Resource ORAS OU Teambuilding

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What to use: Choice Specs Magnezone

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Role: Steel trapper, Tank, Wallbreaker (?)

What it does: Traps annoying steels, keeping them from switching out so you can reliably kill them. It shines on Volt/Turn teams because it usually is able to get a free Volt/Turn from another mon into a Steel type, effectively trapping it. It deals very good damage, with stabs of 70/80/90 BP coming from +1 Special Attack, base 130. It likes coming in on slower threats, but it has the bulk to stand up to some hits, and having a quad resist to Steel, it can switch into steel moves if needed.

Good teammates: Anything that really likes steels gone, the Lati@s, at least their CM sets, enjoy steels being removed. Clefable, likes the threat of Steels gone to free up a moveslot on the MG CM set, Mega Beedrill can form a Volt/Turn core with Magnezone and does like steels gone. Landorus-Therian, Rotom-Wash, and Scizor can form Volt/Turn cores with Magnezone, notably Landorus-Therian eases Scizors damage on Magnezone if turned correctly. (Feel free to add on anyone, not a lot of time atm.)

What checks/counters it: Heatran, as much as Magnezone wants to trap it, Scarf sets destroy Magnezone on every set. Tyranitar/Hippo and Excadrill cores can put Magnezone under heavy pressure as they all usually carry Ground coverage, and Tyranitar carries Superpower if it doesn't have Earthquake on most sets. A lot of fast things that hit hard can check Magnezone, Keldeo is a non switch in check, with STAB Secret Sword. Mega Venusaur walls Magnezone and sometimes carries Earthquake. As it's Volt/Turn used with Magnezone, Starmie, Skarmory, Mandibuzz, Excadrill, and any other hazard removal is liked to reduce chip damage.

Any additional info: In general try to get Magnezone in with a free Volt/Turn, so you don't suffer chip damage from an opponents move, plus its easier to trap steels this way.

As a bonus, I'll do Tentacruel later, reserving Tentacruel.

Edit: Is it okay to double post after reserving something? Someone enlighten me with that.
 
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bludz

a waffle is like a pancake with a syrup trap
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Kamikaze Gallade I'm sure it's ok as long as the posts are unrelated. I have a double post a few pages back with 2 different write ups.

What To Use:


Lopunny @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Frustration
- High Jump Kick
- Substitute / Encore
- Power-Up Punch / Baton Pass / Healing Wish / Heal Bell

Role: Sweeper, Support

What It Does: As opposed to your typical all-out attacker Mega Lopunny, the utility attacker offers many options that either provide more team support or have a better matchup against bulky pokemon that wall Lopunny. Frustration and High Jump Kick provide perfect neutral coverage and are powerful STAB moves. After that the choice of moves is very team dependent. Substitute allows Lopunny to dodge status and avoid being revenge killed. Substitute is often paired with Baton Pass for giving teammates a sub, Encore to take advantage of passive pokemon (sub on a T-Wave then Encore, for example), or Power-Up Punch for additional wallbreaking power. Other good combinations include Encore + PuP which allows Lopunny to power through walls that switch in and try to recover off the damage, Encore + Baton Pass is an option for momentum and PuP + Baton Pass can be used to give teammates a boost. Healing Wish or Heal Bell are nice final options for team support.

Good Teammates: This really depends on what utility set you are running. If running PuP sets, pokemon like Bisharp and Talonflame are great partners as they really appreciate Lopunny’s ability to lure in and heavily weaken common physical walls - and they provide priority in return as well as Bisharp being able to beat bulky Psychics and Fairies. Many other offensive pokemon like Volcarona, Dragonite and Kyurem-Black appreciate being passed Substitutes or Healing Wish support. Pokemon like Gengar and Manaphy are always good teammates as they can take out most of the things that wall Lopunny and Lopunny returns the favor.

What Counters It: Once again kinda depends on the set you’re running but generally walls to Lopunny include Clefable (particularly Unaware), Hippowdon, Chesnaught, Slowbro, fat pixies such as Celebi, Manaphy and Mew, bulky Mega Venusaur, bulky Mega Altaria, Cresselia, defensive Gliscor, Landorus-T and Rocky Helmet Garchomp. Offensive checks include Talonflame, Mega Metagross, Mega Alakazam and most pokemon holding a Choice Scarf. Many of these walls can actually be taken advantage of by Lopunny if it is running Encore + PuP sets and Sub + Baton Pass sets also provide nice momentum against them.

Additional Info: Mega Lopunny often relies on Fake Out for a free Mega Evolution, but this set doesn’t carry it so just be sure to come in on something slower than base Lopunny to Mega Evolve. It’s also a good idea not to reveal your full set right away since you can often have a hidden win condition that your opponent does not know about if you hide one or both of your support moves. Drain Punch is an option on PuP sets, primarily with Sub as well.
 
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Tentacruel @ Black Sludge
Ability: Liquid Ooze / Rain Dish
EVs: 224 HP / 252 Def / 32 Spe
Bold Nature
- Scald
- Rapid Spin
- Acid Spray / Sludge Bomb
- Knock Off / Toxic Spikes

Role: Physical Wall, Rapid Spinner

What it does: While Tentacruel has good Special Defense, it's typing allows it to tank physical hits because of it's key resistances. Scald is a given for any defensive Water, and Rapid Spin spins away hazards from your side of the field. The choice between Acid Spray and Sludge Bomb (key note: you can use sludge and spray if you wish), is between immediate power and forcing switches. Knock Off is good utility and knocks off items from your opponents. Toxic Spikes is a coveted hazard that cripples stall teams and really prevents switching if used in association with Stealth Rock. Liquid Ooze helps against draining moves and Leech Seed, and Rain Dish is good for rain teams. The given speed creeps Adamant Bisharp and Jolly Tyranitar without a Choice Scarf.

Good teammates: Clerics such as Clefable, Sylveon, and Chansey are useful for Tentacruel due to it's lack of reliable recovery. Celebi provides Heal Bell support and resists all three of Tentacruels weaknesses. Ferrothorn offers good hazard stacking and resists two out of three of Tentacruels weaknesses. Gliscor provides a good defensive synergy with Tentacruel.

What checks/counters it: Electric types like Thundurus, Mega Manectric, and Raikou threaten Tentacruels uninvested Special Defense (with the given spread) and can do significant damage. Psychics like Mega Alakazam, Mega Gallade, Mega Gardevoir, and others can threaten Tentacruel and do a lot of damage, and can set up on Tentacruel. Ground types like Excadrill and Landorus can OHKO but dislike Scald. Water types can switch into Scald risking the burn taking nothing and threatening out. Notably, Mega Blastoise, Starmie, and Manaphy. And the most threatening is Gastrodon, who is immune to Water and resists Poison. Chansey can come in, take Acid Spray, but still take nothing. Strong set up sweepers immune to burn like Mega Gyarados, and Mega Charizard X use Tentacruel as set up fodder.

Any additional info: Ice Beam can be used to do heavy damage to the common x4 weakness to Ice. A specially defensive set can be used to check Gengar, or other special attackers. Toxic can cripple special walls, Haze can be used to stop set up abusing in front of Tentacruel. Mirror Coat can punish special walls. Rain Dance provides more passive recovery and helps the team Tentacruel could potentially be in.
 
So I finally made some time and got around to adding sets in from the last couple of days. I also went ahead and added the list bludz provided into the second post as per Canned Bread's suggestion. I'll also add some of the sets Kutcher posted about when I get some more free time since that one needs a bit more pruning. When I do I think I'll also finally just put a reservation list in the third post since the thread's traffic is finally slow enough that having one is feasible.
 

Dr Ciel

Banned deucer.
Reserving CM Manaphy

Will edit when done.

Here (s)he is!


Manaphy @ Leftovers
Ability: Hydration
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Calm Mind
- Rain Dance
- Rest
- Scald

Role: Stallbreaker

What it does: Manaphy is usually seen running Tail Glow + 3 Attacks or Tail Glow + Rain Dance in order to set up a sweep. However, this Manaphy uses it's 100 / 100 / 100 bulk & solid Water typing along with Calm Mind to slowly boost up and sweep the opponent. Manaphy has access to Hydration, which removes all status when Rain Dance / Drizzle is under effect, which separates Manaphy from other common sweepers in the metagame. Calm Mind is clearly the crux of the set, slowly boosting both Manaphy's Special Attack & Special Defense. Rain Dance is the second most important move on the set, preventing Manaphy from being crippled by status thanks to Hydration. Rest is to be used when status'd or at low health during the rain in order to remove the status & continue setting up / start sweeping. Scald is a solid STAB move with great neutral coverage on most of the meta.

Good Teammates: Ferrothorn is extremely annoying to this set as it can get by Manaphy with Power Whip when healthy, so Magnezone is a fantastic partner as it can trap Ferro & KO it with Hidden Power Fire. Electric types such as Thundurus and Raikou can easily 2HKO Manaphy with STAB Thunderbolt, so Pokemon such as your own Raikou, Mega Venusaur, and Hippowdown are fantastic teammates. Politoed is a notable teammate for taking pressure off of Manaphy's shoulders by providing Rain, allowing Manaphy wake right up when he switches in, if rain was not in effect prior to this.

What Counters It: While Water is an excellent neutral typing, there are still several Pokemon that resist or are immune to it. Grass types, especially Celebi wall this set as it lacks Psychic & Ice Beam; Celebi is the most notable thanks to Natural Cure. CM Unaware Clefable simply ignores all the boosts & can set up alongside Manaphy. Toxicroak is immune to Scald altogether and is healed in rain thanks to Dry Skin. Water Absorb and Storm Drain Pokemon such as Gastrodon is immune to Scald & stonewalls Manaphy completely.
 
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hey, the viability ranking changed, what will happen to analysis like ludicolo and mega glalie?
I keep the list more or less synchronized with the Viability list, so both links would be pulled. I already pulled Ludicolo off the list, and I'll have Mega Glalie pulled in a bit. The posts themselves can stay in case they ever get added on again
 

DarkNostalgia

Fading in, fading out, on the edge of paradise
is a Contributor Alumnus
Didn't see an entry for stallbreaker Mega Pidgeot, so here goes:


Pidgeot @ Pidgeotite
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: NaN Atk
- Work Up
- Refresh
- Roost
- Hurricane

Role: Stallbreaker, Special Sweeper, Wallbreaker

What it does: Mega Pidgeot is most commonly seen as an all-out attacker. However, with Work Up, Pidgeot makes for a fantastic stallbreaker and setup sweeper, capable of breaking past some of its most common checks and counters, such as Chansey and Heatran, while whittling down switch-ins such as Rotom-W, Raikou, and Tyranitar with boosted Hurricanes, and improving its overall match-up against balanced and stall playstyles. Because of a combination of Roost and Refresh, Mega Pidgeot is able to setup with ease with Work Up on bulky Pokemon such as Slowbro and Chansey, without fear of chip damage and status, which is why it is so threatening to balance and stall. Hurricane is the main STAB for Mega Pidgeot, with a nifty 30% chance to confuse allowing it to cripple checks such as Raikou momentarily and high Base Power in general.

Good teammates: Mega Pidgeot doesn't like Electric- or Rock-types such as Raikou and Mega Diancie, as Hurricane will not do much (however they do get worn down quickly), so teammates such as Excadrill and Landorus are good partners to deal with such Pokemon. Physical sweepers/wallbreakers such as Azumarill and Bisharp wear down specially defensive Pokemon such as Assault Vest Tornadus-T and Skarmory that Mega Pidgeot dislike. Dugtrio deals with Electric- and Steel-types such as Raikou and Heatran which give this set a bit of trouble by trapping and KOing them. Staraptor and Talonflame are also good teammates, as they form a 'birdspam' core capable of wearing down Pidgeot's checks and counters. Defoggers or Rapid Spin users such as Latios, Latias, or Excadrill are good partners too to prevent Mega Pidgeot from succumbing and being worn down by Stealth Rock; Latias deserves a special mention as well, providing great Healing Wish support to Mega Pidgeot, and loves Pidgeot's ability to beat Heatran and Chansey. Keldeo is a great partner, especially Substitute + Calm Mind sets, as it loves Pidgeot's ability to beat Mega Venusaur, Amoonguss, Celebi, and Latios, and in turn demolishes Steel- and Rock-types. Spikes users such as Scolipede, Klefki, and Ferrothorn are also good teammates, as the Spikes they set enable Mega Pidgeot to get chip damage off its switch-ins such as Mega Diancie and Raikou.

What checks/counters it: Stallbreakers, especially ones with Taunt, such as Gliscor, Mew, and are quite annoying for Mega Pidgeot to face, as they prevent Pidgeot from healing damage sustained, status inflictions, or use Work Up to boost its stats. Unboosted Hurricane is also relatively weak. Electric-types such as Mega Manectric and Raikou also take little damage from Hurricane and can in turn KO back with Thunderbolt or pivot out with Volt Switch. Rock-types such as Mega Diancie and Tyranitar also don't fear Hurricane and can OHKO back with Diamond Storm and Stone Edge, respectively. Steel-types such as Mega Metagross are resistant to Hurricane, and can easily beat Mega Pidgeot 1v1. Faster attackers such as Mega Alakazam, Mega Aerodactyl, and Mega Lopunny also check Mega Pidgeot (or when weakened, in the case of Mega Alakazam). However, it is to be noted that Pidgeot can cripple these Pokemon with boosted Hurricanes and the occasional confusion hax that follows.

Any additional info: Be careful of Foul Play, especially from Mega Sableye and Slowbro, because Mega Pidgeot's Work Up boosts Attack as well.
 
I have reservations about posting the GeoPass core here. I know that when done right it works incredibly well, but any new player who tries it immediately get flack for using it regardless of whether or not the player wins with it or whether they even use an optimized team with the core. The overall goal of this thread is to help newer players, and I believe that promoting the use of GeoPass is a disservice to them. If someone wants to know more about it, they can ask in the SQSA thread, and I'll be more than happy to explain it, but I don't really want to support it in this thread. Yes, this reeks of personal bias, and if a moderator wants to overturn this decision I'll go with it, but that's my current stance on it.

Incidentally I have no issue with Sash support Whimsicott since that's a legitimate set.
 
I've got Choice Scarf Hydreigon here. Hope I didn't screw up the system by not reserving it and no idea if the picture will work but hey, it's done.

Choice Scarf Hydreigon


Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Earth Power
- U-turn

Role: Revenge Killer


What it does:
Hydreigon uses its great Dual-STAB moves and Speed tier (it hits 468 speed with a Scarf, which is blisteringly quick) to blow holes in every kind of team, as well as scout, get chip damage and grab momentum with U-Turn. Earth Power catches any switch-ins trying to resist your STAB and is just generally a decent coverage move to pack. You want to use Draco Meteor for smacking offensive Pokemon primarily, but it’s also effective at denting defensive Pokemon too. Dark Pulse is your go-to STAB when you can’t afford the Draco drops. Basically, Hydreigon is a remarkably powerful revenge killer (even outspeeding rising stars like Mega Alakazam) that pulls plenty of weight against bulkier builds too.

Good teammates:
Fairy types are great partners, able to sponge up Fighting type attacks. Azumarill + Hydreigon is a particularly powerful combination, with Azumarill wallbreaking on the physical side and Hydreigon handling the physical walls that give Azumarill trouble, as well as packing the Speed and also cleaning up the smouldering mess made by the time Azumarill's done. Steel Types generally offer fantastic type synergy (note Hydreigon’s Levitate ability, but be wary of Fighting moves), and Hydreigon makes a deadly VoltTurn core with users of Volt Switch. Mega Manectric springs to mind as a great partner for applying the offensive pressure with VoltTurn thanks to Intimidate and its fantastic coverage. However, if you think you can pull off choice-locking two of your Pokemon and can play well accordingly, Magnezone is an exemplary partner, as it provides both Steel type, Volt Switch and also can trap pesky Steel Types such as Skarmory that Hydreigon can’t touch and eradicate them with either HP Fire or STAB Electric attacks in Skarmory’s case. Heatran also gets a special mention, as it quad resists both Fairy and Ice, two of Hydreigon’s biggest weaknesses (Hydreigon also covers Heatran's biggest, Ground) and can trouble fat Pokemon with Taunt and set Stealth Rock to help Hydreigon really tear into teams. Speaking of Stealth Rock, Hazard removal support in some form is necessary as with U-Turn, you’ll be coming in and out a lot and the residual damage build up makes you an easy target for priority (see below).

What counters it:
it should go without saying that Hydreigon has a bit of a love-hate relationship with Fairy Types, who are great teammates but also hard counters, resisting both STABs and not really caring too much about Earth Power unless they’re named Diancie. Assault Vest Conkeldurr, though uncommon, is another hard counter, coming in on all of Hydreigon’s attacks comfortably and knocking it for six with super effective STAB, healing off the damage with Drain Punch (it can also throw Mach Punch if it wants to pick you off when weakened). You generally don’t have to worry about too much outspeeding you, but just be careful of Kingdra in the rain, Scarf Keldeo and Rock Polish Mega Diancie which all outspeed and whack you with Super Effective STAB. Specially bulky Pokemon such as the aforementioned Conk and things like Chansey just flat out wall you, and be very scared of priority Mach Punch and Ice Shards, the former coming from Breloom notably, the latter from Weavile and Mamoswine.

Any additional info: first of all, please don’t think Flash Cannon is a superior coverage option. It is not. It’s a bad move to be Choice-locked into on Hydreigon and you’ve got teammates to cover the Fairy weakness – you’ll get much more mileage out of Earth Power/U-Turn. Fire Blast is OK but unless your team needs Fire coverage, you're usually better off with Earth Power. Refrain from using Draco Meteor early-game, the special attack drops are extremely easy to take advantage of. You should be using U-Turn the most early-game, and save the other attacks for revenge killing later on. With a Choice Scarf, 252 EVs and a Timid Nature, you can outspeed everything from max Speed base 150s (Mega Alakazam) and below excluding base 99 and above with their own Choice Scarf (eg Keldeo) or a boost (Scolipede).
 
I've got Choice Scarf Hydreigon here. Hope I didn't screw up the system by not reserving it and no idea if the picture will work but hey, it's done.
It's not really a huge deal when the oldest post is two days old. It's mostly to help people who start writing a post so someone doesn't swoop in with another post for the same set. The system is to your benefit, but there's no set rule saying you have to make a reservation post
 
My bad for not reserving but i didnt see special e belt victini so here it is:


Special Expert Belt Victini



Victini @ Expert Belt
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Blue Flare
- Thunder
- Glaciate
- Grass Knot / Focus Blast / Energy Ball

Role: Wallbreaker

What it does:
This Victini set aims to lure in common victini switch ins expecting a banded set such as Landorus-T, Fat Chomp, hippowdon, slowbro and tyranitar and ko them with one of victini's coverage moves. Thanks to the expert belt victini can bluff a choice Band or choice scarf set as those are the most common sets for victini. Blue flare is victini's main stab move hitting pretty much the same things v-create hits but with next to no drawbacks thanks to victory star boosting its accuracy. Thunder is used to hit common physicaly defensive water types that will expect to switch into a v-create but instead take a thunder or for hitting talonflame. The chance to para somthing is also really nice as victini is not the fastest pokemon. Glaciate is a fantastic coverage move for boping common ground types that want to switch into victini such as landorus-t and fatchomp which not only annoying physical victini but also force it out all the time and thanks to glaciate these threats can be removed. The last slot on victini is up to you. Grass knot lures in heavy pokemon such as hippo as well as slowbro, focus blast hits tyranitar really hard and energy ball is used to hit rotom-w.

Good teammates: As far as teamates go this set helps out pokemon that struggle to remove a certain pokemon so anything that likes the removal of fat chomp or landorus-t such as diggersby, mega loppuny, mega metagross, choice band scizor, and pretty much any physical attacker work well with this victini. Despite being capable or removing ground types victini is by no means a switch in to them so pivots such as rotom-w and tornadus-t can safely bring victini into the mons it wants to lure in. Being a fire type hazard removal is really important to have when using any victini set so skarmory and excadrill work well in that regard. Heatran walls this set like crazy so water types such as manaphy or azumarill can function well with this set where ground types and fighting types such as keldeo, landorus-t can also help remove heatran. Stealth rocks are really important to this set allowing glaciate to get the ko on landot and chomp, ironically the same two mons pair really nice with victini.

What counters it: Depending on victini's coverage moves its walled by different pokemon. If not running focus blast heatran troubles victini, Without energy ball rotom-w give victini problems. AV slowking can give victini some issues as grass knot wont even dent it. Hippowdon can be annoying for victini as unless hippo is bellow 50% grass knot wont ko and victini is smacked with a earthquake. Weavile while not a switch in can hit victini hard with knock off as well as pursuit trap it while tyranitar assuming its scarf and vic is missing focus blast can revenge victini.

Any additional info: Victini has several coverage moves at its disposal that it can use such as psyshock and shadow ball. U-turn is a option so victini can pivot out of some mons. Keep in mind when using this set that victini needs prior damage on a few mons its supposed to lure in so hazard stacking is a option so that victini can get some crucial ko's. This set while being special can also go mixed in order to break past a few mons such as v-creat over blue flare or bolt strike over thunder.


Let me know if i missed somthing as this is my first write up.
 
Didn't see Stealth Rock Gliscor. Hope it's okay if I write it up and it doesn't conflict with the others :3

Stealth Rock Gliscor


Gliscor @ Toxic Orb
Ability: Toxic Heal
EVs: 244 HP / 36 Def / 156 SpD / 72 Spe
Impish Nature
- Stealth Rock
- Roost
- Knock Off/ Acrobatics/ Fling / U-Turn
- Earthquake

Role: Hazard Setter, Defensive Pivot, Tank

What It Does:
This Gliscor aims to set up Stealth Rock and support the team through it's third moveslot. Stealth rock is the crux and difference of this set between other Gliscor. With its excellent defensive typing Gliscor has many ample oppurtunities to set up Stealth Rocks for the team multiple times during the battle due to its great defensive stats. Roost is needed to counter damage it will sustain while pivoting from Hazards or attacks for the team or setting up Rocks. it also increases its longevity drastically. The third move has many options to choose from. Knock Off allows it to cripple switch ins and many Pokemon reliant upon their item, such as Chansey. Acrobactics is a STAB option after Gliscor has lost its Toxic Orb and depends on if your team needs the coverage it provides. Fling allows Gliscor to cause damage and Poison the opposition on the same turn. A notable effect of Fling is being able to poison Magic Bounce or Magic Coat users, notably Mega Sableye. U-Turn allows Gliscor to be a decent defensive and offensive Pivot, while allowing it to get out of sticky situations when facing slower Pokemon. Earthquake is its mandatory STAB attack to cause notable damage. The EVs listed makes it mixed defensively, but you can rearrange the EVs to suit your teams needs.

Good Teammates: Many balanced and defensive teams go to Gliscor as it has decent offensive prescence and the ability to take hits. Teammates that are appreciated should be able to defeat Ice- and Water-types that threaten Gliscor. Teammates that attack from the Special Spectrum are loved because they tear down Physical Walls that Gliscor can't get through.

What Counters It: Physical walls stop Gliscor in his tracks. Fast Taunters keep it from setting up when it wants, but since it isn't a passive Tank it could cause the opposition hell in those three turns. Status must be avoided at all costs until its poisoned. Ice and Water Types end Gliscor with powerful STAB options. A notable Pokemon is Togekiss that can take anything Gliscor throws at it due to its Fairy/Flying typing.

Any Additional Info: Beware Ice types as well as powerful Water Types. Take caution when approaching powerful Special Attacks as its SpD is only at 75.
 
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DarkNostalgia

Fading in, fading out, on the edge of paradise
is a Contributor Alumnus
Here's Life Orb Technician Breloom :D


Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Mach Punch
- Bullet Seed
- Swords Dance / Rock Tomb / Focus Punch

Role: Physical (Setup) Sweeper, Utility Attacker.

What it does: Thanks to its many positive traits, such as access to both an accurate sleep-inducing move and priority in Mach Punch, powerful STAB moves bolstered by Technician, and ability to check a wide range of foes, Breloom is an decent physical attacker possessing good utility. Spore is essentially a guaranteed cripple on non-Grass types and Overcoat users, and allows Breloom to cripple bulkier foes, especially setup sweepers such as Clefable and Reunclus, as well. Mach Punch allows Breloom to pick off faster threats, and in particular let's it threaten the likes of Excadrill, Mega Lopunny, Mega Gyarados, Tyranitar, and Bisharp. Bullet Seed is also bolstered by Technician, and can break Focus Sash or Substitute. It also let's Breloom check the likes of Rotom-W. Swords Dance allows Breloom to wallbreak, and improves its matchup against balance and offensive playstyles. It is also great in conjunction with Mach Punch to deal with faster Pokemon. Rock Tomb nails Flying-types such as Tornadus-T, Talonflame, and Togekiss on the switch, and also slows down Celebi so that it cannot Baton Pass effectively. Focus Punch nets a strong hit on the likes of Skarmory, Jirachi, and Scizor on the switch.
The EVs are quite standard for an offensive Pokemon. A Jolly nature ensures Breloom Speed ties with opposing Bisharp and Breloom, and outspeeds the likes of Modest Gardevoir, Custap Skarmory, and Metagross prior to Mega Evolving.
Spore is Breloom's best bet early-on, dealing with a range of threats. Scout for Grass-types and Overcoat users first however. Use Swords Dance afterwards if an opportunity arise, but if checks still are present it is good to whittle them down with Mach Punch/Bullet Seed first.

Good teammates: Pivots score free momentum for Breloom. Examples are Mega Manectric, Rotom-W, and Raikou, which also check Talonflame and most Flying-types bar Landorus. Rotom-W also checks a bunch of Water-types such as Gyarados. Tornadus-T is a great partner as well, scoring free momentum and dealing with bulky Grass-types such as Mega Venusaur and Celebi. Knock Off also cripples stuff like Jirachi and Skarmory looking to switch into Breloom, as well as Psychic- and Ghost-types such as Latios and Gengar. Pursuit trappers such as Tyranitar and Bisharp beat bulky Psychic- and Ghost-types as well. Mega Charizard X in particular deals with Steel-, Fire-, and Grass-types such as Scizor, Volcarona, and Celebi that trouble Breloom, as well as problematic Electric-types such as Mega Manectric, and appreciates Breloom's ability to break past the likes of Heatran and Rotom-W.

What counters it: Flying- and Poison-types resist both of Breloom's STABs and can KO back with their respective STAB moves. Ghost-types such as Gengar are immune to Mach Punch. Similarly, Psychic- and Fairy-types resist Mach Punch, but dislike switching into Bullet Seed. Grass-types are great counters to Breloom as they resist Bullet Seed and most of them, such as Celebi and Mega Venusaur, have the bulk to stomach Mach Punch. They are also immune to Spore. Faster offensive Pokemon such as Latios are definitely threats as well due to Breloom's lackluster defensive and Speed stats.

Any Additional Info: xD :P sanger
 
Don't see Serperior in Stallbreakers, I'll write up something soon
Forgive me if I'm mistaken, but isn't that just the LO set with Taunt as the 4th move? If that's the case that seems like too minor of a change, especially when the Serperior entry we have already mentions it in the additional info section.
 
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p2

Banned deucer.
Forgive me if I'm mistaken, but isn't that just the LO set with Taunt as the 4th move? If that's the case that seems like too minor of a change, especially when the Serperior entry we have already mentions it in the additional info section.
I thought Serperior itself was usually classed as a Stallbreaker and I never noticed it in Special Sweepers. I'll just leave it then
 

Dr Ciel

Banned deucer.
Here's Defensive Mega Venusaur since didn't get done as of the last update.


Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power Fire / Knock Off / Leech Seed

Role: Physical Tank

What it does: Thanks to an absolutely fantastic Grass / Poison typing, an excellent Ability in Thick Fat, a slew of useful resistances, and a slightly large movepool, it's no joke that this Mega Venusaur is one of the premier tanks in the OU meta. With amazing defensive stats of 80 / 123 / 120, Mega Venusaur is able to take on most Water, Fairy, and Fighting types with relative ease. Giga Drain is the main STAB move on the set, getting super-effective damage on Water, Ground, and Rock types, while also recovering any health lost. Sludge Bomb is the second STAB move on this set, being very useful for Fairies such as Mega Altaria, Sylveon, and Clefable, Dragons such as the Lati Twins, and most Flying type Pokemon. Synthesis gives Mega Venusaur a means of reliable recovery to prevent it from being worn down. Hidden Power Fire nails most Steel types, such as Scizor, Ferrothorn, and Bisharp. Knock Off is useful for knocking off Gengar's LO, and allows it to check him better. Leech Seed can be used to annoy walls that try to stall out Mega Venusaur.

Good Teammates: Heatran is the perfect teammate for Mega Venusaur, as it easily takes care of the Flying and Psychic types that threaten Venusaur. Rotom-W works in a similar vein of Heatran, taking on Flying types. Steel types such as Skarmory and Bisharp are appreciated cause they resist Venusaurs weaknesses and vice-versa. If used on stall, Unaware Clefable and Quagsire are good teammates that can take on set-up sweepers that Venusaur struggles with.

What counters it: Heatran itself is a hard counter to Mega Venusaur, as long as he's not running Earthquake. Flying types including Talonflame, Mega Pinsir, Tornadus-T, and Togekiss are all capable of using their STAB moves to destroy Venusaur. Most Psychic types can do heavy damage to Venusaur, most of them 2HKOing him. Chansey obviously stalls it out if he isn't running Knock Off. Kyurem-Black 2HKOs Venusaur with Ice Beam, thanks to Teravolt ignoring Thick Fat.
 

DarkNostalgia

Fading in, fading out, on the edge of paradise
is a Contributor Alumnus
Yay Roserade :D There's a few variants but this is utility T-Spikes set.


Roserade @ Black Sludge
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Toxic Spikes
- Giga Drain
- Sludge Bomb
- Sleep Powder / Leaf Storm / Spikes

Role: Utility, Hazard Setter.

What it does: Say hi to Creator of Chaos's girlfriend lol. Anyway, Roserade has a viable niche in OU, having access to Toxic Spikes, Spikes, and Sleep Powder, making it a decent utility support Pokemon. In addition, Natural Cure allows it to act as a status sponge, and its typing let's Roserade check the likes of Azumarill, Keldeo, and Clefable nicely. Toxic Spikes is more or less the most important move on this set, allowing Roserade to provide invaluable support its teammates by wearing down foes, especially dangerous sweepers such as Mega Charizard X and Mega Altaria. Giga Drain provides offensive presence and longevity. Sludge Bomb targets Fairy-types, first and foremost, such as Clefable, Sylveon, and Mega Altaria. Sleep Powder is essentially a guaranteed cripple on everything not Grass-typed or having Overcoat, and allows invaluable setup turns for teammates of opportunities for Roserade to set up Toxic Spikes. Leaf Storm is a nuke move, and hits much harder than Giga Drain and nets OHKOes which Giga Drain couldn't. Spikes is a viable option as well, especially on hazard stacking teams. If Steel-types are troublesome, use Hidden Power Fire in tandem with Technician to nail the likes of Ferrothorn, Mega Scizor, and Bronzong on the switch. Timid nature is probably the best for Roserade to provide the utmost Speed possible, and allows it to outspeed stuff like Jolly/Timid Mega Altaria at +0, Manaphy running 160 Speed, Jolly Excadrill etc. Black Sludge provides passive recovery, but other options include Life Orb and Miracle Seed for more damage.

Good teammates: Spinblockers such as Gengar and Mega Sableye are good teammates as they prevent the use of Rapid Spin. Bisharp punishes Defog as well. Fire-types such as Mega Charizard X and Talonflame deal with Steel-types such as Ferrothorn giving Roserade trouble, and appreciate Roserade's ability to check Keldeo and Azumarill. Momentum grabbers such as Mega Manectric and Tornadus-T are good partners to give free switches. Mega Manectric also checks Flying-types such as Talonflame and Tornadus-T giving Roserade grief.

What counters it: Steel-types, such as Scizor, are amongst the best counters due to their resistance to Grass-type STAB and immunity to Sludge Bomb. Flying-types come in for free and OHKO back, especially Talonflame and (AV) Tornadus-T. Mandibuzz fucks it over too because it's immune to Sleep Powder. Faster attackers such as Alakazam and Gengar beat Roserade as well.

Any additional info: Hard counters Clefable lacking Flamethrower! xD
 
Just wanted to mention something about a few Pokémon.
  • Entei should also be under Revenge Killer and Late Game Cleaner. CB E-Speed hurts like hell
  • Reuniclus should be under Stallbreaker too . MG+CM and recovery allows it to kill stall
  • SD Gliscor can go under Tanks as an offensive option
  • Clefable can go under Mixed Tank
  • Defiant Thundurus can go under Mixed Sweeper
That's about it ;-;We need more Stallbreakers
Given the use of "also" in the first recommendation, I think you may have missed that I only list any given set under 1 role. This is just to prevent the lists from getting flooded, especially since almost every wallbreaker can sweep and Tanks and walls are almost identical. When school's over I may go through the list and just start listing the sets next to the names for clarity, but that's a task for another day. Anyway, going through the suggestions in order :
  • Entei definitely falls under the list of mons that can fill different roles depending on the immediate need like a lot of wallbreakers. Given that he can only revenge kill / clean late game with 1 move due to his speed tier, I'd rather have him under wallbrreakers.
  • That one I can do without much problem. I'll wait a bit to see if there's any objection, but I'm more inclined to move it just because of the lack of speed, though that's not to say that it can't sweep with just a couple of boosts.
  • Honestly the fact that it's more offensive oriented still makes me want to keep it under the original role.
  • There are a few Clefable sets, so you'll have to be a bit more specific, though there's technically no Mixed Tank role.
  • Mixed sweepers are weird. I can ask 3 people to define Mixed Sweepers and I'll probably get 3 distinct answers. As for that set, Knock Off is more for utility than netting kills, and Superpower really doesn't hit hard without the Defiant boost, which isn't guaranteed. For those reasons I'm more inclined to keep it where it is.
 

Karxrida

Death to the Undying Savage
is a Community Contributor Alumnus
I'd call Mixed Thundurus (not necessarily Defiant) more of a wallbreaking lure with sweeping/cleaning capacities. Between Knock Off and Superpower it can KO/cripple some of its checks and counters like Chansey, Celebi, SpD Heatran, and Tyranitar while still being able to clean up.

Also Sanger Zonvolt, the banner image is broken.
 
Also Sanger Zonvolt, the banner image is broken.
Are you sure? It looks fine on my end.

A few Pokemon could use revamps as well. I'll update this list periodically if find anything but I'll just write a few down for now.

Yeah, so long as a revamp is merited (which for most of these, if not all of them, is most definitely merited) I have no issue with people doing revamps, especially since most of them were done in early ORAS.
 
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