Note: Porygon2, Mantine, Roselia, and Whiscash will not be included here, as they are too new
Camerupt @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Lava Plume
- Earthquake / Earth Power
- Toxic / Roar
Camerupt's resist in Honkmeta of Fire and immunity to Electric is highly sought-after, and this set tries to make the most of it. Earthquake is preferred over Earth Power due to the fact that Calm Mind Ninetales can actually set up on Camerupt otherwise, and going with Earthquake lets Camerupt go with Toxic instead of Roar. If you go Earth Power, then definitely run Roar just in case. A Choice Specs set is also a possibility, as Camerupt can hit like a truck, but in general the ability to check Ninetales and Electabuzz reliably is much too valuable to overlook.
Crawdaunt @ Life Orb
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Dragon Dance
- Waterfall
- Crunch
- Hidden Power [Grass] / Substitute
After 1 Dragon Dance, Crawdaunt outspeeds almost all of the unboosted tier and has plenty of power to sweep lategame. HP Grass is chosen as coverage so Crawdaunt can get past Quagsire, who takes about 80-90% from it. Crawdaunt is the first mon on this list that is "a true monstrosity when it sets up" but the offensive pressure in Honkmeta is what keeps it from doing so. Crawdaunt can find some difficult times to set up, and that is why Substitute is also recommended over HP Grass if needed. The lack of Poliwrath is a huge boon in Crawdaunt's favor but the lack of bulk is more of a hinderance.
Golem @ Choice Band / Leftovers
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stone Edge
- Earthquake
- Sucker Punch
- Explosion / Stealth Rock
It is actually a pretty common thing to ask "is Golem like Rhydon in Akirmeta?" and the answer is
no. However, Golem is still a solid mon in its own right. With a Choice Band it can be very difficult to switch in on, and the Explosion is going to kill just about anything that isn't immune or Probopass. EdgeQuake coverage is still fantastic and difficult to cover in Gen4 PU, and the addition of Sucker Punch means that Golem isn't dogged by the same low speed problems as Rhydon. The main difference between Golem and Rhydon is actually in the focus of the format: Honkmeta is significantly more offensive and is more likely to carry threats that naturally check Golem, so Golem isn't as much of a force. An offensive Stealth Rock set is also viable, as Golem still has decent bulk and still causes a lot of switches.
Ninetales @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 3 Atk / 30 SpA / 30 SpD
- Nasty Plot
- Fire Blast
- Energy Ball
- Hidden Power [Ground]
Meet the metagame: Ninetales. Ninetales is fast, brutally powerful, and has plenty of coverage to make mincemeat out of the tier if people do not properly prepare. Nasty Plot Ninetales breaks balance and stall teams alike, while still applying ample pressures to offense due to Ninetales being faster than most of the tier and having very, very few true switchins when at +2. Ninetales also has a large variety of sets that it can do besides Nasty Plot, such as: SubCM, SubToxic, 4 AoA, and Choice Specs. It really is not an understatement to say that Ninetales is the posterchild for Honkmeta at the moment.
Pinsir @ Lum Berry
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Stone Edge
- Earthquake / Quick Attack / X-Scissor
Funny enough, I get the feeling that Pinsir would actually be better in Akirmeta. Nonetheless, Pinsir excels in breaking down stall teams with its great coverage and power. Pinsir's bulk and interesting resistances to types like Ground also means that Pinsir can find a pretty easy time setting up against more passive teams. The speed is the main letdown of Pinsir, as 85 is not all that great in this offensive metagame.
Nonetheless, Pinsir is one of the tier's best stallbreakers that rightfully should be feared by defensive teams alike.
Torkoal @ Leftovers
Ability: White Smoke
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Atk
- Stealth Rock
- Rapid Spin
- Lava Plume
- Earthquake / Earth Power
Two spinners.
TWO SPINNERS. Torkoal literally doubles the amount of hazard removal in the tier, and does so with class. The Fire resist means that Torkoal gets a lot of opportunities to switch in against threats like Rapidash, and can even work as a soft Ninetales check. The great bulk also means that Torkoal can stay around for a while, and the utility of Lava Plume and Stealth Rock means that Torkoal is an asset to many teams. The downsides of Torkoal are about the same as Armaldo: Speed is too low, weak to the Stealth Rock it is trying to remove, no real recovery. Regardless, having a second option for spinning is a world of difference.