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Flygon gets Earth Power? Epic! The main problem is that base 80 Special Attack is much lower than Base 110.

Gastrodon @ Focus Sash
252 HP/220 Def/36 SDef Bold
Counter
Mirror Coat
Recover/Rest
Harden/Sleep Talk/Filler

A bit too frail for OU, but a decent faux-Wobbufett for UU. Recover is nice, but you might like Rest's full recovery better.
 
@VKM: That Flygon is a great Idea! I might breed myself if I have some time.

Wailord @ Leftovers
124 HP / 132 DEF / 252SPDEF
Sassy
Water Veil

~Curse
~Earthquake
~Avalanche
~Hydro Pump / Water Sprout / Waterfall / Rest

Watersprout for Trick room teams, Rest of for longevity and Waterfall or Hydro pump for a Physical/Special STAB.

Still needs a little help the EV spread.

Very similar to a Snorlax set; but you change the better attacking coverage for overall lower defenses. You also exchange either immunity to posion or resistances to ice/fire for an immunity burn.

The HP EVs gives a leftovers recovery of 32 per turn.
 
Here's a good Technician abusing bulky Hitmontop for you all to spin with:

Hitmontop @ Life Orb/Leftovers
Technician
Adamant 252 HP / 252 Atk / 4 Def
Fake Out
Mach Punch
Pursuit
Aerial Ace/Triple Kick/Rapid Spin

Abusing Technician to gain priority on something with above-average everything but Speed is fun! Fake Out does what it does, 80 BP Mach Punch is a heavy hit behind a decent Attack stat. Pursuit is boosted by Technician if they don't switch, making it a good Gengar killing move and for hitting everything but Heracross neutral+. Aerial Ace hits said Heracross, whilst Triple Kick is for Tyraniboah and Rapid Spin was practically inspired by Hitmontop. Bullet Punch would be redundant with Mach Punch.
 
Hitmontop @ Life Orb/Leftovers
Technician
Adamant 252 HP / 252 Atk / 4 Def
Fake Out
Mach Punch
Pursuit
Aerial Ace/Triple Kick/Rapid Spin

I actually fought a Hitmontop like that awhile ago in an UU match. Pretty annoying, but weak when faced with a tank since it doesn't have much real power behind it's attacks.
 
The intimidate set is considerably better than Technician if you're not Choice Banding. 'Top makes a for very unique tank but lacks the power to be an all-out sweeper.
 
You know, I've been getting this funny idea of trying to use Heatran's base 90 attack. Right now, this is what I have in mind:

Heatran @ Choice Band
252 atk, 252 s.atk, 6 hp
Naughty nature
- Iron Head
- Earthquake
- Overheat
- Explosion

Its Metagross Lite, only it also has Overheat to go off its special attack and deal some massive damage. Kind of a mixed Heatran, but it 1HKO's (if lucky) or 2HKO's most Blisseys, which is possibly the most common switch-in to this guy. Once their Blissey takes the Iron Head they'll probably switch, and next time Heatran comes out he can use Overheat since they'll likely switch to their physical wall. And given how many steel physical walls there are, its likely scoring a KO. It also hits Tyranitars hard. Lacks dragon coverage but I don't think there's really anywhere to put it. With Choice Band, this guy reaches an impressive 569 attack to hit special walls off of. Only issue would be his speed, since he's pumping ev's into both its attack stats.

Explosion is just icing on the cake.

Edit: Just thought I'd mention the possible OHKO on Blissey assumes its Obi's Blissey.
 
Where are you getting 569 from? If it's base 90, then it'll have 279 atk, personality gets it to 306, CB then raises it to 459..?

459 then...don't know where I got the extra hundred from. Calculations were made with metalkid's calculator anyway though and I didn't use the actual numbers, just a CBHeatran with +atk nature and 252 EV's.
 
Here, since I was ranting about Magcargo in the how to use UU pokemon well in OU thread, I thought I'd show off my set.

Magcargo @Leftovers
EVs: 252 hp/172 def/84 spdef
Ablility: Flame Body
Bold Nature (+def, -atk)

- Lava Plume
- Light Screen
- Recover
- Yawn

Yeah, so first off, if you want to use this set, you'd better make sure your prediction skills are very high, because otherwise, this set is going to be dead weight. Ok, so like the analysis says, Magcargo may be easy to insult, but it has an awful lot of good support moves.

This guy's pretty easy to actually bring in, but once he gets in there, what to do? Well, with 304 HP and 350 defense, it can take quite a beating on the physical side, taking even resisted Explosions with over 50%, and even Choice Banded hits, because although it may not look like it, with the 4x ground/water weak, its typing does give an awful lot of nice resistances to common types such as Ice, Bug, Normal, Flying and Fire (.25x). This means that it can Recover off the damage from most physical attacks perfectly fine, plus physical attackers can just be stalled out until they're burned from Flame Body with a 30% chance of getting burned from using a physical attack, or M.C. Argo can help that with Lava Plume and push that chance up to 50% by using both in one turn. Steer clear of Earthquake/Waterfall/Close Combat if you want to ensure Magcargo's survival.

The remaining 84 EVs are shoved into special defense. 217 special defense allows it to take a lot of hits under 50% on the special side as well, and then just recover off the damage if you can predict them attacking you. Can switch into Overheats very well and Yawn the switch-in, or just Light Screen while they're bringing in something else. Also, remember, Magcargo is a Rock type, this means that 217 special defense gets moved up to 325 in a sandstorm, allowing it to take almost equal beatings. Steer clear of Surf/Waterfall/Focus Blast of course.

Now, the prediction part of this set. Magcargo, in my experience tends to force quite a bit of switches with this set. There are a few things you can do to a switch-in. You can:

a) Force another switch with Yawn, or if they stay in to sleep after the Yawn, bring in something for a free turn to get set-up. If you think something of a set-up sweeper will come in, then this is the move of choice. Very nice for revealing your opponent's team.

b) Lava Plume and hope for a burn, or if you predict Forretress/Scizor for god knows what reason, they'll be OHKOed. Also a nice surprise for Breloom switch-ins who want to do their Sporepunching business. This will neuter those annoying Garchomp that like switching in to Earthquake you if they get burned. Of course it's best to predict physical sweepers with this.

c) Light Screen while they're switching over and switch to a pokemon and let another teammate take the show. Magcargo supported the team by boosting the special defense already, so it's at least done something, and it didn't take damage doing that, so it can come out for another go later on. Best used if you predict a special threat coming in, or if you predict a sleep-talker and don't want to use Yawn.

d) Recover your health that you may have lost from something such as a Stealth Rock switch-in (25% from stealth rock), or from a wrong prediction and needing to recover off a big hit. Predicting statusers is a good idea for using this, since you can just Recover while they come in and then switch out to something that can take the status.

Now prediction facing things 1-on-1:

a) Yawn. If they switch out, it will rack up residual damage, which Magcargo is good at doing, and it will allow you to switch in something new. The key is predicting stat-uppers, or even a Thunder Wave, which Magcargo doesn't care about since its already slow as heck. Many people see Magcargo as disgustingly weak and they believe they can set-up on it. Prove them wrong.

b) Light Screen is useful if your opponent once again has not learned their lesson and tries to stat-up. Especially useful if you can grab a burn on them later on because they will potentially be screwed. If you have an Encorer, you can then Encore their stat-up and begin wrecking havoc. Plus, Magcargo can support well, so Light Screen may be the missing link between a OHKO and a 2HKO on one of your pokemon.

c) For Recover, you need to predict status moves and moves that will do under 50% on you. Perhaps after you've Yawned the opponent, it will surely work, but if Yawning is not a workable option (sleep clause), then letting the opponent set-up is VERY risky. If they start setting up and you can't Yawn them, you may need to switch out, or if you can take a boosted hit, recover by all means, but you need to predict that as well.

d) Lava Plume. Magcargo's only attacking move is the thing that screws many of his counters over. Like I said, many...many people appear to forget that Magcargo has Flame Body, and then they're in for a rude awakening when I switch in my Magcargo on their physical attack and they get burned. Now, you have to predict whether they will want to keep their physical pokemon in, and you can then Lava Plume and take attacks, recovering when necessary for a 50% chance of burning when you do that. Kind of a psuedo Will-O-Wisp since it can't have 5 moves. Ultimate mind games with this move coupled with Flame Body, since it keeps the opponent guessing for their pokemon's life, since after a physical pokemon, or even a staller is burned, they're not such a huge threat anymore unless they've gotten a Belly Drum off or something and their name starts with an 'H' and ends with an 'Eracross'.

Alright, so in conclusion, give this Magcargo set a try. It works extremely well with Dry Skin Parasect, surprisingly, since they cover each others weaknesses perfectly, and it also works well with Mantine...although both partners must watch out for those annoying rock attacks.

If you have any more questions on the predictions and other poke bric-a-brac about this set, feel free to ask. Heh, I'm sure I missed something, that was pretty long.

:]
 
Heh, that's cool Pneuma. Show everyone how cool a lump of molten gum can be!

To anyone with doubts about my set, yes I did test it. Quite extensively in fact. It is an UU pokemon, so it does need some support with it though, remember that. It may not work with all teams like the hard standards.
 
I really like the set and the possibilities that it allows, but I struggle to think of a Pokemon he could safely switch into. I guess the Choice users, and the likes of Swellow and Fearow would be fair game, but other than them I struggle to think of a physical attacker (in OU at least) that doesn't pack either Earthquake, Stone Edge, Waterfall, Close Combat or similarly typed moves.

Which Pokemon are you bringing him in on, exactly? I can't understand how he's easy to bring in. :\
 
I really like the set and the possibilities that it allows, but I struggle to think of a Pokemon he could safely switch into. I guess the Choice users, and the likes of Swellow and Fearow would be fair game, but other than them I struggle to think of a physical attacker (in OU at least) that doesn't pack either Earthquake, Stone Edge, Waterfall, Close Combat or similarly typed moves.

Which Pokemon are you bringing him in on, exactly? I can't understand how he's easy to bring in. :\

It's a pretty nice switch-in to Skarmory, since Yawn can stop its Spiking. Plus Magcargo resists both Brave Bird and Drill Peck, so its basically forced to switch.

It comes in on things such as Bronzong Gyro Ball very easily since its basically just as slow, it takes 5% and restores the health back.

Fire is quite common, and it can come in on a Choice Infernape's Flare Blitz and force it out.

Yeah, things like that. I don't normally switch it in right on physical attackers, I usually switch it in on supporters, who then switch to their physical attackers. I honestly sometimes don't even know how I switch it in though. But the main things are the utilities such as Skarmory and the Choicers.

It might just be my team, because I never go without an Encore supporter on my teams. It just makes my teams a lot easier to play.
 
TBH, if it wasn't for Starmie, I'd like that set quite a bit as I'm into random Fire types that randomly burn stuff, but Starmie just seems to prevent that from doing anything. =[ If you use it with Sandstorm, couldn't something be used over Light Screen. I have no idea what the hell Magcargo's moveset is, but there's bound to be something thats -remotely- useful against Starmie.
 
Sadly, there isn't much it can do against Starmie. I suppose if its on a sandstorm team, it won't need as many special defense EVs. Just make Bold a Relaxed nature for -speed. Then you can at least Explode on Starmie for the OHKO. With no attack EVs on a 0/0 Starmie it does 92-107% so after stealth rock is a guaranteed OHKO. That's about all it can do to Starmie without dying for nothing.
 
Well this isn't completely new, but it's a twist with icy wind.

Metagross @ Life Orb
160 atk, 124 sp atk, 224 speed
Naughty
-EQ/MM/tpunch
-Icy Wind
-HP fire
-Grass Knot

Icy wind is used to slow down switch ins, grass knot and HP fire are for common metagross counters like Forretress, Swampert, etc

MM can be used for a strong STAB attack, but you'll be walled by fire types and Gyarados, so EQ and Tpunch are options. I think the atk and sp atk EVs could use tweeking but the speed EVs are enough for you to be able to outrun max speed Infernapes after the speed drop.
 
Smeargle @ focus sash
252 attack 252 speed 6 HP
fake out
spore
dragon dance / nasty plot / calm mind / rock polish / swords dance / substitute / curse / cosmic power (whatever fits your needs)
baton pass
use as opener- fake out if its not a ghost then spore them. only common ghost that is faster is gengar and ive never seen that used to open. use your booster as much as you can and baton pass, it could be anywhere from 1-3 times you boost depending on if the opponent knows wtf is going on. Baton pass smeargle > other baton passers.
 
Well this isn't completely new, but it's a twist with icy wind.

Metagross @ Life Orb
160 atk, 124 sp atk, 224 speed
Naughty
-EQ/MM/tpunch
-Icy Wind
-HP fire
-Grass Knot

Icy wind is used to slow down switch ins, grass knot and HP fire are for common metagross counters like Forretress, Swampert, etc

MM can be used for a strong STAB attack, but you'll be walled by fire types and Gyarados, so EQ and Tpunch are options. I think the atk and sp atk EVs could use tweeking but the speed EVs are enough for you to be able to outrun max speed Infernapes after the speed drop.
That's almost an exact copy of the set I used against SePh a while ago, with Expert Belt since it's my Normal/Fly resist. I used Hammer Arm so Bliss doesn't wall me. Get something else for Cress
 
I came up with this while doing a UU team, will probably dump him because he is really mediocre as a lead in UU where scyther is common, and x4 resists his main moves. It's actually somewhat useable in OU, especially against bulky physical tank leads that think they've got nothing to fear from lil' Rocky.

Predictionchan
107.png

Hitmonchan, Adamant nature, 252hp/252atk @ Choice Band, Iron Fist
Mach Punch
Focus Punch
Pursuit
Bullet Punch (if only he learned shadow punch)

Mach punch is for speedier leads that underestimate Hitmonchan that will die to a move with basically 2 STAB bonuses and about 500ATK. Focus Punch is devastating to any switchin (or somthing like hippwodon setting up SR), pursuit is to kill stuff that will try to run (not much, nine times out of ten seeing a hitmonchan lead will make people laugh too much to think straight). Bullet punch is there so you can hit ghosts (with a priority move). Hitmonchan is slow as molasses so the extra HP helps with switching in later more than speed which he won't even use with this set.

This is still hitmonchan though, so take the set with a grain of salt. This is the gimmick that he can pull off but the other chans can't, but it's still pretty damn gimmicky. Less gimmicky than say, Cspecs slaking or dig leafeon, but still has a very, very niche role and is essentially useless after the first few turns of the fight unless you have absolutely spotless prediction skills, in which case it is somewhat lethal throughout a battle. He can also revenge kill pretty well if you lack the prediction to use focus punch and pursuit effectively.
 
That's almost an exact copy of the set I used against SePh a while ago, with Expert Belt since it's my Normal/Fly resist. I used Hammer Arm so Bliss doesn't wall me. Get something else for Cress

Yeah someone told me you had a metagross with icy wind, it sounded interesting, but I didn't know what the rest of the set was.
 
This might not be the most original set in the world by all accounts, but it's sort of what I've come up with in light of not having Emerald.

Charizard @ Enigma Berry
Nature: Jolly
IVs 252 Spd 252 Att 4 Def
~Belly Drum
~Earthquake
~Fire Blitz
~Fly/Rock Slide/Dragon Claw

I know, lolz. This is for random 3v3 on PBR, but I figure it would work decently in a 6v6 as well. Fire Blitz works a lot better for shorter battles, considering the recoil.

The setup is like most of other three attack Bellyzard, except for Enigma Berry. While it only works one time, it works wonders in allowing a counter to switch in while Charizard Belly Drums, then taking a Rock/Water attack to restore HP while you KO their best Zard counter.

Nature is Jolly because without Salac Berry, you'll want to be outspeed neutral natured base 100s, or the fun will be over quickly. I'm a little torn between Fly/Rock Slide/Dragon Claw for the final attacking move. While I did (foolishly) think about it, Roost is almost forgettable with his defensive typing.

Thoughts, concerns, cheers.
 
@ Bologo: I like this set. Problem is, most of the OU sweepers will pack something SE, for example, HP Ground on Specsmence.
 
Smeargle @ focus sash
252 attack 252 speed 6 HP
fake out
spore
dragon dance / nasty plot / calm mind / rock polish / swords dance / substitute / curse / cosmic power (whatever fits your needs)
baton pass
use as opener- fake out if its not a ghost then spore them. only common ghost that is faster is gengar and ive never seen that used to open. use your booster as much as you can and baton pass, it could be anywhere from 1-3 times you boost depending on if the opponent knows wtf is going on. Baton pass smeargle > other baton passers.
That's not a very creative set. Fake Out will hardly do any damage, and if you haven't seen Gengar as a lead, you haven't battled a lot of people. Any opponent who is not retarded will know that Smeargle is a BPer, because that's its most popular strategy. If I were to see a Smeargle lead, I would immediately think "Baton Passer."
 
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