it will usually be running Scrappy in order to hit Ghost-types.


Moltres
Typing: Fire / Flying
Base Stats: 90 HP / 100 Atk / 90 Def / 125 SpA / 85 SpD / 90 Spe
Abilities: Pressure / Flame Body (Unreleased)

While Moltres will usually be abusing its huge base Special Attack and STAB Fire Blast and Air Slash, it can also make use of its decent defensive stats in a SubRoost set. Moltres's typing is perfect for countering the multitude of Grass- and Bug-types in the tier, and setting a Substitute up on the Pokemon it scares out with its STAB moves is easy to do. Once Moltres has a Substitute up, it's able to stall the opponent with a combination of Toxic and Roost. It will usually be carrying Flamethrower for a STAB move due to its higher PP and accuracy over Fire Blast.


Munchlax
Typing: Normal
Base Stats: 135 HP / 85 Atk / 40 Def / 40 SpA / 85 SpD / 5 Spe
Abilities: Pick Up / Thick Fat / Gluttony (Unreleased)

Munchlax occupies the position as the most specially defensive Pokemon in RU with the help of Eviolite. Most sets will focus on its ability to tank even the strongest special attacks in the tier, usually with a RestTalk set with Whirlwind. Munchlax will typically be using Body Slam for a STAB move in order to spread paralysis on the opponent's team. Munchlax's Thick Fat ability is awesome and lets it take Fire- and Ice-type attacks like a pro. If using a Curse set, Munchlax will usually drop Sleep Talk in favor of another coverage move, such as Earthquake or Fire Punch.


Omastar
Typing: Rock / Water
Base Stats: 70 HP / 60 Atk / 125 Def / 115 SpA / 70 SpD / 55 Spe
Ability: Swift Swim / Shell Armor / Weak Armor

Omastar is most commonly seen as a Shell Smash sweeper, as it is one of the best Shell Smash users after all, and it might be a waste not to use its offensive potential to the fullest. However, don't forget that Omastar's best stat is actually its base 125 Defense. With such a huge Defense stat, Omastar acts as a good check to several physical attackers in the tier, though it might not be completely effective due to the omnipresent Fighting-types in the tier. Nonetheless, Omastar's access to several support moves make it an ideal defensive Pokemon too. It can lay Stealth Rock, Spikes, and Toxic Spikes, though it is quite inefficient at setting up all of them. Still, it finds many opportunities to set them up as the threat of Shell Smash Omastar is too great for people to ignore and often cause people to immediately switch to their appropriate counters, only to realize that Omastar is taking its time to lay down entry hazards. Being a defensive Water-type has its merits as well as it can potentially burn opponents with Scald. Omastar can tank physical hits from burned opponents all day long bar some super effective hits. Haze and Knock Off are moves that Omastar might carry once in a while. The latter is especially useful to remove vital held items such as Eviolite. Never assume that every Omastar is the same Shell Smash Omastar, as it is still a rather potent defensive threat.


Poliwrath
Typing: Water / Fighting
Base Stats: 90 HP / 85 Atk / 95 Def / 70 SpA / 90 SpD / 70 Spe
Abilities: Water Absorb / Damp / Swift Swim

Poliwrath possesses fantastic mixed defenses and a unique typing that lets it tank the attacks of many different threats in the tier, particularly Entei, Klinklang, Rhydon, and Crawdaunt. Its ability, Water Absorb, lets it counter nearly ever Water-type in the tier, bar Lanturn, Ludicolo, and Slowking. Poliwrath's signature move, Circle Throw, gives it a decent STAB and phazing move, letting it rack up entry hazard damage. Poliwrath will most often be using a SubPunch set with Waterfall and Focus Punch as STAB moves, and Encore in the last slot to give it more setup opportunities. Those sets without Substitute will typically be RestTalk sets, but beware of surprise Bulk Up sets.


Quagsire
Typing: Water / Ground
Base Stats: 95 HP / 85 Atk / 85 Def / 65 SpA / 65 SpD / 35 Spe
Abilities: Damp / Water Absorb / Unaware

Quagsire is a unique Pokemon, as with Unaware, which ignores the opponent's stat boosts, it is able to stop the majority of Pokemon reliant on setup as well as Pokemon that cannot hit hard right off the bat. For example, physically defensive Quagsire stops all variations of Drapion barring a critical hit, as neither Night Slash nor Poison Jab can deal enough damage. Ground / Water typing and access to Recover make it all the more difficult to take down, as many unboosted neutral hits are unable to 2HKO Quagsire. In response, it can build up Curse boosts and threaten to steamroll the opponent or flat out wall and stall with burn or Toxic. Luckily, Quagsire hates status, which will sap away at its health and turn those 3HKOes into 2HKOes. Furthermore, strong neutral hits or special attacks from the likes of Aggron, Druddigon, and even unboosted Gorebyss will leave a dent in Quagsire, giving it no time to Recover. In addition, Grass-type moves will destroy it completely; this is rather unfortunate for Quagsire since Pokemon such as Rotom-C, Tangrowth, Lilligant, and Sceptile exist to take advantage of it. So while a rare Quagsire variant may tear apart your team, most are handled without rage.


Qwilfish
Typing: Water / Poison
Stats: 65 HP / 95 Atk / 75 Def / 55 SpA / 55 SpD / 85 Spe
Abilities: Swift Swim / Poison Point / Intimidate

One would wonder why anyone would ever use a Qwilfish—and its meager stats go a long way to support that misconception. However, with its excellent typing and Dream World ability Intimidate, Qwilfish can tank resisted physical hits surprisingly well. With a large support movepool including Taunt, Thunder Wave, Spikes, and Toxic Spikes, Qwilfish can fit on any team quite comfortably. Toxic Spikes is an especially notable niche for Qwilfish, as it is one of the better defensive Pokemon with access to this rare commodity. On the topic of Toxic Spikes, Qwilfish is one of the best grounded defensive Poison-types, and hence one of the best Toxic Spikes absorber—this especially serves well to support rain teams. With Swift Swim as an optional ability, it can serve as a fast supporter with a punch.


Regirock
Typing: Rock
Base Stats: 80 HP / 100 Atk / 200 Def / 50 SpA / 100 SpD / 50 Spe
Abilities: Clear Body / Sturdy (Unreleased)

The first thing that should jump out at you when looking at Regirock's stats is its absolutely gigantic Defense stat. This, combined with its high Attack and Special Defense stats, allows it to perform as one of the sturdiest tanks you'll find in RU. Thanks to its typing and high Defense, Regirock is able to take on the likes of Aggron, Entei, Scyther, and Electivire with ease. Most defensive Regirock will carry Stealth Rock and Thunder Wave or Toxic to support the team, with Earthquake and Rock Slide as attacking options. Beware of mono-attacking Curse sets, which remedies one of the main problems Regirock has: its lack of reliable recovery. Also watch out for the occasional Sunny Day supporter, which will commonly carry Fire Punch and/or Explosion to get a sun sweeper in unscathed.


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

If one is looking for a fantastic defensive pivot that has instant recovery, can spread status, and actually has enough power to put a dent into something, Slowking is the one. Slowking can use its massive Special Defense to switch into a ton of special attacking threats and attempt to attack back, cripple, switch to a Pokemon that resists the move in the case that the opponent is carrying a Choice item, or do a double switch if you predict the opponent will be switching to. Thanks to its amazing ability in Regenerator, it can heal its health by 33% whenever it switches, meaning it is able to repeatably switch into a threat and threaten it out. While its Defense isn't great, it's still good enough to be able to tank some hits. Keep in mind that Slowking has many common weaknesses, meaning the number of Pokemon it can switch into is a bit limited, but Slowking can still come in and threaten most of the special attacking Pokemon in the tier out. Slowking is also not just useful for tanking hits;(semi) it can attempt a sweep using a Trick Room + Nasty Plot set. If your opponent has a Slowking in it, be very careful in playing around it;(semi) it can and will do a lot of damage to your team if you let it.


Smeargle
Typing: Normal
Base Stats: 55 HP / 20 Atk / 35 Def / 20 SpA / 45 SpD / 75 Spe
Abilities: Own Tempo / Technician / Moody (Banned)

Although its appearance may state that this little beagle should stick to the canvas, Smeargle is one of the most annoying Pokemon to face in the RU metagame. What makes it so special you ask? Smeargle has access to literally every move in the game. With a decent 75 base Speed and every support move, Smeargle does a fantastic job of helping out a team whether it be through hazards, Baton Pass, or even Trick Room! Despite Smeargle's perks, not everything is fine and dandy for the little artist, as ultimately its lack of an offensive presence is its downfall. Most of Smeargle's stats border on horrifying, and Smeargle isn't exactly a speed demon either, allowing it to be outsped and KOed rather easily. Often faster Pokemon with Taunt put a full stop to Smeargle, rendering its support capabilities useless. On top of this, the advent of Team Preview allows your opponent to prepare for Smeargle and stop it as quickly as possible. Although Smeargle isn't the monster it was in the past, it is not to be overlooked. As no matter what its doing, it may possibly lead to your demise.


Steelix
Typing: Steel / Ground
Base Stats: 75 HP / 85 Atk / 200 Def / 55 SpA / 65 SpD / 30 Spe
Abilities: Rock Head / Sturdy / Sheer Force

Steelix is a physically defensive behemoth, boasting an astronomically high base 200 Defense, backed by an acceptable base 75 HP. Although it's weak to common attacking types, such as Fighting and Water, it has the great Sturdy ability to fall back on if it's at full health. With its extremely high base Defense and Sturdy ability, it will be nearly impossible to take it down with a physical attack, even if it's super effective. Steelix can support the team with Stealth Rock and a phazing move of either Dragon Tail or Roar. Its Steel / Ground typing gives Steelix useful resistances to several types such as Bug, Dark, and Ghost. Though Steelix is a physical wall, it can go on the offense as well, and base 85 Attack isn't too bad either. Steelix has a pathetic base 30 Speed that it can use to its advantage; with a Speed-hindering nature, its STAB Gyro Ball can still deal decent damage to most Pokemon in the tier. Earthquake is also reasonably strong. Still, Steelix offenses are hardly impressive, and other physical walls such as Cofagrigus can stall out Steelix as well. Nonetheless, Steelix is a huge physical threat to look out for, and Sturdy might just make Steelix incredibly hard to take down.


Tangrowth
Typing: Grass
Base Stats: 100 HP / 100 Atk / 125 Def / 110 SpA / 50 SpD / 50 Spe
Ability: Chlorophyll / Leaf Guard / Regenerator

Tangrowth is an excellent physical wall that has gotten even better this generation thanks to its new ability, Regenerator. Regenerator allows Tangrowth to restore a sizable amount of health throughout every match, in conjunction with moves such as Leech Seed and Giga Drain. Its other ability, Chlorophyll, eliminates problems that arise from its pitiful base 50 Speed, allowing it to become a frightening sweeper with Growth. When not tanking hits from physical attackers, Tangrowth also has the potential to strike back hard with great mixed offense stats—100 Attack and 110 Special Attack—and powerful moves, such as Power Whip. However, what most makes Tangrowth dangerous is Sleep Powder. With Sleep Powder Tangrowth is able to basically eliminate one Pokemon on the opponent's team, and Tangrowth doesn't even really care if it misses occasionally thanks to its almost endless supply of recovery. Tangrowth is seen most often as a physical tank, although more offensive sets can be used as well; take caution when facing Tangrowth, as it has the potential to sweep your team after just one turn of setup.

Uxie
Typing: Psychic
Base Stats: 75 HP / 75 Atk / 130 Def / 75 SpA / 130 SpD / 95 Spe
Ability: Levitate

Uxie resumes its role from DPP UU as one of the most versatile supporters available in the metagame. With huge mixed defenses, almost nothing in the tier can outright KO Uxie, which means it will almost always accomplish what it was set out to do. Almost every support Uxie will be carrying Stealth Rock and U-turn, but aside from that commonality, most Uxie sets will be different. Uxie's support movepool takes on the colorful rainbow of Thunder Wave, Toxic, Yawn, Rain Dance, Sunny Day, Trick Room, dual screens, Memento, and Trick. But the fun doesn't stop there! Just when you think that Uxie couldn't get more dangerous than being able to support nearly any kind of team, it's also capable of going on the offensive with a bulky SubCM set. After a Calm Mind, very little in the tier can break its Substitutes in one hit, and from there Uxie can steamroll right over the opposing team with Psychic and Thunderbolt. In short, expect the unexpected when facing a Uxie, and use Team Preview to your advantage to prepare for a possible field supporter Uxie.


Weezing
Typing: Poison
Base Stats: 65 HP / 90 Atk / 120 Def / 85 SpA / 70 SpD / 60 Spe
Abilities: Levitate

The metagame has shifted around Weezing and with the shift of powerful attackers emerging, it has led to the conjoined triplets' fall to RU. In spite of this, Weezing is a magnificent physical wall, capable of checking many physical threats. Will-O-Wisp and Levitate combine to make the best check against Rhydon, as it avoids its Ground-type STAB and inflicts a burn, rendering it ineffective. It also serves as a good check against Archeops, burning it with Will-O-Wisp or doing a good number with a super effective Thunderbolt. As for defensive threats, Curse Quagsire will despise the burn while Ferroseed will reconsider switching in at the sight of Flamethrower. Weezing's support options don't stop there, as it can negate the boosts of opposing Pokemon thanks to Haze or even Clear Smog, with the latter receiving STAB and never missing (at the cost of a type being immune and not affecting those hidden behind a Substitute). Though there are plenty of special attackers who wreck Weezing on its weaker Special Defense, Weezing does more than enough as a good check for physical attackers.


Whimsicott
Typing: Grass
Base Stats: 60 HP / 67 Atk / 85 Def / 77 SpA / 75 SpD / 116 Spe
Abilities: Prankster / Infiltrator / Chlorophyll (Unreleased)

Whimsicott was one of the most hyped up Pokemon in the beginning stages of BW, but it quickly fell from grace after people realized that Grass-types walled it cold,(no comma) and it had no form of offense, as well as its obvious predictability. However, Whimsicott is still quite dangerous in its own right. Even though it has absolutely no way of getting past Grass-types, it can severely cripple them with a priority Stun Spore, or Taunt them. Whimsicott can play a greater role in the RU tier as a team supporter; it has access to a priority Sunny Day, Encore, Taunt, Stun Spore, Light Screen, and even Memento! This crafty little prankster has all sorts of tricks up its grassy sleeves, and therefore you should best be on your guard, for fear of being played by the fluffball.

Holy crap, I finished :o
[gp]2/2[/gp]
 
155 posts later, I'm finally finished my 1k, lol. Sorry for the long delay; lack of a computer really killed me on this one ;-;

Let's get this implemented and HTMLed, folks ^.^
 

Yonko7

Guns make you stupid. Duct tape makes you smart.
is a Contributor Alumnus
Thanks for taking the time to GP this Jellicent!

Implemented the GP check

I removed the images since I C/P off of DittoCrow's post [^^], if they're needed I'll reinstall them.

Ready for HTML stage!
 

Nexus

Forever the Recusant
is a Site Content Manager Alumnusis a Senior Staff Member Alumnusis a Contributor Alumnus
fix the abilities for certain Pokemon, stuff like galvantula, golurk, sawsbuck, and braviary have their DW abilities released. There might be more but those are the ones I saw skimming through.
 

Yonko7

Guns make you stupid. Duct tape makes you smart.
is a Contributor Alumnus
Dooph x.x

Fixed all the DW abilities.

This isn't ready for HTML yet.

We need Escavalier, Nidoqueen, and Stoutland done asap.

Durant and Cresselia are pending suspects right now.
 
yonko, could you do me a favor and edit a compilation of all the entries with their categories & sub-headers into one post?
oops i'm blind

i'll html this when i wake up in the morning so this is basically a placeholder
progress preview

edit: er, i'm not sure what to put for the meta description and i need a compilation of all the authors who contributed
almost done though!

 

Yonko7

Guns make you stupid. Duct tape makes you smart.
is a Contributor Alumnus
Ium, have the credit be Omicron and various contributors, I didn't really do much ^^

Edit: the title can be "BW RU Threat List"
 
validated blah blah blah, preview link is in my previous post etc

HTML:
[title]
BW RU Threat List
[head]
<meta name="description" content="A list of threats in the BW RU metagame, thanks to Omicron, Oglemi, Yonko7, and various contributors." />
[page]
<div class="author">By <a href="/forums/member.php?u=45152">Omicron</a>, <a href="/forums/member.php?u=40358">Oglemi</a>, <a href="/forums/member.php?u=127181">Yonko7</a>, and various contributors.</div>

<ol class="toc">
<li><a href="#offensive">Offensive Threats</a></li>
<li><a href="#defensive">Defensive Threats</a></li>
</ol>

<h2><a name="offensive">Offensive Threats</a></h2>

<h3>Absol</h3>
<img src="/download/sprites/bw/359.png" alt="" />
<p><strong>Typing:</strong> Dark<br />
<strong>Base Stats:</strong> 65 HP / 130 Atk / 60 Def / 75 SpA / 60 SpD / 75 Spe<br />
<strong>Abilities:</strong> Pressure / Super Luck / Justified</p>

<p>Absol possesses the strongest priority available in RU, its STAB Sucker Punch, which surpasses the power of even Honchkrow's. So, you can bet your bottom dollar that nearly every set will be based around utilizing this aspect to the fullest extent. Absol is typically seen boosting its already sky-high Attack with Swords Dance and Life Orb, and then punishing the opponent with its Sucker Punch. It will also typically carry Substitute to block status and give it an opportunity to set up due to its frailness. Absol can also effectively run a decent Choice Band or Choice Scarf set that can make use of its good coverage in just Night Slash and Superpower. Absol is also adept at putting frail Ghost- and Psychic-types in a checkmate position due to its incredibly powerful STAB Pursuit and the threat of Sucker Punch.</p>

<h3>Accelgor</h3>
<img src="/download/sprites/bw/647.png" alt="" />
<p><strong>Typing:</strong> Bug<br />
<strong>Base Stats:</strong> 80 HP / 70 Atk / 40 Def / 100 SpA / 60 SpD / 145 Spe<br />
<strong>Abilities:</strong> Hydration / Sticky Hold / Unburden</p>

<p>Boasting the highest Speed stat in RU bar Ninjask, Accelgor can swiftly devastate its opponents. Speed isn't all that's going for it; Accelgor has great Special Attack and fantastic coverage between just two moves: Bug Buzz and Focus Blast. Usually, being a Bug-type is a liability; however, in RU, many common Pok&eacute;mon are weak to Bug, such as Uxie, Slowking, Tangrowth, and Lilligant. Being a powerful offensive threat isn't all that's going for Acceglor; it has access to the slimly distributed Spikes, allowing it to support its team. However, most people overlook that option because of Accelgor's frailty. Despite not being the most common threat around, Accelgor can rip through teams easily given the opportunity.</p>

<h3>Aerodactyl</h3>
<img src="/download/sprites/bw/142.png" alt="" />
<p><strong>Typing:</strong> Rock / Flying<br />
<strong>Base Stats:</strong> 80 HP / 105 Atk / 65 Def / 60 SpA / 75 SpD / 130 Spe<br />
<strong>Abilities:</strong> Rock Head / Pressure / Unnerve</p>

<p>Aerodactyl has fallen a long way from its former OU status in DPP. However, it fits right in with the RU metagame, and is now one of the most popular and effective Pok&eacute;mon to use. Sporting a sexy base 130 Speed, it outruns virtually everything in the metagame with the exception of Accelgor and most Choice Scarf users. It has access to the famous EdgeQuake combination, allowing it to hit many Pok&eacute;mon in the RU tier for neutral damage, and those that it doesn't, such as Torterra, Aerodactyl can power through with Double-Edge. Aerodactyl isn't just limited to attacking either. It is a fantastic dedicated lead, as with its high Speed and access to both Taunt and Stealth Rock, it can often set up Stealth Rock while preventing your opponent from doing the same, something that most Pok&eacute;mon with access to Stealth Rock are hard-pressed to do. In addition, while Aerodactyl has yet to receive the elusive Brave Bird and Head Smash, it has finally received a usable boosting move in the form of Hone Claws. Although a +1 boost may seem underwhelming, the +1 accuracy boost really helps with Stone Edge, as it will have 100% accuracy after a single boost. Aerodactyl can really tear things up in RU if you give it a chance!</p>

<h3>Aggron</h3>
<img src="/download/sprites/bw/306.png" alt="" />
<p><strong>Typing:</strong> Steel / Rock<br />
<strong>Base Stats:</strong> 70 HP / 110 Atk / 180 Def / 60 SpA / 60 SpD / 50 Spe<br />
<strong>Abilities:</strong> Sturdy / Rock Head / Heavy Metal</p>

<p>This heavily armored rhinocerous looks like one big, mean mofo. But looks are not all Aggron has going for it, for it is one of the most potent offensive threats in the BW RU metagame. In a tier lacking monster physical walls such as Skarmory and Hippowdon, Aggron is freed from its shackles and ready to wreak havoc. With abysmal Speed, horrendous Special Defense, good but unspectacular Attack, and one of the worst defensive typings in the game, Aggron doesn't seem like much of a threat at first glance. But it has one ace in its hand: Rock Head Head Smash. Anything without a Rock resistance and spectacular Defense is going to be rocked hard. Aggron has access to Automatize and Rock Polish to get the jump on faster threats and sweep unboosted by virtue of its sheer power. It can also equip a Choice Band and rock switch-ins hard, clearing the field for a teammate to sweep. With physical defense topped only by Steelix, Aggron has no trouble getting in either, putting tremendous pressure on the opponent with its mere presence.</p>

<h3>Archeops</h3>
<img src="/download/sprites/bw/597.png" alt="" />
<p><strong>Typing:</strong> Rock / Flying<br />
<strong>Base Stats:</strong> 75 HP / 140 Atk / 65 Def / 112 SpA / 65 SpD / 110 Spe<br />
<strong>Ability:</strong> Defeatist</p>

<p>Archeops is the definition of a powerhouse. 140 base Attack, a great 112 Special Attack, and 110 base Speed with a great offensive movepool make it a feared attacker. On top of all this, a great offensive typing does wonders for it, as its Rock and Flying STAB combination is only resisted by Aggron, Klinklang, Rhydon, and Magneton in RU. Its sets also show its many ways to overpower teams. From a Flying Gem-boosted Acrobactics set to a Choice set that has the potential to tear apart even the bulkiest of physical walls, Archeops shows why it is such a top RU threat. If you rely on its ability to help you defeat it, you'll be in a lot of trouble until its HP is under 50%.</p>

<h3>Bouffalant</h3>
<img src="/download/sprites/bw/656.png" alt="" />
<p><strong>Typing:</strong> Normal<br />
<strong>Base Stats:</strong> 95 HP / 110 Atk / 95 Def / 40 SpA / 95 SpD / 55 Spe<br />
<strong>Abilities:</strong> Reckless / Sap Sipper / Soundproof</p>

<p>Bouffalant is a staple of pure power in the RU tier. It has a great 110 base Attack and Reckless, crushing nearly everything with a boosted Head Charge. Bouffalant's Head Charge is one of the most powerful moves in the tier when boosted by Reckless. Bouffalant also has access to the great Sap Sipper ability, giving it an immunity to Grass-type moves while receiving an Attack boost in the process. This makes Bouffalant able to come in on various Grass-types, such as Lilligant, Ferroseed, and Tangrowth, and set up Swords Dance or Substitute, crushing the opposition with the multitude of Attack boosts it receives. That's not all; Bouffalant has great defenses as well, boasting a base 95 stat in all three, enabling it to absorb weak attacks from walls. Bouffalant makes an excellent wallbreaker with Choice Band and its good movepool. Whether you choose to smash through the opponent with a Reckless Head Charge or utilize Swords Dance and Sap Sipper, Bouffalant is a force to be reckoned with.</p>

<h3>Braviary</h3>
<img src="/download/sprites/bw/658.png" alt="" />
<p><strong>Typing:</strong> Normal / Flying<br />
<strong>Base Stats:</strong> 100 HP / 123 Atk / 75 Def / 57 SpA / 75 SpD / 80 Spe<br />
<strong>Abilities:</strong> Keen Eye / Sheer Force / Defiant</p>

<p>One might wonder what makes Braviary such a threat, and one has all the right to do so. Braviary's only stats that stand out are his great HP and Attack. Braviary's defensive stats are below average and he lacks Roost, while his middling Speed stat really holds him back from sweeping. But not all Pok&eacute;mon can make it on their own; with the right tools, Braviary is a force to be reckoned with. Choice Band lets Braviary crush the opposing walls with his STAB Brave Bird and Return, backed up with a strong Superpower. Braviary's middling Speed stat can be patched up with a Choice Scarf, making him a fierce revenge killer, easily OHKOing huge parts of the tier. Although Braviary's movepool is scarce and his abilities don't help him much, he is still a powerhouse, and an unpredictable one at that.</p>

<h3>Charizard</h3>
<img src="/download/sprites/bw/6.png" alt="" />
<p><strong>Typing:</strong> Fire / Flying<br />
<strong>Base Stats:</strong> 78 HP / 84 Atk / 78 Def / 109 SpA / 85 SpD / 100 Spe<br />
<strong>Abilities:</strong> Blaze / Solar Power</p>

<p>Charizard is one of the most popular starter Pok&eacute;mon from RBY. However, when it came to the competitive scene, it was always in the lower tiers, always to be forgotten. That is, until it got Solar Power from the Dream World. Now it is a very powerful sweeper that is feared in the RU metagame. With base 109 Special Attack that becomes even more powerful than Deoxys-A in the sun, it is easy to understand why. And if you thought that was good enough, with a Choice Specs, it rips holes in even the bulkiest of RU's special walls, such as Clefable, Uxie, and Dusknoir. With a great offensive STAB combination that is resisted by only Aerodactyl, Omastar, and Rhydon, it can easily rip through teams in just a matter of turns. Do not think that Charizard is just another starter Pok&eacute;mon, or you will regret it when you face it in battle.</p>

<h3>Crawdaunt</h3>
<img src="/download/sprites/bw/342.png" alt="" />
<p><strong>Typing:</strong> Water / Dark<br />
<strong>Base Stats:</strong> 63 HP / 120 Atk / 85 Def / 90 SpA / 55 SpD / 55 Spe<br />
<strong>Abilities:</strong> Hyper Cutter / Shell Armor / Adaptability</p>

<p>Crawdaunt boasts good dual STABs in Waterfall and Crunch, resisted by few Pok&eacute;mon in RU. It is also granted the Adaptability ability, which is really great for Crawdaunt. Coming off of a good base 120 Attack, Adaptability-boosted Waterfall will drown many Pok&eacute;mon in a gush of water. Crawdaunt also has ways to boost its already high Attack stat&mdash;the most common boosting move it uses is Dragon Dance. Dragon Dance also alleviates the problem posed by its low Speed stat, and with 160 Base Power dual STAB moves to make use of, Crawdaunt can easily sweep a team by itself. It can even utilize a Choice Band effectively, spamming its STAB moves without much care. Crawdaunt makes a deadly sweeper in RU, and is a huge threat that should never be overlooked. However, Crawdaunt has a pathetic base 55 Special Defense, meaning it can be fried like a lobster by a single neutral special attack. Other than its low Speed and Special Defense, Crawdaunt does not have many other flaws. If you don't take Crawdaunt as a serious threat, expect yourself to be pinched where it hurts.</p>

<h3>Duosion</h3>
<img src="/download/sprites/bw/608.png" alt="" />
<p><strong>Typing:</strong> Psychic<br />
<strong>Base Stats:</strong> 65 HP / 40 Atk / 50 Def / 125 SpA / 60 SpD / 30 Spe<br />
<strong>Abilities:</strong> Overcoat / Magic Guard / Regenerator</p>

<p>Duosion's stats don't look like much, until you get to that gigantic 125 base Special Attack. Then it all becomes clear just how this squishy, adorable blob could possibly be dangerous. While its defenses aren't much, they're sufficient with the boost from Eviolite, and its sluggish Speed only does it further favors by making it the perfect candidate for a Trick Room sweeper. Furthermore, Duosion even has the ability to set up Trick Room for itself, turning it into one of the deadliest one-turn setup sweepers available in RU. While its movepool isn't expansive, it's just good enough with access to STAB Psychic, Shadow Ball, and Hidden Power Fighting to put together a moveset of perfect neutral coverage. When not using Trick Room, Duosion will typically be using a Calm Mind set with just Psychic and Hidden Power Fighting for coverage, using Recover in the last slot to turn it into an extremely durable tank. Don't give Duosion any opportunity to set up or it'll quickly turn the battle to your opponent's favor.</p>

<h3>Entei</h3>
<img src="/download/sprites/bw/244.png" alt="" />
<p><strong>Typing:</strong> Fire<br />
<strong>Stats:</strong> 115 HP / 115 Atk / 85 Def / 90 SpA / 75 SpD / 100 Spe<br />
<strong>Abilities:</strong> Pressure / Flash Fire (Unreleased)</p>

<p>A laughingstock of all legendary Pok&eacute;mon, Entei finally gets to shine as a top threat in the RU metagame. Entei has all it takes to be a successful Choice Band user: sky-high Attack, a high Base Power STAB, and strong priority. Without a bulky Water-type to absorb its hits, your opponent will easily be overwhelmed with a combination of its boosted Flare Blitz and ExtremeSpeed. The strong priority is also extremely convenient to check fast threats such as Aerodactyl at low health. The Substitute + Calm Mind set is an unexpected but viable option to sweep. Stealth Rock weakness, vulnerability to passive damage, and common weaknesses to Water-, Ground-, and Rock-type moves hold Entei back from becoming too dominant. Also, the predominance of bulky Water-types means that most teams will be prepared for Entei. Still, Entei is a strong attacker that can take apart a team if given the opportunity.</p>

<h3>Electivire</h3>
<img src="/download/sprites/bw/471.png" alt="" />
<p><strong>Typing:</strong> Electivire<br />
<strong>Base Stats:</strong> 75 HP / 123 Atk / 67 Def / 95 SpA / 85 SpD / 95 Spe<br />
<strong>Abilities:</strong> Motor Drive / Vital Spirit</p>

<p>Electivire has been the butt of many jokes throughout its bumpy ride in DPP OU, commonly referred to as "Noobvire"; it now finds itself in a more "appropriate" tier in RU. For starters, it is actually a very competent offensive Pok&eacute;mon in RU. With the addition of Wild Charge, Electivire no longer needs to rely on weak STAB options such as a 75 Base Power ThunderPunch and 95 base Special Attack backed Thunderbolt. Unfortunately, Electivire's main shortcoming remains the lack of reliable stat boosting moves, meaning it can still only KO frail or weakened opponents. However, Electivire still makes a solid late-game sweeper by virtue of incredible super effective coverage, made possible by its plethora of excellent coverage moves. Furthermore, Electivire's signature ability, Motor Drive, gives it a useful Electric immunity. It can also pick up a free Speed boost by simply switching into Electric moves such as Thunder Wave or Galvantula's Thunder. Any Ground resist with reasonable physical bulk will put a full stop to Electivire. However, if partnered with a wallbreaker or strong physical attacker to eliminate or weaken these threats, Electivire is more than capable of running through a team.</p>

<h3>Feraligatr</h3>
<img src="/download/sprites/bw/160.png" alt="" />
<p><strong>Typing:</strong> Water<br />
<strong>Base Stats:</strong> 85 HP / 105 Atk / 100 Def / 79 SpA / 83 SpD / 78 Spe<br />
<strong>Abilities:</strong> Torrent / Sheer Force (Unreleased)</p>

<p>Feraligatr, having been a solid UU physical sweeper for several generations in the past, returns to wreak havoc on a new metagame: BW RU. With two excellent boosting options in Swords Dance and Dragon Dance as well as respectable Attack and decent Speed, Feraligatr can easily destroy teams after one turn of setup. Unfortunately, the RU tier is home to strong physical walls such as Tangrowth and Cofagrigus; however, with proper team support, Feraligatr can still shine as a sweeper and wallbreaker. Feraligatr's biggest strength is its versatility along with its decent bulk. It can often find opportunities to set up, and what might be a check to its Dragon Dance set can't handle its Swords Dance set. Feraligatr can 2HKO almost every Pok&eacute;mon after a Swords Dance as well, so teams will be hard pressed to deal with Feraligatr should it find a free turn to set up.</p>

<h3>Gallade</h3>
<img src="/download/sprites/bw/480.png" alt="" />
<p><strong>Typing:</strong> Psychic / Fighting<br />
<strong>Base Stats:</strong> 68 HP / 125 Atk / 65 Def / 65 SpD / 115 SpD / 80 Spe<br />
<strong>Abilities:</strong> Steadfast / Justified</p>

<p>The Martial Arts Zen Master is back for BW and ready to rip RU a new one, this time with a new toy from Dream World in the form of Justified. A vicious STAB Close Combat coming off a base 125 Attack stat makes Gallade the very definition of a power hitter. Combine that with Swords Dance and you have yourself a potent sweeper. While Gallade is not exactly Deoxys-S, it is not lacking in the Speed department either, and can use Shadow Sneak to ward off potential revenge killers. Gallade is also capable of running an effective Bulk Up set. Even though Drain Punch is illegal with Justified, Gallade's above average special bulk makes Bulk Up an excellent option. Superb coverage moves such as Night Slash, Psycho Cut, and Ice Punch make Gallade incredibly difficult to wall. Access to a plethora of support moves makes it extremely versatile and unpredictable. Taunt, Substitute, Disable, Trick Room, Thunder Wave... the list goes on and on. With that in mind, Gallade is not unstoppable, as many Pok&eacute;mon can outspeed and exploit Gallade's weak Defense for a KO. Even so, Gallade is without a doubt one of the premier threats in BW RU and has the offensive presence to back it up.</p>

<h3>Galvantula</h3>
<img src="/download/sprites/bw/626.png" alt="" />
<p><strong>Typing:</strong> Bug / Electric<br />
<strong>Base Stats:</strong> 70 HP / 77 Atk / 60 Def / 97 SpA / 60 SpD / 108 Spe<br />
<strong>Abilities:</strong> Compoundeyes / Unnerve / Swarm</p>

<p>Although most players choose Rotom as their offensive Electric-type, Galvantula should not be overlooked. Thanks to Compoundeyes, it can make use of a 91% accurate Thunder, hitting much harder than Rotom's Thunderbolt. It also has excellent coverage moves, with STAB Bug Buzz, Energy Ball, and Hidden Power Ice or Fire to choose from. Combined with a base 108 Speed stat, Galvantula is one of the most threatening all-out sweepers in the tier. However, it is very frail, so the few things that do outspeed it, mostly Choice Scarf and weather-boosted Pok&eacute;mon, will probably be able to OHKO it. Although it isn't the most common threat, you should always prepare for Galvantula because it can blast through slower teams.</p>

<h3>Golurk</h3>
<img src="/download/sprites/bw/653.png" alt="" />
<p><strong>Typing:</strong> Ground / Ghost<br />
<strong>Base Stats:</strong> 89 HP / 124 Atk / 80 Def / 55 SpA / 80 SpD / 55 Spe<br />
<strong>Abilities:</strong> Iron Fist / Klutz / No Guard</p>

<p>Golurk stands out from the crowd of the other RU Ghost-types in being the only strong physical attacker of the group. With a huge base 124 Attack stat, Golurk is able to unleash powerful STAB Earthquakes and Shadow Punches, the latter of which is boosted even further by Iron Fist. Golurk is typically seen running a SubPunch set, which works in its favor in multiple ways. Substitute helps to somewhat make up for Golurk's low Speed by allowing it to scout for switches, block status (particularly burn), and gain it a free opportunity to fire off an Iron Fist-boosted Focus Punch. Golurk is also able to effectively utilize a Choice Band set, which turns it into an offensive spinblocker and tank. With a Choice Band, Golurk will usually opt for Hammer Arm in lieu of Focus Punch, and the last slot will usually be dedicated to Stone Edge for the awesome coverage it has when combined with Golurk's STABs.</p>

<h3>Gorebyss</h3>
<img src="/download/sprites/bw/368.png" alt="" />
<p><strong>Typing:</strong> Water<br />
<strong>Base Stats:</strong> 55 HP / 84 Atk / 105 Def / 114 SpA / 75 SpD / 52 Spe<br />
<strong>Abilities:</strong> Swift Swim / Hydration</p>

<p>At a glance, one would wonder why Gorebyss has so much hype this generation. Its stats are average at best, and it is outclassed by many other offensive and defensive Water-types in RU. Gorebyss does have one very important niche in the metagame, though. It is one of the few Pok&eacute;mon with access to Shell Smash in the tier. With support from the team such as Reflect and Light Screen, Gorebyss can easily boost to +2 Attack, Special Attack, and Speed and sweep with its diverse special movepool. Gorebyss is even dangerous without Shell Smash, as its ability Swift Swim remedies its terrible Speed stat. Despite Gorebyss's status as a top-tier threat in RU, its subpar stats and exploitable typing make it quite easy to defeat as long as you can prevent it from setting up.</p>

<h3>Hitmonchan</h3>
<img src="/download/sprites/bw/107.png" alt="" />
<p><strong>Typing:</strong> Fighting<br />
<strong>Base Stats:</strong> 50 HP / 105 Atk / 79 Def / 35 SpA / 110 SpD / 76 Spe<br />
<strong>Abilities:</strong> Keen Eye / Iron Fist / Inner Focus</p>

<p>Hitmonchan is a very unpredictable Pok&eacute;mon because there are very many different roles in can fulfill. It will most often be seen running a straight Life Orb set of Close Combat / Mach Punch / Ice Punch / ThunderPunch, which gives it great coverage and good power. It can also make use of its rare Iron Fist ability and its STAB Focus Punch in a SubPunch set. When behind a Substitute, Hitmonchan is free to fire off its Focus Punches without being flinched. It will also commonly carry Ice Punch and Mach Punch for coverage, which are also boosted by Iron Fist. Hitmonchan's other big niche in the metagame is its ability to Rapid Spin, and thanks to its access to Foresight, it is almost ensured to get off a spin even if a Ghost-type switches in. Finally, Hitmonchan is capable of pulling off an effective Bulk Up set, where the goal is to boost up and tank the opponent. This is made even more effective with Hitmonchan's Iron Fist-boosted Drain Punch and priority in Mach Punch to take down any would-be revenge killers.</p>

<h3>Hitmonlee</h3>
<img src="/download/sprites/bw/106.png" alt="" />
<p><strong>Typing:</strong> Fighting<br />
<strong>Base Stats:</strong> 50 HP / 120 Atk / 53 Def / 35 SpA / 110 SpD / 87 Spe<br />
<strong>Abilities:</strong> Limber / Reckless / Unburden</p>

<p>Hitmonlee is typically seen abusing its Reckless-boosted STAB Hi Jump Kick with either a Life Orb, Choice Scarf, or Choice Band. It will normally be carrying Stone Edge and Double-Edge for coverage, along with Mach Punch or Sucker Punch for priority. Hitmonlee is also capable of supporting the team with Rapid Spin, which is almost always ensured to work alongside Foresight. Finally, while unorthodox, Hitmonlee is capable of using its Unburden ability; the ability is typically activated through a Normal Gem-boosted Fake Out, and from there Hitmonlee is free to attempt to sweep the opposition with its boosted Speed and STAB Hi Jump Kick. This set lacks the raw power of the others, but it makes up for it with its far higher Speed.</p>

<h3>Jynx</h3>
<img src="/download/sprites/bw/124.png" alt="" />
<p><strong>Typing:</strong> Ice / Psychic<br />
<strong>Base Stats:</strong> 65 HP / 50 Atk / 35 Def / 115 SpA / 95 SpD / 95 Spe<br />
<strong>Abilities:</strong> Oblivious / Forewarn / Dry Skin</p>

<p>Jynx is a major threat to be prepared for in RU. Her Dream World ability, Dry Skin, gave her a new tool to use, allowing her to set up on most bulky Water-types in the tier, such as Slowking and Lanturn. Jynx has access to two great boosting move in Nasty Plot and Calm Mind, the former boosting her Special Attack to ridiculous levels and the latter making it very difficult to break with a special attack while slowly preparing for a sweep. One of Jynx's most threatening aspects is its signature move Lovely Kiss, which lets her put a slower opponent to sleep, and Jynx outspeeds a lot in RU with its high base Speed. However, due to her extreme physical frailty, Jynx must always use Substitute when trying to boost its stats. This leaves it with only one attacking move at its disposal, and Ice Beam is the obvious choice. All in all, Jynx can boost her stats to very threatening levels, and can use Lovely Kiss to beat some of her checks. This makes her a large threat in the RU metagame.</p>

<h3>Kabutops</h3>
<img src="/download/sprites/bw/141.png" alt="" />
<p><strong>Typing:</strong> Rock / Water<br />
<strong>Base Stats:</strong> 60 HP / 115 Atk / 105 Def / 65 SpA / 70 SpD / 80 Spe<br />
<strong>Abilities:</strong> Swift Swim / Battle Armor / Weak Armor</p>

<p>Kabutops has most of the perfect tools to be a great sweeper: high Attack backed by Swords Dance, a great dual STAB combination, and priority. Its typing is especially nice, 4x resisting Fire-type attacks, in a tier where Entei has the ultimate firepower. Kabutops can hit almost every Pok&eacute;mon in the tier at least neutrally, and after a Swords Dance, nothing will enjoy switching into it; furthermore, it has high enough Defense that it can take a if needed. Aqua Jet takes on Choice Scarf users such as Typhlosion, stopping their revenge killing efforts. Kabutops's low Speed can even be moderately fixed with Swift Swim and rain or Weak Armor, which lowers Defense and raises Speed by one stage when hit with an attack. Kabutops can also take on a supportive role, setting Stealth Rock when forcing a switch and using Rapid Spin to support the number of hazard-weak Pok&eacute;mon that reside in RU. Such variants are no slouches offensively either, hitting opponents with Waterfall or Stone Edge. Luckily, Kabutop suffers from low Speed, meaning bulky or healthy revenge killers can defeat it rather easily. Furthermore, its typing leaves it weak to Fighting- and Ground-type moves, two attack types that are always around. The bottom line is this: most teams are already prepared for Kabutops when preparing for other threats, but a properly supported shellfish can tear teams apart.</p>

<h3>Klinklang</h3>
<img src="/download/sprites/bw/631.png" alt="" />
<p><strong>Typing:</strong> Steel<br />
<strong>Base Stats:</strong> 60 HP / 100 Atk / 115 Def / 70 SpA / 85 SpD / 90 Spe<br />
<strong>Abilities:</strong> Plus / Minus / Clear Body</p>

<p>Klinklang is one of the best offensive Steel-types in RU. It gets an excellent boosting move in Shift Gear, and its signature move Gear Grind allows it to bypass Substitutes, with decent Base Power to boot. After a Shift Gear, it can outspeed all of the metagame, and also becomes very powerful. It usually runs Return as a coverage move due to its awful movepool, and in the fourth slot a number of different moves are commonly seen. Substitute is the most prominent, avoiding status as well as protecting itself from priority. However, it can also run Hidden Power Fire to defeat Ferroseed, or use Hidden Power Ground to escape the clutches of Magneton; both are would-be counters. Straight-up countering Klinklang is pretty difficult, as its speed and power are unmatched. However, Sandslash is as close as they come, not being 2HKOed by any move from Klinklang even at +1, and can 2HKO back with its STAB Earthquake. Steelix is in a similar position, and can also phaze Klinklang's boosts with Roar. As mentioned before, Ferroseed and Magneton can defeat versions of Klinklang that lack Hidden Power Fire and Hidden Power Ground, respectively. Feraligatr, Entei, and Moltres all resist Gear Grind and are bulky enough to take a +1 Return, and can deal heavy damage with their STAB moves. Also, Hitmonchan can 2HKO Klinklang with Life Orb Mach Punch, although it can't take a boosted attack. All in all, the best way to deal with Klinklang is to prevent it from setting up, as it much more manageable before a Shift Gear than after.</p>

<h3>Lanturn</h3>
<img src="/download/sprites/bw/171.png" alt="" />
<p><strong>Typing:</strong> Water / Electric<br />
<strong>Base Stats:</strong> 125 HP / 58 Atk / 58 Def / 76 SpA / 76 SpD / 67 Spe<br />
<strong>Abilities:</strong> Volt Absorb / Illuminate / Water Absorb</p>

<p>Lanturn doesn't seem like it can do anything much offensively; it has a measly base 76 Special Attack, reaching a maximum of 276. Nonetheless, Lanturn is still a huge offensive threat to look out for. Its bulk, access to Volt Absorb, and Volt Switch make it a good Choice Specs user. Lanturn doesn't have much difficulty using its Choice Specs-boosted Volt Switch as Ground-types think twice before switching in for fear of a Hydro Pump, and Lightningrod and Volt Absorb users (bar Lanturn) are hit hard by it as well. With a Choice Specs, Lanturn reaches 406 Special Attack, which is pretty decent though not particularly splendid for a Choice Specs user. However, its great bulk and typing grants Lanturn several opportunities to come in and blast a powerful Hydro Pump or keep the offensive pressure up with Volt Switch. Lanturn stands as one of the most bulky user of Choice Specs in RU that can tear through teams. Though not as common, Lanturn can utilize a SubCharge set to great effect as long as it doesn't meet its hard counters or get phazed out. At +1, Lanturn has the same power as the Choice Specs set and still retains the ability to switch moves. Thanks to its great coverage, it can easily break Fire / Water / Grass cores and several others with a few boosts under its belt. Lanturn finds no trouble setting up on Choice users such as Manectric too, though it has to look out for Trick and Switcheroo. Never assume that every Lanturn is the same standard defensive one, or you might face a situation where you get swept by an offensive variant.</p>

<h3>Lilligant</h3>
<img src="/download/sprites/bw/577.png" alt="" />
<p><strong>Typing:</strong> Grass<br />
<strong>Base Stats:</strong> 70 HP / 60 Atk / 75 Def / 110 SpA / 75 SpD / 90 Spe<br />
<strong>Abilities:</strong> Chlorophyll / Own Tempo / Leaf Guard</p>

<p>Like many other Grass-types, Lilligant has very balanced stats and a very shallow movepool, not to mention Grass is not a great type to begin with. However, Lilligant was blessed with every special attacker's dream: Quiver Dance. Quiver Dance turns Lilligant from a less-than-average sweeper to a very potent one. On top of this, Lilligant couldn't have asked for two better abilities. Chlorophyll doubles its Speed under sun, making Lilligant a strong addition to a Sunny Day team. Own Tempo allows Lilligant to use Petal Dance, as it nullifies the move's confusion, making it a 120 Base Power STAB move with perfect accuracy and no downside, apart from being locked into it for 2-3 turns. Lilligant also has many support options, including Aromatherapy and Sleep Powder. One must be careful when using Lilligant though, as there are many powerful Bug- and Flying-types in RU that Lilligant struggles against, due to its lacking movepool. However, should your opponent underestimate Lilligant's power, they will surely pay for it.</p>

<h3>Linoone</h3>
<img src="/download/sprites/bw/264.png" alt="" />
<p><strong>Typing:</strong> Normal<br />
<strong>Stats:</strong> 78 HP / 70 Atk / 61 Def / 50 SpA / 61 SpD / 100 Spe<br />
<strong>Abilities:</strong> Pickup / Gluttony / Quick Feet</p>

<p>Linoone has the potential to devastate teams after a single turn of setup, having the ability to OHKO the majority of the tier. After a Belly Drum, Linoone's Attack stat skyrockets and it can proceed to destroy teams before it gets hit itself thanks to its STAB ExtremeSpeed. Ghost-types also cannot stop Linoone, as a +6 Shadow Claw OHKOs most of them, and thanks to Linoone's excellent base 100 Speed, it can outrun Rotom as well. It also has access to Rock Smash to slay Aggron, as well as Seed Bomb to destroy Pok&eacute;mon such as Rhydon. Linoone is truly a devastating Pok&eacute;mon that can turn a surefire loss into a clean sweep in just one turn.</p>

<h3>Ludicolo</h3>
<img src="/download/sprites/bw/272.png" alt="" />
<p><strong>Typing:</strong> Grass / Water<br />
<strong>Base Stats:</strong> 80 HP / 70 Atk / 80 Def / 90 SpA / 100 SpD / 70 Spe<br />
<strong>Abilities:</strong> Swift Swim / Rain Dish / Own Tempo</p>

<p>Ludicolo is a fantastic Swift Swim sweeper that boasts excellent type coverage with its dual STAB combination and great coverage moves, along with excellent Speed and extremely powerful Hydro Pump in the rain. It's also one of the few Swift Swim sweepers in RU that can blow right through bulky Water-types. It can also be an excellent SubSeed user, thanks to its other great ability, Rain Dish, which allows Ludicolo to recover almost 25% of its health in one turn when both Leech Seed and Rain Dance are active. Ludicolo can set up its own rain, which it uses to sweep effectively, and it can also help support the rest of the team. Ludicolo is certainly a good Pok&eacute;mon, and if one is silly enough to underrate it, they could be in for a world of pain.</p>

<h3>Magmortar</h3>
<img src="/download/sprites/bw/472.png" alt="" />
<p><strong>Typing:</strong> Fire<br />
<strong>Base Stats:</strong> 75 HP / 95 Atk / 67 Def / 125 SpA / 95 SpD / 83 Spe<br />
<strong>Abilities:</strong> Flame Body / Vital Spirit</p>

<p>Magmortar is something to prepare for in RU mainly due to its coverage. Thunderbolt, Focus Blast, and Hidden Power Grass are all staples and can hit would-be counters such as Slowking, Munchlax, and Lanturn hard. It is also a great Expert Belt user, so your switch-in might not be safe even if it resists the first attack Magmortar throws at it. Magmortar is extremely difficult to switch into, and with Vital Spirit it is one of the best switch-ins to Tangrowth there are. Magmortar can also run a mixed set well, with Cross Chop instead of Focus Blast to hit Munchlax. The only Pok&eacute;mon that can claim to avoid the 2HKO from Magmortar is Munchlax, and even it can be worn down easily because of its lack of Leftovers and reliable recovery. Usually, you'll have to resort to revenge killing Magmortar. Feraligatr and Kabutops both can utilize STAB Aqua Jet to dispose of Magmortar, and Spiritomb and Absol can hit it with Sucker Punch. Of course, any Pok&eacute;mon that outspeeds Magmortar, such as Aerodactyl and Hitmonlee, is free to dispose of it as well. Although a terror to stall teams, offensive teams generally don't have any trouble with Magmortar.</p>

<h3>Magneton</h3>
<img src="/download/sprites/bw/82.png" alt="" />
<p><strong>Typing:</strong> Electric / Steel<br />
<strong>Base Stats:</strong> 50 HP / 60 Atk / 95 Def / 120 SpA / 70 SpD / 70 Spe<br />
<strong>Abilities:</strong> Magnet Pull / Sturdy / Analytic</p>

<p>Magneton is a unique offensive threat in the RU tier. It's ability to trap and kill almost every Steel-type in the metagame for free is a huge boon for most offensive teams, and it can even set up a sweep for itself if it's running a SubCharge set. Although typically seen playing off of its Eviolite-boosted defenses and huge set of resistances, Magneton can also utilize a Choice Scarf adequately. Thanks to its monster base 120 Special Attack stat, Magneton has no problem outspeeding and blasting through frail offensive teams. The only thing really holding Magneton back is its lack of reliable recovery; it even lacks Leftovers in most situations. It also sports a shallow movepool, though this is somewhat remedied with its access to the ever-useful Volt Switch. Team Preview is your best weapon when faced with a Magneton; don't send out your Steel-type unless you're confident you can defeat Magneton or it's already out of the picture.</p>

<h3>Manectric</h3>
<img src="/download/sprites/bw/310.png" alt="" />
<p><strong>Typing:</strong> Electric<br />
<strong>Base Stats:</strong> 70 HP / 75 Atk / 60 Def / 105 SpA / 60 SpD / 105 Spe<br />
<strong>Abilities:</strong> Lightningrod / Static / Minus</p>

<p>Manectric's role as a fast Electric-type sweeper is highly contested by Galvantula, which has amazing dual STABs and is faster. However, Manectric is one of the few Electric Pok&eacute;mon that can cripple any wall that opposes it thanks to its access to Switcheroo. Not knowing whether your special wall could be doomed for the rest of the game makes Manectric a Pok&eacute;mon to be feared. Even if a special wall manages to avoid Switcheroo, Manectric can just Volt Switch away, giving the user momentum. Its movepool coupled with a base 105 Special Attack and Speed makes Manectric one of the best users of a Choice item in the RU metagame. Its access to Flamethrower and Overheat is rare for an Electric-type, and this allows Manectric's Hidden Power slot to be freed up for another coverage type. Not only do you have to watch out for Switcheroo, but you have to be careful when using Electric moves against a team with Manectric as well; activating Lightningrod will power up its Special Attack, spelling disaster for the opposing team considering Manectric's great coverage.</p>

<h3>Medicham</h3>
<img src="/download/sprites/bw/308.png" alt="" />
<p><strong>Typing:</strong> Fighting / Psychic<br />
<strong>Base Stats:</strong> 60 HP / 60 Atk / 75 Def / 60 SpA / 75 SpD / 80 Spe<br />
<strong>Abilities:</strong> Pure Power / Telepathy</p>

<p>While Medicham might not seem all that threatening when one looks at his stats, he has a key advantage over many other physical attackers thanks to Pure Power, which doubles his Attack and turns Medicham into a monster that can 2HKO many of the key threats in RU. When running a Choice Scarf set, he can easily clean up late-game with Hi Jump Kick, which still hits incredibly hard with no boost thanks to its 130 Base Power and STAB. Choice Band sets are definitely as threatening, working as excellent wallbreakers with Hi Jump Kick. If anything comes in on Medicham, he can always just use a nifty coverage move such as Psycho Cut or ThunderPunch, or even Trick to mess with any incoming walls. Unfortunately, Medicham is frail, so take advantage of that by using a revenge killer to take care of Medicham. Ghost-types can also come in on a Hi Jump Kick and make Medicham waste half of his HP. However, all of Medicham's flaws can be easily covered; he's definitely worth a shot on your team and is something to watch out for!</p>

<h3>Mesprit</h3>
<img src="/download/sprites/bw/486.png" alt="" />
<p><strong>Typing:</strong> Psychic<br />
<strong>Base Stats:</strong> 80 HP / 105 Atk / 105 Def / 105 SpA / 105 SpD / 80 Spe<br />
<strong>Ability:</strong> Levitate</p>

<p>Mesprit has decent stats across the board, with usable offenses and defenses as well. With its efficient movepool, Mesprit can pull off a few offensive sets quite well. As with most Psychic-types, Mesprit can utilize Calm Mind to set up. Its reasonably good bulk often makes it somewhat easy to set up. Furthermore, Mesprit has good coverage options in Thunderbolt and Ice Beam. Grass Knot could be a possibility as well if its in a hurry to take down heavy foes. Despite going all out offensive, Mesprit is quite hard to take down without a super effective hit thanks to its good bulk. Psyshock makes this offensive threat even harder to wall with dedicated special walls at times. Mesprit is a pretty good Choice user as well thanks to its access to Trick to cripple special walls trying to wall it. Choice Specs Mesprit hits hard too, as base 105 Special Attack isn't too bad. Mesprit can turn into an efficient revenge killer with a Choice Scarf thanks to its good coverage. As its base 80 Speed isn't really spectacular, it can utilize an offensive Trick Room set as well; the main attraction to using Mesprit it Healing Wish, which doesn't have widespread distribution.</p>

<h3>Moltres</h3>
<img src="/download/sprites/bw/146.png" alt="" />
<p><strong>Typing:</strong> Fire / Flying<br />
<strong>Base Stats:</strong> 90 HP / 100 Atk / 90 Def / 125 SpA / 85 SpD / 90 Spe<br />
<strong>Abilities:</strong> Pressure / Flame Body (Unreleased)</p>

<p>Moltres finds itself with a solid place amongst the offensive powerhouses dominating the RU tier at this time. Boasting a superb base 125 Special Attack stat along with brilliant offensive coverage between Fire Blast, Hurricane, and Hidden Power, Moltres can threaten a huge amount of the tier with ease. Many of the dominant special walls in the tier, such as Cryogonal, lose immediately to Moltres due to their inability to take Fire Blasts, while many other special walls, such as Clefable, are beaten down easily if they switch in on the wrong move. Unfortunately, Moltres is a bird that has one major thing clipping its wings, so to speak: a crippling 4x weakness to Stealth Rock. Stealth Rock is the most efficient way of handling Moltres in general due to the inability of most of the tier to switch in on its STABs; it has some exploitable weaknesses to Electric-, Water-, and Rock-type moves as well, all of which are reasonably common in RU. However, Moltres is still undeniably one of the dominant offensive forces in RU.</p>

<h3>Ninjask</h3>
<img src="/download/sprites/bw/291.png" alt="" />
<p><strong>Typing:</strong> Bug / Flying<br />
<strong>Base Stats:</strong> 61 HP / 90 Atk / 45 Def / 50 SpA / 50 SpD / 160 Spe<br />
<strong>Abilities:</strong> Speed Boost / Infiltrator</p>

<p>Ninjask, a familiar DPP OU lead we all love to hate, returns in BW. However, in the generation transition, it appears that even Game Freak has decided to kick it down a few rungs; it now resides near the bottom of the barrel. Its base 160 Speed, while phenomenal at first sight, is in fact not its greatest asset; base 90 Attack and a poor offensive movepool means Ninjask's potential as a sweeper is limited. Ninjask's trump card, however, is the combination of its Speed Boost ability and its access to the move Baton Pass. As Speed Boost raises its Speed to mindboggling heights, Ninjask can stall out turns with Protect and quick Substitutes. With a quick Baton Pass, it can instantly transform the likes of Aggron, Medicham, and Marowak into speedy, brutal beasts capable of instantly cleaning up the opposition; the fact that it also receives the move Swords Dance is the icing on the cake. Such is Ninjask's potential; unfortunately, in reality, it can rarely pull this off successfully. The advent of Team Preview, as well as the introduction of priority Taunt users, most notably Whimsicott, all dealt it great blows.</p>

<h3>Primeape</h3>
<img src="/download/sprites/bw/57.png" alt="" />
<p><strong>Typing:</strong> Fighting<br />
<strong>Base Stats:</strong> 65 HP / 105 Atk / 60 Def / 60 SpA / 70 SpD / 95 Spe<br />
<strong>Abilities:</strong> Vital Spirit / Anger Point / Defiant</p>

<p>The Pig Monkey Pok&eacute;mon, a veteran of the original RBY games, has changed little across the generation shift. Previously a fairly solid member of DPP UU, it makes a reappearance in BW RU again as just one of many Fighting-type Pok&eacute;mon. Base 105 Attack isn't much to write home about in a tier packed with hard-hitting sweepers and bulky Poison- and Ghost-type walls; indeed, the new generation was not particularly kind to Primeape. Nonetheless, it does have a few advantages that make it a threat to watch out for. Its offensive movepool, which includes options such as Stone Edge, Ice Punch, Punishment, Earthquake, and even Seed Bomb, is impressive; more importantly, its Base 95 Speed is still among the best of the bunch, making Choice Scarf an excellent option on it. This monkey has other tricks up its sleeve too&mdash;namely Encore and U-turn&mdash;that make it much harder to check or counter. Overall, with a combination of power, coverage, and speed, Primeape definitely poses a unique and solid offensive threat; overlook it at your peril.</p>

<h3>Rhydon</h3>
<img src="/download/sprites/bw/112.png" alt="" />
<p><strong>Typing:</strong> Ground / Rock<br />
<strong>Base Stats:</strong> 105 HP / 130 Atk / 120 Def / 45 SpA / 45 SpD / 40 Spe<br />
<strong>Abilities:</strong> Lightningrod / Rock Head / Reckless</p>

<p>Rhydon's typing and stat spread screams offensive tank, and that's normally the kind of set you'll see Rhydon using on the battlefield. Due to being an NFE, Rhydon is capable of wielding Eviolite to boost its already huge Defense stat, letting it counter some of the top threats in RU, particularly Archeops and Entei. Rhydon is easily capable of setting up Stealth Rock, and will almost always be carrying Stone Edge and Earthquake for STAB moves to form the EdgeQuake combo. Rhydon's coverage is typically rounded out with Megahorn, which lets it get a super effective hit on Slowking, Uxie, and Tangrowth, all Pok&eacute;mon that would normally switch in on Rhydon without fear. Rhydon is also capable of sweeping teams late-game with Rock Polish and Life Orb with the aforementioned coverage moves.</p>

<h3>Rotom</h3>
<img src="/download/sprites/bw/484.png" alt="" />
<p><strong>Typing:</strong> Electric / Ghost<br />
<strong>Base Stats:</strong> 50 HP / 50 Atk / 77 Def / 95 SpA / 77 SpD / 91 Spe<br />
<strong>Ability:</strong> Levitate</p>

<p>Rotom is one of the most dangerous Pok&eacute;mon in the RU tier, and a threat you should always be prepared for. The main reason for Rotom's dangerousness is its versatility. It can run a whole slew of effective sets, each of which requires a different counter. Rotom's typing and access to Will-O-Wisp also helps make up for its seemingly lackluster defenses. Most Rotom will be a running a SubSplit set, which capitalizes on its ability to force switches due to its 3 immunities, as well as punishing special walls that possess a high HP stat. This set commonly uses a Life Orb to increase its damage output from its STABs, as well as lowering its HP so that it can sap more HP from the likes of Clefable with Pain Split. The other common set is a Choice Scarf set, which capitalizes on Rotom's relatively high Speed stat and access to Volt Switch and Trick. This set will usually run Hidden Power Ice for coverage, but it may also run Thunderbolt along with Volt Switch to give it a more reliable STAB option that doesn't force it to switch.</p>

<h3>Rotom-C</h3>
<img src="/download/sprites/bw/500.png" alt="" />
<p><strong>Typing:</strong> Electric / Grass<br />
<strong>Base Stats:</strong> 50 HP / 65 Atk / 107 Def / 105 SpA / 107 SpD / 86 Spe<br />
<strong>Abilities:</strong> Levitate</p>

<p>Rotom-C is a powerful offensive threat in RU, literally capable of mowing through its opponents. With a unique dual STAB combination not shared by any other Pok&eacute;mon, Volt Switch, and support moves such as Trick, Rotom-C can easily distinguish itself from other RU Grass-types such as Lilligant and Sceptile. Because of Volt Switch, Trick, and a typing that kills any Ground-types trying to block the Volt Switch, Rotom-C is commonly seen using a Choice item. It can utilize its many resistances and one immunity to switch in multiple times throughout a match and either scout the switch with Volt Switch, cripple the switch with Trick, or just straight up attack.</p>

<h3>Samurott</h3>
<img src="/download/sprites/bw/531.png" alt="" />
<p><strong>Typing:</strong> Water<br />
<strong>Base Stats:</strong> 95 HP / 100 Atk / 85 Def / 108 SpA / 70 SpD / 70 Spe<br />
<strong>Abilities:</strong> Torrent / Shell Armor (Unreleased)</p>

<p>Samurott is one of the new starter Pok&eacute;mon, and it is also one of the best Water-type Pok&eacute;mon in RU. With 100 base Attack, Swords Dance, and Aqua Jet, it is easily one of the best physical sweepers in the metagame. It is also one of the few Pok&eacute;mon that carry Megahorn, which after a Swords Dance hits like a truck. If that wasn't good enough, it has a great special movepool and base 108 Special Attack, which means it can pull of a Choice Scarf set or a Choice Specs set to tear apart defensive teams. Couple this with 95/85/70 defenses, and you have a bulky attacker that packs quite a punch. With moves such as Taunt in its arsenal as well, it can stop an opposing Pok&eacute;mon's setup in its tracks and then proceed to attack them. Having a Water typing isn't bad at all, with only 2 weaknesses and 4 resistances. Samurott is definitely a Pok&eacute;mon you must be prepared for when making a team.</p>

<h3>Sandslash</h3>
<img src="/download/sprites/bw/28.png" alt="" />
<p><strong>Typing:</strong> Ground<br />
<strong>Base Stats:</strong> 75 HP / 100 Atk / 110 Def / 45 SpA / 55 SpD / 65 Spe<br />
<strong>Abilities:</strong> Sand Veil / Sand Rush</p>

<p>Sandslash is well-suited for a support role as it has access to both Stealth Rock and Rapid Spin. With a decent base 75 HP and respectable base 110 Defense, it makes a good physical wall&mdash;albeit one without reliable recovery. Sandslash also has the option of running EdgeQuake coverage, although it has access to Toxic and Safeguard to further support its team as well. A good base 100 Attack means that its damage output is pretty good too. Ghost-types attempting to spinblock Sandslash might have to look out for the rare Night Slash, which can easily slice through them. Thanks to it solid Defense, it can check a wide variety of physical threats, though it will still fall short to some of them. Although Sandslash is more often seen as a purely support Pok&eacute;mon, it can forgo Stealth Rock for Swords Dance, allowing it to almost guarantee a Rapid Spin as after a boost; it can take down several Ghost-types with either Night Slash or Earthquake. No matter which set Sandslash uses, it will carry Rapid Spin. Thus, one might find difficulty trying to safeguard their entry hazards when facing a Sandslash. Afterall, Sandslash is one of the premier Rapid Spin users in RU, capable of downing several spinblockers by itself, which is a huge asset to it. However, its Special Defense is really abysmal, and will fall to almost every special attack. Nonetheless, if you see a Sandslash, you are certainly guaranteed to have a difficult time keeping your entry hazards safe.</p>

<h3>Sawsbuck</h3>
<img src="/download/sprites/bw/616.png" alt="" />
<p><strong>Typing:</strong> Normal / Grass<br />
<strong>Base Stats:</strong> 80 HP / 100 Atk / 70 Def / 60 SpA / 70 SpD / 95 Spe<br />
<strong>Ability:</strong> Chlorophyll / Sap Sipper / Serene Grace</p>

<p>With spot-on Attack and Speed, Sawsbuck is a solid RU sweeper. It can boost either of those stats with Swords Dance and Agility, respectively. With Baton Pass at its disposal, it can also pass those boosts along to teammates, making it all the more versatile. The Swords Dance set is perhaps the most threatening, as any free turn of setup will transform it into absolute monster. A simple Choice Band set is also a common option for Sawsbuck; instead of setting up, it just gets to work punching holes in the opposing team. Sap Sipper is a great ability that boosts Sawsbuck's Attack when hit with a Grass-type attack. Chlorophyll, on the other hand, is handy for sun teams, though it requires more team support. Horn Leech is Sawsbuck's trademark attack; it's a physical equivalent of Giga Drain, which keeps Sawsbuck nice and healthy as it breaks through the opposition.</p>

<h3>Sceptile</h3>
<img src="/download/sprites/bw/254.png" alt="" />
<p><strong>Typing:</strong> Grass<br />
<strong>Base Stats:</strong> 70 HP / 85 Atk / 65 Def / 105 SpA / 85 SpD / 120 Spe<br />
<strong>Abilities:</strong> Overgrow / Unburden</p>

<p>When one looks at Sceptile, they usually look at it as your standard special sweeper. However, Sceptile offers much more than that. Needless to say, it is a fantastic special sweeper. Sceptile can use its awesome offensive movepool that includes Leaf Storm, Earthquake, Leaf Blade, and Acrobatics to hit hard and fast on either attacking side. Sceptile can also utilize its decent bulk and fantastic base 120 Speed to form a decent SubSeed set. However, not all is good for the wood gecko. Sceptile lacks boosting moves in the special side and also suffers having a typing that gives it weaknesses to 5 types, 2 of which are really common in RU. Sceptile also lacks power to muscle through some of the common walls in RU. Despite this, Sceptile is a real force in the RU metagame.</p>

<h3>Scolipede</h3>
<img src="/download/sprites/bw/573.png" alt="" />
<p><strong>Typing:</strong> Bug / Poison<br />
<strong>Base Stats:</strong> 60 HP / 90 Atk / 89 Def / 55 SpA / 69 SpD / 112 Spe<br />
<strong>Abilities:</strong> Poison Point / Swarm / Quick Feet</p>

<p>Scolipede is an immediate threat to many popular Pok&eacute;mon in RU, with excellent base 112 Speed and great coverage with STAB Megahorn, Earthquake, and Rock Slide. For the situations when Scolipede isn't faster and/or not threatening a OHKO, it can use Spikes or Toxic Spikes very effectively to support the sweeping efforts of other team members. This works especially well with Sandslash being the most common spinner, because it takes a ton of damage from Life Orb Megahorn. Swords Dance is a lesser seen move because of the lower overall utility, but combined with Baton Pass it can turn the game on a dime. Be very careful around Scolipede because it is very easy for it to grab a free turn and becomes very threatening when it does.</p>

<h3>Scyther</h3>
<img src="/download/sprites/bw/123.png" alt="" />
<p><strong>Typing:</strong> Bug / Flying<br />
<strong>Base Stats:</strong> 70 HP / 110 Atk / 80 Def / 55 SpA / 80 SpD / 105 Spe<br />
<strong>Abilities:</strong> Swarm / Technician / Steadfast</p>

<p>Scyther boasts great base 110 Attack and 105 Speed, which make it the perfect candidate for a Swords Dance sweeper. The awesome Technician ability allows Scyther to capitalize on a couple of moves, such as Aerial Ace and Bug Bite. After a Swords Dance, Scyther is an incredibly threatening sweeper, and Quick Attack allows it to pick off weakened foes, making them fall like dead flies. It can also utilize Choice items effectively; Choice Scarf Scyther is a great revenge killer, picking of threats such as Lilligant. Choice Band Scyther packs a punch, and its U-turn is bound to hurt. Although Scyther is mostly seen as an all-out offensive Pok&eacute;mon, it can also use Eviolite to great effect. Scyther is decently bulky with Eviolite, as base 80 defenses aren't too bad. Scyther is a speedy bug that can easily slice through its opponents like hot knife through butter. It is also not easy to counter as well, as it has access to Baton Pass and U-turn, allowing it to easily escape from undesirable match-ups. Furthermore, Roost makes Scyther frustrating to take down, especially if it is holding Eviolite. Though Scyther is highly elusive thanks to its high Speed and access to moves such as U-turn, its greatest downfall is its 4x weakness to Stealth Rock. Every switch in will shave off 50% its HP, greatly reducing its longevity. Still, Scyther is a dangerous threat to note, as its incredible offensive capability will often leave a path of destruction.</p>

<h3>Sigilyph</h3>
<img src="/download/sprites/bw/591.png" alt="" />
<p><strong>Typing:</strong> Psychic / Flying<br />
<strong>Base Stats:</strong> 72 HP / 58 Atk / 80 Def / 103 SpA / 80 SpD / 97 Spe<br />
<strong>Abilities:</strong> Wonder Skin / Magic Guard / Tinted Lens</p>

<p>Sigilyph is a rather unique Pok&eacute;mon introduced in BW. While its only above average base stats are Special Attack and Speed, Sigilyph is certainly something to be prepared for in RU due to its ability, Magic Guard. With it, Sigilyph can avoid Stealth Rock damage, takes no damage from poison or burn, and also takes no damage from Life Orb. It can run an effective offensive set, as it gets great coverage with Psychic, Air Slash, and Hidden Power Fighting. Its last move can either be Calm Mind to boost its stats further, or Roost to heal off damage. Sigilyph can also run a set with Cosmic Power. Cosmic Power boosts its defenses, while also boosting the Base Power of the move Stored Power, which Sigilyph gets as STAB. However, there are ways to deal with Sigilyph. Aerodactyl with Taunt can prevent it from boosting or healing, and outspeeds and KOes with STAB Stone Edge. Spiritomb is immune to Stored Power, and can run a Calm Mind set to bypass Sigilyph's boosts. Mandibuzz and Slowking are other ways of effectively dealing with Sigilyph, as they can take most of Sigilyph's attacks with ease and phaze with either Whirlwind or Dragon Tail.</p>

<h3>Swellow</h3>
<img src="/download/sprites/bw/277.png" alt="" />
<p><strong>Typing:</strong> Normal / Flying<br />
<strong>Base Stats:</strong> 60 HP / 85 Atk / 60 Def / 50 SpA / 50 SpD / 125 Spe<br />
<strong>Abilities:</strong> Guts / Scrappy</p>

<p>Swellow remains largely unchanged throughout the generations. While Swellow's only impressive stat seems to be its wonderful Speed, it has an excellent ability in Guts. It usually holds either Flame Orb or Toxic Orb to activate its Guts ability, boosting its average Attack to high levels. Guts-boosted Facade and Brave Bird are terrifyingly powerful, denting anything that does not resist them. Not only is it capable of punching holes, but it can also scout with U-turn, taking no damage from its status as well. Swellow's remarkable Speed means that it is usually only hit by priority moves, but it has Quick Attack, which can finish off weakened foes. With the usual moves being Facade, Brave Bird, Quick Attack, U-turn, Pursuit, and Protect, Swellow is highly predictable. It is also easily walled by Steel- and Rock-types thanks to its poor coverage, and will be worn down quickly by its status. Still, Swellow is deceptively powerful, and can peck its way through teams like hot knife through butter. Without a Rock- or Steel-type in its way, it can easily leave a path of wreckage in its wake.</p>

<h3>Tauros</h3>
<img src="/download/sprites/bw/128.png" alt="" />
<p><strong>Typing:</strong> Normal<br />
<strong>Base Stats:</strong> 75 HP / 100 Atk / 95 Def / 40 SpA / 70 SpD / 110 Spe<br />
<strong>Abilities:</strong> Intimidate / Anger Point / Sheer Force</p>

<p>Tauros is typically seen as a straight-up physical attacker, utilizing its high Speed and Attack stats with a Life Orb to the fullest. Tauros has two fantastic abilities in Intimidate and Sheer Force, which can allow it to either switch in on weak physical attackers with ease, or give it a recoil-less Life Orb and boosted STAB Rock Climb and Rock Slide, respectively. Zen Headbutt and Earthquake are commonly seen as the coverage moves. Finally, instead of being a full-on attacker, Tauros can opt to setup with Work Up, giving it even more power at the cost of a coverage move, usually Zen Headbutt.</p>

<h3>Typhlosion</h3>
<img src="/download/sprites/bw/157.png" alt="" />
<p><strong>Typing:</strong> Fire<br />
<strong>Base Stats:</strong> 78 HP / 84 Atk / 78 Def / 109 SpA / 85 SpD / 100 Spe<br />
<strong>Abilities:</strong> Blaze / Flash Fire (Unreleased)</p>

<p>Typhlosion is one of the few Fire-types that gets blessed with the move Eruption. At full HP and wielding a monstrous 109 base Special Attack and 100 Speed, the typical Choice Scarf Typhlosion only has a few safe switch-ins since Eruption can 2HKO nearly any Pok&eacute;mon that doesn't resist the move. Unfortunately there are also some hard counters to Choice Scarf Typhlosion. Slowking and Lanturn are very common in the metagame and can take any of Typhlosion's attacks easily. Rapid Spin support is also needed if Typhlosion wants to keep Eruption's maximum power. However, with proper support, Choice Scarf Typhlosion can cut through an entire team with its speed and power in the late-game. Thanks to Team Preview, Typhlosion can also create instant pressure as a lead if you see that the opponent lacks the proper resists. Even if Typhlosion's Eruption isn't at maximum power, opponents still have to worry about a Blaze-boosted Fire Blast, which is even more powerful than Eruption.</p>

<h3>Zangoose</h3>
<img src="/download/sprites/bw/335.png" alt="" />
<p><strong>Typing:</strong> Normal<br />
<strong>Stats:</strong> 73 HP / 115 Atk / 60 Def / 60 SpA / 60 SpD / 90 Spe<br />
<strong>Abilities:</strong> Immunity / Toxic Boost</p>

<p>Zangoose is truly a frightening threat in that it can hit ridiculously hard without a turn of setup. This is due to its ability, Toxic Boost, which powers up its already-high Attack stat to ridiculous levels when it's poisoned, which is easy to do with a Toxic Orb. To capitalize on this ability, Zangoose has STAB Facade, which becomes a 140 Base Power STAB move when Zangoose is poisoned. Zangoose can even use Swords Dance to make this attack even more powerful, and also has access to Close Combat to get rid of pesky Steel-types, such as Ferroseed. Ghost-types aren't safe from this behemoth either, as it has access to Shadow Claw. It also has Quick Attack for priority, and even that becomes powerful due to Toxic Boost. Zangoose is truly a devastating threat due to a ridiculously powerful STAB move, Close Combat, Shadow Claw, a great ability, and the power to sweep teams in the blink of an eye.</p>

<h3>Zweilous</h3>
<img src="/download/sprites/bw/664.png" alt="" />
<p><strong>Typing:</strong> Dark / Dragon<br />
<strong>Base Stats:</strong> 72 HP / 85 Atk / 70 Def / 65 SpA / 70 SpD / 58 Spe<br />
<strong>Ability:</strong> Hustle</p>

<p>With unassuming overall stats and a barren movepool, Zweilous doesn't look like much from a glance. Until you realize that with Hustle, Zweilous possesses the strongest Outrage in the entire game, surpassing the power of even Rayquaza. With that tool alone, Zweilous can rip giant holes in teams with ease, and it has just enough of a movepool to give it coverage in STAB Crunch and Fire Fang. Most Zweilous you'll encounter will be Trick Room sweepers, mostly due to Zweilous's otherwise dismal Speed. When not in Trick Room, Zweilous will typically be running just enough Speed EVs to outpace base 60s, and typically be wielding a Choice Band to further boost the power of its obscenely powerful Outrage. Some Zweilous will be running Eviolite instead to turn the two-headed fiend into more of a tank, and will usually be running Substitute in place of Dragon Tail or Thunder Wave to ease prediction and block status. Beware of the uncommon Choice Scarf sets; while it's not nearly as strong as the Choice Band set, it trades its power for the ability to outrun everything in the tier up to positively-natured Archeops, giving it the jump on many Pok&eacute;mon that could normally easily revenge kill it.</p>

<h2><a name="defensive">Defensive Threats</a></h2>

<h3>Aggron</h3>
<img src="/download/sprites/bw/306.png" alt="" />
<p><strong>Typing:</strong> Steel / Rock<br />
<strong>Base Stats:</strong> 70 HP / 110 Atk / 180 Def / 60 SpA / 60 SpD / 50 Spe<br />
<strong>Abilities:</strong> Sturdy / Rock Head / Heavy Metal</p>

<p>Aggron is one of the few viable Steel-types in RU, so its resistances to Dragon-, Ice-, Normal-, Flying-, Bug-, Dark-, Ghost-, Psychic-, and Rock-type attacks are highly valued. It also has a gigantic Defense stat, making it one of the few Druddigon, Klinklang, Entei, and Scyther counters in the tier. Aggron has access to Stealth Rock and is almost always guaranteed to get it set up thanks to Sturdy. In a defensive role, Aggron will typically be carrying Thunder Wave to cripple its common switch-ins. Aggron separates itself from other defensive Pok&eacute;mon, such as Steelix, by having an extremely powerful attack in STAB recoil-less Head Smash, thanks to Rock Head, and a high Attack stat, even uninvested. Finally, while rare, Aggron is capable of pulling off an effective Metal Burst set thanks to Sturdy, which ensures that it will survive any attack assuming it's at full health and be able to KO back.</p>

<h3>Altaria</h3>
<img src="/download/sprites/bw/334.png" alt="" />
<p><strong>Typing:</strong> Dragon / Flying<br />
<strong>Base Stats:</strong> 75 HP / 75 Atk / 90 Def / 70 SpA / 105 SpD / 80 Spe<br />
<strong>Abilities:</strong> Natural Cure / Cloud Nine</p>

<p>Altaria's decent typing grants it resistances to Fighting-, Water-, Grass-, Fire-, and Bug-type moves, which are extremely common in the RU metagame. In addition, Altaria has an immunity to Ground-type moves, and it has access to various support moves, such as Heal Bell, Roost, and Toxic. Natural Cure is a blessing on a defensive Pok&eacute;mon, as it means Altaria won't be crippled by status any longer than it stays on the field. Natural Cure works great in tandem with Rest, fully restoring Altaria's health and waking it up when it switches out. That's not all, as Altaria's decent defensive stats mean it can abuse a defensive Dragon Dance set; while it's difficult to KO, Altaria raises its stats to respectable levels, and becomes a dangerous threat. Don't overlook Altaria because of its common weaknesses, because it can be crippling if you don't take it into account.</p>

<h3>Clefable</h3>
<img src="/download/sprites/bw/36.png" alt="" />
<p><strong>Typing:</strong> Normal<br />
<strong>Base Stats:</strong> 95 HP / 70 Atk / 73 Def / 85 SpA / 90 SpD / 60 Spe<br />
<strong>Abilities:</strong> Cute Charm / Magic Guard / Unaware</p>

<p>Clefable is a solid special wall that, thanks to Magic Guard, is unaffected by passive damage, such as entry hazards and Toxic, that break other defensive threats. The sheer versatility of sets it can run makes countering it difficult until you know just what's up its sleeves. Access to Wish, dual screens, and Heal Bell provides it with plenty of ways to support its team. Encore, Thunder Wave, Toxic, Stealth Rock, and Knock Off are all excellent options for crippling opponents, easing its allies' attempts at sweeping the opponent. Cosmic Power allows it to beef up its defenses even further, while Softboiled provides reliable recovery. Clefable can even go on the offensive; its vast special movepool, and decent base 85 Special Attack, ensure its not just setup bait. Unfortunately, its lower Defense stat and weakness to Fighting means its threatened by any powerful Fighting-type, and there's certainly no lack of them in RU.</p>

<h3>Crustle</h3>
<img src="/download/sprites/bw/588.png" alt="" />
<p><strong>Typing:</strong> Bug / Rock<br />
<strong>Base Stats:</strong> 70 HP / 95 Atk / 125 Def / 65 SpA / 75 SpD / 45 Spe<br />
<strong>Abilities:</strong> Sturdy / Shell Armor / Weak Armor</p>

<p>While Crustle has a huge Defense stat, it has an extremely poor defensive typing. Therefore, it will usually be seen as a dedicated lead, where it will almost always be able to set up Stealth Rock and a layer of Spikes, if not more. It does have resistances to Normal- and Poison-type attacks, and its access to STAB Rock- and Bug-type attacks, particularly Stone Edge and X-Scissor respectively, is usually enough to scare off other common dedicated leads such as Scolipede and Accelgor. Beware of treating all Crustle the same; it is also capable of attempting a sweep with Shell Smash.</p>

<h3>Cryogonal</h3>
<img src="/download/sprites/bw/645.png" alt="" />
<p><strong>Typing:</strong> Ice<br />
<strong>Base Stats:</strong> 70 HP / 50 Atk / 30 Def / 95 SpA / 135 SpD / 105 Spe<br />
<strong>Ability:</strong> Levitate</p>

<p>Cryogonal's Ice typing is bad defensively and it has a horrid Defense stat, but it has a massive Special Defense stat and is capable of tanking many of the common special attacks, particularly Ice Beam, Thunderbolt, Surf, and Grass Knot, with ease. Cryogonal is typically used for its access to Rapid Spin, despite its weakness to Stealth Rock. However, it also carries an immunity to Spikes and Toxic Spikes thanks to Levitate, which somewhat makes up for this. It's also incredibly fast for a defensive Pok&eacute;mon, and has access to reliable recovery in Recover. Cryogonal even has a decent Special Attack stat to threaten the opponent with its STAB Ice Beam. Finally, it has access to Light Screen and Reflect in order to support the team even further, and will often carry Haze as well to cancel out any stat boosts the opponent may accumulate.</p>

<h3>Drapion</h3>
<img src="/download/sprites/bw/457.png" alt="" />
<p><strong>Typing:</strong> Poison / Dark<br />
<strong>Base Stats:</strong> 70 HP / 90 Atk / 110 Def / 60 SpA / 75 SpD / 95 Spe<br />
<strong>Abilities:</strong> Battle Armor / Sniper / Keen Eye</p>

<p>Drapion's typing is perfect for countering Psychic- and Ghost-types, and is incredibly adept at trapping them with its STAB Pursuit. Because its typing is suited for taking on Psychic- and Ghost-types and has a decent Defense stat to start with, most Drapion will be specially defensive to be able to more easily take Thunderbolt, Shadow Ball, Dark Pulse, and Focus Blast. When specially defensive, Drapion will usually be setting up Toxic Spikes and absorbing them for its team, while also carrying Whirlwind to phaze the enemy and attempt to poison the rest of the team. The last slot is usually left to Taunt to prevent the enemy from setting up entry hazards on Drapion, as well as stopping defensive walls from using Rest or other forms of recovery to ensure the Toxic builds up.</p>

<h3>Dusknoir</h3>
<img src="/download/sprites/bw/482.png" alt="" />
<p><strong>Typing:</strong> Ghost<br />
<strong>Base Stats:</strong> 45 HP / 100 Atk / 135 Def / 65 SpA / 135 SpD / 45 Spe<br />
<strong>Ability:</strong> Pressure</p>

<p>Dusknoir is one of the few viable Ghost-types available in RU, and is one of the bulkiest by far. This makes it one of the most reliable spinblockers available. Most Dusknoir will be carrying Will-O-Wisp to punish any physical attackers. Dusknoir's role on a team is typically a tank, and will usually be carrying Shadow Punch, Seismic Toss, and Earthquake for attack moves. The last slot is typically left to Pain Split, which works wonders with Dusknoir's naturally low HP, and lets it take on other walls such as Clefable and Munchlax more effectively.</p>

<h3>Ferroseed</h3>
<img src="/download/sprites/bw/627.png" alt="" />
<p><strong>Typing:</strong> Grass / Steel<br />
<strong>Base Stats:</strong> 44 HP / 50 Atk / 91 Def / 24 SpA / 86 SpD / 10 Spe<br />
<strong>Ability:</strong> Iron Barbs</p>

<p>A fantastic Grass / Steel typing means Ferroseed can safely shut down a large portion of the RU metagame thanks to a whopping 10 resistances and one immunity. It has a number of support options too, with access to Spikes and Stealth Rock to support the team, Thunder Wave and Toxic to cripple the opponent, as well as Leech Seed and Protect to keep itself healthy. Ferroseed's stats may look underwhelming, but thanks to Eviolite, its bulk is comparable to its much bigger brother Ferrothorn. Ferroseed's ability, Iron Barbs, complements its role perfectly, punishing enemy contact moves such as Rapid Spin making it a real annoyance to physical sweepers in general. It is far from perfect though, as a weakness to Fighting is a hindrance to its physical walling capability while a massive 4x weakness to Fire is always there to be exploited. An almost complete lack of offensive presence makes it vulnerable to Taunt and it can be set up on by anything that doesn't fear Gyro Ball or status. Despite these flaws, Ferroseed is still one of the most reliable entry hazard setters and mixed walls in all of RU. Don't be fooled by this harmless-looking baby durian fruit; Ferroseed is the very definition of a defensive threat.</p>

<h3>Hariyama</h3>
<img src="/download/sprites/bw/297.png" alt="" />
<p><strong>Typing:</strong> Fighting<br />
<strong>Base Stats:</strong> 144 HP / 120 Atk / 60 Def / 40 SpA / 60 SpD / 50 Spe<br />
<strong>Abilities:</strong> Thick Fat / Guts / Sheer Force</p>

<p>One of the many Fighting-types in RU, Hariyama stands out from the crowd, competing with a whole different play style compared to the others. Thanks to its massive HP stat, Hariyama can take a more defensive role; Thick Fat also adds to Hariyama's defensive prowess, allowing it to survive boosted Fire- and Ice-type moves and hit back with a powerful STAB move. Although Hariyama is slow, it has a sky-high Attack stat, and moves such as Payback, Bullet Punch, and Fake Out enable it to take advantage of its low Speed stat. Hariyama is commonly seen utilizing Rest, Sleep Talk, and Whirlwind, which makes countering it directly very difficult. In addition, Hariyama's Guts ability means it can't be beaten by Scald and Will-O-Wisp; they only add to its power. Sheer Force is helpful as it boosts moves like ThunderPunch and Ice Punch, as well as less powerful moves like Wake-Up Slap.</p>

<h3>Lanturn</h3>
<img src="/download/sprites/bw/171.png" alt="" />
<p><strong>Typing:</strong> Water / Electric<br />
<strong>Base Stats:</strong> 125 HP / 58 Atk / 58 Def / 76 SpA / 76 SpD / 67 Spe<br />
<strong>Abilities:</strong> Volt Absorb / Illuminate / Water Absorb</p>

<p>Lanturn is one of the best bulky Water-types in RU. Its great typing grants it only two weaknesses, Grass and Ground, albeit two common attacking types. Its astronomical base 125 HP makes it incredibly hard to take down, especially with special attacks. Volt Absorb gives Lanturn yet another generous gift of not only an Electric-type immunity, but also a way to recover HP without having to rely on Rest. Lanturn's presence on the team may deter the opponent from recklessly launching Electric-type attacks, which might benefit the Lanturn user. Not only is Lanturn a great special tank, it can also provide plenty of support for the team. With access to support moves, such as Heal Bell and Thunder Wave, Lanturn can provide the team with various forms of support. As with most Water-types, it has access to the frustrating move known as Scald, which has a chance of inflicting a nasty burn on the target. Burning the target also allows Lanturn to handle it more easily as it has a ridiculously low Defense stat. Unlike most bulky Water-type, Lanturn can act as a nifty defensive pivot by switching itself out with a slow Volt Switch. Thus, Lanturn is a rather elusive tank that can get itself out of harm's way. Lanturn can also support rain teams with Rain Dance and probably even Heal Bell, the latter of which is hard to fit on rain teams. Lanturn is truly a defensive beast to take down, and is one of the most common and effective bulky Water-types in the tier.</p>

<h3>Lickilicky</h3>
<img src="/download/sprites/bw/468.png" alt="" />
<p><strong>Typing:</strong> Normal<br />
<strong>Base Stats:</strong> 110 HP / 85 Atk / 95 Def / 80 SpA / 95 SpD / 50 Spe<br />
<strong>Abilities:</strong> Own Tempo / Oblivious / Cloud Nine</p>

<p>Lickilicky's mixed defenses are phenomenal, letting it tank attacks from all sorts of opponents. This is made even better considering it only has one weakness in Fighting-type moves. Lickilicky's main role on a team is a Wish passer, thanks to its ability to pass huge HP Wishes, and as a cleric thanks to its access to Heal Bell. It will also usually be carrying Protect in order to heal itself with Wish, as well as to scout the opponent's moves and gain Leftovers recovery. Lickilicky's attack moves are typically left to Body Slam for STAB in order to spread paralysis on the opponent, and to Dragon Tail in order to phaze the opponent. While rare, Lickilicky also possesses the strongest STAB Explosion in the game, which, even with the nerf this generation, can still leave a dent in any of your Pok&eacute;mon that isn't resistant or immune.</p>

<h3>Mandibuzz</h3>
<img src="/download/sprites/bw/660.png" alt="" />
<p><strong>Typing:</strong> Dark / Flying<br />
<strong>Base Stats:</strong> 110 HP / 65 Atk / 105 Def / 55 SpA / 95 SpD / 80 Spe<br />
<strong>Abilities:</strong> Big Pecks / Overcoat / Weak Armor</p>

<p>Mandibuzz is a strange defensive Pok&eacute;mon; unlike its Flying-type brethren, Mandibuzz sports decent base 110 HP, 105 Defense, and 95 Special Defense stats. Commonly seen as a specially defensive Pok&eacute;mon, Mandibuzz can switch into common Psychic-, Ghost-, and Dark-types, namely Slowking, Absol, and Uxie, with little trouble. Access to Roost, Taunt, and Whirlwind make it difficult to knock out of the sky, and coupled with its decent defensive stats, it will be a pain to face when you're stuck with a special attacker. Overcoat is by far Mandibuzz's most useful ability, though in RU, there aren't any permanent weather inducers, so hail and sandstorm won't be common. Mandibuzz's other abilities are pretty poor, but they don't affect its walling potential in the slightest. Just because it's a Flying-type, and it's weak to Stealth Rock, don't underestimate Mandibuzz as a defensive Pok&eacute;mon.</p>

<h3>Mesprit</h3>
<img src="/download/sprites/bw/486.png" alt="" />
<p><strong>Typing:</strong> Psychic<br />
<strong>Base Stats:</strong> 80 HP / 105 Atk / 105 Def / 105 SpA / 105 SpD / 80 Spe<br />
<strong>Ability:</strong> Levitate</p>

<p>While Mesprit is usually better off with an offensive set due to the presence of other more capable defensive Pok&eacute;mon in the tier such as Uxie, Mesprit is still a viable option at providing team support. Mesprit isn't totally helpless offensively even though it might be defensively oriented. Its equal defenses and offensive stats make it an all-rounded defensive pivot. Mesprit's support movepool isn't too bad either, with access to Stealth Rock, Sunny Day, Rain Dance, Trick Room, Thunder Wave, and Toxic to name a few. What stands out though is Healing Wish, which allows it to bring in a refreshed teammate after setting up a desirable field condition. It can even use dual screens as well. Mesprit is one of the few defensive Pok&eacute;mon that can keep an offensive presence while providing team support, making it less of a setup bait while fulfilling its roles. Thus, Mesprit is not entire outclassed defensively and is still a threat to look out for in this aspect.</p>

<h3>Miltank</h3>
<img src="/download/sprites/bw/241.png" alt="" />
<p><strong>Typing:</strong> Normal<br />
<strong>Base Stats:</strong> 95 HP / 80 Atk / 105 Def / 40 SpA / 70 SpD / 100 Spe<br />
<strong>Abilities:</strong> Thick Fat / Scrappy / Sap Sipper</p>

<p>Miltank possesses two awesome abilities in Thick Fat and Scrappy, which let it fulfill different roles on a team. Most defensive sets will make use of a specially defensive EV spread and Thick Fat to counter threats such as Moltres and Typhlosion, while retaining its ability to counter physical threats such as Entei. Almost all defensive sets will be carrying Stealth Rock to support the team, Heal Bell to cure status, and Milk Drink for reliable recovery. Miltank's attacking move will typically be left to Body Slam to spread paralysis on the opponent's team. If Miltank is using a Curse set, it will usually be running Scrappy in order to hit Ghost-types.</p>

<h3>Moltres</h3>
<img src="/download/sprites/bw/146.png" alt="" />
<p><strong>Typing:</strong> Fire / Flying<br />
<strong>Base Stats:</strong> 90 HP / 100 Atk / 90 Def / 125 SpA / 85 SpD / 90 Spe<br />
<strong>Abilities:</strong> Pressure / Flame Body (Unreleased)</p>

<p>While Moltres will usually be abusing its huge base Special Attack and STAB Fire Blast and Air Slash, it can also make use of its decent defensive stats in a SubRoost set. Moltres's typing is perfect for countering the multitude of Grass- and Bug-types in the tier, and setting a Substitute up on the Pok&eacute;mon it scares out with its STAB moves is easy to do. Once Moltres has a Substitute up, it's able to stall the opponent with a combination of Toxic and Roost. It will usually be carrying Flamethrower for a STAB move due to its higher PP and accuracy over Fire Blast.</p>

<h3>Munchlax</h3>
<img src="/download/sprites/bw/451.png" alt="" />
<p><strong>Typing:</strong> Normal<br />
<strong>Base Stats:</strong> 135 HP / 85 Atk / 40 Def / 40 SpA / 85 SpD / 5 Spe<br />
<strong>Abilities:</strong> Pick Up / Thick Fat / Gluttony</p>

<p>Munchlax occupies the position as the most specially defensive Pok&eacute;mon in RU with the help of Eviolite. Most sets will focus on its ability to tank even the strongest special attacks in the tier, usually with a RestTalk set with Whirlwind. Munchlax will typically be using Body Slam for a STAB move in order to spread paralysis on the opponent's team. Munchlax's Thick Fat ability is awesome and lets it take Fire- and Ice-type attacks like a pro. If using a Curse set, Munchlax will usually drop Sleep Talk in favor of another coverage move, such as Earthquake or Fire Punch.</p>

<h3>Omastar</h3>
<img src="/download/sprites/bw/139.png" alt="" />
<p><strong>Typing:</strong> Rock / Water<br />
<strong>Base Stats:</strong> 70 HP / 60 Atk / 125 Def / 115 SpA / 70 SpD / 55 Spe<br />
<strong>Ability:</strong> Swift Swim / Shell Armor / Weak Armor</p>

<p>Omastar is most commonly seen as a Shell Smash sweeper, as it is one of the best Shell Smash users, and it might be a waste not to use its offensive potential to the fullest. However, don't forget that Omastar's best stat is actually its base 125 Defense. With such a huge Defense stat, Omastar acts as a good check to several physical attackers in the tier, though it might not be completely effective due to the omnipresent Fighting-types in the tier. Nonetheless, Omastar's access to several support moves make it an ideal defensive Pok&eacute;mon too. It can lay Stealth Rock, Spikes, and Toxic Spikes, though it is quite inefficient at setting up all of them. Still, it finds many opportunities to set them up as the threat of Shell Smash Omastar is too great for people to ignore and often cause people to immediately switch to their appropriate counters, only to realize that Omastar is taking its time to lay down entry hazards. Being a defensive Water-type has its merits as well as it can potentially burn opponents with Scald. Omastar can tank physical hits from burned opponents all day long bar some super effective hits. Haze and Knock Off are moves that Omastar might carry once in a while. The latter is especially useful to remove vital held items such as Eviolite. Never assume that every Omastar is the same Shell Smash Omastar, as it is still a rather potent defensive threat.</p>

<h3>Poliwrath</h3>
<img src="/download/sprites/bw/62.png" alt="" />
<p><strong>Typing:</strong> Water / Fighting<br />
<strong>Base Stats:</strong> 90 HP / 85 Atk / 95 Def / 70 SpA / 90 SpD / 70 Spe<br />
<strong>Abilities:</strong> Water Absorb / Damp / Swift Swim</p>

<p>Poliwrath possesses fantastic mixed defenses and a unique typing that lets it tank the attacks of many different threats in the tier, particularly Entei, Klinklang, Rhydon, and Crawdaunt. Its ability, Water Absorb, lets it counter nearly ever Water-type in the tier, bar Lanturn, Ludicolo, and Slowking. Poliwrath's signature move, Circle Throw, gives it a decent STAB and phazing move, letting it rack up entry hazard damage. Poliwrath will most often be using a SubPunch set with Waterfall and Focus Punch as STAB moves, and Encore in the last slot to give it more setup opportunities. Those sets without Substitute will typically be RestTalk sets, but beware of surprise Bulk Up sets.</p>

<h3>Quagsire</h3>
<img src="/download/sprites/bw/195.png" alt="" />
<p><strong>Typing:</strong> Water / Ground<br />
<strong>Base Stats:</strong> 95 HP / 85 Atk / 85 Def / 65 SpA / 65 SpD / 35 Spe<br />
<strong>Abilities:</strong> Damp / Water Absorb / Unaware</p>

<p>Quagsire is a unique Pok&eacute;mon, as with Unaware, which ignores the opponent's stat boosts, it is able to stop the majority of Pok&eacute;mon reliant on setup as well as Pok&eacute;mon that cannot hit hard right off the bat. For example, physically defensive Quagsire stops all variations of Drapion barring a critical hit, as neither Night Slash nor Poison Jab can deal enough damage. Ground / Water typing and access to Recover make it all the more difficult to take down, as many unboosted neutral hits are unable to 2HKO Quagsire. In response, it can build up Curse boosts and threaten to steamroll the opponent or flat out wall and stall with burn or Toxic. Luckily, Quagsire hates status, which will sap away at its health and turn those 3HKOes into 2HKOes. Furthermore, strong neutral hits or special attacks from the likes of Aggron, Druddigon, and even unboosted Gorebyss will leave a dent in Quagsire, giving it no time to Recover. In addition, Grass-type moves will destroy it completely; this is rather unfortunate for Quagsire since Pok&eacute;mon such as Rotom-C, Tangrowth, Lilligant,, and Sceptile exist to take advantage of it. So while a rare Quagsire variant may tear apart your team, most are handled without rage.</p>

<h3>Qwilfish</h3>
<img src="/download/sprites/bw/211.png" alt="" />
<p><strong>Typing:</strong> Water / Poison<br />
<strong>Stats:</strong> 65 HP / 95 Atk / 75 Def / 55 SpA / 55 SpD / 85 Spe<br />
<strong>Abilities:</strong> Swift Swim / Poison Point / Intimidate</p>

<p>One would wonder why anyone would ever use a Qwilfish&mdash;and its meager stats go a long way to support that misconception. However, with its excellent typing and Dream World ability Intimidate, Qwilfish can tank resisted physical hits surprisingly well. With a large support movepool including Taunt, Thunder Wave, Spikes, and Toxic Spikes, Qwilfish can fit on any team quite comfortably. Toxic Spikes is an especially notable niche for Qwilfish, as it is one of the better defensive Pok&eacute;mon with access to this rare commodity. On the topic of Toxic Spikes, Qwilfish is one of the best grounded defensive Poison-types, and hence one of the best Toxic Spikes absorber&mdash;this especially serves well to support rain teams. With Swift Swim as an optional ability, it can serve as a fast supporter with a punch.</p>

<h3>Regirock</h3>
<img src="/download/sprites/bw/377.png" alt="" />
<p><strong>Typing:</strong> Rock<br />
<strong>Base Stats:</strong> 80 HP / 100 Atk / 200 Def / 50 SpA / 100 SpD / 50 Spe<br />
<strong>Abilities:</strong> Clear Body / Sturdy (Unreleased)</p>

<p>The first thing that should jump out at you when looking at Regirock's stats is its absolutely gigantic Defense stat. This, combined with its high Attack and Special Defense stats, allows it to perform as one of the sturdiest tanks you'll find in RU. Thanks to its typing and high Defense, Regirock is able to take on the likes of Aggron, Entei, Scyther, and Electivire with ease. Most defensive Regirock will carry Stealth Rock and Thunder Wave or Toxic to support the team, with Earthquake and Rock Slide as attacking options. Beware of mono-attacking Curse sets, which remedies one of the main problems Regirock has: its lack of reliable recovery. Also watch out for the occasional Sunny Day supporter, which will commonly carry Fire Punch and/or Explosion to get a sun sweeper in unscathed.</p>

<h3>Slowking</h3>
<img src="/download/sprites/bw/199.png" alt="" />
<p><strong>Typing:</strong> Water / Psychic<br />
<strong>Base Stats:</strong> 95 HP / 75 Atk / 80 Def / 100 SpA / 110 SpD / 30 Spe<br />
<strong>Abilities:</strong> Oblivious / Own Tempo / Regenerator</p>

<p>If one is looking for a fantastic defensive pivot that has instant recovery, can spread status, and actually has enough power to put a dent into something, Slowking is the one. Slowking can use its massive Special Defense to switch into a ton of special attacking threats and attempt to attack back, cripple, switch to a Pok&eacute;mon that resists the move in the case that the opponent is carrying a Choice item, or do a double switch if you predict the opponent will be switching to. Thanks to its amazing ability in Regenerator, it can heal its health by 33% whenever it switches, meaning it is able to repeatably switch into a threat and threaten it out. While its Defense isn't great, it's still good enough to be able to tank some hits. Keep in mind that Slowking has many common weaknesses, meaning the number of Pok&eacute;mon it can switch into is a bit limited, but Slowking can still come in and threaten most of the special attacking Pok&eacute;mon in the tier out. Slowking is also not just useful for tanking hits; it can attempt a sweep using a Trick Room + Nasty Plot set. If your opponent has a Slowking in it, be very careful in playing around it; it can and will do a lot of damage to your team if you let it.</p>

<h3>Smeargle</h3>
<img src="/download/sprites/bw/235.png" alt="" />
<p><strong>Typing:</strong> Normal<br />
<strong>Base Stats:</strong> 55 HP / 20 Atk / 35 Def / 20 SpA / 45 SpD / 75 Spe<br />
<strong>Abilities:</strong> Own Tempo / Technician / Moody (Banned)</p>

<p>Although its appearance may state that this little beagle should stick to the canvas, Smeargle is one of the most annoying Pok&eacute;mon to face in the RU metagame. What makes it so special you ask? Smeargle has access to literally every move in the game. With a decent 75 base Speed and every support move, Smeargle does a fantastic job of helping out a team whether it be through hazards, Baton Pass, or even Trick Room! Despite Smeargle's perks, not everything is fine and dandy for the little artist, as ultimately its lack of an offensive presence is its downfall. Most of Smeargle's stats border on horrifying, and Smeargle isn't exactly a speed demon either, allowing it to be outsped and KOed rather easily. Often faster Pok&eacute;mon with Taunt put a full stop to Smeargle, rendering its support capabilities useless. On top of this, the advent of Team Preview allows your opponent to prepare for Smeargle and stop it as quickly as possible. Although Smeargle isn't the monster it was in the past, it is not to be overlooked.</p>

<h3>Steelix</h3>
<img src="/download/sprites/bw/208.png" alt="" />
<p><strong>Typing:</strong> Steel / Ground<br />
<strong>Base Stats:</strong> 75 HP / 85 Atk / 200 Def / 55 SpA / 65 SpD / 30 Spe<br />
<strong>Abilities:</strong> Rock Head / Sturdy / Sheer Force</p>

<p>Steelix is a physically defensive behemoth, boasting an astronomically high base 200 Defense, backed by an acceptable base 75 HP. Although it's weak to common attacking types, such as Fighting and Water, it has the great Sturdy ability to fall back on if it's at full health. With its extremely high base Defense and Sturdy ability, it will be nearly impossible to take it down with a physical attack, even if it's super effective. Steelix can support the team with Stealth Rock and a phazing move of either Dragon Tail or Roar. Its Steel / Ground typing gives Steelix useful resistances to several types such as Bug, Dark, and Ghost. Though Steelix is a physical wall, it can go on the offense as well, and base 85 Attack isn't too bad either. Steelix has a pathetic base 30 Speed that it can use to its advantage; with a Speed-hindering nature, its STAB Gyro Ball can still deal decent damage to most Pok&eacute;mon in the tier. Earthquake is also reasonably strong. Still, Steelix offenses are hardly impressive, and other physical walls can stall out Steelix as well. Nonetheless, Steelix is a huge physical threat to look out for.</p>

<h3>Tangrowth</h3>
<img src="/download/sprites/bw/470.png" alt="" />
<p><strong>Typing:</strong> Grass<br />
<strong>Base Stats:</strong> 100 HP / 100 Atk / 125 Def / 110 SpA / 50 SpD / 50 Spe<br />
<strong>Ability:</strong> Chlorophyll / Leaf Guard / Regenerator</p>

<p>Tangrowth is an excellent physical wall that has gotten even better this generation thanks to its new ability, Regenerator. Regenerator allows Tangrowth to restore a sizable amount of health throughout every match, in conjunction with moves such as Leech Seed and Giga Drain. Its other ability, Chlorophyll, eliminates problems that arise from its pitiful base 50 Speed, allowing it to become a frightening sweeper with Growth. When not tanking hits from physical attackers, Tangrowth also has the potential to strike back hard with great mixed offense stats&mdash;100 Attack and 110 Special Attack&mdash;and powerful moves, such as Power Whip. However, what most makes Tangrowth dangerous is Sleep Powder. With Sleep Powder Tangrowth is able to basically eliminate one Pok&eacute;mon on the opponent's team, and Tangrowth doesn't even really care if it misses occasionally thanks to its almost endless supply of recovery. Tangrowth is seen most often as a physical tank, although more offensive sets can be used as well; take caution when facing Tangrowth, as it has the potential to sweep your team after just one turn of setup.</p>

<h3>Uxie</h3>
<img src="/download/sprites/bw/485.png" alt="" />
<p><strong>Typing:</strong> Psychic<br />
<strong>Base Stats:</strong> 75 HP / 75 Atk / 130 Def / 75 SpA / 130 SpD / 95 Spe<br />
<strong>Ability:</strong> Levitate</p>

<p>Uxie resumes its role from DPP UU as one of the most versatile supporters available in the metagame. With huge mixed defenses, almost nothing in the tier can outright KO Uxie, which means it will almost always accomplish what it set out to do. Almost every support Uxie will be carrying Stealth Rock and U-turn, but aside from that commonality, most Uxie sets will be different. Uxie's support movepool takes on the colorful rainbow of Thunder Wave, Toxic, Yawn, Rain Dance, Sunny Day, Trick Room, dual screens, Memento, and Trick. But the fun doesn't stop there! Just when you think that Uxie couldn't get more dangerous than being able to support nearly any kind of team, it's also capable of going on the offensive with a bulky SubCM set. After a Calm Mind, very little in the tier can break its Substitutes in one hit, and from there Uxie can steamroll right over the opposing team with Psychic and Thunderbolt. In short, expect the unexpected when facing a Uxie, and use Team Preview to your advantage to prepare for a possible field supporter Uxie.</p>

<h3>Weezing</h3>
<img src="/download/sprites/bw/110.png" alt="" />
<p><strong>Typing:</strong> Poison<br />
<strong>Base Stats:</strong> 65 HP / 90 Atk / 120 Def / 85 SpA / 70 SpD / 60 Spe<br />
<strong>Abilities:</strong> Levitate</p>

<p>The metagame has shifted around Weezing and with the shift of powerful attackers emerging, it has led to the conjoined triplets' fall to RU. In spite of this, Weezing is a magnificent physical wall, capable of checking many physical threats. Will-O-Wisp and Levitate combine to make the best check against Rhydon, as it avoids its Ground-type STAB and inflicts a burn, rendering it ineffective. It also serves as a good check against Archeops, burning it with Will-O-Wisp or doing a good number with a super effective Thunderbolt. As for defensive threats, Curse Quagsire will despise the burn while Ferroseed will reconsider switching in at the sight of Flamethrower. Weezing's support options don't stop there, as it can negate the boosts of opposing Pok&eacute;mon thanks to Haze or even Clear Smog, with the latter receiving STAB and never missing (at the cost of a type being immune and not affecting those hidden behind a Substitute). Though there are plenty of special attackers who wreck Weezing on its weaker Special Defense, Weezing does more than enough as a good check for physical attackers.</p>

<h3>Whimsicott</h3>
<img src="/download/sprites/bw/575.png" alt="" />
<p><strong>Typing:</strong> Grass<br />
<strong>Base Stats:</strong> 60 HP / 67 Atk / 85 Def / 77 SpA / 75 SpD / 116 Spe<br />
<strong>Abilities:</strong> Prankster / Infiltrator / Chlorophyll</p>

<p>Whimsicott was one of the most hyped up Pok&eacute;mon in the beginning stages of BW, but it quickly fell from grace after people realized that Grass-types walled it cold and it had no form of offense, as well as its obvious predictability. However, Whimsicott is still quite dangerous in its own right. Even though it has absolutely no way of getting past Grass-types, it can severely cripple them with a priority Stun Spore, or Taunt them. Whimsicott can play a greater role in the RU tier as a team supporter; it has access to a priority Sunny Day, Encore, Taunt, Stun Spore, Light Screen, and even Memento! This crafty little prankster has all sorts of tricks up its grassy sleeves, and therefore you should best be on your guard, for fear of being played by the fluffball.</p>
 

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