For the Hariyama set:
If you're saying Belly Drum on the switch, then Fake Out is pretty useless. Revenge can possibly be useful in place of Fake Out (i.e. keep Payback) for STAB and coverage without the defense drop.
Also, it's somewhat ironic to max HP only to belly drum half of it off. Hariyama needs defense EVs since its HP is already high.
Swinub @Focus Sash
Oblivious
Adamant
-Ice Shard
-Endeavor
-Odor Sleuth
-
EVs; None
Level: 11
Best F.E.A.R. Pokemon to exist. Odor Sleuth when you suspect a Ghost switch-in. Endeavor and Ice Shard are obvious, as is Focus Sash. Swinub is immune to both Sandstorm AND Hail, so those don't screw him over. Lv. 11 rather than 1 so to take out OTHER F.E.A.R. Pokemon, as they're usually at lv. 1. Oblivious rather than Snow Cloak so Hail doesn't make the foe's attack miss- 1HP is crucial for this.
Swinub @Focus Sash
Oblivious
Adamant
-Ice Shard
-Endeavor
-Odor Sleuth
-
EVs; None
Level: 11
Best F.E.A.R. Pokemon to exist. Odor Sleuth when you suspect a Ghost switch-in. Endeavor and Ice Shard are obvious, as is Focus Sash. Swinub is immune to both Sandstorm AND Hail, so those don't screw him over. Lv. 11 rather than 1 so to take out OTHER F.E.A.R. Pokemon, as they're usually at lv. 1. Oblivious rather than Snow Cloak so Hail doesn't make the foe's attack miss- 1HP is crucial for this.
Azurill @Choice Band
Huge Power
Brave
-Iron Tail
-Waterfall
-Return
-
EVs; 252 Atk/252 HP/6Def
Reaches 456 Attack with Choice Band and Huge Power. Use only in a Trick Room team, and then only if you're feeling lucky.
![]()
Jolteon @ Leftovers/Expert Belt
Timid (+Speed,-Atk.)
EVs;252 Speed/252 Sp.Atk.
Magnet Rise
Substitute/Shadow Ball
Charge Beam/Thunderbolt
Hidden Power Ice / Grass
Edit:
Sorry about not giving an explanation earlier, but I made this post on a hurry.
As tuskate said, the only thing here is to remove jolteons weakness to attemp a sweep.
As his main option of ability, volt absorb usually is used once or maybe twice during a battle against a experienced battler, but after that is pretty useless, so here is where magnet rise come in, because when your oponents watches a jolteon it inmeadiately will switch for a counter like chouce bander dugtrio, which usually means dead for Jolteon, but jolteon is still faster an with magnet rise the one in problems will dugtrio, that is easily OHKO'ed by hidden power ice/grass
Substitute may give it survivability and protection from status, but it loses one attack to OHKO Gengar and hit harder to Cresselia/Dusknoir The other move slots give Jolteon the common covergae.
![]()
Because not only does it have a shot at taking down ghosts, and working in all weather, something NO other F.E.A.R. Pokemon can boast, it even takes down other F.E.A.R. Pokemon.so why does the swinub even deserve an analysis? It's gimmicky by gimmick team standards.
	![]()
Xatu @ Flame Orb
FlameShifter
Psycho Shift
Roost
Trick/Light Screen
Light Scren/Reflect/attacking move
Synchronize
Timid
EVs: 252 HP/252 Def/6 Spd
Alright. Well, this is clearly designed to pass off Burn and other statuses through a mixture of flame orb+psycho shift or synchronize+pyscho shift. This allows this Xatu to act as a physical wall and generally cripple multiple members of your opponent's team. Flame Orb + Psycho shift allows you to burn one of your opponent's pokemon (preferably a physical attacker), then Roost off damage for a while either until they are dead or they switch, or switch to something that wants to set up (DDOutrageMence, SDScizor...take your pick.) I would like to mention here that while this set should work fine in UU, I have only tested in OU, where it worked just fine.
For the third slot you have two options. Your first choice is to trick, to actually put the flame orb on something, either so you don't have to deal with it temporarily, so you can permanently afflict something like a blissey while simultaneously stealing their leftovers, or so you can take something that likes its item and cripple it as a side effect. You can always take it back later if you want since that's what the set is designed to do.
For the last move, you can throw in some Psychic, Shadow Ball, Hidden Power of some type for specific coverage, or even his new toy Sucker Punch if you want to finish off something that's close to death (although this would warrant a switch to Jolly). You could also Light Screen here if you put Trick above or Reflect if you put light screen, but I would recommmend at least one attacking option just in case.
Also, I could use help with the EVs. They work ok, but i'm sure they could be better.
Since you're using Fire Blast, use the Hasty nature. Also, because you'll be either outspeeding or paralyzing Pokemon you're fighting Night Slash is preferred here. Overall seems like a nice set, and would really benefit from a Swords Dance getting passed to it. Taunt doesn't seem too important on this set, so Psycho Cut replacing it would be better for coverage.Absol @ Life Orb
Jolly
252 Atk, 216 Spe, 40 SpAtk
Thunder Wave
Taunt
Night Slash/Sucker Punch
Fire Blast
Thunder Wave actually cripples a lot of counters. Things like tyranitar or Lucario will absolutely hate coming in and getting paralyzed. If a wall is switched in, Taunt can stop things like Skarmory getting up spikes or healing.
Fire blast is used because a lot of his counters are weak to it, and mot fightings will not enjoy a fire blast in OU play. In UU, psycho cut can replace fire blast if hitting hitmontop and weezing is a preference. Fire blast still hits steelix and meganium hard though.
If you're using Counter, it's better to have some SpD EVs to take some special hits (light screen support would be welcomed here). Also Life Orb is useless because A Forretress isn't sweeping B it has both Counter and Explosion to be used. IMO I'm not a fan of Counter for Pokemon with high defense, since people will mostly hit you with special moves, that's why things like Counter Bliss, CounterSash fragile Pokes are more effective.![]()
Forretress@Leftovers/Possibly Life Orb
Relaxed
EVs: 100 Def./252 HP/158 Atk.
-Counter
-Explosion
-Gyro Ball
-Spikes/Toxic Spikes
This is a set I had in my mind and thought that it'd work fairly well since Forretress can take many physical hits he can just counter away dishing back double the damage making a pretty huge dent in the opponents' pokemon. The other moves are for other physical moves and Spikes and Toxic Spikes are for when the opponent is constantly switching and requires some prediction.
^ Thanks Metal Force.
@ I am Gengar:
Yay Xatu ^_^.
The thing with this set is that it's crippled by SR. It'll need a spinner. Max Def is kinda fail with the whole burn orb. Why not max its speed or split EVs with Sp.Atk. Light screen, burn, Roost, Psychic/U-turn is good. Obviosuly it's totally pwnt by rock and dark moves; and I don't see why this is better than noctowl =/
^ who would leave their physical attacker in? I see it as:
Xatu vs X
X does whatever
If Xatu isn't dead it roost or attacks then gets burned
Opponant realises psycho Shift or Trick is coming and switches to Y pokemon which doesn't mind burn.
Xatu burns it.
Y attacks
Xatu dies.