Project NU Teambuilding 2

Status
Not open for further replies.

Sapphire.

Es gibt Licht, wo immer Sie sind
is a Contributor Alumnus
Approved by Raseri.
OP Stolen from TRC.
Old thread

Welcome to the NU Team Building thread!

The aim of this project is to help newer players know what is, and isn't, viable to use on their NU teams and finding niches for less than common Pokemon that you haven't thought of. For this I want you guys to post sets that work well, or not so well, in the current metagame and explain why they do or do not work. This project is all about discussing which Pokemon are good at all the "roles" there are in NU. From physical sweepers to entry hazard setters, we're looking to find what Pokemon are good at doing the job.

That's where you guys come in! By posting your favorite sets with a quick little description you can help save new users everywhere from using some of that more terrible sets, as well as helping them fill out their team by giving them a quick list of what fills different roles. Also feel free to post sets that people should not be using! However, remember, this is not the place to post specialized / gimmick sets.

Other users can then comment on the set and discuss if it should be placed on the good or bad side of the fence. Discussion on sets is encouraged, so don't worry about jumping in and offering your input on a posted set! If a pokemon fits under more than one category, the role it is geared towards the most is then followed by the other roles it can perform with the same set. This is a great way for people new to the tier to see what are good additions to their teams. Check in regularly to see which Pokemon work so you can improve your team building skills!

This project is also a great way to get noticed for that super cool Community Contributor badge that everyone wants. If you already have it you can work towards keeping it, so don't feel like you need to be the winner to win!

This is what we'd like your posts providing sets to look like, and remember to export the set from a simulator so it's easily importable! It should including selling points as to why it is worthy of being considered for a spot on someones team. Since a lot of Pokemon are somewhat niche and very underrated posting replays of these Pokemon in use can be great support to sell the set and to give players an idea of how they should be using the Pokemon. These replays can be put in the Additional Comments portion of your post.

Follow this format for your post:
Sprite (get sprites from here) For gen 6 Pokemon, go to Serebii and use their models!
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch / Earthquake
- Ice Punch / Earthquake

Role: Special Wall, Rapid Spinner, Physical Wall, Wallbreaker, Physical Sweeper, Special Sweeper, Late-game Cleaner, Hazard User, Revenge Killer, Bulky Attacker, Tank, Mixed Attacker, Support (weather support...) etc.

What It Does: Talk about how it does its role, essentially. Talk about the moves, item, and EV spread, and talk about how it fares against common Pokemon.

Good Teammates: Obviously, Pokemon it works well with, and why. For "What Not To Use". leave this section blank.

What Counters It: Again, obvious, talk about the Pokemon that trouble it, hinder it, or otherwise limit it as it tries to carry out the duties of its role.

Any Additional Info: Alternate EV spread, items, and ideas, as well as other miscellaneous information (Maybe a replay proving its effectiveness from a tournament, possibly).
P.S. We are taking out the "What not to use" section because Raseri and I feel that it clogs up the thread, and newer users can just pick from the "What to use" list when making a team or whatever their intent is. =)
 
Last edited:

Sapphire.

Es gibt Licht, wo immer Sie sind
is a Contributor Alumnus

Feraligatr @ Lum Berry/Life Orb
Ability: Torrent
EVs: 252 Atk / 252 Spd / 4 Def
Adamant Nature
- Swords Dance
- Waterfall
- Frustration/Ice Punch
- Aqua Jet

Role: Physical Sweeper

What It Does: Feraligatr is a terrifying sweeper in this metagame. It has above average bulk to set up a Swords Dance and sweep weakened or unprepared teams. Waterfall is for obligatory stab, Aqua Jet is necessary because it allows Feraligatr to hit faster opponents for good damage. Both Ice Punch and Frustration have their advantages. Ice Punch allows you to hit slower Grass types that can easily tank Waterfalls like Vileplume and Gourgeist while Frustration allows you to hit Water types harder than anything else. Lum Berry is a very good choice for an item because it allows you to set up a SD without fear of being statused which ruins your sweep but you can also use Life Orb to do more damage. Adamant max Attack to insure max damage and speed is there to outspeed other Feraligatr.

Good Teamates: Vileplume is a fantastic teammate because it easily deals with most of Feraligatr's checks and counters such as Seismitoad and Shiftry. Like all sweepers, Feraligatr appreciates Stealth Rock and Spikes support to turn 2HKOs into OHKOs which makes Accelgor and Rhydon great teammates.

What Counters It: Basically any grass type that is faster can check Feraligatr. Lilligant, Sceptile, and Shiftry can all take an +2 Aqua Jet and OHKO back with Super Effective STAB moves. The counters depend on what coverage move it has. If Feraligatr runs Ice Punch, it is walled any bulky water type such as Seismitoad, Lanturn, and Qwilphish. Keep in mind that these mons can not do a lot back to Feraligatr excluding Lanturn. If Feraligatr runs Frustration, it can not OHKO physically defensive Vileplume unless it is Life Orb with all hazards up.

Any Additional Info: Feraligatr can run less speed an invest in HP to boost its already above average bulk which makes it easier to set up a SD.


Feraligatr @ Life Orb / Lum Berry
Ability: Torrent
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Ice Punch

Role: Physical sweeper, Late-game cleaner

What It Does: Feraligatr's Dragon Dance set sacrifice brute power for additional coverage and better Speed. With counters slightly weakened, Feraligatr can boost with Dragon Dance late-game and sweep with near-perfect coverage. Waterfall is Feraligatr's STAB move, while Earthquake has great coverage with its other moves, and hits Pokemon such as Lanturn and Qwilfish for super effective damage. Finally, Ice Punch helps Feraligatr take care of the Grass-types that try to switch in.

Good Teammates: Feraligatr needs its checks and counters weakened before it can hope to muscle through them. Thus, Spikes-stackers are even more important to this set because it limits its counter's ability to switch out; Accelgor, Qwilfish, and Omastar are good offensive Spikers. Pokemon that threaten bulky Water- and Grass-types are also good teammates. For example, Lilligant and Rotom threaten most Water-types, while Archeops and Magmortar force out most Grass-types. Together with entry hazards, Feraligatr's counters should be worn down with constant offensive pressure.

What Counters It: DD Gatr has more counters than its SD variant, but beware as Feraligatr rarely attempts to sweep before its counters are weakened. Bulky Grass- and Water-types, such as Vileplume, Gourgeist, Poliwrath, and Seismitoad can counter Feraligatr when healthy. Meanwhile, slightly rarer counters include Mantine, Ferroseed, Frillish, and Shedinja.

Any Additional Info: You can run Aqua Jet but it's not advisable to give up Feraligatr's coverage; it'll be boosting its Speed anyway. Sheer Force is unreleased, sadly.


Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Facade
- Quick Attack
- Knock Off
- Close Combat

Role: Wallbreaker, Physical Sweeper, Late-game Cleaner

What It Does: Zangoose uses its high attack combined with its ability Toxic boost to plow through the opposing team. By holding the Toxic orb as an Item Zangoose gains a free 1,5 power boost as his ability activates. This combined with its High BP STAB and coverage moves, lets it easily create holes in multiple of the tiers premiere physical walls. 252 EVs in Attack and Speed is used to maximize its physical sweeping potential. Close combat have a high base power and provides Zangoose a way to muscle through bulkier steel and rock types, while Knock off Gives Zangoose an option to hit opposing ghost types. Facade is the strongest move in Zangoose's arsenal, and hits a terrifying 210 BP after STAB. this attack is so strong that even resists have to think twice before switching in on it. Quick attack gives Zangoose a nifty priority that allows it to outspeed and possible KO faster frail/weak opponents. Quick attack also gives Zangoose a way to Clean up weakened pokemon late game.

Good Teammates: Good teammates for Zangoose include slow volt Switchers / U-turners that allows Zangoose to make an entry and activate is Toxic orb without prior damage. Zangoose will quickly get worn down from toxic, so wish-passers like Audino may be used to help Zangoose to stay healthy. Zangoose have very low Defenses and would like a teammate that can take attacks aimed at it. Walls such as Steelix and Granbull can come in on most physical attacks while pokemon like Togetic and Dragalge can come in on most special attacks. Granbull also stops every fighting type which will have a super effective STAB to work against. Zangoose can also preform well in offensive cores with pokemon like Scarf Pyroar and Magmortar. Sticky web is a fantastic way to let Zangoose bypass most of its checks and allows it to fix its mediocre speed Pokemon like Leavanny can set up sticky web for Zangoose.

What Counters It: there are very few walls that can reliably come in on Zangoose after Toxic orb has been activated, Rhydon can come in and do massive damage with Earthquake, but it must be wary of Toxic boosted Cloze combat after loosing its eviolite, since Close combat will have a chance to KO if you include Knock off damage. Physically defensive Steelix is in the same boat, as only Toxic boosted Close Combat can 2HKO, and IT can phaze Zangoose out with Roar / Dragon tail. Granbull can come in on any attck bar Toxic boosted Facade and do solid damage back. Zangoose is checked faster pokemon like Primeape and Scarf Sawk which can surive a Quick attack and KO back with their STAB moves. Gurdurr can surive Toxic boosted Facade and retaliate with Drain punch, but it cannot switch in on Zangoose. before the Toxic orb is activated most pokemon should be able to take a hit and then proceed to do massive damage, if not OHKO it.

Any Additional Info: Jolly nature can be used, but Zangoose likes the extra power from adamant more than Jolly's speed most of the time. Close combat or Quick attack can be switched for Swords dance, allowing you to OHKO every pokemon in the tier. But then bulky Steel / Rock pokemon walls you is you dont run CC, and faster pokemon will be able to revenge kill if you lack Quick attack.. Pursuit can be used to trap Ghosts and physics, but Knock off is the general better option. Zangoose also gets all the elemental Punches, but they provide small coverage and have a low base power. Taunt looks interesting, but is usually not needed since you will be statused by the toxic orb most of the time. Zangoose as a great special movepull to use, but a low 60 base special attack makes these moves useless. Other Items like life orb, choice band and Choice scarf can be used if you can predict a toxic, but it is inconsistent and an unreliabe method to activate Toxic boost.



Sceptile @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SDef / 252 Spe
Timid Nature
- Substitute / Leaf Storm
- Giga Drain
- Focus Blast
- Hidden Power Ice

Role: Special sweeper, Late-game cleaner

What It Does: Use Sceptile's respectable power, speed, and coverage to give almost everything slower than it a hard time. Life Orb Giga Drains grants Sceptile decent longevity. Should an opponent be just out of range of a KO, Sceptile can repeatedly use Substitute until it is in Overgrow range and finish the foe with a boosted Giga Drain. The sheer damage dealt means the HP gain is usually enough to heal over Life Orb recoil and even enable Sceptile to chain Overgrow-boosted Giga Drains. Leaf Storm hits ridiculously hard, and is a good last resort move to use.

Good Teammates: Stealth Rock eases Sceptile's burden considerably, weakening most Grass resists into a much more manageable range; Seismitoad, Uxie, and Rhydon make admirable setters. Fellow sweepers or wallbreakers, particularly those that can prey on Grass resistant Pokemon, are appreciated: Mismagius, Feraligatr, and Jynx are well suited for this role. Bulkier teammates that can take priority moves for it, such as Gurdurr, Granbull, and Rhydon, are very welcome.

What Counters It: Bulky Pokemon that aren't OHKOed by Sceptile's attacks can retaliate for a lot of damage or force it out, although they might risk an Overgrow boosted attack; bulky Poison-types and Flying-types in particular are great annoyances to Sceptile, either due to their bulk or lack of weaknesses to Sceptile's attacks. Priority is a big thorn on Sceptile's side, as they can easily disrupt Sceptile's chain Overgrow Giga Drains or KO it outright: Spiritomb, Fletchinder, Kecleon, and Sneasel are notable users. Faster Pokemon, such as Accelgor and Swellow, can switch into a resisted attack and threaten it out with super effective STAB. Pokemon that simply aren't weak to Sceptile's

Any Additional Info: Try not to rely to heavily on Giga Drain for survival if multiple Grass resists are present on the opponent's team; Giga Drain might not be able to heal Sceptile enough before Life Orb KOes it.

Vivillon @ Focus Sash / Leftovers
Ability: Compound Eyes
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Hurricane
- Hidden Power Ground / Substitute
- Quiver Dance
- Sleep Powder

Role: Special Sweeper

What It Does: Vivillon's main selling-points is Quiver Dance, and its ability Compound Eyes, which gives Hurricane and Sleep Powder a accuracy of 91% and 97,5% respectively. With the given EV spread, Vivillon hits 375 Speed, outspeeding almost all non-Choice Scarf users. 252 Special Attack EVs are used to maximize sweeping potential, and 112 HP is used so it can survive weaker hits. Focus Sash is being used since Vivillon is terribly frail. Watch out for Stealth Rock, since it cuts its health to 51%, and therefore breaks Focus Sash. Hurricane are Vivillon's main STABs, and hits most threats hard. HP Ground is used to deal with Steel and Rock-types like Magneton and Probopass.

Good Teammates: Hazard removers is a must if you want to use Vivillon, since Stealth Rock cuts its health to 51%. Good examples are Sandslash, Shiftry, and Archeops.

What Counters It: Stealth Rock, as mentioned above, is a big threat for Vivillon. Faster Choice Scarf users can also outspeed Vivillon. Bug and Flying-types resists, with good Special Defense easily walls Vivillon, can takes it down. Watch also out for Encore users such as Liepard, since they can lock Vivillon into using Quiver Dance, and force you to switch out.


Accelgor @ Life Orb / Choice Specs
Ability: Sticky Hold
EVs: 4 HP / 252 SAtk / 252 Spe
Modest Nature
- Bug Buzz
- Energy Ball / Giga Drain
- Focus Blast
- Spikes

Role: Special Sweeper, Late-Game Cleaner, Revenge Killer

What It Does: With its amazing speed and its decent base 100 SAtk, it can provide a counter to some frailer threats that your team is weak to. it has amazing coverage and is able to sweep late-game after the walls have been destroyed. It lacks wall-breaker potential, but it loves hazards. With a niche as one of the fastest pokemon in NU, it's rather subpar Special Attack is able to improve itself with a Modest nature without any impact from not running Timid. Also, even with a Modest nature, it's able to outspeed +1 Adamant Gatr and kill it with Energy Ball after SR. With another niche in Encore, it can force switches from walls, just helping in the sweep just that bit more. Although it can't take out most bulky threats on its own, it has a rather decent niche for coming out late game and killing off more weakened threats. Life Orb is the preferred item but Specs can be used if you wish to have more power but be locked into a move (Late-Game Bug Buzz)

Good Teammates: Anything that can keep hazards off the field or put them out for you are good for Accelgor. Sandslash is one to be mentioned; as it can take all the rock moves aimed at it (almost all rock moves are physical based), remove hazards, and put out SR; with Accelgor taking care of the Water and Grass types that threaten Sandslash. Defog isn't recommended because Accelgor needs hazards to make 2HKOs into OHKOs.

What Counters It: Any dedicated Special Wall, especially Dragalge, Lickilicky (does not appreciate Focus Blast) Audino (has the same problem as Lickilicky) Specially Defensive Flareon, Altaria (does not appreciate HP Ice though), etc.

Any Additional Info: Not really. The other set that can be run is under this (Spikes Set)


Pyroar @ Choice Specs
Ability: Unnerve
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Flamethrower/Fire Blast
- Hidden Power [Grass]
- Hyper Voice
Role: Mixed Sweeper, Late Game Cleaner

What It Does: With a base speed state of 106 and a special attack base of 109, Pyroar can pretty much tear apart a majority of the NU Metagame with it's STAB Normal Hyper Voice. It's up to you on what you've opt on this set. You can run Flamethrower over Fire Blast if you're fearing of a potential miss. But Flamethrower can still hit hard regardless. Hidden Power [Grass] is there to surprise water types that would stop Pyroar in it's tracks such as Feraligatr, Seismitoad, and Lanturn to name a few.

Good Teammates: A rapid spinner such as Cryogonal can be a great teammate for Pyroar and has great type synergy with each other. Magmorter is also a fantastic teammate as they can form a nice firespam, breaking down each of their counters so that the other can sweep late game. Golurk is another fantastic mon as it can keep Sawk and other fighting types at bay that prevents Pyroar from sweeping.

What Counters It: As mentioned, fighting types such as Sawk, Hariyama, etc puts Pyroar to a complete stop. Any mon that resists Pyroar's STAB moves such as Crustle and Golurk can also be trouble. Not to mention, Water types in general such as Feraligatr, Qualfish, and Lanturn are a nuisance for Pyroar but have to be wary of Hidden Power [Grass.] Lastly Stealth Rock is used to decrease Pyroar's chance of sweeping and it's durability.

Any Additional Info: Replacing Choice Specs with an Expert Belt can be an option to bluff an item such as a potential scarf. Life Orb could also be an option, but there's that chance of the annoying damage recoil and such. You can run Overheat if you wish, however it'll sound gimmicky and has the same chance of missing like Fire Blast but with the special attack drop.
 
Last edited:

Sapphire.

Es gibt Licht, wo immer Sie sind
is a Contributor Alumnus
Nothing here yet!



Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Drain Punch
- Knock Off
- Bulk Up
- Mach Punch / Ice Punch / Poison Jab

Role: Bulky Attacker, Support

What It Does: Gurdurr is an extremely useful Pokemon in the XY NU metagame. With high Attack and excellent defensive stats with an Eviolite, Gurdurr can fit onto many teams. It brings Knock Off support, has priority, and can absorb status with Guts; all of these are extremely useful traits. In addition, it gets Bulk Up, letting it boost its Attack and Defense to even greater levels.

Good Teammates: Gurdurr values Pokemon that resist its weaknesses, Fairy, Psychic and Flying; Steel-types like Magneton work very well here.

What Counters It: Gurdurr is troubled by Flying, Poison and Fairy type Pokemon the most, as they resist its STAB, do not fear much Gurdurr can use, and can deal heavy damage in return. Fletchinder, Granbull, Vileplume and Weezing are all good examples of those Pokemon; however, Gurdurr can use Stone Edge, Poison Jab or Ice Punch to mitigate this weakness.

Any Additional Info: A Sheer Force set is usable but a bit outclassed by Guts sets.


Golurk @ Leftovers
Ability: Iron Fist / No Guard
EVs: 172 HP / 252 Atk / 84 Spd
Adamant Nature
- Stealth Rock
- Shadow Punch / Dynamic Punch
- Earthquake
- Ice Punch

Role: Bulky Attacker, Hazard Setter

What it does: Golurk is an extremely powerful Pokemon with decent 89 / 80 / 80 defenses. Its typing makes it even better because it can contribute key immunities and resistances to many different types of teams. For a hazard setter its typing can't get much better, because of its immunity to the normal typing Golurk is one of the very few Pokemon who can set up hazards and spin block at the same time. It also has an amazing movepool that allows it to run many different sets, but the variations I've posted above are arguable its most viable. Rock Polish and Fire Punch are also great options but I feel they won't work well on this set. Earthquake is its most precious stab and hits everything that isn't immune pretty hard behind its 124 base attack stat. Shadow Punch gives it great coverage because of the Ghost typings gen 6 boost. Now it can hit everything in the tier for neutral damage (bar Dark types). Shadow Punch is also boosted by Golurks Iron Fist ability which is an added bonus. Ice Punch rounds everything out because it allows Golurk to possibly get passed Grass types that it has trouble with.

Good Teammates: Like any other Pokemon Golurk enjoys having partners that can take super effective hits for it. Magneton is a good example of a good teammate for Golurk. Magneton resist Ice and Grass typed attacks aimed at Golurk. While Golurk is immune to Magnetons fighting weakness, and it resist Fire typed attacks that decimate Magneton. Audino is a great teammate to Golurk, it's immune to Golurks ghost weakness and it can sponge the special grass, dark and water typed attacks Golurk is weak to. Audino can also offer Wish passing and Heal Bell support, aiding Golurk by replenishing HP its lost during the battle and by removing status ailments that may hinder Golurk.

What Counters it: Dark and Ghost typed Pokemon are its biggest checks in NU. Liepard can taunt it, effectively stopping it from setting up Stealth rock and then OHKO with Knock Off. Spiritomb can take a few hits and KO with its dark typed STABs. Mismagius can do pretty much the same as both of these Pokemon but instead of KOing Golurk with dark typed attacks it uses its Ghost typed STAB Shadow Ball. I guess the next most effective checks and counters are both Grass types and Water types. Like Seismitoad, Feraligatr, Sceptile, Samurott, Ludiculo, etc. Since Golurk has such low speed many Pokemon in the tier can out-speed and hit it hard.

Additional Info: I chose the bulky Stealth Rock set based on personal preference but you could easily switch around the evs to make Golurk faster. You could also use berries in order to help Golurk get passed its checks / counters but they're very situational and have only one use (Colbur Berry ((halves SE dark damage)) / Passhao Berry ((halves SE water damage))).
 
Last edited:

Sapphire.

Es gibt Licht, wo immer Sie sind
is a Contributor Alumnus

Fraxure @ Choice Band
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Outrage
- Superpower
- Aqua Tail
- Dragon Claw

Role: Wallbreaker

What It Does: Just looking at its spread, a similarity to Sawk can be noticed. While it's true that the two do have similar roles, where Fraxure shines is typing and unpredictability. Sawk needs to rely on predicting when Banded otherwise that rising star Granbull will come in, eat up your CC and then something is forced to get hit with a Play Rough. Now here comes Fraxure, not being able to hit Granbull at all, but in hindsight, what sounds better, having Poison Jab to be able to hit a Fairy type for minimum damage after an Intimidate Attack drop, or a teammate that can OHKO Granbull and have the ability to stay in and take on other things, preserving Fraxure. Fraxure being Dragon causes way more mind games with your opponent than Sawk simply because you can't just send in a Ghost, Psychic, or Flying type and pray he didn't predict that and used Close Combat. An Outrage from Fraxure will OHKO or 2HKO just about all of those switch ins, leaving Fraxure rather hard to take on. Steel switch in? Superpower go. This thing is actually better with the Fairy weakness if anything, because now not only is it a massive Wallbreaker, it can set up other teammates for an easy predicted switch in. Plus it's not like Fairy typing is all that common, but in a way, Fraxure nearly benefits from the weakness if anything. Now comes the unpredictability I talked about. Tell me what someone is going to do if they send in something like a Liepard to encore a predicted Dragon Dance but get smashed by an Outrage. This is even more relevant as an Anti-Lead. Those Ground/Rock types with Sturdy are going to get knocked out clean with either Outrage or Superpower if they're foolish enough to go for Stealth Rocks, and then unlike Sawk, they can't just switch in something that resists CC.

Good Teamates: Like explained above, Fraxure can benefit its team with its Dragon typing if you have something that can just come in and smash that Fairy or get a huge hit on another switch in. What comes into mind for me is the infamous Sheer Force Life Orb Steelix. This thing's Iron Head will hurt. Granbull will be fearful, as if something switches in that isn't a Special Attacker, good luck taking an Iron Head and a potential Earthquake depending on what typing it is. Say they bring in a special Fire type, then incomes Fraxure again.

What Counters It: The answer to this is fairly obviously, Fairy types. While Fraxure can run Poison Jab, it really won't be doing much as most of the Fairies here are very bulky so after the Intimidate drop and not being stab, the Poison Jab won't be doing much. It's better off running the above set and having a teammate such as Steelix to come in and threaten the Fairy right back out, or kill it if the opponent feels ballsy. Aside from Fairies though, Steels can't be considered a counter if you play well and go for that Banded Superpower. This thing is deadly.

Any Additional Info: Fraxure can be a very good potential set-up sweeper with a Dragon Dance set, but the above set is made to take out many of the walls in NU, as stuff like Sandslash and Steelix both get 2HKO'd respectively by an Outrage or Superpower.


Magmortar @ Life Orb
Ability: Vital Spirit
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Fire Blast
- Thunderbolt
- Earthquake
- Hidden Power [Grass] / Focus Blast

Role: Wallbreaker

What It Does: Magmortar does not have many counters because of this set. Earthquake is the main draw because it 2HKOes common Fire-type counters, including Dragalge, Lanturn, and Flareon. Thunderbolt helps Magmortar to break down bulky Water-types. The last slot depends on Magmortar's target. HP Grass allows Magmortar to OHKO Seismitoad and Rhydon, while Focus Blast enables it to 2HKO Audino.

Good Teammates: Fire-types are actually good teammates for Magmortar despite stacking weaknesses. This is because Magmortar can take down most of their counters with either Earthquake or Thunderbolt, allowing them to sweep easily. Water-types can also make good partners because they appreciate having Lanturn, Dragalge, and bulky Water-types gone. Stealth Rock support is important to ensure that Magmortar achieves all the necessary OHKOs and 2HKOs; Pokemon such as Seismitoad and Rhydon are decent teammates for this. Because Magmortar appreciates switching into a field free of entry hazards, Shiftry, Xatu, and Cryogonal are good offensive teammates that either help prevent or clear away entry hazards.

What Counters It: Audino and Lickilicky are special walls that take on any set lacking Focus Blast, while Seismitoad, Rhydon, and Golem can defeat sets lacking HP Grass. Bulky Water-types may get hit hard by Thunderbolt, but they can safely switch into the rest of Magmortar's moveset. Samurott and Feraligatr in particular can hit it hard with a priority Aqua Jet. Even though Magmortar is extremely powerful, it is quite slow. Thus, there are many Pokemon that can switch into one of Magmortar's moves, outspeed it, and KO it.

Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Facade
- Quick Attack
- Knock Off
- Close Combat

Role: Wallbreaker, Physical Sweeper, Late-game Cleaner

What It Does: Zangoose uses its high attack combined with its ability Toxic boost to plow through the opposing team. By holding the Toxic orb as an Item Zangoose gains a free 1,5 power boost as his ability activates. This combined with its High BP STAB and coverage moves, lets it easily create holes in multiple of the tiers premiere physical walls. 252 EVs in Attack and Speed is used to maximize its physical sweeping potential. Close combat have a high base power and provides Zangoose a way to muscle through bulkier steel and rock types, while Knock off Gives Zangoose an option to hit opposing ghost types. Facade is the strongest move in Zangoose's arsenal, and hits a terrifying 210 BP after STAB. this attack is so strong that even resists have to think twice before switching in on it. Quick attack gives Zangoose a nifty priority that allows it to outspeed and possible KO faster frail/weak opponents. Quick attack also gives Zangoose a way to Clean up weakened pokemon late game.

Good Teammates: Good teammates for Zangoose include slow volt Switchers / U-turners that allows Zangoose to make an entry and activate is Toxic orb without prior damage. Zangoose will quickly get worn down from toxic, so wish-passers like Audino may be used to help Zangoose to stay healthy. Zangoose have very low Defenses and would like a teammate that can take attacks aimed at it. Walls such as Steelix and Granbull can come in on most physical attacks while pokemon like Togetic and Dragalge can come in on most special attacks. Granbull also stops every fighting type which will have a super effective STAB to work against. Zangoose can also preform well in offensive cores with pokemon like Scarf Pyroar and Magmortar. Sticky web is a fantastic way to let Zangoose bypass most of its checks and allows it to fix its mediocre speed Pokemon like Leavanny can set up sticky web for Zangoose.

What Counters It: there are very few walls that can reliably come in on Zangoose after Toxic orb has been activated, Rhydon can come in and do massive damage with Earthquake, but it must be wary of Toxic boosted Cloze combat after loosing its eviolite, since Close combat will have a chance to KO if you include Knock off damage. Physically defensive Steelix is in the same boat, as only Toxic boosted Close Combat can 2HKO, and IT can phaze Zangoose out with Roar / Dragon tail. Granbull can come in on any attck bar Toxic boosted Facade and do solid damage back. Zangoose is checked faster pokemon like Primeape and Scarf Sawk which can surive a Quick attack and KO back with their STAB moves. Gurdurr can surive Toxic boosted Facade and retaliate with Drain punch, but it cannot switch in on Zangoose. before the Toxic orb is activated most pokemon should be able to take a hit and then proceed to do massive damage, if not OHKO it.

Any Additional Info: Jolly nature can be used, but Zangoose likes the extra power from adamant more than Jolly's speed most of the time. Close combat or Quick attack can be switched for Swords dance, allowing you to OHKO every pokemon in the tier. But then bulky Steel / Rock pokemon walls you is you dont run CC, and faster pokemon will be able to revenge kill if you lack Quick attack.. Pursuit can be used to trap Ghosts and physics, but Knock off is the general better option. Zangoose also gets all the elemental Punches, but they provide small coverage and have a low base power. Taunt looks interesting, but is usually not needed since you will be statused by the toxic orb most of the time. Zangoose as a great special movepull to use, but a low 60 base special attack makes these moves useless. Other Items like life orb, choice band and Choice scarf can be used if you can predict a toxic, but it is inconsistent and an unreliabe method to activate Toxic boost.

Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 4 SAtk / 252 HP / 252 Def
Bold Nature
- Calm Mind
- Dazzling Gleam
- Flamethrower/ Surf
- Psychic/Energy Ball

Role:
Wallbreaker, Special Sweeper

What it does: Slurpuff is a brand new addition to the NU tier. Its blessed with great move pool variety, a decent typing and relatively decent bulk. This makes it the prim candidate for a set-up sweeper considering its speed isn't that bad. Especially when you get an unburden boost going. It can also run a belly drum set which is arguably stronger and much more scary since few things check it when at +6 and have an unburden boosted speed stat. However, i personally like the physically defensive calm mind set. This is because it is much easier to set up than the belly drum set and isn't as easily walled either thanks to its amazing special movepool. Stuff like Steelix that wall the Belly drum set can only hope and pray. Its a fantastic mon to use and has the credentials to be an A/S rank pokemon on the viability scale. This calm mind set puts almost every mon that walled its belly drum set away and can easily sweep courtesy of a great movepool.

Good teammates: You want team-mates that take its counters out of the game. Status is very annoying so having a cleric can sometimes be a saving grace. You also want a steel type (e.g Steelix) to take the incoming steel/poison attacks. Also Slurpuff needs its oppurtuinity to set up so bringing offensive mons in general that you can sack off when required to get a turn or two of calm minding. Once set-up, Slurpuff plows through teams so can easily be considered a teams main special sweeper therefore it is important to give it oppuruitinity so running momentum gaining moves on slow mons like lanturn can again make it slightly easier to set up

What counters it: This is really difficult to say as some mons wall this pokemon depending on the moveset. Flash Cannon Probopass is one i guess but after a couple of calm minds its really just set-up fodder. Fast steel mons like klinklang can be threatening should you not have an unburden boost going. Nothing apart from Probopass truely counters this mon so to deal with it you want a fast enough neutral hitter (like Zangoose) that can put some damage on it.

Any Additional Info: I must stress this is NOT its only set. Slurpuff can run belly drum physical, calm mind variants (some with a changed movepool) and a defensive variant which might not be threatening immediately but can be effective.
I hope you take this mon into consideration when you begin teambuilding because without a true check, it will run riot to your team


Nothing here yet!
 
Last edited:

Sapphire.

Es gibt Licht, wo immer Sie sind
is a Contributor Alumnus

Rotom-F @ Choice Scarf
Ability: Levitate
EVs: 4HP/252 SPA/ 252 Speed
Nature: Timid Nature
-Blizzard
-Thunderbolt
-Volt Switch
-Trick

Role: Revenge Killer/ Late-Game Cleaner

What it Does: This guys is brilliant for two main reasons. He avoids Sticky Web which is a coffin nail to many offensive teams and singlehandedly gimps many Choice Scarfers, and the second reason is he is a very powerful anti-metagame creature, picking off many of the tier's top threats. Currently Rotom-F threatens and KOs the ubiquitous Sigilpyh, Feraligatr, Samurott, Archeops, Gorebyss after a Smash, and so on. The outstanding BlizzBolt coverage gives it neutrality at worst to all but Magneton and Lantern...neither are fast threats that typically the targets of scarfers. The immunity to Sticky Web is often a game changer, as teams functioning with Sticky Web tend to suicide lead and rely on it heavily, and this guy can easily come in and sweep up those medium bulk threats with the great super effective coverage and a powerful Neutral Blizzard that 2HKOs most of the uninvested tier. Futhermore, Rotom-F's utility as a scarfer is extended via the powerful Volt Switch, allowing it to hit and run and pick off high health threats that can take a hit and OHKO it back, as well as scouting switch-ins and gaining momentum when the other team is lacking an electric immunity. Trick majorly gimps popular switch-ins such as Lanturn, and to an extent Magneton(although it would likely be better to Volt Switch as a Scarfed Magneton can be a nuisance) Rotom-F's wonderful bulk also allows it to survive nearly all priority in the tier with a 3HKO outside of Mach Punch and the very uncommon Bullet Punch, meaning things like Zangoose can very seldom survive against the likes of Rotom-F.

Good Teammates: This is a bit of a misnomer, as I believe Rotom-F is the supporting Pokemon and I believe he fits on a wide array of teams. In particular, bulkier teams that are carrying priority will suit Rotom-F well in the case he fails to cleanly OHKO a threat(such as a +1 Sigilyph and a low damage roll with no prior damage). He is also not a bad switch in as his bulk is quite decent, but defog/rapid spin support will greatly improve his longevity and allow him to manufacture momentum with more Volt Switches.

What Counters it: Good prediction is the only real threat to Rotom-F as the ground types that switch into Volt Switch can be blasted away with Blizzard and the Water types that resist Blizzard are blasted with Thunderbolt. Lantern again is a good way to stifle Rotom-F...it can be Tricked but this may not be ideal if you need your Rotom's scarf to clean up the late game. It's also worth nothing that certain setup sweepers can render Rotom-F moot, functioning as a true "counter" in the sense that it largely prevents Rotom-F from fufilling it's role. Gurdurr is one of those, featuring high enough bulk to take anything Rotom-F can dish out and can OHKO and return to full health with Drain Punch...after some setup it can even KO with Mach Punch to even wipe away the chance of a freeze. It also has nothing for Ludicolo after a Rain Dance, getting easily wiped out by its STAB and being outsped. It also cannot check Barbaracle after a Shell Smash, as the pacey rock water thing has 470 speed after a Smash, it can however, check and OHKO it beforehand.

Any Additional Info: Modest Nature is worth considering for a 75 percent chance to OHKO Sigilyph after a Calm Mind, however you will no longer outspeed Gorebyss after a Smash nor will you outspeed other important scarfers such as Sawk.


Feraligatr @ Life Orb / Lum Berry
Ability: Torrent
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Return
- Ice Punch

Role: Physical sweeper, Late-game cleaner

What It Does: Feraligatr's Dragon Dance set sacrifice brute power for additional coverage and better Speed. With counters slightly weakened, Feraligatr can boost with Dragon Dance late-game and sweep with near-perfect coverage. Waterfall is Feraligatr's STAB move, while Return and Ice Punch cover Water- and Grass-types respectively.

Good Teammates: Feraligatr needs its checks and counters weakened before it can hope to muscle through them. Thus, Spikes-stackers are even more important to this set because it limits its counter's ability to switch out; Accelgor, Qwilfish, and Omastar are good offensive Spikers. Pokemon that threaten bulky Water- and Grass-types are also good teammates. For example, Lilligant and Rotom threaten most Water-types, while Archeops and Magmortar force out most Grass-types. Together with entry hazards, Feraligatr's counters should be worn down with constant offensive pressure.

What Counters It: DD Gatr has more counters than its SD variant, but beware as Feraligatr rarely attempts to sweep before its counters are weakened. Bulky Grass- and Water-types, such as Vileplume, Gourgeist, Poliwrath, and Seismitoad can counter Feraligatr when healthy. Meanwhile, slightly rarer counters include Mantine, Ferroseed, Frillish, and Shedinja.

Any Additional Info: You can run Aqua Jet but it's not advisable to give up Feraligatr's coverage; it'll be boosting its Speed anyway. Sheer Force is unreleased, sadly.

Sceptile @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SDef / 252 Spe
Timid Nature
- Substitute / Leaf Storm
- Giga Drain
- Focus Blast
- Hidden Power Ice

Role: Special sweeper, Late-game cleaner

What It Does: Use Sceptile's respectable power, speed, and coverage to give almost everything slower than it a hard time. Life Orb Giga Drains grants Sceptile decent longevity. Should an opponent be just out of range of a KO, Sceptile can repeatedly use Substitute until it is in Overgrow range and finish the foe with a boosted Giga Drain. The sheer damage dealt means the HP gain is usually enough to heal over Life Orb recoil and even enable Sceptile to chain Overgrow-boosted Giga Drains. Leaf Storm hits really hard, and is a good last resort move.

Good Teammates: Stealth Rock eases Sceptile's burden considerably, weakening most Grass resists into a much more manageable range; Seismitoad, Uxie, and Rhydon make admirable setters. Fellow sweepers or wallbreakers, particularly those that can prey on Grass resistant Pokemon, are appreciated: Mismagius, Feraligatr, and Jynx are well suited for this role. Bulkier teammates that can take priority moves for it, such as Gurdurr, Granbull, and Rhydon, are very welcome.

What Counters It: Bulky Pokemon that aren't OHKOed by Sceptile's attacks can retaliate for a lot of damage or force it out, although they might risk an Overgrow boosted attack; bulky Poison-types and Flying-types in particular are great annoyances to Sceptile, either due to their bulk or lack of weaknesses to Sceptile's attacks. Priority is a big thorn on Sceptile's side, as they can easily disrupt Sceptile's chain Overgrow Giga Drains or KO it outright: Spiritomb, Fletchinder, Kecleon, and Sneasel are notable users. Faster Pokemon, such as Accelgor and Swellow, can switch into a resisted attack and threaten it out with super effective STAB. Pokemon that simply aren't weak to Sceptile's

Any Additional Info: Try not to rely to heavily on Giga Drain for survival if multiple Grass resists are present on the opponent's team; Giga Drain might not be able to heal Sceptile enough before Life Orb KOes it. A physical offense set can be used as well.


Swellow @ Toxic Orb
Ability: Guts
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Facade
- Brave Bird
- U-Turn
- Quick Attack / Roost

Role: Late-Game Cleaner, Revenge Killer

What It Does: Swellow is one of the fastest pokemon in the NU tier sitting at base 125 speed. The only pokes that outspeed Swellow are Ninjask, Electrode, and Accelgor. With this amazing speed, Swellow is able to perform as an incredible revenge killer and Late-Game Cleaner. Swellow's ability, guts, in conjunction with the move facade can destroy offensive teams when its toxic orb is activated. Facade is going to be your most powerful move, but brave bird is good for the likes of ghostsU-Turn is a really great support move for Swellow because it allows your teammates to be in an optimal position. For example, u-turning into Gorebyss on a steelix. The Steelix is what is stopping Swellow from sweeping completely, so they'll want to switch out while gorebyss gets a free shell smash. Quick attack allows you to be un-revengable by weak Pokemon with priority. Roost is useful too, even though Swellow has awful 60 /60 / 50 bulk, it allows Swellow to last longer as it can roost on the switches that it forces. Toxic orb is preferred over flame orb because Swellow is a hit and run type of pokemon, it usually never stays in for more than 3 turns.

Good Teammates: Good teammates for Swellow include slow volt Switchers / U-turners, and Pokemon that can deal with the rock and steel types that wall Swellow. Some specific examples include: Probopass, Gorebyss, and Typhlosion. Probopass offers slow volt switches so the bird can enter the field without a scratch. Gorebyss pressures rock types that swellow attracts. Typhlosion nukes everything not named Lanturn. Ground types are also great partners for Swellow because one of the best ways to revenge Swellow is with scarfed electrics. A ground type like Sandslash would be great on a balanced team for rapid spin support, which Swellow enjoys.

What Counters It: Any rock or steel type with decent defenses can wall Swellow. Regirock, Steelix, and Golem are 100% stops to Swellow and can retaliate with stone edge/iron head/rock blast. Scarfed Rotoms are good checks to it, but all except ghost form need to watch out for facade. Priority is a great way to stop Swellow, Spiritomb is immune to quick attack and can sucker punch in return, but you do have to play sucker punch mind games against Swellow.

Additional Info: Specs Swellow sounds like it can do some work with boomburst, but that is better left to Chatot who doesn't have a base 50 special attack.


Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Facade
- Quick Attack
- Knock Off
- Close Combat

Role: Wallbreaker, Physical Sweeper, Late-game Cleaner

What It Does: Zangoose uses its high attack combined with its ability Toxic boost to plow through the opposing team. By holding the Toxic orb as an Item Zangoose gains a free 1,5 power boost as his ability activates. This combined with its High BP STAB and coverage moves, lets it easily create holes in multiple of the tiers premiere physical walls. 252 EVs in Attack and Speed is used to maximize its physical sweeping potential. Close combat have a high base power and provides Zangoose a way to muscle through bulkier steel and rock types, while Knock off Gives Zangoose an option to hit opposing ghost types. Facade is the strongest move in Zangoose's arsenal, and hits a terrifying 210 BP after STAB. this attack is so strong that even resists have to think twice before switching in on it. Quick attack gives Zangoose a nifty priority that allows it to outspeed and possible KO faster frail/weak opponents. Quick attack also gives Zangoose a way to Clean up weakened pokemon late game.

Good Teammates: Good teammates for Zangoose include slow volt Switchers / U-turners that allows Zangoose to make an entry and activate is Toxic orb without prior damage. Zangoose will quickly get worn down from toxic, so wish-passers like Audino may be used to help Zangoose to stay healthy. Zangoose have very low Defenses and would like a teammate that can take attacks aimed at it. Walls such as Steelix and Granbull can come in on most physical attacks while pokemon like Togetic and Dragalge can come in on most special attacks. Granbull also stops every fighting type which will have a super effective STAB to work against. Zangoose can also preform well in offensive cores with pokemon like Scarf Pyroar and Magmortar. Sticky web is a fantastic way to let Zangoose bypass most of its checks and allows it to fix its mediocre speed Pokemon like Leavanny can set up sticky web for Zangoose.

What Counters It: there are very few walls that can reliably come in on Zangoose after Toxic orb has been activated, Rhydon can come in and do massive damage with Earthquake, but it must be wary of Toxic boosted Cloze combat after loosing its eviolite, since Close combat will have a chance to KO if you include Knock off damage. Physically defensive Steelix is in the same boat, as only Toxic boosted Close Combat can 2HKO, and IT can phaze Zangoose out with Roar / Dragon tail. Granbull can come in on any attck bar Toxic boosted Facade and do solid damage back. Zangoose is checked faster pokemon like Primeape and Scarf Sawk which can surive a Quick attack and KO back with their STAB moves. Gurdurr can surive Toxic boosted Facade and retaliate with Drain punch, but it cannot switch in on Zangoose. before the Toxic orb is activated most pokemon should be able to take a hit and then proceed to do massive damage, if not OHKO it.

Any Additional Info: Jolly nature can be used, but Zangoose likes the extra power from adamant more than Jolly's speed most of the time. Close combat or Quick attack can be switched for Swords dance, allowing you to OHKO every pokemon in the tier. But then bulky Steel / Rock pokemon walls you is you dont run CC, and faster pokemon will be able to revenge kill if you lack Quick attack.. Pursuit can be used to trap Ghosts and physics, but Knock off is the general better option. Zangoose also gets all the elemental Punches, but they provide small coverage and have a low base power. Taunt looks interesting, but is usually not needed since you will be statused by the toxic orb most of the time. Zangoose as a great special movepull to use, but a low 60 base special attack makes these moves useless. Other Items like life orb, choice band and Choice scarf can be used if you can predict a toxic, but it is inconsistent and an unreliabe method to activate Toxic boost.


Accelgor @ Life Orb / Choice Specs
Ability: Sticky Hold
EVs: 4 HP / 252 SAtk / 252 Spe
Modest Nature
- Bug Buzz
- Energy Ball / Giga Drain
- Focus Blast
- Spikes

Role: Special Sweeper, Late-Game Cleaner, Revenge Killer

What It Does: With its amazing speed and its decent base 100 SAtk, it can provide a counter to some frailer threats that your team is weak to. it has amazing coverage and is able to sweep late-game after the walls have been destroyed. It lacks wall-breaker potential, but it loves hazards. With a niche as one of the fastest pokemon in NU, it's rather subpar Special Attack is able to improve itself with a Modest nature without any impact from not running Timid. Also, even with a Modest nature, it's able to outspeed +1 Adamant Gatr and kill it with Energy Ball after SR. With another niche in Encore, it can force switches from walls, just helping in the sweep just that bit more. Although it can't take out most bulky threats on its own, it has a rather decent niche for coming out late game and killing off more weakened threats. Life Orb is the preferred item but Specs can be used if you wish to have more power but be locked into a move (Late-Game Bug Buzz)

Good Teammates: Anything that can keep hazards off the field or put them out for you are good for Accelgor. Sandslash is one to be mentioned; as it can take all the rock moves aimed at it (almost all rock moves are physical based), remove hazards, and put out SR; with Accelgor taking care of the Water and Grass types that threaten Sandslash. Defog isn't recommended because Accelgor needs hazards to make 2HKOs into OHKOs.

What Counters It: Any dedicated Special Wall, especially Dragalge, Lickilicky (does not appreciate Focus Blast) Audino (has the same problem as Lickilicky) Specially Defensive Flareon, Altaria (does not appreciate HP Ice though), etc.

Any Additional Info: Not really. The other set that can be run is under this (Spikes Set)


Pyroar @ Choice Specs
Ability: Unnerve
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Flamethrower/Fire Blast
- Hidden Power [Grass]
- Hyper Voice
Role: Mixed Sweeper, Late Game Cleaner

What It Does: With a base speed state of 106 and a special attack base of 109, Pyroar can pretty much tear apart a majority of the NU Metagame with it's STAB Normal Hyper Voice. It's up to you on what you've opt on this set. You can run Flamethrower over Fire Blast if you're fearing of a potential miss. But Flamethrower can still hit hard regardless. Hidden Power [Grass] is there to surprise water types that would stop Pyroar in it's tracks such as Feraligatr, Seismitoad, and Lanturn to name a few.

Good Teammates: A rapid spinner such as Cryogonal can be a great teammate for Pyroar and has great type synergy with each other. Magmorter is also a fantastic teammate as they can form a nice firespam, breaking down each of their counters so that the other can sweep late game. Golurk is another fantastic mon as it can keep Sawk and other fighting types at bay that prevents Pyroar from sweeping.

What Counters It: As mentioned, fighting types such as Sawk, Hariyama, etc puts Pyroar to a complete stop. Any mon that resists Pyroar's STAB moves such as Crustle and Golurk can also be trouble. Not to mention, Water types in general such as Feraligatr, Qualfish, and Lanturn are a nuisance for Pyroar but have to be wary of Hidden Power [Grass.] Lastly Stealth Rock is used to decrease Pyroar's chance of sweeping and it's durability.

Any Additional Info: Replacing Choice Specs with an Expert Belt can be an option to bluff an item such as a potential scarf. Life Orb could also be an option, but there's that chance of the annoying damage recoil and such. You can run Overheat if you wish, however it'll sound gimmicky and has the same chance of missing like Fire Blast but with the special attack drop.



Rotom-F @ Choice Scarf
Ability: Levitate
EVs: 4HP/252 SPA/ 252 Speed
Nature: Timid Nature
-Blizzard
-Thunderbolt
-Volt Switch
-Trick

Role: Revenge Killer/ Late-Game Cleaner

What it Does: This guys is brilliant for two main reasons. He avoids Sticky Web which is a coffin nail to many offensive teams and singlehandedly gimps many Choice Scarfers, and the second reason is he is a very powerful anti-metagame creature, picking off many of the tier's top threats. Currently Rotom-F threatens and KOs the ubiquitous Sigilpyh, Feraligatr, Samurott, Archeops, Gorebyss after a Smash, and so on. The outstanding BlizzBolt coverage gives it neutrality at worst to all but Magneton and Lantern...neither are fast threats that typically the targets of scarfers. The immunity to Sticky Web is often a game changer, as teams functioning with Sticky Web tend to suicide lead and rely on it heavily, and this guy can easily come in and sweep up those medium bulk threats with the great super effective coverage and a powerful Neutral Blizzard that 2HKOs most of the uninvested tier. Futhermore, Rotom-F's utility as a scarfer is extended via the powerful Volt Switch, allowing it to hit and run and pick off high health threats that can take a hit and OHKO it back, as well as scouting switch-ins and gaining momentum when the other team is lacking an electric immunity. Trick majorly gimps popular switch-ins such as Lanturn, and to an extent Magneton(although it would likely be better to Volt Switch as a Scarfed Magneton can be a nuisance) Rotom-F's wonderful bulk also allows it to survive nearly all priority in the tier with a 3HKO outside of Mach Punch and the very uncommon Bullet Punch, meaning things like Zangoose can very seldom survive against the likes of Rotom-F.

Good Teammates: This is a bit of a misnomer, as I believe Rotom-F is the supporting Pokemon and I believe he fits on a wide array of teams. In particular, bulkier teams that are carrying priority will suit Rotom-F well in the case he fails to cleanly OHKO a threat(such as a +1 Sigilyph and a low damage roll with no prior damage). He is also not a bad switch in as his bulk is quite decent, but defog/rapid spin support will greatly improve his longevity and allow him to manufacture momentum with more Volt Switches.

What Counters it: Good prediction is the only real threat to Rotom-F as the ground types that switch into Volt Switch can be blasted away with Blizzard and the Water types that resist Blizzard are blasted with Thunderbolt. Lantern again is a good way to stifle Rotom-F...it can be Tricked but this may not be ideal if you need your Rotom's scarf to clean up the late game. It's also worth nothing that certain setup sweepers can render Rotom-F moot, functioning as a true "counter" in the sense that it largely prevents Rotom-F from fufilling it's role. Gurdurr is one of those, featuring high enough bulk to take anything Rotom-F can dish out and can OHKO and return to full health with Drain Punch...after some setup it can even KO with Mach Punch to even wipe away the chance of a freeze. It also has nothing for Ludicolo after a Rain Dance, getting easily wiped out by its STAB and being outsped. It also cannot check Barbaracle after a Shell Smash, as the pacey rock water thing has 470 speed after a Smash, it can however, check and OHKO it beforehand.

Any Additional Info: Modest Nature is worth considering for a 75 percent chance to OHKO Sigilyph after a Calm Mind, however you will no longer outspeed Gorebyss after a Smash nor will you outspeed other important scarfers such as Sawk.


Swellow @ Toxic Orb
Ability: Guts
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Facade
- Brave Bird
- U-Turn
- Quick Attack / Roost

Role: Late-Game Cleaner, Revenge Killer

What It Does: Swellow is one of the fastest pokemon in the NU tier sitting at base 125 speed. The only pokes that outspeed Swellow are Ninjask, Electrode, and Accelgor. With this amazing speed, Swellow is able to perform as an incredible revenge killer and Late-Game Cleaner. Swellow's ability, guts, in conjunction with the move facade can destroy offensive teams when its toxic orb is activated. Facade is going to be your most powerful move, but brave bird is good for the likes of ghostsU-Turn is a really great support move for Swellow because it allows your teammates to be in an optimal position. For example, u-turning into Gorebyss on a steelix. The Steelix is what is stopping Swellow from sweeping completely, so they'll want to switch out while gorebyss gets a free shell smash. Quick attack allows you to be un-revengable by weak Pokemon with priority. Roost is useful too, even though Swellow has awful 60 /60 / 50 bulk, it allows Swellow to last longer as it can roost on the switches that it forces. Toxic orb is preferred over flame orb because Swellow is a hit and run type of pokemon, it usually never stays in for more than 3 turns.

Good Teammates: Good teammates for Swellow include slow volt Switchers / U-turners, and Pokemon that can deal with the rock and steel types that wall Swellow. Some specific examples include: Probopass, Gorebyss, and Typhlosion. Probopass offers slow volt switches so the bird can enter the field without a scratch. Gorebyss pressures rock types that swellow attracts. Typhlosion nukes everything not named Lanturn. Ground types are also great partners for Swellow because one of the best ways to revenge Swellow is with scarfed electrics. A ground type like Sandslash would be great on a balanced team for rapid spin support, which Swellow enjoys.

What Counters It: Any rock or steel type with decent defenses can wall Swellow. Regirock, Steelix, and Golem are 100% stops to Swellow and can retaliate with stone edge/iron head/rock blast. Scarfed Rotoms are good checks to it, but all except ghost form need to watch out for facade. Priority is a great way to stop Swellow, Spiritomb is immune to quick attack and can sucker punch in return, but you do have to play sucker punch mind games against Swellow.

Additional Info: Specs Swellow sounds like it can do some work with boomburst, but that is better left to Chatot who doesn't have a base 50 special attack.


Accelgor @ Life Orb / Choice Specs
Ability: Sticky Hold
EVs: 4 HP / 252 SAtk / 252 Spe
Modest Nature
- Bug Buzz
- Energy Ball / Giga Drain
- Focus Blast
- Spikes

Role: Special Sweeper, Late-Game Cleaner, Revenge Killer

What It Does: With its amazing speed and its decent base 100 SAtk, it can provide a counter to some frailer threats that your team is weak to. it has amazing coverage and is able to sweep late-game after the walls have been destroyed. It lacks wall-breaker potential, but it loves hazards. With a niche as one of the fastest pokemon in NU, it's rather subpar Special Attack is able to improve itself with a Modest nature without any impact from not running Timid. Also, even with a Modest nature, it's able to outspeed +1 Adamant Gatr and kill it with Energy Ball after SR. With another niche in Encore, it can force switches from walls, just helping in the sweep just that bit more. Although it can't take out most bulky threats on its own, it has a rather decent niche for coming out late game and killing off more weakened threats. Life Orb is the preferred item but Specs can be used if you wish to have more power but be locked into a move (Late-Game Bug Buzz)

Good Teammates: Anything that can keep hazards off the field or put them out for you are good for Accelgor. Sandslash is one to be mentioned; as it can take all the rock moves aimed at it (almost all rock moves are physical based), remove hazards, and put out SR; with Accelgor taking care of the Water and Grass types that threaten Sandslash. Defog isn't recommended because Accelgor needs hazards to make 2HKOs into OHKOs.

What Counters It: Any dedicated Special Wall, especially Dragalge, Lickilicky (does not appreciate Focus Blast) Audino (has the same problem as Lickilicky) Specially Defensive Flareon, Altaria (does not appreciate HP Ice though), etc.

Any Additional Info: Not really. The other set that can be run is under this (Spikes Set)
 
Last edited:

Sapphire.

Es gibt Licht, wo immer Sie sind
is a Contributor Alumnus

Liepard @ Black Glasses
Ability: Prankster
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Encore
- U-turn
- Sucker Punch
- Knock Off/Pursuit


Role: Pivot, Support, (Late-game Cleaner)

What It Does: PivotPard is a popular set from last gen and it got even better with the addition of Knock Off to its movepool. Prankster Encore is invaluable against the tier's numerous setup sweepers such as Sigilyph, Feraligatr, Vivillon, the numerous Shell Smashers etc. Sucker Punch is a powerful priority move and though some would call it unreliable, Encore can turn a lot of situations in your favor because your opponent can't just sub to avoid getting hit. U-Turn is great for grabbing momentum on the numerous switchins Liepard forces with both its moves and its Psychic immunity. Knock Off is insanely spammable and one of the safest moves in the whole game. Pursuit gives Liepard another role to fill but it's not as good anymore because most Ghosts and Psychics have a way to KO Liepard now.

Good Teammates: Pretty much everything benefits from Liepard's presence. Above mentioned setup sweepers really appreciate the free turns Liepard generates and pretty much all offensive Pokémon can benefit from Liepard's strong Knock Offs.

What Counters It: Fighting types give Liepard a lot of trouble: Gurdurr, Sawk, Hariama take very little damage from Liepard's STABs, but thanks to U-Turn aka the best move in the game, Liepard doesn't really care too often.



Seismitoad @ Leftovers
Ability: Water Abosrb
EV's: 252 HP / 252 Def / 4 Spe
IV's: 0 Atk
Bold Nature
- Stealth Rock
- Toxic
- Scald
- Earth Power

Role: Hazard Setter / Tank

What it does: Seismitoad is a pretty good Stealth Rocker and that can tank hits with its solid 105 / 75 / 75 defenses. It has a lot of things that make him awesome, great HP stat, good typing for a tank , and acceptable offensive presence. Only thing I don't really like about him, is his pretty mediocre speed which sits at 74, it's a bit of a troll because this gets outsped by base 85's in the tier like the Rotom's (that are not offensive). This isn't the only set it can run, it can also run a few other sets, which I'll talk about as I write this, it's movepoool isn't exactly the vastest as it lacks impotant coverage moves such as Ice Beam, but I still think it's movepool is pretty good despite that, As for this particular set , we run the obligatory Stealth Rock, which aids our team in a lot of occasions, Toxic to put a clock in walls, such as Uxie, you can also run Knock Off on this set, to catch Eviolite users, such as Togetic, Gurdurr and Rhydon to name a few. Scald is a godsend in my opinion, having a 30% chance to burn a Pokemon and this being a Water type move, give it STAB and the ability to render Physical pokes useless if they get the burn, and last but not least Earth Power, you can also change this Earthquake, and make it a Relaxed nature so you don't sacrifice any of your bulk, but I personally prefer Earth Power because I still want to get the jump on uninvested base 65's.

Good teammates: Seismitoad appreciates any pokes that can take Grass type moves for it. One of it's greatest partners is Vileplume. Vileplume can eat up any Grass-moves as he quad resist them, and Seismitoad covers a good part of Vileplume's weaknesses. Another great partner to Seismitoad is Torkoal, not it can eat up Grass moves, but it can also provide support by Rapid Spinning, Toxic or even Yawn to put those walls to sleep and force switches. It can also be great on Hyper Offense teams, I personally paired this with an Archeops and it did amazingly well.

What counters it: Grass types in particular. Sceptile can set up a Sub as it switches out, giving the opponent a free turn. And wearing it down can be pretty easy thanks of Seismitoad not having reliable recovery outside of Leftovers, and Seismitoad is very propense to Status, if you Toxic it, burn it, or just plain set up on its face, can be quite an issue. Seismitoad is hard stopped by the rare Mantine, as it can't do anything whatsoever besides Toxic, but they tend to carry Rest thought. Also Ice types could be troublesome, they include Cryogonal, Articuno, Piloswine, as they got a new move in Freeze-Dry. This move is 4 times effective on Seismitoad, downright destroying him.

Additional info: You can also use this a Swift Swim sweeper with of Scald, Earth Power , Sludge Wave and I dunno, Grass Knot or something, but that's better suited for Omastar or by Gorebyss in my opinion. As stupid as this sounds, it can be an ok candidate for Assault Vest, as it gets access to Drain Punch and can use Poison Touch somewhat well. But again, Seismitoad has better things to do, just felt like pointing out those 2 potencial sets, try them out if you're looking to be unique, or just want to try something different.


Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 248 SDef / 8 Spd
Adamant Nature
- Bullet Punch
- Close Combat
- Knock Off
- Ice Punch/Earthquake/fakeout

Role: Tank

What It Does: Hariyama has high HP, decent defenses, equipped with Assault vest and Thick Fat it can tank most of the neutral special attackers in the tier and hit them back hard by OHKO/2HKO'ing in return. It is one of the best Pokemon to sponge fire spam in the tier. It is a decent check to Shiftry, Sneasel, as it can tank their stabs and OHKO back in return. It can tank Pyroar, Typhlosion, Cryogonal, Rotom Mismagius, Rotom-freeze, Dragalge, Magneton and numerous special attackers in the tier and does massive damage in return. Knock Off is very handy as it handicaps eviolite users and does decent damage to psychic types which tend to switch on him. Its always good to run a priority. Bulletpunch finishes off weak stuff, it is very useful against Archeops, after Stealth Rock damage and Bulletpunch, it reaches to defeatist range,and becomes less threatening. It does decent damage to Jynx and Aurorus(lol).

Good Teammates: Pokemon that can tank psychic attacks, flying attacks and strong physical attackers are good teammates, Probopass is a good teammate, as it tanks psychic and flying moves for Hariyama. Hariyama appreciates wish support, from the likes of Audino and Lickylicky which makes its his presence long lasting. Vileplume is a good team mate, as it checks most of the physical pokemon in the tier example: Sawk, Primeape, Feraligatr,Granbull. Hariyama covers its fire and ice weakness in return. other physical walls Gourgiest, Quiladin are good partners.

What Counters It: Psychic Pokemon such as Sigilpyh, Mesprit can finish off a weakened Hariyama with Psyshock. Spirtomb, Weezing take minimal damage from its attacks, and cripple him with will-o-wisp. Archeops, Swellow outspeed him and OHKO him with their flying STAB. Granbull walls Hariyama for days, without icepunch Vileplume walls him and without earthquake Qwilfish walls Hariyama. Strong physical attacks like Zangoose, Feraligatr, Sawk which generally out speed him OHKO/2HKO him with their STABS.

Any Additional Info: Some people might think to use Guts on Assault vest Hariyama but its not advisable as it loses its ability to sponge fire and ice attacks.
 
Last edited:

Sapphire.

Es gibt Licht, wo immer Sie sind
is a Contributor Alumnus

Vileplume @ Leftovers
Ability: Effect Spore
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis / Moonlight
- Sleep Powder

Role: Physical Wall

What It Does: Vileplume's typing and ability allows it to tank a huge amount of physical threats in the metagame. It can easily sponge attacks from Fighting-types, physical Water-types, Grass-types, and even Fairy-types, meaning it is able to cover a lot of bases for a team. It even has respectable power, which can make Vileplume tricky for offensive threats to switch into and can give it the advantage against opposing bulky walls. Effect Spore is also handy for Vileplume since it can inflict status on opponents that make contact, which can give Vileplume the upper hand when trying to heal up in their faces or leave a nasty parting gift when switching into their attacks.

Good Teamates: Vileplume has many weaknesses to popular types that should be covered, Lanturn being one of the best due to its Fire, Ice, and Flying resistances. Psychic-types can be left to Dark-type teammates, such as Spiritomb and Liepard, which can Pursuit trap them to get them out of Vileplume's hair for good. Teammates that can fall back on Vileplume's natural advantage against certain types (Water, Grass, Fairy, Rock, Ground, etc.) would appreciate Vileplume as a partner, such as Feraligatr, Gurdurr, and Pyroar.

What Counters It: Anything that resists Vileplume's dual STABs (and avoid being poisoned) can counter it easily. Weezing can incinerate Vileplume with Flamethrower, or annoy it with Will-O-Wisp. Dragalge can do the same with Scald, or just drop all pretense and go straight for the kill with Choice Specs Draco Meteor. Magneton is a big threat to Vileplume as well, since it has either Specs Flash Cannon which can overpower Vileplume, or Eviolite to strengthen its bulk even further. Aside from that, simply take advantage of its weaknesses to Fire, Flying, Ice, and Psychic, all of which are plentiful in the tier. Be wary of status when trying to deal with Vileplume.

Any Additional Info: The last move is up for grabs. Stun Spore can threaten more than one of the opponent's Pokemon and cripples them for the whole match. Vileplume is also a great user of Aromatherapy, due to the amount of free turns it can get. Hidden Power Ground gives Vileplume a fighting chance against Magneton and bulky Dragalge. A specially defensive spread can be used to take on Water-types better, although this weakens its matchup against Ground- and Rock-types.


Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Spikes
- Toxic Spikes
- Seed Bomb / Gunk Shot / Clear Smog
- Drain Punch / Gunk Shot / Clear Smog

Role: Physical Wall, Hazard User, Support

What It Does: Stack Spikes and Toxic Spikes to support its teammates. Great switch-in to Gurdurr, Slurpuff (Garbodor hates Calm Mind Psychic, but not every CM Slurpuff run it), Shiftry, Klinklang, and Feraligatr thanks to its typing, Rocky Helmet, and Aftermath. Unlike most entry hazard users, Garbodor has access to a vast movepool that it can easily use to lure and beat or weaken the opponent's check or counter to one of its teammate (For exemple, Seed Bomb to weaken Seismitoad can help Feraligatr to sweep). While it might sound crazy to not run STABs, Seed Bomb + Drain Punch let Garbodor beat most of the Pokemon that would usually switch on it. Gunk Shot is still an amazing option if you need Garbodor to beat Togetic and do more damage overall. Clear Smog is also a good option to stop threats from setting up. Finally, the EV spread let Garbodor outspeed Max Speed base 55s without a speed boosting nature (Max Speed Adamant Golurk, for exemple) and maximize its physical bulk.

Good Teammates: Sweepers that enjoy Spikes and Toxic Spikes (all of them), and the coverage that Garbodor has access to (Feraligatr, Swellow, Slurpuff, etc). Pokemon able to prevent entry hazard removal (Ghost-types such as Rotom-N, Spiritomb, Mismagius, and Gourgeist to block Rapid Spin, and Pawniard to put pressure on Defog users).

What Counters It: Psychic-types, Ground-types, strong Special Attackers, Vullaby / Pelipper (Defog), Taunt users, and Xatu (Magic Bounce), to name a few.

Any Additional Info: You can easily run a more Specially Defensive EV spread if you need Garbodor to take special attacks, but it won't be able to check physical attackers well without any defense investments. Black Sludges > Rocky Helmet is also a good option.



Audino @ Leftovers
Ability: Regenerator
EVs: 252 SDef / 252 HP / 4 Def
Careful Nature
- Wish
- Protect
- Double-Edge
- Heal Bell

Role: Special Wall / Support

What It Does: Audino, simply put, is made to pass Wishes for stall. With so many good Pokemon such as Dragalge, Spiritomb, and Rhydon lacking reliable recovery, Audino comes to heal them up with its large Wishes. While seemingly outclassed by Lickilicky, Audino's niche comes in it's ability, Regenerator. This allows to to not only heal its teammate on the switch, but also itself, making it a much more effective Wish passer for stall. Audino still has good special bulk, being able to take on many of the tier special attackers with relative ease. Heal Bell is also another great support move Audino can use, allowing it to cure annoying status such as poison, sleep, and burn.

Good Teammates: As Audino is almost always seen as a Wish passer for stall, most of its teammates tend to be defensive Pokemon who lack reliable recovery. Spritomb and Gourgeist can take Fighting-type attacks for Audino, while Audino can pass Wishes / take Ghost-type attacks for them. Granbull is also a great switch-in to Fighting-types and really loves Wish support. TrickScarf Uxie can stop scary setup users and also loves Wish support. Finally, physical walls such as Poliwrath and Steelix help take physical attacks for Audino while once again loving Wish support.

What Counters It: Really, most powerful physical attackers breeze through Audino, with Sawk and Zangoose being notable examples. Pokemon that can phaze also mess up Audino's recovery, with Steelix commonly seen carrying Roar. Taunt from the likes of Qwilfish also does a good job of shutting Audino down.

Additional Information: Toxic can be used over Double Edge if you prefer, though the ability to 3HKO Pokemon such as Sawk on the switch has always been something I've found more helpful than Toxic's utility.
 
Last edited:

Sapphire.

Es gibt Licht, wo immer Sie sind
is a Contributor Alumnus

Steelix @ Leftovers
Ability: Sturdy
EVs: 248 HP / 64 Def / 196 SDef
Impish / Relaxed Nature
- Stealth Rock
- Earthquake
- Iron Head / Gyro Ball
- Roar / Toxic

Role: Mixed Wall

What It Does: Steelix has high enough Defense that it can opt for special bulk without greatly diminishing its ability to take physical hits. Its unique typing allows it to take a lot of powerful threats in the tier, such as Swellow, Bouffalant, Zangoose, Kangaskhan, Fletchinder, and Sneasel, but the two most notable threats it can take on are Archeops and Magneton. Steelix's Special Defense investment is specifically to survive 2 Earth Powers from unboosted Archeops, and can easily retaliate with Iron Head or Gyro Ball, or lay down Stealth Rock so that Archeops cannot get away scotfree; Magneton on the other hand cannot Volt Switch away from Steelix, and its Hidden Power Grass won't be doing much to Steelix. Its improved special bulk also gives it a notably better matchup against attackers such as Tauros, Vivillon, Chatot, Mismagius, and Shiftry. Stealth Rock and Earthquake are standard fare on Steelix, allowing it to do what it needs to. The Steel STAB move of choice depends on the kinds of Pokemon you expect Steelix to face off against. Iron Head is better against defensive Pokemon such as Granbull and Articuno, while Gyro Ball KOes frailer offensive Pokemon such as Zangoose and Archeops easier. Roar prevents Steelix from becoming easy setup fodder against the likes of Feraligatr, Gurdurr, Spiritomb, Gorebyss, and even Fletchinder. Toxic is another, less direct way to deter setup, but does give Steelix the edge against defensive Pokemon if it decides to stick with Gyro Ball.

Good Teammates: Wish support allows Steelix to make the most of its mixed bulk, making Audino an amazing partner, and both can cover physical attackers and special attackers respectively. Audino can even cleanse Steelix of status, which would otherwise wear it down. Steelix does have some bothersome weaknesses to Water, Fire, Fighting, and Ground. Mantine and Pelipper do resist all four of these, with Mantine doing better against Grass-types and Fire-types, while Pelipper deals with Fighting-types and Ground-types easier. That said, one does not have to resist all of Steelix's weaknesses at once (or even sharing some) to make good teammates: Vileplume and Granbull can manhandle Fighting-types and provide cleric support, Dragalge and Hariyama can beat Fire-types, Poliwrath and Ludicolo handle Water-types, and Xatu and Shiftry can switch into Ground-types.

What Counters It: Super effective STAB can wear down Steelix fast. Strong attackers such as Pyroar, Seismitoad, Sawk, Gurdurr, and Ludicolo can easily do away with Steelix, though Fire-types should watch out for Sturdy should it be active. Pokemon with recovery moves (that aren't weak to Steelix's attacks) can easily outlast Steelix and beat it one on one, since Steelix isn't really powerful in that respect. Vileplume, Xatu, Audino, and pretty much almost any RestTalk user do not have to fear getting taken down by Steelix for the most part. Steelix also hates being burned, be it by Will-O-Wisp or Scald (provided the latter doesn't already KO Steelix), since its power and survivability are both heavily crippled.



Sandslash @ Leftovers/Lum berry
Ability: Sand Veil
EVs: 232 HP / 252 Atk / 24 Spe
Adamant Nature
- Rapid spin
- Earthquake
- Knock Off
- Swords Dance/Stone Edge/Stealth rock

Role: Hazard remover, Support

What It Does: Being one of the better spinners in NU sandslash is a pretty good choice for an offensive team if you need a hazard free field. With more then decent bulk and offensive stats, sandslash has multiple opportunities to pull a spin. The ev's are there to make the best use of sandslash's attack and bulk while the speed enables him to outspeed minimal speed lanturn. Outspeeding lanturn enables sandslash to come in on an electric attack and beat him before he can launch a water move at him. Leftovers allow sandslash to take a more bulky role getting some sort of recovery while a lum berry helps to beat spinblockers. Rapid spin and eq are staples on this set, knock off is there (obviously) to beat ghost types and the last spot would probably be either swords dance to boost up on the switch or stone edge for better coverage (mainly to help beat archeops). Stealth rock is also option but offensive sandslash benefits more from an extra attack boost or more coverage.

Good Teammates: Anything that needs a hazard free field and/or switches a lot likes to have sandslash as a partner. Magmortar and typh are options seeing as both (especially typh) tend to switch a lot. Both are also able to come in on grass and ice attacks aimed for sandslash but they have to watch out for water attacks.

What Counters It: While sandslash has pretty good physical bulk, his special side is kinda lackluster. His ground type also makes him weak to some of the more common typings in the metagame like water and grass both of which are special moves most of the time. Feraligatr also has the bulk to tank a hit from sandslash and start gathering boosts in order to sweep

Any Additional Info: A more defensive set is an option, letting sandslash depend more on his bulk to try and spin. However, losing offense makes it harder to wear down ghost types. Toxic would be an option in the last spot to solve that problem.

Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Drain Punch
- Knock Off
- Bulk Up
- Mach Punch / Ice Punch / Poison Jab

Role: Bulky Attacker, Support

What It Does: Gurdurr is an extremely useful Pokemon in the XY NU metagame. With high Attack and excellent defensive stats with an Eviolite, Gurdurr can fit onto many teams. It brings Knock Off support, has priority, and can absorb status with Guts; all of these are extremely useful traits. In addition, it gets Bulk Up, letting it boost its Attack and Defense to even greater levels.

Good Teammates: Gurdurr values Pokemon that resist its weaknesses, Fairy, Psychic and Flying; Steel-types like Magneton work very well here.

What Counters It: Gurdurr is troubled by Flying, Poison and Fairy type Pokemon the most, as they resist its STAB, do not fear much Gurdurr can use, and can deal heavy damage in return. Fletchinder, Granbull, Vileplume and Weezing are all good examples of those Pokemon; however, Gurdurr can use Stone Edge, Poison Jab or Ice Punch to mitigate this weakness.

Any Additional Info: A Sheer Force set is usable but a bit outclassed by Guts sets.


Audino @ Leftovers
Ability: Regenerator
EVs: 252 SDef / 252 HP / 4 Def
Careful Nature
- Wish
- Protect
- Double-Edge
- Heal Bell

Role: Special Wall / Support

What It Does: Audino, simply put, is made to pass Wishes for stall. With so many good Pokemon such as Dragalge, Spiritomb, and Rhydon lacking reliable recovery, Audino comes to heal them up with its large Wishes. While seemingly outclassed by Lickilicky, Audino's niche comes in it's ability, Regenerator. This allows to to not only heal its teammate on the switch, but also itself, making it a much more effective Wish passer for stall. Audino still has good special bulk, being able to take on many of the tier special attackers with relative ease. Heal Bell is also another great support move Audino can use, allowing it to cure annoying status such as poison, sleep, and burn.

Good Teammates: As Audino is almost always seen as a Wish passer for stall, most of its teammates tend to be defensive Pokemon who lack reliable recovery. Spritomb and Gourgeist can take Fighting-type attacks for Audino, while Audino can pass Wishes / take Ghost-type attacks for them. Granbull is also a great switch-in to Fighting-types and really loves Wish support. TrickScarf Uxie can stop scary setup users and also loves Wish support. Finally, physical walls such as Poliwrath and Steelix help take physical attacks for Audino while once again loving Wish support.

What Counters It: Really, most powerful physical attackers breeze through Audino, with Sawk and Zangoose being notable examples. Pokemon that can phaze also mess up Audino's recovery, with Steelix commonly seen carrying Roar. Taunt from the likes of Qwilfish also does a good job of shutting Audino down.

Additional Information: Toxic can be used over Double Edge if you prefer, though the ability to 3HKO Pokemon such as Sawk on the switch has always been something I've found more helpful than Toxic's utility.


Liepard @ Black Glasses
Ability: Prankster
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Encore
- U-turn
- Sucker Punch
- Knock Off/Pursuit


Role: Pivot, Support, (Late-game Cleaner)

What It Does: PivotPard is a popular set from last gen and it got even better with the addition of Knock Off to its movepool. Prankster Encore is invaluable against the tier's numerous setup sweepers such as Sigilyph, Feraligatr, Vivillon, the numerous Shell Smashers etc. Sucker Punch is a powerful priority move and though some would call it unreliable, Encore can turn a lot of situations in your favor because your opponent can't just sub to avoid getting hit. U-Turn is great for grabbing momentum on the numerous switchins Liepard forces with both its moves and its Psychic immunity. Knock Off is insanely spammable and one of the safest moves in the whole game. Pursuit gives Liepard another role to fill but it's not as good anymore because most Ghosts and Psychics have a way to KO Liepard now.

Good Teammates: Pretty much everything benefits from Liepard's presence. Above mentioned setup sweepers really appreciate the free turns Liepard generates and pretty much all offensive Pokémon can benefit from Liepard's strong Knock Offs.

What Counters It: Fighting types give Liepard a lot of trouble: Gurdurr, Sawk, Hariama take very little damage from Liepard's STABs, but thanks to U-Turn aka the best move in the game, Liepard doesn't really care too often.


Gorebyss @ White Herb
Ability: Swift Swim
EVs: 92 HP / 164 Def / 252 Spd
Bold Nature
- Shell Smash
- Baton Pass
- Surf
- Ice Beam

Role: Support

What It Does: Gorebyss main role is to SmashPass; setting up Shell Smash, and the Baton Pass. 55/105/75 bulk isn't too great, but good enough for letting Gorebyss be able to set up most of the time. 252 Speed EVs let Gorebyss outspeed almost the whole unboosted meta after one Shell Smash, therefore making it easier for Gorebyss to Baton Pass. 92 HP and 164 Defense EVs are use to make it easier for Gorebyss to set up, without getting knocked out. White Herb is used to not Baton Pass -1 Defense and Special Defense, making it easier for the receiver to sweep.

Good Teammates: Good teammates for Gorebyss is good SmashPass receivers. These include Magmortar, Regirock, Rhydon and Gurdurr.

What Counters It: Fast/Prankster Encore and Taunt users are one of Gorebyss biggest threats, since they can either stop it from Shell Smashing with Taunt, or Encore it. Watch also out for strong Special Attackers that have super effective STABs, like Magneton, since they can OHKO Gorebyss because of its subpar special bulk.


Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SDef
Relaxed/ImpishNature
- Spikes/Stealth Rock
- Protect / Thunder Wave
- Leech Seed
- Gyro Ball / Seed Bomb

Role: Hazard User, Support

What It Does: Ferroseed is a great addition for supporting an offensive/balanced team because it has access to both para support and is able to put down hazards. Spikes would be the main option in the first slot because spike stacking can put so much more pressure on opposing teams when a few layers are stacked, stealth rock can be used as an alternative. Thunder wave is one more reason to use ferroseed over other spike stackers because it can support a team even more, crippling faster threats so that ferroseed’s teammates can dispatch of them. Leech Seed is Ferroseed’s only form of recovery and allows for even more spike layers while also supporting other team members. Gyro ball or seed bomb are both options so that ferroseed isn’t completely helpless (don’t expect it to sweep tho). Gyro ball however is the preferred option because it ohko’s cryogonal going for a spin and should do more damage overall with ferroseed’s terrible speed stat. Thunder Wave should not be used with Gyro Ball, because it would lower its power otherwise.

Good Teammates: Anything that’s bulky and offensive but is letdown by his speed likes the support ferroseed can give. A few prime examples are feraligatr and magmortar. Any damage done by hazards is damage your attacker doesn’t need to do. Ferroseed also needs something that can eat fire or fighting attacks making uxie or regirock great partners. Both are able to lay down stealth rocks and cripple the opponent’s team even further with paralyze support.
Ferroseed would also love the support of a phazer since anything that can pull a sub is makes perfect set up bait out off ferroseed.

What Counters It: As mentioned before, ferroseed despises fire and fighting attacks so both of these should be able to dispatch of it. Knocking off his eviolite cripples him a lot while rapid spin/defog renders all his work useless. Note that rapid spinners take iron barb damage that can wear them down if you don’t dispatch of ferroseed before going for the spin. Taking all this into account shiftry is the bane of ferroseed existence, being able to use knock off and defog. Shiftry hates to eat a thunder wave though so mind that.

Any Additional Info: A specially defensive set is an option, but physical is preferred because it can wear down/cripple the likes of feraligatr and klinklang easily.


Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Spikes
- Toxic Spikes
- Seed Bomb / Gunk Shot / Clear Smog
- Drain Punch / Gunk Shot / Clear Smog

Role: Physical Wall, Hazard User, Support

What It Does: Stack Spikes and Toxic Spikes to support its teammates. Great switch-in to Gurdurr, Slurpuff (Garbodor hates Calm Mind Psychic, but not every CM Slurpuff run it), Shiftry, Klinklang, and Feraligatr thanks to its typing, Rocky Helmet, and Aftermath. Unlike most entry hazard users, Garbodor has access to a vast movepool that it can easily use to lure and beat or weaken the opponent's check or counter to one of its teammate (For exemple, Seed Bomb to weaken Seismitoad can help Feraligatr to sweep). While it might sound crazy to not run STABs, Seed Bomb + Drain Punch let Garbodor beat most of the Pokemon that would usually switch on it. Gunk Shot is still an amazing option if you need Garbodor to beat Togetic and do more damage overall. Clear Smog is also a good option to stop threats from setting up. Finally, the EV spread let Garbodor outspeed Max Speed base 55s without a speed boosting nature (Max Speed Adamant Golurk, for exemple) and maximize its physical bulk.

Good Teammates: Sweepers that enjoy Spikes and Toxic Spikes (all of them), and the coverage that Garbodor has access to (Feraligatr, Swellow, Slurpuff, etc). Pokemon able to prevent entry hazard removal (Ghost-types such as Rotom-N, Spiritomb, Mismagius, and Gourgeist to block Rapid Spin, and Pawniard to put pressure on Defog users).

What Counters It: Psychic-types, Ground-types, strong Special Attackers, Vullaby / Pelipper (Defog), Taunt users, and Xatu (Magic Bounce), to name a few.

Any Additional Info: You can easily run a more Specially Defensive EV spread if you need Garbodor to take special attacks, but it won't be able to check physical attackers well without any defense investments. Black Sludges > Rocky Helmet is also a good option.​
 
Last edited:

Sapphire.

Es gibt Licht, wo immer Sie sind
is a Contributor Alumnus

Accelgor @ Focus Sash
Ability: Unburden
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Spikes
- Bug Buzz
- Encore
- Final Gambit

Role: Hazard user

What It Does: Accelgor is the best Spikes-stacker in NU. Its high Speed even with a Modest nature outspeeds nearly every relevant threat and ensures at least 2 layers of Spikes a game. With Encore, Accelgor can create 50-50s and set up additional layers in most situations. Encore is also useful should an opponent decide to set up on Accelgor. Bug Buzz defeats Shiftry, the most common Defog user, and hits decently hard as a STAB move. Final Gambit allows Accelgor to bring in a teammate safely and blocks Defog and Rapid Spin, and if used at full health, can weaken Defoggers and spinners to the point where they can be finished off easily.

Good Teammates: Accelgor fits best on offensive teams. Offensive wallbreakers and sweepers alike appreciate the Spikes support to grab additional KOs and discourage switching. Because this is a suicide lead, spinblockers and constant offensive pressure is useful to prevent the Spikes from being removed. Spiritomb is a decent spinblocker on offensive teams because it defeats Cryogonal, the most common Rapid Spin user.

What Counters It: Taunt users can limit Accelgor to only one layer. In particular, Archeops can Taunt it and severely cripple it, while Qwilfish can do the same and set up its own Spikes. Pokemon that outrun Accelgor with priority can limit it to one layer. This includes Kangaskhan, Kecleon, and Feraligatr. Rapid Spin and Defog users can reduce all of Accelgor's work to nothing, but the spin and Defog must be done when Accelgor is out of the field, or Final Gambit will waste their efforts.

Any Additional Info: You can try other options such as Yawn and U-turn over Final Gambit.


Golurk @ Leftovers
Ability: Iron Fist / No Guard
EVs: 172 HP / 252 Atk / 84 Spd
Adamant Nature
- Stealth Rock
- Shadow Punch / Dynamic Punch
- Earthquake
- Ice Punch

Role: Bulky Attacker, Hazard Setter

What it does: Golurk is an extremely powerful Pokemon with decent 89 / 80 / 80 defenses. Its typing makes it even better because it can contribute key immunities and resistances to many different types of teams. For a hazard setter its typing can't get much better, because of its immunity to the normal typing Golurk is one of the very few Pokemon who can set up hazards and spin block at the same time. It also has an amazing movepool that allows it to run many different sets, but the variations I've posted above are arguable its most viable. Rock Polish and Fire Punch are also great options but I feel they won't work well on this set. Earthquake is its most precious stab and hits everything that isn't immune pretty hard behind its 124 base attack stat. Shadow Punch gives it great coverage because of the Ghost typings gen 6 boost. Now it can hit everything in the tier for neutral damage (bar Dark types). Shadow Punch is also boosted by Golurks Iron Fist ability which is an added bonus. Ice Punch rounds everything out because it allows Golurk to possibly get passed Grass types that it has trouble with.

Good Teammates: Like any other Pokemon Golurk enjoys having partners that can take super effective hits for it. Magneton is a good example of a good teammate for Golurk. Magneton resist Ice and Grass typed attacks aimed at Golurk. While Golurk is immune to Magnetons fighting weakness, and it resist Fire typed attacks that decimate Magneton. Audino is a great teammate to Golurk, it's immune to Golurks ghost weakness and it can sponge the special grass, dark and water typed attacks Golurk is weak to. Audino can also offer Wish passing and Heal Bell support, aiding Golurk by replenishing HP its lost during the battle and by removing status ailments that may hinder Golurk.

What Counters it: Dark and Ghost typed Pokemon are its biggest checks in NU. Liepard can taunt it, effectively stopping it from setting up Stealth rock and then OHKO with Knock Off. Spiritomb can take a few hits and KO with its dark typed STABs. Mismagius can do pretty much the same as both of these Pokemon but instead of KOing Golurk with dark typed attacks it uses its Ghost typed STAB Shadow Ball. I guess the next most effective checks and counters are both Grass types and Water types. Like Seismitoad, Feraligatr, Sceptile, Samurott, Ludiculo, etc. Since Golurk has such low speed many Pokemon in the tier can out-speed and hit it hard.

Additional Info: I chose the bulky Stealth Rock set based on personal preference but you could easily switch around the evs to make Golurk faster. You could also use berries in order to help Golurk get passed its checks / counters but they're very situational and have only one use (Colbur Berry ((halves SE dark damage)) / Passhao Berry ((halves SE water damage))).


Seismitoad @ Leftovers
Ability: Water Abosrb
EV's: 252 HP / 252 Def / 4 Spe
IV's: 0 Atk
Bold Nature
- Stealth Rock
- Toxic
- Scald
- Earth Power

Role: Hazard Setter / Tank

What it does: Seismitoad is a pretty good Stealth Rocker and that can tank hits with its solid 105 / 75 / 75 defenses. It has a lot of things that make him awesome, great HP stat, good typing for a tank , and acceptable offensive presence. Only thing I don't really like about him, is his pretty mediocre speed which sits at 74, it's a bit of a troll because this gets outsped by base 85's in the tier like the Rotom's (that are not offensive). This isn't the only set it can run, it can also run a few other sets, which I'll talk about as I write this, it's movepoool isn't exactly the vastest as it lacks impotant coverage moves such as Ice Beam, but I still think it's movepool is pretty good despite that, As for this particular set , we run the obligatory Stealth Rock, which aids our team in a lot of occasions, Toxic to put a clock in walls, such as Uxie, you can also run Knock Off on this set, to catch Eviolite users, such as Togetic, Gurdurr and Rhydon to name a few. Scald is a godsend in my opinion, having a 30% chance to burn a Pokemon and this being a Water type move, give it STAB and the ability to render Physical pokes useless if they get the burn, and last but not least Earth Power, you can also change this Earthquake, and make it a Relaxed nature so you don't sacrifice any of your bulk, but I personally prefer Earth Power because I still want to get the jump on uninvested base 65's.

Good teammates: Seismitoad appreciates any pokes that can take Grass type moves for it. One of it's greatest partners is Vileplume. Vileplume can eat up any Grass-moves as he quad resist them, and Seismitoad covers a good part of Vileplume's weaknesses. Another great partner to Seismitoad is Torkoal, not it can eat up Grass moves, but it can also provide support by Rapid Spinning, Toxic or even Yawn to put those walls to sleep and force switches. It can also be great on Hyper Offense teams, I personally paired this with an Archeops and it did amazingly well.

What counters it: Grass types in particular. Sceptile can set up a Sub as it switches out, giving the opponent a free turn. And wearing it down can be pretty easy thanks of Seismitoad not having reliable recovery outside of Leftovers, and Seismitoad is very propense to Status, if you Toxic it, burn it, or just plain set up on its face, can be quite an issue. Seismitoad is hard stopped by the rare Mantine, as it can't do anything whatsoever besides Toxic, but they tend to carry Rest thought. Also Ice types could be troublesome, they include Cryogonal, Articuno, Piloswine, as they got a new move in Freeze-Dry. This move is 4 times effective on Seismitoad, downright destroying him.

Additional info: You can also use this a Swift Swim sweeper with of Scald, Earth Power , Sludge Wave and I dunno, Grass Knot or something, but that's better suited for Omastar or by Gorebyss in my opinion. As stupid as this sounds, it can be an ok candidate for Assault Vest, as it gets access to Drain Punch and can use Poison Touch somewhat well. But again, Seismitoad has better things to do, just felt like pointing out those 2 potencial sets, try them out if you're looking to be unique, or just want to try something different.

Leavanny @ Focus Sash
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sticky Web
- X-Scissor
- Shadow Claw
- Magic Coat

Role: Hazard user

What It Does: Leavanny is the most reliable Sticky Web user in the tier. With base 92 Speed, Leavanny is capable of outrunning all relevant users of multi-hit moves, Qwilfish's Taunt, as well as Xatu that run the 176 Speed spread. This also means that Leavanny can outspeed 2HKO Xatu with Shadow Claw, which is something no other Sticky Web user can do. Magic Coat is another perk of Leavanny. This prevents faster Taunt users from screwing with it, and forces Ditto into a 50-50 because Imposter only gives it 5 PP. Thus, Leavanny is the best choice for Sticky Web teams that want a reliable setter.

Good teammates: Leavanny is a suicide lead, so it doesn't need teammates to support it. Spinblockers are a necessity, however, given that Sticky Web teams are extremely reliant on it. Rotom, Mismagius, Spiritomb, and Golurk are all decent offensive spinblockers. Sticky Web also allows several dangerous wallbreakers, including Magmortar, Zangoose, and Shiftry to sweep through a slow team. Sticky Web teams also need a counter to Fletchinder, such as Magneton, which could be troublesome with Gale Wings otherwise. Finally, Choice Scarf users are still useful for some form of outspeeding Pokemon immune to Sticky Web as well as opposing Choice Scarf users.

What Counters It: Xatu can prevent Leavanny from setting up Sticky Web as long as it doesn't switch into Shadow Claw; max Speed or physically bulky ones can also beat it. Archeops with Taunt can outrun Leavanny, Taunt it, and bring it down with Acrobatics or Stone Edge. Ditto can play mind games with Leavanny between X-Scissor and Sticky Web, but this is rather risky for both sides. If preventing Sticky Web isn't an option, spinning or Defogging it away can work, although losing momentum against the hyper offensive Sticky Web teams can be dangerous.

Any Additional Info: Knock Off is illegal with Sticky Web.


Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SDef
Relaxed/ImpishNature
- Spikes/Stealth Rock
- Thunder Wave
- Leech seed
- Gyro Ball/Seed Bomb

Role: Hazard User, Support

What It Does: Ferroseed is a great addition for supporting an offensive/balanced team because it has access to both para support and is able to put down hazards. Spikes would be the main option in the first slot because spike stacking can put so much more pressure on opposing teams when a few layers are stacked, stealth rock can be used as an alternative. Thunder wave is one more reason to use ferroseed over other spike stackers because it can support a team even more, crippling faster threats so that ferroseed’s teammates can dispatch of them. Leech Seed is Ferroseed’s only form of recovery and allows for even more spike layers while also supporting other team members. Gyro ball or seed bomb are both options so that ferroseed isn’t completely helpless (don’t expect it to sweep tho). Gyro ball however is the preferred option because it ohko’s cryogonal going for a spin and should do more damage overall with ferroseed’s terrible speed stat.

Good Teammates: Anything that’s bulky and offensive but is letdown by his speed likes the support ferroseed can give. A few prime examples are feraligatr and magmortar. Any damage done by hazards is damage your attacker doesn’t need to do. Ferroseed also needs something that can eat fire or fighting attacks making uxie or regirock great partners. Both are able to lay down stealth rocks and cripple the opponent’s team even further with paralyze support.
Ferroseed would also love the support of a phazer since anything that can pull a sub is makes perfect set up bait out off ferroseed.

What Counters It: As mentioned before, ferroseed despises fire and fighting attacks so both of these should be able to dispatch of it. Knocking off his eviolite cripples him a lot while rapid spin/defog renders all his work useless. Note that rapid spinners take iron barb damage that can wear them down if you don’t dispatch of ferroseed before going for the spin. Taking all this into account shiftry is the bane of ferroseed existence, being able to use knock off and defog. Shiftry hates to eat a thunder wave though so mind that.

Any Additional Info: A specially defensive set is an option, but physical is preferred because it can wear down/cripple the likes of feraligatr and klinklang easily.



Accelgor @ Focus Sash
Ability: Unburden
EVs: 252 HP / 4 SAtk / 252 Spe
Timid Nature
- Spikes
- Encore
- Final Gambit / Energy Ball / Hidden Power [Fire] / Giga Drain
- Bug Buzz

Role: Hazard Setter

What it does: One of the fastest pokemon in NU gets a hazard. How is this not used more? It literally ensures two layers of Spikes and a switch out if Stealth Rock is used by the other side. It's also to play the role as an Anti-lead while setting up spikes. With a grass type move in its arsenal, it's able to OHKO the two most common hazard setters -- Seismitoad and Omastar, securely. With access to Final Gambit, it's able to act as a 'spinblocker' and kill off itself before Defog or Rapid Spin can be used. Bug Buzz is a solid STAB move that helps with the breakdown of Uxie, which can set up on this Accelgor.

Good Teammates: Rapid Spin is vital for its longetivity; especially if it isn't safe to lead with. Sandslash, like mentioned above, is a decent partner for Accelgor by keeping rocks and adding rocks to the field. This pokemon would work good on almost any Offensive team due to its blistering speed and ability to support teammates with Hazards to make 2HKOs OHKOs.

What Counters It: As it's so fast, it can't be taunted before 1 layer of Spikes. Therefore, the team should rely to Prankster. Liepard and Murkrow can stop it from setting up any hazards, but Liepard is going to run for the hills due to STAB Bug Buzz. Xatu also counters its spikes by turning it back onto it, but even then it is 2HKO'd by Bug Buzz.

Additional Info: You don't have to run Bug Buzz and you can run another coverage move (such as HP Fire and Energy Ball) but Buzz helps with some of its counters. It can also run Unburden for Knock Off but it would be bait to Priority because any STAB Knock Off would kill it without sash. Sticky Hold is better for Trick users. Run 4 HP / 252 SAtk / 252 Spe if you're not running Final Gambit to hit harder.


Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Spikes
- Toxic Spikes
- Seed Bomb / Gunk Shot / Clear Smog
- Drain Punch / Gunk Shot / Clear Smog

Role: Physical Wall, Hazard User, Support

What It Does: Stack Spikes and Toxic Spikes to support its teammates. Great switch-in to Gurdurr, Slurpuff (Garbodor hates Calm Mind Psychic, but not every CM Slurpuff run it), Shiftry, Klinklang, and Feraligatr thanks to its typing, Rocky Helmet, and Aftermath. Unlike most entry hazard users, Garbodor has access to a vast movepool that it can easily use to lure and beat or weaken the opponent's check or counter to one of its teammate (For exemple, Seed Bomb to weaken Seismitoad can help Feraligatr to sweep). While it might sound crazy to not run STABs, Seed Bomb + Drain Punch let Garbodor beat most of the Pokemon that would usually switch on it. Gunk Shot is still an amazing option if you need Garbodor to beat Togetic and do more damage overall. Clear Smog is also a good option to stop threats from setting up. Finally, the EV spread let Garbodor outspeed Max Speed base 55s without a speed boosting nature (Max Speed Adamant Golurk, for exemple) and maximize its physical bulk.

Good Teammates: Sweepers that enjoy Spikes and Toxic Spikes (all of them), and the coverage that Garbodor has access to (Feraligatr, Swellow, Slurpuff, etc). Pokemon able to prevent entry hazard removal (Ghost-types such as Rotom-N, Spiritomb, Mismagius, and Gourgeist to block Rapid Spin, and Pawniard to put pressure on Defog users).

What Counters It: Psychic-types, Ground-types, strong Special Attackers, Vullaby / Pelipper (Defog), Taunt users, and Xatu (Magic Bounce), to name a few.

Any Additional Info: You can easily run a more Specially Defensive EV spread if you need Garbodor to take special attacks, but it won't be able to check physical attackers well without any defense investments. Black Sludges > Rocky Helmet is also a good option.


Omastar @ Focus Sash
Ability: Weak Armor
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Scald / Hydro Pump
- Ice Beam / Icy Wind

Role: Hazard User

What It Does: Sets up Stealth Rock and Spikes for its teammates. Omastar is the fastest Pokemon in NU that has access to both Stealth Rock and Spikes (also gets Toxic Spikes). Omastar is also a strong special attacker, which is great as not many Pokemon wants to set up on it in fear of getting burned or 2HKOed.

Good Teammates: Sweepers that likes Stealth Rock and Spikes support (all of them), Pawniard (pressure Defog users with Defiant), Ghost-types such as Mismagius and Rotom-N to block Rapid Spin.

What Counters It: Cryogonal, Pelipper / Mantine, Jolly Bullet Seed Torterra, Taunt users, and Xatu are some of the best ways to beat Omastar leads.

Any Additional Info: Stone Edge with a Naive Nature to OHKO Offensive Cryogonal and 2HKO Mantine. Hidden Power Grass to beat Seismitoad can also be nice, but most of the time you are better off having a teammate able to deal with Seismitoad and just stack entry hazards.


Qwilfish @ Focus Sash
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spikes
- Toxic Spikes
- Taunt
- Explosion

Role: Hazard User

What It Does: The most reliable Spikes Lead. This Qwilfish's set is pretty straightfoward: use Spikes and / or Toxic Spikes, Taunt slower Pokemon that might set up their own entry hazards, that might try to Defog away yours, or Pokemon that might try to set up on Qwilfish, and use Explosion when Qwilfish has done its job or if you need it to prevent the opponent from removing the entry hazards with Rapid Spin.

Good Teammates: Sweepers that like Spikes and Toxic Spikes support (all of them), Pawniard to pressure Defog users with Defiant, Ghost-types to prevent Rapid Spin users from removing the entry hazards, and more.

What Counters It: Faster Special Attackers, Sandslash, Cryogonal / Xatu (both can prevent Qwilfish from setting up too many entry hazards, but they won't enjoy taking an Explosion), and faster Taunt users.

Any Additional Info: Not really.


Crustle @ Mental Herb / Red Card
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Rock Blast
- Knock Off / X-Scissor / Earthquake

Role: Hazard User

What It Does: Probably one of the most reliable Stealth Rock and Spikes user. Crustle is quite versatile as a lead, since it can carry 3 different item (Mental Herb, Red Card, and even the obscure Power Herb to catch Seismitoad and Rhydon offguard with Solar Beam (see Additional Info)). Thanks to Sturdy and Mental Herb, the only ways Crustle can be stopped from setting up Stealth Rock is Xatu, which won't appreciate taking Rock Blast or Knock Off, and by a Water-type flinching it with Waterfall. Red Card is also an amazing item that can help if you need Crustle to not be set up fodder!

Good Teammates: Sweepers that likes entry hazards support (all of them), Ghost-types such as Mismagius, Rotom-N, and Spiritomb to prevent Rapid Spin, and Pawniard to pressure Defog users thanks to Defiant, to name a few.

What Counters It: Xatu, strong Rock Blast users (Golem, Rhydon, Armaldo, and Crustle itself), Taunt users if its the Red Card / Power Herb set, and Hax.

Any Additional Info: Crustle can also use Solar Beam to lure Rhydon, Seismitoad, Sandslash, and more:

Crustle @ Power Herb
Ability: Sturdy
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Stealth Rock
- Spikes
- Rock Blast
- Solar Beam

Keep in mind that this set is not as reliable to stack entry hazards, though.



Sandslash @ Leftovers/Lum berry
Ability: Sand Veil
EVs: 232 HP / 252 Atk / 24 Spe
Adamant Nature
- Rapid spin
- Earthquake
- Knock Off
- Swords Dance/Stone Edge/Stealth rock

Role: Hazard remover

What It Does: Being one of the better spinners in NU sandslash is a pretty good choice for an offensive team if you need a hazard free field. With more then decent bulk and offensive stats, sandslash has multiple opportunities to pull a spin. The ev's are there to make the best use of sandslash's attack and bulk while the speed enables him to outspeed minimal speed lanturn. Outspeeding lanturn enables sandslash to come in on an electric attack and beat him before he can launch a water move at him. Leftovers allow sandslash to take a more bulky role getting some sort of recovery while a lum berry helps to beat spinblockers. Rapid spin and eq are staples on this set, knock off is there (obviously) to beat ghost types and the last spot would probably be either swords dance to boost up on the switch or stone edge for better coverage (mainly to help beat archeops). Stealth rock is also option but offensive sandslash benefits more from an extra attack boost or more coverage.

Good Teammates: Anything that needs a hazard free field and/or switches a lot likes to have sandslash as a partner. Magmortar and typh are options seeing as both (especially typh) tend to switch a lot. Both are also able to come in on grass and ice attacks aimed for sandslash but they have to watch out for water attacks.

What Counters It: While sandslash has pretty good physical bulk, his special side is kinda lackluster. His ground type also makes him weak to some of the more common typings in the metagame like water and grass both of which are special moves most of the time. Feraligatr also has the bulk to tank a hit from sandslash and start gathering boosts in order to sweep

Any Additional Info: A more defensive set is an option, letting sandslash depend more on his bulk to try and spin. However, losing offense makes it harder to wear down ghost types. Toxic would be an option in the last spot to solve that problem.
 
Last edited:

soulgazer

I FEEL INFINITE
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Past SPL Champion
reserving, gonna post some entry hazard setters (garbo/oma/qwilfish/crustle) (yes im doing it asap)


Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Spikes
- Toxic Spikes
- Seed Bomb / Gunk Shot / Clear Smog
- Drain Punch / Gunk Shot / Clear Smog

Role: Physical Wall, Hazard User, Support

What It Does: Stack Spikes and Toxic Spikes to support its teammates. Great switch-in to Gurdurr, Slurpuff (Garbodor hates Calm Mind Psychic, but not every CM Slurpuff run it), Shiftry, Klinklang, and Feraligatr thanks to its typing, Rocky Helmet, and Aftermath. Unlike most entry hazard users, Garbodor has access to a vast movepool that it can easily use to lure and beat or weaken the opponent's check or counter to one of its teammate (For exemple, Seed Bomb to weaken Seismitoad can help Feraligatr to sweep). While it might sound crazy to not run STABs, Seed Bomb + Drain Punch let Garbodor beat most of the Pokemon that would usually switch on it. Gunk Shot is still an amazing option if you need Garbodor to beat Togetic and do more damage overall. Clear Smog is also a good option to stop threats from setting up. Finally, the EV spread let Garbodor outspeed Max Speed base 55s without a speed boosting nature (Max Speed Adamant Golurk, for exemple) and maximize its physical bulk.

Good Teammates: Sweepers that enjoy Spikes and Toxic Spikes (all of them), and the coverage that Garbodor has access to (Feraligatr, Swellow, Slurpuff, etc). Pokemon able to prevent entry hazard removal (Ghost-types such as Rotom-N, Spiritomb, Mismagius, and Gourgeist to block Rapid Spin, and Pawniard to put pressure on Defog users).

What Counters It: Psychic-types, Ground-types, strong Special Attackers, Vullaby / Pelipper (Defog), Taunt users, and Xatu (Magic Bounce), to name a few.

Any Additional Info: You can easily run a more Specially Defensive EV spread if you need Garbodor to take special attacks, but it won't be able to check physical attackers well without any defense investments. Black Sludges > Rocky Helmet is also a good option.



Omastar @ Focus Sash
Ability: Weak Armor
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Scald / Hydro Pump
- Ice Beam / Icy Wind

Role: Hazard User

What It Does: Sets up Stealth Rock and Spikes for its teammates. Omastar is the fastest Pokemon in NU that has access to both Stealth Rock and Spikes (also gets Toxic Spikes). Omastar is also a strong special attacker, which is great as not many Pokemon wants to set up on it in fear of getting burned or 2HKOed.

Good Teammates: Sweepers that likes Stealth Rock and Spikes support (all of them), Pawniard (pressure Defog users with Defiant), Ghost-types such as Mismagius and Rotom-N to block Rapid Spin.

What Counters It: Cryogonal, Pelipper / Mantine, Jolly Bullet Seed Torterra, Taunt users, and Xatu are some of the best ways to beat Omastar leads.

Any Additional Info: Stone Edge with a Naive Nature to OHKO Offensive Cryogonal and 2HKO Mantine. Hidden Power Grass to beat Seismitoad can also be nice, but most of the time you are better off having a teammate able to deal with Seismitoad and just stack entry hazards.



Qwilfish @ Focus Sash
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spikes
- Toxic Spikes
- Taunt
- Explosion

Role: Hazard User

What It Does: The most reliable Spikes Lead. This Qwilfish's set is pretty straightfoward: use Spikes and / or Toxic Spikes, Taunt slower Pokemon that might set up their own entry hazards, that might try to Defog away yours, or Pokemon that might try to set up on Qwilfish, and use Explosion when Qwilfish has done its job or if you need it to prevent the opponent from removing the entry hazards with Rapid Spin.

Good Teammates: Sweepers that like Spikes and Toxic Spikes support (all of them), Pawniard to pressure Defog users with Defiant, Ghost-types to prevent Rapid Spin users from removing the entry hazards, and more.

What Counters It: Faster Special Attackers, Sandslash, Cryogonal / Xatu (both can prevent Qwilfish from setting up too many entry hazards, but they won't enjoy taking an Explosion), and faster Taunt users.

Any Additional Info: Not really.



Crustle @ Mental Herb / Red Card
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Rock Blast
- Knock Off / X-Scissor / Earthquake

Role: Hazard User

What It Does: Probably one of the most reliable Stealth Rock and Spikes user. Crustle is quite versatile as a lead, since it can carry 3 different item (Mental Herb, Red Card, and even the obscure Power Herb to catch Seismitoad and Rhydon offguard with Solar Beam (see Additional Info)). Thanks to Sturdy and Mental Herb, the only ways Crustle can be stopped from setting up Stealth Rock is Xatu, which won't appreciate taking Rock Blast or Knock Off, and by a Water-type flinching it with Waterfall. Red Card is also an amazing item that can help if you need Crustle to not be set up fodder!

Good Teammates: Sweepers that likes entry hazards support (all of them), Ghost-types such as Mismagius, Rotom-N, and Spiritomb to prevent Rapid Spin, and Pawniard to pressure Defog users thanks to Defiant, to name a few.

What Counters It: Xatu, strong Rock Blast users (Golem, Rhydon, Armaldo, and Crustle itself), Taunt users if its the Red Card / Power Herb set, and Hax.

Any Additional Info: Crustle can also use Solar Beam to lure Rhydon, Seismitoad, Sandslash, and more:

Crustle @ Power Herb
Ability: Sturdy
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Stealth Rock
- Spikes
- Rock Blast
- Solar Beam

Keep in mind that this set is not as reliable to stack entry hazards, though.
 
Last edited:
I'm going to post two sets because it's rather efficient @ both.

Accelgor @ Life Orb / Choice Specs
Ability: Sticky Hold
EVs: 4 HP / 252 SAtk / 252 Spe
Modest Nature
- Bug Buzz
- Energy Ball / Giga Drain
- Focus Blast
- Spikes

Role: Special Sweeper, Late-Game Cleaner, Revenge Killer

What It Does: With its amazing speed and its decent base 100 SAtk, it can provide a counter to some frailer threats that your team is weak to. it has amazing coverage and is able to sweep late-game after the walls have been destroyed. It lacks wall-breaker potential, but it loves hazards. With a niche as one of the fastest pokemon in NU, it's rather subpar Special Attack is able to improve itself with a Modest nature without any impact from not running Timid. Also, even with a Modest nature, it's able to outspeed +1 Adamant Gatr and kill it with Energy Ball after SR. With another niche in Encore, it can force switches from walls, just helping in the sweep just that bit more. Although it can't take out most bulky threats on its own, it has a rather decent niche for coming out late game and killing off more weakened threats. Life Orb is the preferred item but Specs can be used if you wish to have more power but be locked into a move (Late-Game Bug Buzz)

Good Teammates: Anything that can keep hazards off the field or put them out for you are good for Accelgor. Sandslash is one to be mentioned; as it can take all the rock moves aimed at it (almost all rock moves are physical based), remove hazards, and put out SR; with Accelgor taking care of the Water and Grass types that threaten Sandslash. Defog isn't recommended because Accelgor needs hazards to make 2HKOs into OHKOs.

What Counters It: Any dedicated Special Wall, especially Dragalge, Lickilicky (does not appreciate Focus Blast) Audino (has the same problem as Lickilicky) Specially Defensive Flareon, Altaria (does not appreciate HP Ice though), etc.

Any Additional Info: Not really. The other set that can be run is under this (Spikes Set)

OR


Accelgor @ Focus Sash
Ability: Unburden
EVs: 252 HP / 4 SAtk / 252 Spe
Timid Nature
- Spikes
- Encore
- Final Gambit / Energy Ball / Hidden Power [Fire] / Giga Drain
- Bug Buzz

Role: Hazard Setter

What it does: One of the fastest pokemon in NU gets a hazard. How is this not used more? It literally ensures two layers of Spikes and a switch out if Stealth Rock is used by the other side. It's also to play the role as an Anti-lead while setting up spikes. With a grass type move in its arsenal, it's able to OHKO the two most common hazard setters -- Seismitoad and Omastar, securely. With access to Final Gambit, it's able to act as a 'spinblocker' and kill off itself before Defog or Rapid Spin can be used. Bug Buzz is a solid STAB move that helps with the breakdown of Uxie, which can set up on this Accelgor.

Good Teammates: Rapid Spin is vital for its longetivity; especially if it isn't safe to lead with. Sandslash, like mentioned above, is a decent partner for Accelgor by keeping rocks and adding rocks to the field. This pokemon would work good on almost any Offensive team due to its blistering speed and ability to support teammates with Hazards to make 2HKOs OHKOs.

What Counters It: As it's so fast, it can't be taunted before 1 layer of Spikes. Therefore, the team should rely to Prankster. Liepard and Murkrow can stop it from setting up any hazards, but Liepard is going to run for the hills due to STAB Bug Buzz. Xatu also counters its spikes by turning it back onto it, but even then it is 2HKO'd by Bug Buzz.

Additional Info: You don't have to run Bug Buzz and you can run another coverage move (such as HP Fire and Energy Ball) but Buzz helps with some of its counters. It can also run Unburden for Knock Off but it would be bait to Priority because any STAB Knock Off would kill it without sash. Sticky Hold is better for Trick users. Run 4 HP / 252 SAtk / 252 Spe if you're not running Final Gambit to hit harder.
 
Last edited:
I'm going to post two sets because it's rather efficient @ both.

Accelgor @ Life Orb / Choice Specs
Ability: Sticky Hold
EVs: 4 HP / 252 SAtk / 252 Spe
Modest Nature
- Bug Buzz
- Energy Ball / Giga Drain
- Focus Blast
- Hidden Power [Fire] / Acid Spray / Encore / Hidden Power [Ice]

Role: Special Sweeper, Late-Game Cleaner, Revenge Killer

What It Does: With its amazing speed and its decent base 100 SAtk, it can provide a counter to some frailer threats that your team is weak to. it has amazing coverage and is able to sweep late-game after the walls have been destroyed. It lacks wall-breaker potential, but it loves hazards. With a niche as one of the fastest pokemon in NU, it's rather subpar Special Attack is able to improve itself with a Modest nature without any impact from not running Timid. Also, even with a Modest nature, it's able to outspeed +1 Adamant Gatr and kill it with Energy Ball after SR. With another niche in Encore, it can force switches from walls, just helping in the sweep just that bit more. Although it can't take out most bulky threats on its own, it has a rather decent niche for coming out late game and killing off more weakened threats.

Good Teammates: Anything that can keep hazards off the field or put them out for you are good for Accelgor. Sandslash is one to be mentioned; as it can take all the rock moves aimed at it (almost all rock moves are physical based), remove hazards, and put out SR; with Accelgor taking care of the Water and Grass types that threaten Sandslash. Defog isn't recommended because Accelgor needs hazards to make 2HKOs into OHKOs.

What Counters It: Any dedicated Special Wall, especially Dragalge, Lickilicky (does not appreciate Focus Blast) Audino (has the same problem as Lickilicky) Specially Defensive Flareon, Altaria (does not appreciate HP Ice though), etc.

Any Additional Info: Not really. The other set that can be run is under this (Spikes Set)

OR


Accelgor @ Focus Sash
Ability: Sticky Hold
EVs: 252 HP / 4 SAtk / 252 Spe
Timid Nature
- Spikes
- Encore
- Final Gambit / Energy Ball / Hidden Power [Fire] / Giga Drain
- Bug Buzz

Role: Hazard Setter

What it does: One of the fastest pokemon in NU gets a hazard. How is this not used more? It literally ensures two layers of Spikes and a switch out if Stealth Rock is used by the other side. It's also to play the role as an Anti-lead while setting up spikes. With a grass type move in its arsenal, it's able to OHKO the two most common hazard setters -- Seismitoad and Omastar, securely. With access to Final Gambit, it's able to act as a 'spinblocker' and kill off itself before Defog or Rapid Spin can be used. Bug Buzz is a solid STAB move that helps with the breakdown of Uxie, which can set up on this Accelgor.

Good Teammates: Rapid Spin is vital for its longetivity; especially if it isn't safe to lead with. Sandslash, like mentioned above, is a decent partner for Accelgor by keeping rocks and adding rocks to the field. This pokemon would work good on almost any Offensive team due to its blistering speed and ability to support teammates with Hazards to make 2HKOs OHKOs.

What Counters It: As it's so fast, it can't be taunted before 1 layer of Spikes. Therefore, the team should rely to Prankster. Liepard and Murkrow can stop it from setting up any hazards, but Liepard is going to run for the hills due to STAB Bug Buzz. Xatu also counters its spikes by turning it back onto it, but even then it is 2HKO'd by Bug Buzz.

Additional Info: You don't have to run Bug Buzz and you can run another coverage move (such as HP Fire and Energy Ball) but Buzz helps with some of its counters. It can also run Unburden for Knock Off but it would be bait to Priority because any STAB Knock Off would kill it without sash. Sticky Hold is better for Trick users.
The first set should have Spikes slashed too
Also in the Crustle set already posted Binacle is written instead of barbaracle
 

Ares

Fool me...can't get fooled again
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus

Accelgor @ Focus Sash
Ability: Sticky Hold
EVs: 252 HP / 4 SAtk / 252 Spe
Timid Nature
- Spikes
- Encore
- Final Gambit / Energy Ball / Hidden Power [Fire] / Giga Drain
- Bug Buzz

Role: Hazard Setter

What it does: One of the fastest pokemon in NU gets a hazard. How is this not used more? It literally ensures two layers of Spikes and a switch out if Stealth Rock is used by the other side. It's also to play the role as an Anti-lead while setting up spikes. With a grass type move in its arsenal, it's able to OHKO the two most common hazard setters -- Seismitoad and Omastar, securely. With access to Final Gambit, it's able to act as a 'spinblocker' and kill off itself before Defog or Rapid Spin can be used. Bug Buzz is a solid STAB move that helps with the breakdown of Uxie, which can set up on this Accelgor.

Good Teammates: Rapid Spin is vital for its longetivity; especially if it isn't safe to lead with. Sandslash, like mentioned above, is a decent partner for Accelgor by keeping rocks and adding rocks to the field. This pokemon would work good on almost any Offensive team due to its blistering speed and ability to support teammates with Hazards to make 2HKOs OHKOs.

What Counters It: As it's so fast, it can't be taunted before 1 layer of Spikes. Therefore, the team should rely to Prankster. Liepard and Murkrow can stop it from setting up any hazards, but Liepard is going to run for the hills due to STAB Bug Buzz. Xatu also counters its spikes by turning it back onto it, but even then it is 2HKO'd by Bug Buzz.

Additional Info: You don't have to run Bug Buzz and you can run another coverage move (such as HP Fire and Energy Ball) but Buzz helps with some of its counters. It can also run Unburden for Knock Off but it would be bait to Priority because any STAB Knock Off would kill it without sash. Sticky Hold is better for Trick users.
Just a little note on the lead Accelgor set. The ability should be Unburden as opposed to Sticky Hold because if for w/e reason you come across a scarfed Knock Off then you can outspeed next turn (pretty minuscule I know but just adding it on since I have another part to the post). The second thing for the lead set is that if the person does not choose Final Gambit for their third move slot then they should go with max SpA so they are able to get off a harder hit if they decide to attack. Just somethings that I think should be added to your post.
 

Gothorita @ Eviolite
Ability: Competitive
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Rest
- Psychic
- Hidden Power [Fighting]
Role: Mixed wall
What it does: With a couple calm mind set up, it can take hits from both side. also it can deal alot of damege.
Good Teammates: Any pokemon that rested dark and bug moves
What Counters It: pokemon that can knock it out before it sets up or special walls and it can be easily be worn down
Additional Info: You can put some EVs into Sp.atk for more power.
 

Shuckleking87

"Assault vest makes everything better" AV Seaking, BT
is a Tiering Contributor Alumnus

Gothorita @ Eviolite
Ability: Competitive
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Rest
- Psychic
- Hidden Power [Fighting]
Role: Mixed wall
What it does: With a couple calm mind set up, it can take hits from both side. also it can deal alot of damege.
Good Teammates: Any pokemon that rested dark and bug moves
What Counters It: pokemon that can knock it out before it sets up or special walls and it can be easily be worn down
Additional Info: You can put some EVs into Sp.atk for more power.
What counters it: Knock off and U-turn, two of the most popular moves in the tier. Really cannot see using this poke, as even duosion does this way better thanks to recover
 

Blast

Member of the Alien Nation
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
I might have some entries later but can I request Scarf Typhlosion and defensive Crustle be removed? Tbh they're both pretty bad sets from my experiences. The former relies on Eruption to give it a niche but it's really hindered by Scarf's lack of power and outside of that is pretty much 100% outclassed by Scarf Pyroar anyway who is faster and has a secondary STAB. The latter has a difficult time actually walling anything consistently due to its lack of resistances and SR weakness which makes the lead set a lot more reliable as it can stack early-game and hold items like Red Card / Mental Herb which prevents it from being setup fodder / Taunt bait respectively.
 
I might have some entries later but can I request Scarf Typhlosion and defensive Crustle be removed? Tbh they're both pretty bad sets from my experiences. The former relies on Eruption to give it a niche but it's really hindered by Scarf's lack of power and outside of that is pretty much 100% outclassed by Scarf Pyroar anyway who is faster and has a secondary STAB. The latter has a difficult time actually walling anything consistently due to its lack of resistances and SR weakness which makes the lead set a lot more reliable as it can stack early-game and hold items like Red Card / Mental Herb which prevents it from being setup fodder / Taunt bait respectively.
It can hit Dragalge harder (granted you might want to double if it isn't weakened) w/ extrasensory

I'd hardly consider eruption a gimmick. Also Typhlosion is a great contender to bluff scarf and punch a hole in something with specs eruption.

Pyroar may be a better option more often than not (70-30 maybe if you want a number out of my ass), but it hardly 100% outclasses it
 
It can hit Dragalge harder (granted you might want to double if it isn't weakened) w/ extrasensory

I'd hardly consider eruption a gimmick. Also Typhlosion is a great contender to bluff scarf and punch a hole in something with specs eruption.

Pyroar may be a better option more often than not (70-30 maybe if you want a number out of my ass), but it hardly 100% outclasses it
Specs Eruption is a gimmick to be fair. The only Eruption set you should be running if you want it to always be reliable is Scarfed Eruption. Specs is obviously strong, but just not as consistent as an option to fall back on as Scarfed Eruption.
 
Specs Eruption is a gimmick to be fair. The only Eruption set you should be running if you want it to always be reliable is Scarfed Eruption. Specs is obviously strong, but just not as consistent as an option to fall back on as Scarfed Eruption.
Oh specs definitely is a gimmick, but I wouldn't consider scarfed a gimmick.
 

scorpdestroyer

it's a skorupi egg
is a Tiering Contributor Alumnusis a Top Contributor Alumnus
>Specs a gimmick

Specs Typhlosion 2HKOes everything that resists Fire and even 2HKOes a good portion of Fire resists that don't invest in bulk. Unlike Magmortar it only really needs to spam Eruption and occasionally HP Grass, plus it has good Speed for a wallbreaker. Even Audino and Pelipper can't switch in safely. How is it a gimmick?

Scarf Eruption on the other hand loses quite a bit of power. Moreover as Blast said it's really hard for it to differentiate itself from Pyroar. Extrasensory is alright but it's not such a great move for late-game cleaning given that the only target is Dragalge, and even then you're not breaking SDef variants. Every time I needed a Scarf Fire-type I turned to Pyroar because of its better Speed tier and because of how Typhlosion loses its main selling point ie. very powerful spammable move when it uses Scarf.

So ya I agree with removing Scarf Typhlosion unless someone brings up other arguments.

Also yes remove defensive Crustle please
 
>Specs a gimmick

Specs Typhlosion 2HKOes everything that resists Fire and even 2HKOes a good portion of Fire resists that don't invest in bulk. Unlike Magmortar it only really needs to spam Eruption and occasionally HP Grass, plus it has good Speed for a wallbreaker. Even Audino and Pelipper can't switch in safely. How is it a gimmick?

Scarf Eruption on the other hand loses quite a bit of power. Moreover as Blast said it's really hard for it to differentiate itself from Pyroar. Extrasensory is alright but it's not such a great move for late-game cleaning given that the only target is Dragalge, and even then you're not breaking SDef variants. Every time I needed a Scarf Fire-type I turned to Pyroar because of its better Speed tier and because of how Typhlosion loses its main selling point ie. very powerful spammable move when it uses Scarf.

So ya I agree with removing Scarf Typhlosion unless someone brings up other arguments.

Also yes remove defensive Crustle please
I mean, I already acknowledged that Specs has more power but I still stand by what I said about Scarf being a more reliable late game sweeper. Typhlosion is by no means bad at using Specs Eruption as it has more than enough speed, but in hindsight, I just see using Specs Pyroar as a safer bet, being that it doesn't have to worry about Stealth Rocks and priority to weaken its highest attack's BP.
 
I agree and think that scarf typhlosion and physically defensive crustle should be removed and I have some other nitpicks. First of all Zangoose should probably use a Jolly Nature or at least have it slashed because stuff like Shiftry, Sawk, and Mesprit often runs a positive nature (not to mention the common lead Qwilfish) and Adamant is just overkill in my opinion.
I'd also like to see Leaf Storm slashed on Sceptile after Substitute and Superpower mentioned on SD/Slashed on DD as Ferroseed is like the main switch in atm.
Thunder Wave is not that good with Gyro Ball on Ferroseed and Protect is pretty good with Leech Seed / Against Sawk and
"Protect / Thunder Wave " might be on in the second slot. Also I have some doubts regarding CB Fraxure with Slurpuff around but I haven't tested it but Low Kick is usually better than Superpower considering its targets. Finally there are some mentions of the "what not to use" section.
I have certainly missed something but i hope I helped
 

horyzhnz

[10:02:17 AM] flcl: its hory xD
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnus

Malamar @ Choice Scarf
Ability: Contrary
EVs: 132 HP / 252 Atk / 124 Spe
Jolly Nature
- Superpower
- Night Slash
- Psycho Cut / Topsy-Turvy
- Switcheroo

Role: Late-game cleaner, Support (in a sense?)

What It Does: Cleans up decently late-game, good coverage with Superpower and Night Slash, EVs retain as much bulk and power as possible while outspeeding Jolly Archeops and below. Brings aforementioned Archeops into Defeatist range with Superpower, Psycho Cut hits Dragalge, Garbodor, Vileplume, and Fairies which otherwise wall you, Topsy-Turvy can be used as a 'panic button' for SD Samurott, Shiftry, and Feraligatr, as well as stuff that gets Baton Passed a Shell Smash on the pass, and Switcheroo lets it cripple walls and generally opponents trying to set up.

Good Teammates: Anything that Feraligatr, Shiftry, and Samurott can set up on (Seismitoad, Ferroseed, Rhydon), anything that can take care of Spiritomb and Slurpuff (Dragalge, Slurpuff)

What Counters It: Slurpuff outspeeds and OHKOs after Unburden is activated, Spiritomb doesn't take any significant damage from Night Slash, Scarf Sawk and some other Scarfers just plow right through Malamar. However, Slurpuff doesn't appreciate being Switcheroo'd on the turn it uses Belly Drum since it can't get Unburden and is forced to switch, and Spiritomb doesn't like being locked into a move and losing Leftovers. Also bulky stuff can probably stomach hits from Malamar, since its STAB moves have low BP. Also U-turn (aka best move ever) makes life difficult, but Jolly Archeops doesn't actually OHKO with U-turn after activating Defeatist. Also, depending on what it chooses to lock itself into (things like Dragalge and Garbodor can switch in on Superpower, etc), lots of things can switch in relatively unscathed, so be prepared to double switch a lot.

Any Additional Info: A non-Scarf set with Leftovers and Topsy-Turvy over Switcheroo can be used as a tank of sorts, but the main niche of this set relies on the surprise factor to either shut down opposing set up sweepers (gatr needs to get to +6 to OHKO with Aqua Jet) or sweep once checks / counters are removed.

not sure if this is too niche, but it's fun watching -4 Feraligatrs splashing @ you
 
I'm curious, what's the difference between a bulky attacker and a tank?
Bulky Attacker- Having the role to take aggressive action on the opponent's team while it's more of being a team player instead of being a wall due to it being a mix of Attack and Defense.

Tank-
Having the role to eat up hits with ease while supporting one's team namely Stealth Rock support due to it's nice defensive stat base.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top