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 abuse 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, Acceglor can swiftly devastate  his opponents. Speed isn't all that's going for it, Acceglor 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 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 Acceglor's frailty. Despite not being the most common  thing around, Acceglor can rip through teams easily.
Aerodactyl
Typing: Rock / Flying
Base Stats: 80 / 105 / 65 / 60 / 75 / 130
Ability: 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 things in the RU  tier for neutral damage, and those that it doesn't, such as Claydol,  Aerodactyl can power through it with a super effective Aqua Tail.  Aerodactyl isn't just limited to attacking, however, it is a fantastic  'lead,' in the traditional sense, 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. This prehistoric stone animal 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 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 switchins 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 
Abilities: 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 wonder as its Rock and  Flying STAB combination is only resisted by pokemon nammed Aggron,  Klinklang and Magneton. Its sets also show its many ways to overpower  teams. From Acrobactics 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 alot 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 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, making it able to weak attacks from walls; Bouffalant makes  an excellent wallbreaker with Choice Band and 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 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 doesn'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 competitive, it was always in the lower tiers, always to  be forgotton. That is, until it got Solar Power from the Dream World.  Now it a very powerful sweeper that is feared in the RU metagame. With  109 base Special Attack that becomes even better than Deoxys-A in 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 pokemon  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
 Abilities: Mummy
While being infamous 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-Types 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 Amor / Adaptability
Crawdaunt boasts good dual STABs in Waterfall and Crunch, resisted by  few Pokemon in RU. It is also granted the Adaptability abiltiy, 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 being Dragon Dance. Dragon Dance also  alleviates the problem posed by its low Speed stat, and with 160 Base  Power dual STAB moves to abuse, 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.
		
	 
Durant
Typing: Bug / Steel
Base Stats: 58 HP / 109 Atk / 112 Def / 48 SpA / 48 SpD / 109 Spe
Abilities: Swarm / Hustle / Truant (Unreleased)
 
Durant is a little ant that can wreck a team in seconds. With 109 base  Attack and Speed, its easy to see why. And, with Hustle as an ability,  its Attack is better than Deoxys-A! Couple this alongside a decent  offensive movepool which has Stone Edge, Thunder Fang, and X-Scissor,  and typing that only gives it a Fire weakness, Durant can just rip teams  to shreads. And when it isn't doing that, its a great Baton Passer with  moves like Agility and Hone Claws to pass along to other teammates.  Also, unlike faster Baton Passers such as Accelgor or Ninjask, Durant  can actually do quite a bit of damage before passing its boost to  another Pokemon. Don't be fooled when you see a Durant, its a very  powerful Pokemon that can devastate you if you don't predict well.
Entei
Typing: Fire
Stats: 115 / 115 / 85 / 90 / 75 / 100
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, 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 boosted Flare  Blitz and Extremespeed. The strong priority is also extremely convenient  to check fast threats such as Sharpedo at low health. 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 refered 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 75 Base Power  Thunderpunch and 95 SpA 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 Weezing; 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 everything 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 5th Gen and ready to rip RU a  new one, this time with a new toy from Dreamworld in the form of  Justified. A vicious STAB Close Combat coming off Base 125 Atk 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
Although most players choose Rotom as their offensive Electric type,  Galvantula should not be overlooked. Thanks to Compoundeyes, it can  abuse a 91% accurate Thunder, hitting much harder than Rotom's  Thunderbolt. It also has excellent coverage moves, with STAB Bug Buzz,  Energy Ball, and HP Ice or Fire to choose from. Combined with a 108 base  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. 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 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 abusing its  semi-unique 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 is also capable of running a straight Life Orb set of Close  Combat / Mach Punch / Ice Punch / ThunderPunch, which gives it great  coverage and good power.  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 abusing 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.
Honchrow 
Typing: Dark / Flying
Base Stats: 100 HP / 125 Atk / 52 Def / 105 SpA / 52 SpD / 71 Spe
Abilities: Insomnia / Super Luck / Moxie
 
Honchrow is unfortunately one of many victims of 5th Gen power creep.  However, its drop in popularity is a blessing in disguise, for the big  boss mobster is back and ready to coordinate kills in RU. With deadly  STABs such as Brave Bird and Sucker Punch, coupled with great coverage  moves such as Superpower and Heat Wave, very few Pokemon can take hits  from the big bad crow. Through Dreamworld, Honchrow adds Moxie to its  arsenal, giving it even more sheer power than before! Unfortunately,  Honchrow's two best coverage moves are currently illegal with Moxie, but  with just Brave Bird, Sucker Punch, and Moxie, Honchrow can already  tear through a good portion of the metagame. However, the head honcho  still suffers from the same problems. It's laughable Defenses,  exacerbated by middling Speed and a Stealth Rock weakness, make Honchrow  a very fragile Pokemon. However, don't under any circumstances  underestimate it. For the offensive presence alone is more than enough  to earn Honchrow a spot at the zenith of RU threats.
		
	 
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, great dual-STAB, and even priority. Its  typing is especially nice, 4x resisting Fire-type attacks, in a tier  where Charizard 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 Krookodile, 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. 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.
		
	  
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 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 abuse Petal Dance, as it nullifies the move's  confusion making it a 120 base power stab move with perfect accuracy and  no downside. 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 can be a fantastic Swift Swim sweeper,  one that boasts excellent type coverage with its dual STAB 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. It can  also be an excellent SubSeeder, 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 Dish 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.
		
	 
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 subcharge set 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.
		
	 
Manectric
Typing: Electric
Base Stats: 70 HP / 75 Atk / 60 Def / 105 SpA / 60 SpD / 105 Spe
Abilities: Lightning Rod / Static / Minus
 
Manectric's role as a fast Electric 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 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 as well. Powering up its Special  Attack when hit due to the buff in Lightning Rod will spell disaster for  any opposing team considering Manectric has great coverage to abuse 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 it can easily clean up lategame 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!
		
	 
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- 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 Gamefreak  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 Honchkrow 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 Cresselia, 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. Water-type 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 oftened seen as a purely support Pokemon, it  can forego 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.
		
	 
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. Neithless 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 in either side of the  attacking spectrum. Sceptile can also abuse its decent bulk and  fantastic base speed of 120 that allows it to outspeed most common RU  threats by using the infamous, sub-seeding "technique." 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.
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 Claydol 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 abuse 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 weaken foes, making  them fall like dead flies. It can also abuse 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  matchups. 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, it's  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.
		
	 
Sharpedo 
Typing: Water / Dark
Base Stats: 70 HP / 120 Atk / 40 Def / 95 SpA / 40 SpD / 95 Spe
Abilities: Rough Skin / Speed Boost
Sharpedo was once a run of the mill sweeper, boasting great 120 base  Attack and decent 95 base Special Attack and Speed, but lacking  defensively. While the offenses and defenses remain static, Sharpedo  gained Speed Boost as an ability, making the shark deadly late game.  After the major obstacles such as Ferroseed, Gastrodon, and Cresselia  are sufficiently weakened or KOed, Sharpedo has no issue sweeping,  especially if hazards are down, thanks to its ever-increasing Speed that  makes conventional revenge killing impossible. Furthermore, Mach Punch  and Vacuum Wave are lacking in RU, meaning opponents will have a hard  time taking it down after a few Speed Boosts. Luckily, Sharpedo is  underwhelming as the match begins; with no way to boosts its offenses,  it cannot OHKO many full or near full health Pokemon, even if said  Pokemon are weak to the move used. It also falls to most attacks, so  having a Pokemon that can tank one of Sharpedo's moves is usually  enough.
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 the fifth generation.  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 Toxic 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, abusing 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  switchins since Eruption can 2HKO 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 Blaze  powered 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 Durant, Swellow, and non-Superpower  Honchkrow 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.
Claydol 
Typing: Ground / Psychic
Base Stats: 60 HP / 70 Atk / 105 Def / 70 SpA / 120 SpD / 75 Spe
Abilities: Levitate
 
Once heralded as one of the best Rapid Spinners in the game, Claydol has  fallen from grace. With each passing generation, the former ADV OU  staple falls more and more towards the abyss and now finds itself in the  RU Tier. Claydol possesses many traits that allow it to remain one of  the most useful Pokemon in the tier. Immunity to Spikes and Toxic  Spikes, along with a Stealth Rock resistance, make it the ideal Rapid  Spinner. Claydol also boasts an large support movepool, including  Stealth Rock, Toxic, and Dual Screens. Claydol has excellent bulk with  60/ 105/ 120 Defenses. Add that to many useful resistances to Ground,  Electric, Rock, and Fighting, and you have yourself a Pokemon who can  fit onto any team. Unfortunately, Claydol suffers from a lack of  reliable recovery, weak offenses making it incredibly difficult to break  through spinblockers, and weaknesses to Dark, Bug, and Ghost. But don't  let these shorcomings fool you. Although Claydol has fallen out of  favor in the upper tiers, it returns to form at the top of RU, and is a  threat to be reckoned with.
		
	 
Clefable
Typing: Normal
Base Stats: 95 HP / 70 Atk / 73 Def / 85 SpA / 90 SpD / 60 Spe
Ability: 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
Abilities: Mummy
 
Part of Cofagrigus' 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 145 Physical 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' 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
Abilities: 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
Abilities: 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  Sneak 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 meta-game thanks to a whopping 10 resistances  and one immunity. It has options to abuse 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, a weakness  to Fighting is a hinderance 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, 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 (defensive)
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, if not 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-type, it has access to the fustrating 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 truely 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 its self 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  bretheren, 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 Houndoom, Haunter, 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.
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, 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  getting 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 of 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.
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, Sharpedo, 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 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  Sneasel barring a critical hit, since neither Night Slash nor Ice Punch  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 etc. Furthermore, strong  neutral hits or special attacks from the likes of Rhyperior, Choice  Specs Yanmega, 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, Serperior, Snover, 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 DW 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 attack 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 case of choiced, 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 making  it able to repeatably switch in to a threat and threaten it out. While  it's physical 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 you 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 Trick Room+Nasty Plot using its  surprisingly-good-for-a-wall base special attack. If ones 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 astromically  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 to 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 Gligar  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, which 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 Atk and  110 SpA—and powerful moves, such as Power Whip. 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 an 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 Rhyperior, as it avoids its Ground-type STAB and  inflicts a burn, rendering it ineffective. It also serves as a good  check against physical Speed Boost Sharpedo, 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 the weaker Special  Defense, Weezing does more than enough as a good check for physical  attackers.
		
	 
Whimsicott
Typing: Grass
Base Stats: 60 / 67 / 85 / 77 / 75 / 116
Ability: 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.