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Other OU Teambuilding

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Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
- Calm Mind
- Wish
- Protect
- Moonblast

Role: Late Game Sweeper / Support

What it does: Unaware Calm Mind Clefable is an absolute nightmare against unprepared teams. With an excellent typing, amazing ability, and good defense, Clefable can use Calm Mind to boost and attempt a late-game sweep with STAB Moonblast. It's extremely difficult to counter, because the opponent can't hope to stop it by boosting alongside it. Since it's very difficult to stop this Clefable, it makes a great win condition. However, don't make the mistake of saving it exclusively until late-game! Unaware Clefable is useful earlier in the match to check dangerous set-up sweepers like SD Garchomp, DD Dragonite, or DD Mega Gyarados. It can provide Wish support for the team as well.

Good Teammates: Good teammates for Clefable include those that can eliminate most Steel-types, such as Heatran and Magnezone. Landorus-I and Kyurem-B also makes a good teammates for breaking the common Heatran-Venusaur defensive core, both of which trouble Clefable. Excadrill is a great choice because it does well against both Steel and Poison types, and can provide Rapid Spin and Stealth Rock support.

What Counters It: Steel-types such as Scizor, Genesect, Aegislash, Excadrill, and Heatran work well, because they resist Clefable's Moonblast and can hit back hard with super effective Steel-type attacks. Poison-types such as Mega Venusaur, Roserade, Tentacruel, and Gengar can also take out Clefable with Poison attacks. One of the most reliable ways to stop CM Unaware Clefable is Taunt and/or Toxic users. Crobat is a great Taunter that resists Moonblast and can also cripple Clefable with Toxic.

Additional Info: Don't attempt to sweep until late-game when Clefable's counters have been removed. Keep in mind that opposing Toxic users should be removed as well. Moonlight can be used over Wish to free up a moveslot on this set. A Magic Guard variant of the same set works very similarly (and has access to Softboiled), but instead of fearing residual damage, it instead fears boosting attackers.
 
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Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 Def / 224 HP / 32 Spe
Bold/Impish Nature
- Foul Play
- Roost
- Defog/Taunt/Knock Off/Toxic/Tailwind
- Defog/Taunt/Knock Off/Toxic/Tailwind

Role: Physical Wall, Hazard Remover

What It Does: Tanks things, hits back with Foul Play. Mandibuzz's great bulk makes her an excellent wall, and her Dark typing gives it a role that things like Skarmory can no longer perform: wall powerful Ghost or Dark attackers. Her secondary Flying typing means she's neutral to Fighting; this is especially handy for Aegislash's Sacred Sword, and is the reason why her role can't be filled by other bulky Dark types such as Umbreon. Mandibuzz also stands out from others walls by having STAB Foul Play. With Foul Play, she can hit any non-Dark resistant physical attacker hard. Foul Play takes the target's attack stat into calculation, not your own, so you can deal heavy damage to a physical attacker, or even OHKO anything that has used a boosting move such as Swords Dance.

Mandibuzz has access to many support moves, such as Defog, which allows her to clear away entry hazards on your (and your opponent's) side of the field. Taunt is also useful for shutting down opposing walls and prevents her from becoming Toxic'ed, and due to her useful speed tier she is faster than many other walls. Knock Off doesn't deal a lot of damage but is useful for removing an opponent's item, nerfing an attacker's power by removing a damage boosting item or depriving an opposing wall of precious Leftovers recovery. Toxic allows her to deal more damage over time, and finally Tailwind can provide an opportunity for a slow but powerful teammate to sweep.

Good Teammates: Anything that can appreciate a sturdy wall and hazard remover. Mega Pinsir, Talonflame, Mega Charizard X and Y, and other hazard-prone Pokemon especially, as a sturdy defogger with great longevity can be more reliable than a frail spinner such as Excadrill, who doesn't have recovery. Mandibuzz does not need much team support herself, but a secondary wall that does not share her weaknesses would be good. A special wall and cleric like Chansey or Blissey is the best, as it can rid Mandibuzz of crippling status effects and effortlessly absorb any special attacks.

What Counters It: Like all walls, strong attackers that can hit Mandibuzz with SE damage. Mandibuzz also has trouble dealing with Dark-resistant attackers; Conkeldurr is especially problematic for her, as it is slower than her and as such can hit her hard with a SE Drain Punch when she Roosts. Being Burned, while not being too much of an issue for other physical walls such as Slowbro and Skarmory, severely hurts Mandibuzz as it halves her Foul Play damage.

Any Additional Info: Due to her great special bulk, which is very similar to her physical bulk, Mandibuzz can be used as a special or mixed wall; however, she is weak to Ice, Electric and Fairy, which are common coverage moves on special attackers. Stone Edge is a common coverage move for some physical attackers, however her bulk is so great that few can even 2HKO with a STAB-less Stone Edge. Furthermore, Stone Edge's accuracy and PP mean it can easily be stalled out.



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Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Spe / 252 Atk / 4 Def
Jolly Nature
- High Jump Kick
- Psycho Cut/Zen Headbutt
- Ice Punch
- Baton Pass/Fire Punch/Thunder Punch

Role: Wallbreaker

What It Does: Rips and tears. Mega Medicham excels at getting rid of walls and defensive cores, opening up a sweep for the rest of its teammates. Being able to OHKO or 2HKO nearly the entire game with only one moveset is not something that many Pokemon can boast. High Jump Kick is your main STAB move, and is the strongest unboosted and unbanded physical attack in the game. Psycho Cut and Zen Headbutt are good for things that resist High Jump Kick, and is especially good for Mega Venusaur. Ice Punch is for things like Gliscor, Dragonite and Lando-T, which would otherwise counter you, and are all prominent enough to warrant the usage of Ice Punch. The last slot has some options; Fire Punch allows you to deal heavy damage to Aegislash on the switch, but Aegislash can deal heavy damage or OHKO with Shadow Sneak, or use King's Shield to reduce your attack and avoid the 2HKO from Fire Punch. Thunder Punch allows you to deal with Gyarados and Slowbro. Baton Pass is a great option, as it removes the need to predict switches and allows Medicham to act as an offensive pivot.

Drain Punch provides a source of healing, and allows Medicham to stick around longer, but is not recommended for a pure wallbreaker set. Bullet Punch and Fake Out are two possible sources of priority for Medicham, but neither deal significant damage and are entirely ineffective against walls.

Good Teammates: Mandibuzz and Bisharp are great teammates for Medicham. Mandibuzz is an excellent wall and the #1 counter to Aegislash, who gives Medicham the most trouble. Bisharp is one of the best partners for Medicham, as it can come in with Baton Pass on many of Medicham's counters and Pursuit trap them, and is a great check to Aegislash. Rotom-W and Tyranitar are great for dealing with Talonflame, who is a huge threat to Medicham. A cleric is another great teammate, as, like most physical attackers, Medicham is dead weight when Burned.

What Counters It: Bulky Psychics and Ghosts. Aegislash is by and far the most prominent and Slowbro is also a headache. Aegislash and Slowbro can be dealt with by using Fire Punch and Thunder Punch, but Medicham will never, ever get past Sableye. There's also Cofagrigus and Mew who are rare but not unseen.

Even the presence of a ghost on the other team hinders Medicham's wall-breaking ability, since it can't safely use High Jump Kick without a possible ghost switch in. Things with Protect can also cause severe damage to Medicham, but it's usually easy to tell what has Protect and what doesn't. Medicham's counters are all almost exclusively weak to Dark, which is why Bisharp makes such a good partner.

Any Additional Info: It is possible for Medicham to sweep a team, but this would usually require a Parashuffler or Tailwind support. It's more reliable to have Medicham crush any walls, and have other teammates handle the clean up. Due to Medicham's general frailty and decent but not great speed, it is relatively easy to check, so it would be good to have a defensive core to retreat to when you're forced out.

There are pros and cons to Psycho Cut and Zen Headbutt: Psycho Cut is 100% accurate, does not make contact (good for Flame Body, e.g. Volcarona) and has a high crit ratio, but is slightly less powerful. Zen Headbutt is more powerful and has a flinch chance, but is less accurate and makes contact.
 
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Mawile (F) @ Mawilite
Ability: Intimidate
EVs: 132 HP / 252 Atk / 124 Spd
Adamant Nature
- Swords Dance
- Sucker Punch
- Play Rough
- Fire Fang / Knock Off

Role: Physical Sweeper and Wallbreaker

What it does: Swords Dance Mega Mawile is a massively threatening offensive Pokemon that can put the hurt on offensive and defensive teams alike. The combination of an already solid base 105 Attack stat and an amazing ability in Huge Power makes Mega Mawile hit incredibly hard (highest effective attack stat out of any pokemon!), pretty much 2HKOing anything that doesn't resist its attack at worst, and even some Pokemon that resist its moves will fall. For comparison's sake, Mega Mawile's play rough is stronger than CB Azumarill's, and its Sucker Punch and Knock Off are slightly stronger than they are from Bisharp without a boosting item (can't quite match Life Orb Bisharp though). Anyways, Mega Mawile's solid 50/125/105 defenses, great Steel/Fairy typing, and Intimidate ability before mega evolving make it quite easy to switch in Mawile in on Pokemon such as Conkeldurr, Lati@s, and Mandibuzz and either fire off a massively powerful Play Rough or set up a Swords Dance and go from there. Mega Mawile's low base Speed stat and therefore reliance on the inconsistent Sucker Punch does hold it back a bit, but Mega Mawile is nothing to be underestimated, and is definitely worth consideration on a variety of teams.

Good Teammates: Teammates that can eliminate annoying Ground- and Fire-types such as Landorus-T, Hippowdon and especially Heatran are excellent teammates for Mega Mawile. Water-types such as Azumarill, Gyarados, Greninja and Keldeo are excellent at this, bar a Lava Plume burn from Heatran, Belly Drum Azumarill and Gyarados can switch in and force out most Fire- and Ground-types quite easily and use them as set up fodder for Dragon Dance and Belly Drum, respectively. Meanwhile CB Azumarill, Greninja and Keldeo can Fire off massively powerful attacks to blow holes in the opposing team and help Mawile sweep Methods of Speed control such as Sticky Web are great for Mawile as well, such as Priority Thunder Wave from Thundurus-I, and the more niche Trick Room and Sticky web.This lets Mawile get the jump on Pokemon that'd outspeed it otherwise, and become less dependent on Sucker Punch as well.

What counters it: Because of its massive power, decent set of coverage options, and ability to boost, Mega Mawile is very difficult to outright counter. However, there are definitely some solid checks out there. Heatran gives any set with Fire Fang as the coverage move quite a bit of trouble, 4x resisting Play Rough, being immune to Fire Fang, and being able to evade Sucker Punch by simply not attacking, while either KOing Mawile with Lava Plume or burning it with WoW in return, however sets that use Brick Break or Knock Off can heavily dent it and in the latter's case remove its item in the process. Landorus-T can Intimidate Mawile, take Play Rough+Sucker Punch with the proper investment and threaten Mawile with Earthquake, Physically defensive Hippowdon can take on Unboosted Mawile quite well, but comes out barely alive if Mawile manages to nab a Swords Dance boost. Rotom-W Can take a single Play Rough from Mawile and force it out once with Will-O-Wisp, but it won't be able to hold off Mega Mawile in the long run.

Any additional info: Mega Mawile takes some prediction to use and often finds itself in Sucker Punch mindgames. Sucker Punch is powerful, but fails when the opponent uses a faster priority move or doesn't attack, resulting in 50/50s against things such as faster Pokemon with Substitute, as well as things like Mega Pinsir where you have to choose between picking off a weakened once with sucker punch or using play rough as he quick attacks. Also, while Swords Dance is definitely nice, Mawile hits so damn hard that it often doesn't need to use it to break what it needs to.
 
finncent1

mention THUNDER WAVE as on option in the last slot imo, this lets zam cripple something for a teammate that it cant OHKO, for example Charizard X is easy to revenge kill with paralyzed, hwever zam's attacks kind of bounce off it.
 
finncent1

mention THUNDER WAVE as on option in the last slot imo, this lets zam cripple something for a teammate that it cant OHKO, for example Charizard X is easy to revenge kill with paralyzed, hwever zam's attacks kind of bounce off it.

Well, this Alakazam is designed to be a revenge killer, so it really shouldn't be in on a pokemon it can't 2HKO. On a life orb Special Sweeper set I'd 100% agree with you, but on a revenge killer set I don't think it completely belongs.

well, you misunderstand. Imagine this scenario.

Your opponent has achieved +1 with mega charizard X, or Gyarados and they have retained most of the health doing this because they boosted on a choice locked immunity or 4x resistance. Then, Zam comes in to revenge kill. Well, the sad fact is zam isnt strong enough to OHKO these pokemon, and they outspeed and 2hko thanks to the focus sash. Then, they sweep your team because you have nothing else for these mons. However, with thunderwave you can paralyze them, attack them, then finish them off with something else. In this scenario not only did you paralyze them, but you got a hit in too, and even could have gotten some parahax. So basically, thunderwave gives you an option to revenge kill anything that you cant outspeed and 2HKO or underspeed and OHKO. Of course it doesnt effect electric and ground types, but still, it's useful move.

Fair point. I'd usually send in my check to these dragon dancers and not waste Zam, but if the battle isn't going very well and I let their checks die, I suppose T-wave would help. I'll add it.
 
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Well, this Alakazam is designed to be a revenge killer, so it really shouldn't be in on a pokemon it can't 2HKO. On a life orb Special Sweeper set I'd 100% agree with you, but on a revenge killer set I don't think it completely belongs.

well, you misunderstand. Imagine this scenario.

Your opponent has achieved +1 with mega charizard X, or Gyarados and they have retained most of the health doing this because they boosted on a choice locked immunity or 4x resistance. Then, Zam comes in to revenge kill. Well, the sad fact is zam isnt strong enough to OHKO these pokemon, and they outspeed and 2hko thanks to the focus sash. Then, they sweep your team because you have nothing else for these mons. However, with thunderwave you can paralyze them, attack them, then finish them off with something else. In this scenario not only did you paralyze them, but you got a hit in too, and even could have gotten some parahax. So basically, thunderwave gives you an option to revenge kill anything that you cant outspeed and 2HKO or underspeed and OHKO. Of course it doesnt effect electric and ground types, but still, it's useful move.
 
Updated to include all of the first page. Important notes.
EV SPREADS FOLLOW THIS KEY
  • HP
  • Atk
  • Def
  • SpA
  • SpD
  • Spe
I don't care about PS importables, just use this format!
Also, the gender from a PS importable isn't necessary either.
 
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Gliscor

Role: Defensive Wall

Gliscor@Toxic Orb
252 HP/184 Def/72 Spe
Impish Nature
-Protect
-Substitute
-Toxic
-Knock Off/EQ/Ice Fang

Role: Physically Defensive Wall

What it does: The standard annoying wall from hell appears! Standing out with 75/125 Bulk on the physical side coupled with fantastic typing allows it to wall many threats on the physical side. The EVs are the standard variation, which is the common set up. The idea of this set is coming in on many physical attackers like Scarfchomp (Scarfed Garchomp), Tyranitar, etc... Now, you see, you may think that these pokemon have ways of getting past Gliscor, but with Gliscor's sheer defence, nothing short of extremely strong Ice type moves are going to OHKO from the physical side. Most situations are similar to this: Bring Gliscor in on the physical attacker, such as Terrakion, Landorus-T, SD Aegislash, Dragonite,, and do the appropriate thing. In Aegislash and Terrakions' case, EQ is a great move to end there little party. In Dragonite and Landorus-T's case, Toxic/Ice Fang will make sure that you can stop whatever staying power they had (Beware of Weakness Policy Dragonite, where you should Toxic first!). Now, once this is done, you have some options. If you outspeed them (base 95 with some invested isn't so bad), Stall with Protect/Substitute, where Toxic Heal becomes ridiculously annoying for your opponent. If you don't outspeed, try to predict around them and anticipate their next move, as they will surely plan a switch once they see their Physical attacker stopped in its tracks.

However, don't limit yourself with those moves, as Gliscor has access to moves like Defog, Stealth Rock, Taunt, Baton Pass and so on. It doesn't just have to run the standard set, use whatever you need or what your team sees fit, as Gliscor has that option unlike some other physical walls. Offensively, it as U-Turn, which can also offer some decent momentum grabbing to get the most out of stopping a physical sweeper.

Good Teammates: What does this mean? Some good teammates are needed! Well, as you have noticed, Gliscor's special defence hasn't been touched on as much... because you get maimed by majority of Special attacks. Solution? A solid Special wall like Jellicent, who resists its common Water and Ice weakness is greatly appreciated, and it can support even further if Will-o-Wisp support is needed. Blissey is also amazing if you want that unbreakable feeling from both spectrums of offence. Anything that can really take those Special attacks generally makes a great partner. If you find that momentum is needed, Specially Defensive Rotom-W is great for switching in to those attacks, and using Volt-Switch to gain you some momentum.

What counters it: As already mentioned, Special moves either severely dent or KO it, and strong Ice Moves from either side will do a ton as well. Pokemon like Starmie or Greninja completely step on Gliscor, as it can't take an SE Special hit for its life. Taunt also stops it to some extent, and will often leave it unable to do anything but EQ or attack with a less-than-ideal attack, which is undesirable, so Gliscor will often switch in these situations.

Currently working on it, so feedback to make this better would be fantastic.....

Also, if we are allowed to call dibs, Mega Manectric and Mega Absol/Pinsir would be some interesting ones I would like to see if I could write up.
 
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Do Not Use Unless you absolutely and utterly have to

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Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Stealth Rock
- Earthquake
- Rapid Spin
- Knock Off / lol Ice Shard

Role: Rapid Spinner

What it does: The ability to set up Stealth Rock, Spin away hazards, and take some physical hits may look appealing at first, but Donphan simply isn't a very good choice in the current OU metagame for a variety of reasons. It recieves quite a bit of competition in the role of a hazard clearer from Pokemon such as Lati@s, Zapdos, Mandibuzz, Skarmory, and Excadrill thanks to the Defog buff for the former and the unbanning of the latter, and most of the time one of these Pokemon or another one not mentioned here will fit your team better than Donphan could. Excadrill usually fits offensive teams much better than Donphan thanks to its higher Attack stat and Mold Breaker ability, while Zapdos, Mandibuzz, and Skarmory usually fit defensive teams a bit better because of their ability to check very important threats that Donphan can't, such as how Zapdos and Skarmory check Mega Pinsir, and because of their access to reliable recovery to let them stick around longer, something Donphan wishes it had. Things are even bleaker as a Stealth Rock, where Donphan recieves competition from a wide range of Pokemon including Landorus-T, Garchomp, and Hippowdon, who outside of Rapid Spin are pretty much outright better at the role of a Stealth Rock setting Bulky Ground-type than Donphan. All in all, its pretty obvious that Donphan isn't something that you can slap on any old team and expect to work like a lot of people seem to think, its a very niche Pokemon and should only be used if a team absolutely needs its very specific set of traits to function effectively, and even if that's the case, the team can often be edited to the point that Donphan is no longer needed.

What counters it: Ghost-types such as Gengar, Sableye, and the Grass/Ghosts can stop Donphan from performing its main job: Rapid Spinning due to their immunity to the move, although some of these do admittedly need to be careful around Earthquake and Knock Off, respectively Otherwise, Rotom-W is an excellent counter, immune to Earthquake and doesn't take much from Knock Off or Ice Shard and can either fire off a Hydro Pump or Burn Donphan in return. Mega Venusaur is too bulky to really care about anything Donphan can throw at it and can easily 2HKO Donphan with Giga Drain, while recovering off all damage with Synthesis. Skarmory pretty much stonewalls Donphan outside of an EQ on a predicted roost, can wear Donphan down with Brave Bird pretty easily, phaze it out, and remove its Stealth Rock with a Defog. Kyurem-Black is an excellent check, having the bulk to take pretty much any move from the Elephant of Lame, and can Ice Beam for the OHKO in return because of Teravolt ignoring Sturdy.

Any Additional Info:

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Don't kill me
 
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What to use!
excadrill.gif

Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide/Iron Head/Shadow Claw
- Rapid Spin
- Stealth Rock
Role: Hazards Remover

What It Does:
Despite being in a metagame with a new form of remover to compete with, Excadrill is still one of the top ways of removing hazards whilst having yours on the field. It's defensive typing allows it to switch in on various Pokémon and moves, including that great immunity to Electric and the now buffed Poison. Mold Breaker allows it to hit through those pesky Levitate Pokémon, like Rotom-W and Gengar, and it can use Stealth Rock on Espeon and the uncommon Absol with this gift. It's rather worrying Attack stat allows it to hit through opponents at a superior rate than other Spinners, like Starmie and Forretress. This allows it to terrorize even the Spinblockers, something that made it special in Uber last gen. If you are faced with the more durable Spinblockers, like Trevenant and Jellicent, you could use Shadow Claw to land some quick damage on them. Despite Rock Slide could be used for the Ground/Rock combination and Iron Head is notable for gaining STAB, defeating Fairies, a type which Excadrill outspeeds a large amount of, and getting some lucky flinches. This particular set also allows it to outspeed certain Stealth Rockers and, with use of the Air Balloon, it can switch into fast users of the move, like Garchomp and Landorus-T. The 60/65 defenses don't look great on paper, but when backed by 110 HP and that defensive typing, it shouldn't really be an issue.

Good Teammates: The obvious, Pokémon that enjoy hazard removal: stuff like Charizard, Pinsir, Dragonite and Talonflame. Although certain wallbreakers could help it nullify it's counters: popular ones such as Tyranitar and Garchomp come into mind. Azumarill and Rotom-W are also useful for synergy purposes. Rotom-W is good for getting quick defeats on Landorus-T and Gliscor whilst resisting it's weaknesses. Azumarill, in particular, is useful for defeating those pesky Fighting types, Excadrill can also laugh at Azumarill's weaknesses execpt for Grass. Overall though, it is who it helps rather than what helps it.

What Counters It: Fighting types can check Excadrill with either their high speed and strong attacks, like Lucario, Keldeo and Breloom, or stomaching what it has to throw at them and then slugging it with their strong moves, like Conkeldurr and Chesnaught. Azumarill, Greninja, Charizard and Talonflame can also make quick work with their strong attacks, high speed and, in Azumarill's case, priority. Both Landorus forms, Garchomp and Gliscor can easily defeat it as well. Despite this can only be done with Air Balloon, particularly with Garchomp who is hit hard by Excadrill's onslaughts.

Any Additional Info: If you already have a Stealth Rock user in your team, you may as well ditch it and use either Swords Dance or one of the other attacking moves. When using the former, don't get greedy on Swords Dance boosts, you could be asking for trouble when Sturdy users like Skarmory or very bulky Pokémon like Hippowdon enter. When using the latter, an Assault Vest could be considered with less investment in Speed and more in HP and Special Defense. It could allow you to survive Scalds and Sheer Force Landorus' Earth Power. Despite switching on Gliscor is also handy. Use the Assault Vest wisely.
 
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What to use:

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 64 Def /192 Spe
Impish Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock

Role: Pivot/Hazard Setter

What it Does:
Landorus-T is still as good as ever, possibly being even better this gen as Landorus-T keeps in check some powerful threats after Intimidate, such as CB Talonflame, Mega Tyranitar, Mega Pinsir, and more. Like other pivots, Landorus-T has a very good defensive and offensive typing, which allows it to resist common moves such as Close Combat, U-Turn, and Sludge Bomb.(Okay the last one isn't that common.).It also boasts immunities to electric and ground, which is huge, considering how common these moves are. Examples are Earthquake and Non-Rotom-w Volt Switchers. Landorus-T also has the coveted SR, preventing Talonflame and more from freely switching in and out. Stone Edge is for fire and flying types(yes i am that paranoid about Talonflame), U-Turn is a great move on a pivot, predicting switches and gaining momentum, and Earthquake is just your standard hard hitting STAB move off Landorus-T's beastly 145 Atk stat. You can opt to go for HP Ice, but the Hidden Power nerf and the low base power compared to Stone Edge is usually not worth it. Note that HP Ice can be used to lure in opposing Landorus-T and Gliscor and hit them hard. Superpower is also a option, but there's not much use to it other than some extra coverage against stuff like Mamoswine. The EVs let it outspeed Jolly Max Speed Mega Tyranitar, but feel free to invest in more Def or SpD if you need to.

Good Teammates: Landorus-T shines on more balanced teams due to the ability to switch in, take a hit, and hit hard. Because Landorus-T is a pivot, and it has access to U-Turn, a VoltTurn combo is good to keep pressure on the opponent, so pokemon like Rotom-W, Genesect, Scizor, and Talonflame make good partners. Pokemon that benefit from getting free switches work as well, especially frail pokemon who can't take a hit like Landorus-T's ability to take a hit and get out of there, so as a result, Lucario, Tyranitar, Garchomp, and other powerful sweepers appreciate Landorus-T.

What Counters It: This set has its fair share of counters, similar to other Landorus-T sets. Not much can take a STAB Earthquake or a Stone Edge, but Skarmory is the best counter, because it walls this set, it can Defog the hazards away, it can set up its own, and can Roost off the damage taken. However, it must be wary of U-Turn granting free switches to pokemon it hates, as well as breaking Sturdy. Mamoswine and other bulky Ice Type pokemon are also good counters, destroying Landorus-T, but they have to remember that they will be taking a lot of damage from the EQ/Stone Edge coming in. Many checks exist due to Landorus-T's somewhat bad speed, so pokemon like Starmie can revenge kill it.

Any Additional Info: SR can be ditched if you have a SR user, and the gimmicky Gravity can be used to hit flying steel/electric types, but other than that, Landorus-T doesn't need to be changed much.
 
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moonbase Your write-up has serious issues with grammar, spelling and presentability. See Molk's post below for a guideline on what yours should be comparable to.
finncent1 Same with you.
MasterLemon A few posts up, I mention about EV spreads. While I could do it myself, that isn't my job. Order the EVs in the order given and use the correct abbreviations.
 
Here's another bad boy that's been catching eyes recently: Bisharp!

USE


Bisharp @ Dread Plate / Life Orb / Leftovers

Ability: Defiant

EVs: 252 Atk / 4 SpD / 252 Spe

Jolly Nature

-Knock Off
-Sucker Punch
-Iron Head
-Swords Dance

Role: Physical Sweeper / Wallbreaker

What It Does: Bisharp is a phenomenal pokemon despite his low speed and somewhat disappointing defenses. With Knock Off, Bisharp can hit exceptionally hard while being an extremely difficult pokemon to switch into. Nobody wants to lose their item, especially when it comes with taking a STAB'd 97 Base Power attack. Knock Off optimizes his wallbreaking ability as many defensive pokemon are dependent on their items, and Knock Off will hit very hard. Sucker Punch is a priority move and patches up the bad speed while being a strong attack, but it can be unreliable if your opponent doesn't have all attacking moves (it only works if your opponent attacks on the same turn, it will fail if the opponent uses a non-attacking move). As such, use wisely. Bisharp's ability Defiant means he gets +2 Attack if he has his stats dropped, allowing him to get a free SD off of the likes of Sticky Web or Defog. Because of this he is invaluable for teams that don't want Web on their field or anyone wanting to take advantage of the opponent Defogging. Bisharp hits extremely hard unboosted or not and can punch holes in a team or at least cripple them with Knock Off, while being able to sweep with Sucker Punch and some prediction.

Good Teammates: Bisharp is weak to Ground, Fire, and 4x weak to Fighting. Something that resists those weaknesses could be very useful. Examples include Gyarados and Dragonite. He is prone to being burned because of his low Speed and Will-O-Wisp causing Sucker Punch to fail, so either a status absorber like Conkeldurr or a cleric like Blissey (note Blissey and Bisharp are both weak to Fighting) would be valuable. He also pairs well with Fighting types who would appreciate having any Fairy or Psychic types removed from the field, and with grounded fast pokemon like Keldeo or Greninja who hate Sticky Web. Bisharp doesn't need much in the way of support, he's mostly a solo performer who provides support to your team with Knock Off, and Defiant discouraging any stat droppers.

What Counters It: Fighting types in general do well against Bisharp, especially if they have Mach Punch. Conkeldurr can take any hit and OHKO back, Infernape and Keldeo resist both of Bisharp's STABs. Bulky ground types like Gliscor or Hippowdon can also handle Bisharp very well, and rough Bisharp up with Earthquake. Note that Gliscor should already be poisoned, having your Toxic Orb removed before you're poisoned sucks. Quagsire can ignore any Attack boosts with Unaware and use Scald.

Any Additional Info: It's hard to adequately convey how good Bisharp is. He was UU last gen but this time around it's all gone Bisharp's way. He's gotten everything he could have asked for: An upgrade to his STABs allowing him great coverage with just those, a much better main attack in Knock Off, slightly fewer Fighting types to overkill him, several new stat droppers with which to abuse Defiant, and a new type to destroy with Iron Head. I heavily advise you just try him out and, provided you play him well, you will not be disappointed.

EDITS MADE: EVs, Formatting, Spelling, and Added Definition.
 
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Scizor @Scizorite
Ability: Technician
EVs: 252 HP / 4Def / 252 SpD
Careful Nature
- Roost
- U-turn
- Defog
- Bullet punch

Role: Mixed wall/Support

What It Does: While Mega scizor usually takes the role of a bulky set-up sweeper (which has almost the same moveset, just replace U-turn and Defog with Bug Bite and Swords dance, and use 12 attack EV's), but a support set works surprisingly well. Scizor is one of the few hazard clearers that is not weak to stealth rock, together with Skarmory and Latias. Because of its solid typing and great defensive base stats, scizor can do an amazing job of mixed walling.

Good Teammates: Scizor hates fire, so it might need Rotom-W, as it easily deals with the likes of Talonflame and Heatran, and it creates a solid VoltTurn core. Other good teammates are Togekiss (which can support him with paraflinch) and Clefable (which can absorb status and set up).

What Counters It: As mentioned above, Talonflame and Heatran easily take him out with little fear in the process. It also fears the brute strength of mega-Lucario and Mega-Pinsir, as many pokemon do. Volcarona can set up on him without any trouble.

Any Additional Info:
 
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Scizor @Scizorite
Ability: Technician
EVs: 252 HP / 4Def / 252 SpD
Jolly Nature
- Roost
- U-turn
- Defog
- Bullet punch

Role: Mixed wall/Support

What It Does: While Mega scizor usually takes the role of a bulky set-up sweeper (which has almost the same moveset, just replace U-turn and Defog with X-scissor and Swords dance, and use 12 attack EV's), but a support set works surprisingly well. Scizor is one of the few hazard clearers that is not weak to stealth rock, together with Skarmory and Latias. Because of its solid typing and great defensive base stats, scizor can do an amazing job of mixed walling.

Good Teammates: Scizor hates fire, so it might need Rotom-W, as it easily deals with the likes of Talonflame and Heatran, and it creates a solid VoltTurn core. Other good teammates are Togekiss (which can support him with paraflinch) and Clefable (which can absorb status and set up).

What Counters It: As mentioned above, Talonflame and Heatran easily take him out with little fear in the process. It also fears the brute strength of mega-Lucario and Mega-Pinsir, as many pokemon do. Volcarona can set up on him without any trouble.

Any Additional Info:
Nice analysis. However, I'd like to point out that with Technician, Bug Bite is stronger then X-scissor. Also, why the Jolly nature? Is that a typo? Jolly is +Speed and -SpAtk.
 
212-m.png

Scizor @Scizorite
Ability: Technician
EVs: 252 HP / 4Def / 252 SpD
Jolly Nature
- Roost
- U-turn
- Defog
- Bullet punch

Role: Mixed wall/Support

What It Does: While Mega scizor usually takes the role of a bulky set-up sweeper (which has almost the same moveset, just replace U-turn and Defog with X-scissor and Swords dance, and use 12 attack EV's), but a support set works surprisingly well. Scizor is one of the few hazard clearers that is not weak to stealth rock, together with Skarmory and Latias. Because of its solid typing and great defensive base stats, scizor can do an amazing job of mixed walling.

Good Teammates: Scizor hates fire, so it might need Rotom-W, as it easily deals with the likes of Talonflame and Heatran, and it creates a solid VoltTurn core. Other good teammates are Togekiss (which can support him with paraflinch) and Clefable (which can absorb status and set up).

What Counters It: As mentioned above, Talonflame and Heatran easily take him out with little fear in the process. It also fears the brute strength of mega-Lucario and Mega-Pinsir, as many pokemon do. Volcarona can set up on him without any trouble.

Any Additional Info:
Tbh, a physically defensive spread is generally better, as Scizor has a better typing for this. Also, you don't want Jolly nature, a defense boosting nature is superior.
 
First post on here, so bear with me, sorry :X

USE

Dragonite @ Weakness Policy
EVs: 4 HP / 252 ATK / 252 SPE
Nature: Jolly
Ability: Multiscale
- Dragon Dance
- Dragon Claw
- Earthquake
- Fire Punch/ExtremeSpeed

Role: Physical sweeper

What it does: Multiscale ensures Dragonite can live most super effective hits (barring stuff like Greninja's Ice Beam and multi-hit moves like Rock Blast and Icicle Spear) and gives him a chance to set up while at the same time activating Weakness Policy, putting him at +3 attack and +1 speed after only one turn of boosting. Looking for SE hits isn't really difficult either with Dragonite's multiple weaknesses. A Jolly nature ensures he can outspeed Max speed Greninja and Noivern. Dragon Claw provides this friendly giant with reliable, accurate STAB while Earthquake hits most Steel types and Fairy types. The final moveslot can be dedicated to either Fire Punch (to hit Skarmory and Ferrothorn) or ExtremeSpeed to deal with Talonflame and (Mega) Lucario who can both take Dragonite down with priority moves.

Good Teammates: Stealth rock pretty much renders this set useless so having a Defogger or Rapid Spinner is very useful. Because of this, Empoleon, Excadrill et al are good teammates for Dragonite.

What counters it: Air Balloon Heatran can take a boosted Dragon Claw, shrugs off ExtremeSpeed and loves getting hit by Fire Punch with its ability, Flash Fire. It can then proceed to take down Dragonite with Hidden Power Ice. Anything with priority can also kill Dragonite if it doesn't have ExtremeSpeed (Metagross and Lucario in particular can take an ExtremeSpeed then KO Dragonite with Bullet Punch). Pokemon with Unaware negate its boosts and can wear it down with Toxic or KO it outright, like Clefable with Moonblast.

Additional Notes: An extremely fun set to use, even if you're just getting started with competitive battling. A little bit of prediction is required for getting those super-effective hits on you but once this thing is set up it can rip through unprepared teams with ease.
 
Not a fan of WP Dragonite. Multiscale helps the situation, but he's still far too vulnerable to ice to ever want to come in on it. Especially since he's reduced to near uselessness if he comes onto anything that can remove multiscale, and without a lum berry, status will gut his sweep.

WP is for pokemon with lots of less crippling weakness that they can easily shrug off. Dragonite has a medium-ranged 4, most of which are to some of the most powerful attacking types in the game, and mainstays of the meta.
 
Not a fan of WP Dragonite. Multiscale helps the situation, but he's still far too vulnerable to ice to ever want to come in on it. Especially since he's reduced to near uselessness if he comes onto anything that can remove multiscale, and without a lum berry, status will gut his sweep.

WP is for pokemon with lots of less crippling weakness that they can easily shrug off. Dragonite has a medium-ranged 4, most of which are to some of the most powerful attacking types in the game, and mainstays of the meta.

Can't disagree with that, but Dragonite has respectable bulk even without defensive EV investment. As mentioned as long as it isn't severely powerful it will be able to survive, set up and then kill.

I actually used it in tandem with a dedicated Mienshao lead with Taunt and U-Turn to keep hazards off the field; will update my post in a bit
 
386-s.png

Deoxys-S @ Focus Sash
Ability: Pressure
EVs: 152 HP / 156 Atk / 200 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt / Magic Coat
- Fire Punch / Superpower

Role: Lead / Hazard Setter

What it does: Deoxys-S is one of the greatest leads that have ever graced the metagame so far enough that it was banished to Ubers in previous generations. With the Defog buff however, hazards are easier to remove, but that doesn't take anything away from Deoxys-s' from almost guaranteeing that at least SR gets up. Deoxys-s works as a suicide hazards lead on Hyper Offensive teams by setting up as many sets of hazards as it can so sweepers can take advantage of constant switches they force allowing for easier KOs. Very few things can prevent Deoxys-S from getting up hazards which is why it's one of the most popular hazards setter in the game. What makes it so good is it's sky high speed, outspeeding the whole unboosted metagame and even scarfers! It can outspeed up to Scarf Garchomp but for this set's purpose, it's EV'd to outspeed Scarf Genesect and OHKO it with Fire Punch.

Good Teammates: Teammates who can abuse the hazards that Deoxys-S lays on the field are great teammates. Defiant users such as Bisharp and Thundurus can nab a free +2 Attack boost and proceed to hit extremely hard with their respective STAB attacks. Hazards also break down opposing walls so sweepers such as Mega Lucario, Manaphy and Mega Charizard X would love entry hazards on the opposing team to turn 2HKOs into OHKOs and 3HKOs to 2HKOs.

What Counters it: Defining a counter for this Deoxys-S set is something who can prevent Deoxys-S from getting hazards up. Magic Bounce users such as Espeon or Xatu are number one on the list as their ability alone prevents Deoxys-S from getting any hazards onto the field. Opposing Deoxys-S with full speed investment can either Taunt or Magic Coat hazards.

Extra Information: This set should be used ONLY on Hyper Offensive teams as Deoxys-S cannot come back and re-set hazards mid-late game as more likely than not it's going to be dead.
 
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Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
- Calm Mind
- Wish
- Protect
- Moonblast

Role: Late Game Sweeper / Support

What it does: Unaware Calm Mind Clefable is an absolute nightmare against unprepared teams. With an excellent typing, amazing ability, and good defense, Clefable can use Calm Mind to boost and attempt a late-game sweep with STAB Moonblast. It's extremely difficult to counter, because the opponent can't hope to stop it by boosting alongside it. Since it's very difficult to stop this Clefable, it makes a great win condition. However, don't make the mistake of saving it exclusively until late-game! Unaware Clefable is useful earlier in the match to check dangerous set-up sweepers like SD Garchomp, DD Dragonite, or DD Mega Gyarados. It can provide Wish support for the team as well.

Good Teammates: Good teammates for Clefable include those that can eliminate most Steel-types, such as Heatran and Magnezone. Landorus-I and Kyurem-B also makes a good teammates for breaking the common Heatran-Venusaur defensive core, both of which trouble Clefable. Excadrill is a great choice because it does well against both Steel and Poison types, and can provide Rapid Spin and Stealth Rock support.

What Counters It: Steel-types such as Scizor, Genesect, Aegislash, Excadrill, and Heatran work well, because they resist Clefable's Moonblast and can hit back hard with super effective Steel-type attacks. Poison-types such as Mega Venusaur, Roserade, Tentacruel, and Gengar can also take out Clefable with Poison attacks. One of the most reliable ways to stop CM Unaware Clefable is Taunt and/or Toxic users. Crobat is a great Taunter that resists Moonblast and can also cripple Clefable with Toxic.

Additional Info: Don't attempt to sweep until late-game when Clefable's counters have been removed. Keep in mind that opposing Toxic users should be removed as well. Moonlight can be used over Wish to free up a moveslot on this set. A Magic Guard variant of the same set works very similarly (and has access to Softboiled), but instead of fearing residual damage, it instead fears boosting attackers.

Regardless, I believe Magic Guard is a whole lot better as for one, I believe you can use Softboiled now so that opens up a free moveslot. Second of all, so many things can pack Toxic that you cannot prepare for every single one and expect them to all be eliminated endgame which is sure the ideal situation but almost never always the case. Anyways, the extra moveslot can be used for something such as Stored Power or Cosmic Power.

edit; Sorry for double post.
 
(where do I get the fancy new gen 6 sprites?)

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Skarmory @ Leftovers
Ability: Sturdy
EVs: 224 HP / 252 Def / 32 SpD
Impish/Bold Nature
- Stealth rock/ Brave Bird
- Whirlwind
- Defog
- Roost

Role: Hazard Remover/Hazard Setter/ Physical Wall.

What It Does:
Skarmory is one of the best defoggers in the game. Skarmory's physical bulk and steel/flying typing allows it to switch into almost every stealth rock setter with ease (baring fire blast Tyranitar, FB Garchomp, and Heatran), as most stealth rock setters rely on Edge/Quake coverage. Steel/Flying is better defensive typing than Mandibuzz's dark/flying which allows it more switch ins and resistances. Additionally, its typing makes it neutral to stealth rock, allowing it to switch into it more times and more easily.

Another thing that sets Skarmory apart from other defoggers is the ability to set stealth rock as well as remove it. This gives it complete hazard control. This means that Skarmory can choose when it wants rocks up, when it wants no one to have rocks, and if the opponents stealth rock setter is fainted, to clear their rocks and immediately set up its own. Like Mandibuzz, Skarmory has whirlwind which prevents anything from setting up on it, and preserves momentum, allowing it to even be used on offensive teams. Roost is the other staple, in order to keep it alive.


Good Teammates: On offensive teams, Skarmory doesn't need a whole lot of support, as its doing most of the supporting itself. It works well with mons that need total hazard control, such as Charzard, Thundurus, Talonflame, or Volcorona.

On stall and semi-stall teams, Skarmory works best in defensive cores such as Skarmory/Chansey/Mega-Venesaur. Heatran makes a decent partner as it can absorb fire moves aimed at Skarmory and takes special hits in general pretty well. Keeping stealth rock off the field allows SR weak pokemon such as Gyrados or Moltres to be used.

What Counters It: For starters, though Skarmory is a great physical wall, pretty much any special attacker can force Skarmory out, as it has low HP and special bulk. Magnezone is worth note for being able to trap Skarmory, although its very rare and has other issues with staying afloat in the OU environment.

I'll divide the rest of its counters into two sections: stealth rocks setters that prevent Skarmory from clearing them, and physical attackers that can get through Skarmory.

Deoxys-s (and theoretically any other mon with stealth rock and taunt faster than Skarmory) is the biggest thorn in Skarmory's side. Heatran is able to set up rocks as well, and can KO any Skarmory with lava plume. Finally, some stealth rocks setters such as Garchomp and Tyranitar run fire blast though Skarmory can generally survive it and clear hazards once.
4 SpA Tyranitar Fire Blast vs. 224 HP / 0 SpD Skarmory: 204-242 (62.3 - 74%)
4 SpA Garchomp Fire Blast vs. 224 HP / 0 SpD Skarmory: 178-210 (54.4 - 64.2%)

Physical mons that can get through Skarmory's massive defenses include choice band-Terrakion, Aegislash, band-Talonflame, and Kyruem-B.

Any Additional Info: Spikes is still an option on Skarmory, but shouldn't be used on the same set with defog, as it takes too much time to invest in to just clear away. Custap berry is no longer available, though suicide leads aren't great anymore anyways. Rocky helmet is also an option, as its massive physical bulk allows it to sponge many contact hits. However, it really misses the passive recovery leftovers brings.
 
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What to use:
pinsir-mega.gif


Pinsir @ Pinsirite
Ability: Hyper Cutter/Moxie
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Quick Attack
- Earthquake
- Return/Frustration
- Swords Dance

Role: (Primary) Late-game Physical Sweeper, (Secondary) Wall-breaker

What It Does:
Mega Pinsir is a bug/flying cutemon with big pointy horns. That being said, he's great at acting as a late-game cleaner and obliterating a weakened team with his base 155 attack and fast 105 speed. His ability, Aerilate, grants him STAB on normal type moves and provides a 30% increase in damage (it's sort of like having a Life Orb without recoil when using a normal move). Anyway, Mega Pinsir can typically be viewed as a win condition after a swords dance boost as long his checks and few counters are dealt with (see below). Seriously, this little bug can two shot fully defensive gliscor and slowbro (two premiere physical OU walls) after a Swords Dance, and nothing that isn't named Skarmory/Rotom/Zapdos can switch in on it. That being said, Mega Pinsir does require conservative playing and hefty team support. He has a 4x weakness to Stealth Rock and he's weak to the common moves of electricity, fire, ice, rock, and flying. Needless to say, Rapid Spin or Defog support (or both for insurance) is a requirement. However, Pinsir won't let you down if you can put a large dent in the other team. Jolly Nature is in order to outspeed +speed nature base 100s such as Garchomp (102), Manaphy, Jirachi, Volcarona, Thundurus-T (101), Mega Medicham, Mega Gardevoir, and Landorus (101).

Quick Attack is for Priority and gains STAB + 30% Aerilate Bonus giving the move a base power similar to Extremespeed. Generally speaking, unboosted Quick Attack can usually take out a mon that's under 30% health.

Return is Pinsir primary attack which boasts a whopping base power of 200 after the bonuses are applied. If you don't want ditto stealing your Swords Dance boosts and revenge killing you, go with Frustration because most Showdown users run max happiness. So Ditto will be using a very weak move.

Earthquake is there for amazing Ground/Flying coverage. Everything that resists flying is hit super-effectively by ground moves and vice versa.

Swords Dance is obviously the boosting move that allows you to sweep.

Good Teammates: Pinsir needs rapid spin support and likes having a hazard setter to place entry hazards stacked on the opponent's field (however, having a speedy defog user like Latios as well acts as an insurance policy in a bad situation). But keep in mind, you want your team to be defensively diverse as possible to force more switches and have resistances on incoming. So in other words, choose the spinner (Excadrill/Tentacruel/Starmie/Forretress/Donphan) that keeps your team from sharing too many common weaknesses. Also, you need a special attacker that can deal with Skarmory (Pinsir's most common counter).Rotom-W, Thundurus (who forces Skarmory out and can boost with a Nasty Plot set), and Rotom-H are all excellent choices. Remember, Rotom-W is one of the most versatile Pokemon in the game and keeps momentum with Volt Switch. You should a bulky physical set (252 hp/252 def) so he can deal with Talonflame (one of Pinsir's most common checks). In addition, specially defensive Heatran makes a great partner (epsecially when used in a defensive core with Rotom-W). Heatran has great bulk, Immunity to Fire, and the ability to set up Stealth Rock. Finally, Heatran can phaze boosted threats with Roar. If you need a status absorberthat can hit hard, then look no further than Assault Vest Conkeldurr (252 attack/252 sp.def). Conk can take physical and special hits well (and Drain Punch gives him recovery). On top of that, Conk can ease prediction in many situations, making him a great asset for a Pinsir team when dealing with Prankster mons (who often use Foul Play which Conkeldurr resists).

What Counters It: Only three things in the OU meta can counter a healthy Mega Pinsir and that's Skarmory, Zapdos, and Rotom who can switch in on any move and stall/cripple/KO pinsir. In addition, Stealth Rock on your side of the field is a death sentence because switching Pinsir back in takes out 50% of his health. However, besides the aforementioned counters, be wary of Pinsir's many checks. Landorus-T with intimidate is a hassle and he can OHKO Pinsir with stone edge or make him less of a threat. Also, on a free switch in after an opponent's mon faints, there's are many fast special attackers that can come in and OHKO Pinsir with a Special Move. Electric types are pretty common because they can survive a Quick Attack (even if Pinsir is boosted by +2). Some examples are Jolteon, Raikou, and Heliolisk,

Finally, Talonflame is Pinsir's number one check. His Brave Bird is a OHKO and you can assume that all Talonflames will be running 208 speed ev's in order to outspeed Mega Pinsir's Quick Attack. Be sure to have a talonflame check or counter such as Heatran or Rotom-W in order to eliminate this guy.

Any Additional Info:
You can out prioritize Talonflame's Brave Bird by replacing Quick Attack with the move feint, however, you lose out on QA's damage output for every other situation. But a +2 Feint after stealth rock damage will beat the bird.

I personally believe that your team should have counter to talonflame since it's one of the best revenge killers in OU, but Pinsir sort of has a niche answer for him.
 
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Deoxys-D
deoxys-defense.png

Deoxys-D@Red Card/Leftovers
252 HP/128 Def/128 SpD or 252 HP/ 252 Spe
Impish/Calm or Jolly/Timid
-Stealth Rock
-Spikes
-Thunder Wave
-Magic Coat/Taunt

Role: Hazard Setter

What it does: Sets Hazards like nobody's business. With access to Taunt/Magic Coat, Stealth Rock and Spikes, and the raw bulk of 50/150/150 invested in, it can take hits very well, easily enough to get down many layers of hazards, as well as provide T-Wave support, which is invaluable. Adding Red Card to the mix allows you for a random paralysis shot when they opt to attack you, while one can run Leftovers for greater survivability overall. The general idea is to come in a the start, or "lead" with this,wait for an incoming attack, and on that turn use Thunder-Wave to cripple a random pokemon. Next, see how many layers you can drop while checking Deoxys-D's health. When you think you are in KO range or weakened, switch out to a teammate and go from there, and watch as the hazards slowly stack up. Now, heres the main reason why you would pick this over Deoxys-S. You can bring Deoxys-D back in the fray, and it can still set up after a Defog/Spin, which is a massive advantage. Alternatively, after Deoxys-D has set your preferred amount of hazards, it can come back mid-game for Thunder Wave and and Magic Coat/Taunt Support.

Good Teammates: Anything that appreciates hazards or needs them to rack up passive damage (which is often the case on Stall Teams), greatly appreciated Deoxys-D ability to set hazards at any time. A popular partner is Bisharp, forming the ever so fantastic "DeoSharp combination. Basically, When the opponent attempts to Defog your Hazards, Bisharp can come in and get a free +2 Boost with Defiant, and proceed to do its own thing like Set up a Substitute, Knock Off, etc.. Ghost Types in general make good partners, as they allow Deoxys-D the ability to set up hazards with impunity, while being able to spinblock the opponents Rapid Spins. Trevenant is arguably the best for this job, as it beats Excadrill, the #1 spinner in OU right now.

What Counters it: Deoxys-D's that lack magic Coat are completely stopped by a faster/Prankster Taunts, which is becoming increasingly more common. Defog and Rapid Spin completely negate its efforts, so a Spin-blocker/Defog Repellent is greatly appreciated. However, Deoxys-D has a very nice speed tier for a Defensive pokemon, so with Taunt, you can outspeed some Mandibuzz/un-invested Togekiss and Taunt them before hey can Defog your hazards. KOing Deoxys isn't too difficult, as strong SE/Stab attacks will take ot down eventually.

Additional Information: Deoxys-D also has options like Recover, Seismic toss, Toxic, Recycle+Lum, Knock Off, and other utility moves at its disposable, which can easily be replaced with Thunder Wave. In this case, Replace Red Card for leftovers for more passive recovery, which greatly helps out Deoxys-D stay alive just a bit longer. Something important is that Deoxys-D can be used with a different EV spread, to maximize Speed for its fastest Taunt possible, albeit it sacrifices some bulk.
 
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