Yeah, in his description he mentions common sleepers, specifically Gengar, Milotic, and Roserade, none of which you see in Ubers all too often.
It was sarcasm. I knew it was OU, I was wondering why you felt the need to state that.
I was thinking the other day about which OU/UU pokemon could be useful in Ubers, and I started thinking about the 3 most common leads in Ubers: Scarf Mewtwo, Deoxys-s, and Scarf Darkrai. So a pokemon that can counter Psychics, doesn't fear sleep, and can hit dark types...this is what I came up with. I've tested it out in Ubers and found it to be extremely effective at neutralizing leads, crippling switch ins, and picking off low health people later in the game with Sucker Punch.
UBER ANTI-LEAD
Honchkrow@Focus Sash
252 HP/252 Atk/4 Spe
Adamant/Insomnia
-Confuse Ray
-Sucker Punch
-Night Slash
-Superpower
Comments: Sucker Punch for a priority STAB SE attack on both Mewtwo and Deoxys-s. Night Slash hits Deoxys-s if it tries to set up or uses Extremespeed (outspeeding Sucker Punch and causing it to fail). Both will OHKO if he's not using Focus Sash, and 2HKO with, while Extremespeed fails to 2HKO Honchkrow. Insomnia prevents sleep from Dark Void and Superpower always OHKOs Darkrai.
Superpower also OHKOs Tyranitar and Lucario and offers a high chance to 2HKO Dialga if he comes in with Sash intact. Mewtwo has a low chance of being OHKO'd by Night Slash and a high chance of being OHKO'd by Sucker Punch.
For the last slot, Confuse Ray can be used to harass whoever comes in and tries to set up on Honchkrow (which, in all likelyhood will be a SD Rayquaza, RP Groudon or something as they'll be wary of sucker punch). It allows you to potentially wreak havoc on the opponent's team, especially with a little luck.
Damage Calcs:
Deoxys-S Extremespeed: (35.89% - 42.33%) Never 2HKOs.
Deoxys-S Superpower: (53.47% - 63.12%) Always 2HKOs, but Sucker Punch has priority.
Night Slash vs Deoxys-S: (122.82% - 145.23%)
Sucker Punch vs Deoxys-S: (140.25% - 165.15%)
Superpower vs 52 HP Darkrai: (115.65% - 136.73%)
Night slash vs 0 Def/HP Mewtwo: (84.99% - 100.28%) Slight chance to OHKO, more with extra crit chance.
Sucker Punch vs 0 Def/HP Mewtwo: (95.75% - 113.88%) 74% chance to OHKO.
Drill Peck vs 0 HP/Def Shaymin-S: (100.88% - 119.65%) Guarunteed OHKO, barring flinching.
Sucker Punch vs 0 HP/Def Shaymin-S: (58.06% - 68.62%) Guarunteed 2HKO and no possibility of flinches.
Superpower vs 0 HP/Def Dialga: 266 - 314 (78.01% - 92.08%)
-1 Sucker Punch vs 0HP/Def Dialga: 45 - 53 (13.20% - 15.54%)
I'll have to test this out, but I'm more concerned about Groudon leads, as well as Deoxys-S. Groudon gets to do it's own thing (Confuse Ray helps, but isn't sufficient), and Deoxys-S isn't stopped from getting 2 Hazards (more if you blindly Sucker Punch, as Deo-S has no problem with being sacrificed for hazards). You also forgot that Superpower drops attack, so you should live through 2 from Deo-S (if it even chooses to attack). I don't see Focus Sash being much use outside of Mewtwo, who doesn't like Sucker Punch one bit (it'll hit harder than Night Slash). My concern with it is Darkrai using Trick and surviving your Superpower (considering the opponenet is smart enough to know there's Insomnia). While I do believe it can work, the potential set up it gives the opponent is not something I would want to gamble with. Taunt would be a better option in that last slot, at least only allowing one thing Hazard from Deoxys-S while allowing you to attack with Night Slash/Sucker Punch.
Jirachi the Fool
@ Leftovers
Ability: Serene Grace
EVs: 252 Atk / 80 Sp.Atk / 176 Spe
Nature: Hasty / Naive
-Iron Head
-Ice Punch
-Thunder
-U-Turn / Grass Knot / Water Pulse
The Fool is an extremely versatile Jirachi that specializes in playing the statistics and catching your opponent off-guard. It gambles with its primary moves to cripple and sweep, keeping its health high with leftovers. The Fool serves as a mid-game scout, status inducer, wall-breaker, and sweeper. Obviously, the set is made more reliable with Rain Dance or Gravity support.
Iron Head is your primary attack, which with 299 Atk and STAB behind it can 3HKO Blissey. Ice Punch is for easy 1HKOs on Outraging Dragons.
Thunder is the bread and butter of the set. The key to using the set is to minimize the risk while maximizing the reward. Bring the Fool in on something that will likely switch out and use Thunder on the switch, if it hits, there is normally a very nice payoff, if it misses, no harm done. 2 of the most common switch ins for Jirachi are Suicune and Heatran, both of whom pay dearly for the switch into Thunder. Suicune is an easy 2HKO with Thunder, factoring in Stealth Rock and Leftovers. Thunder with no Rain or Gravity support has a 42% chance of causing paralysis (70% for hit and 60% for para), which will completely ruin ANY Heatran set.
U-Turn is the primary choice in the fourth slot as it makes for better scouting, escapes Magnezone, and hits Defensive Celebi for 47.8%-56.2%. Grass Knot is for better handling Swampert, another common switch in, and Hippowdon but will not 1HKO either, meaning its best used to finish off a weakened foe to avoid the incoming EQ. Water Pulse can add another level of annoyance and with Rain support might do ok damage to things like a paralyzed Heatran or other fire switch ins.
176 EV's and a +Spe nature reaches 308 speed, outpacing all neutral-natured base 100's, most notably mixed Salamence and non-scarfed Flygon, as well as positive-natured base 90's like Lucario.
I think you're a little misguided here about taking on dragons. That's going to require you to sacrifice 1 and 1/2 Pokemon, considering you can force the outrage. Jirachi cannot directly switch into Outrage if you lure it either, taking 63.34% - 74.49% from +1 LO Mence. If it's not locked then you get slammed by EQ, so otherwise you have to sacrifice just to get it in. Either way this set is not practical for taking on Dragon's, and Ice Punch isn't doing much for the set. There are better ways to take out MixMence anyways (and he likely won't even stay in), who isn't even all that common.
If you catch Heatran on the switch with Thunder (not that I support randomly spamming it), you'll do 41.49% - 48.92%, not factoring in a miss or chance of not getting paralyzed. All in all your set is very obsurd, it can work, but I wouldn't recommend or nor sponsor it (really gimmicky).
@ Leftovers
Ability: Shed Skin
EVs: 252 HP/132 Def/124 SpD
Jolly nature
- Outrage
- Rest
- Light Screen
- Dragon Dance
---
I'm terrible at these but this is my DD Dragonair. Works pretty nicely thanks to typing and its ability.
Outrage is main STAB
Rest + Shed Skin = To much fun
Light Screen to allow you to setup on Milotic/ Spiritomb and other special attackers
Dragon Dance for speed and power
Ev's allow Dragonair to outspeed Mismagy after one DD. Defensive ev's to help against Phsyical Priority attacks. the rst of the evs into Hp to increase bulk.
Dragonair was hyped at the start of New UU, good to see it's still breathing. I just don't see why you'd use this set over Altaria:
Dragonair: 252 HP/132 Def/124 SpD Jolly
Stats: 326 / 204 / 199 / 158 / 207 / 193
Altaria: 142 HP/42 Atk/24 Def/252 SpD Careful (50 EVs not used)
Stats: 326 / 204 / 199 / 158 / 339 / 196
Less EVs used, more or less the same result. The primary difference is that Dragonair can take some hits if you take a turn to set up Light Screen, but at the same time Altaria has plenty of Special Defense and can take most unboosted Ice Attacks, while still tanking any other resisted hits well. Altaria has Natural Cure which can take care of Rest, though I'll budge that you lose your boost by switching (Roost is available though). Eh, typing this up I guess I can see the merits to Dragonair but I still think Altaria the better Dragon here.
Well, this is what I have for my Special Sweeper Meganium
Item: Heat Rock
EVs: 252 SA/ 252 HP/4 Defense
Moves: Solar Beam/ Sunny Day/ Synthesis/ Ancient Power
Simple, Sunny Day, then Solar Beam and Synthesis until you die. Ancient Power takes care of Fire, Poison and Flying Pokemon nicely. I have used this in OU and it holds it's own there. No, I don't have damage calculations.
It'd be nice to know the nature :P. I'll be speaking from a Shoddy perspective, mainly because you can't make certain alterations to the set instantly. I'd use HP Fire over Ancient Power as it provides better coverage (Steels mainly, though you lose Super Effective Crobat coverage I guess).
Actually I could see that set working as Substitute + Salac, Timid + Salac outspeed everything outside of random scarfs, Overgrow + Solar Beam will hit pretty hard, while the sun gives HP Fire Pseudo-STAB. It'd work better with some way to boost Special Attack though, because Registeel can wall it pretty hard.
Don't have anything to say on your Swords Dance set except that I wouldn't use Outrage, but with the lack of Steel types it might be worthwhile.
Luke@Leftovers/Salac Berry
Ability: Steadfast
EVs: 252 SpA / 252 Spd / 4 SpDef
Nature: Modest
-Substitute
-Calm Mind
-Aura Sphere
-Shadow Ball
I'm really surprised this very basic, very effective set is not listed in the analysis, or used more often. Lucarios scares many Pokemon with the threat of Close Combat, and Sword Dance, so it easily creates switches, giving it the chance to setup a Substitute. Once you have a Substitute up, your opponent will be in for a lot of trouble. If something like Cresselia switches into you, you've hit pay dirt, being able to setup one Calm Mind behind a Substitute and other as you're hit with a very weak Psychic.
If they decide to go for Blissey after your first Calm Mind, they're screwed. Blissey is easily 2HKOed after two Calm Minds, and will struggle to break your Substitutes, barring Flamethrower/Seismic Toss. Lucario can afford to eat a Flamethrower as well, to setup another Calm Mind.
This pairs well with Screens from Latias, and as an Offensive partner with Gyarados. With Screens up, Lucario has many more Pokemon it can setup on, easily packing multiple Calm Minds before sweeping.
I've used mostly Leftovers, but Salac Berry can work if you're content on using Lucario as an all, or nothing sweeper. He definitely benefits from the speed boost. The reason Modest is used over Timid is that this Lucario wants power, and can't afford the massive drop by running a +Speed nature.
I really like this, will definitely see what it can do personally. Calm Mind has been kept of the analysis because Lucario doesn't mind constant switching, making Specs the better option. However, with Substitute, this can catch a few things off guard and really mess up common counters. I would use Inner Focus though; while the speed boost is nice if you managed to get flinched, Lucario does not like taking any hit, let alone losing a turn because of it. Very helpful to have, especially when Scarf Jirachi is capable of doing it twice before you pose a threat, which can leave a noticable mark (especially if you haven't/can't set up in that time).