PU: Pokemon Database

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WhiteDMist

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Permission granted by Birkal. Credit to Kieran for the banner



PU is a very fun and thriving metagame. However, there is no organized place to maintain a database of standard sets. That means that when newer players want to start building teams, they'll have to use sets that are meant for the higher tiers (if the Pokemon has an analysis at all). This thread is meant to collect the best sets that we can find for each PU Pokemon so that everyone has a database that they can use to learn the metagame and build teams. Think of it as a dedicated PU Strategy Dex!

Rules:

1. You MUST TEST the set(s) you post. This cannot be emphasized enough since we are looking for highly standarized sets. If you can show logs or calcs for the set, or someone can vouch for the set, it will likely be considered for the database. Many of the more common/high ranking Pokemon already have sets that are basically the perfect set for that Pokemon (like Rotom-F), so you don't need to provide justification in that case. However, this isn't a thread for posting creative, underrated or gimmicky sets; you can go to Project PU for something like that. The rest of the PU Viability Council will look at the sets and decide if it is viable or not on a less clear cut case.

2. No Speed Creep. Since this would act as the Strategy Dex for PU, I want to prevent people from posting sets that try to outspeed something that can easily just add more Speed EVs and cause an annoying cycle of increasing Speed investment.

3. Post a description of your set. Similar to the actual analyses you must describe how the set works. That includes items, nature and EV spreads as well. Also, for less effective Pokemon, you should mention what aspects help it differ from similar Pokemon. Mention what kind of situation it excels in, what support it needs to succeed, etc. Teammates aren't necessary, but would be helpful for someone who wants to build a team.

4. Keep everything in the standard set format (shown below). I'll put it in that format regardless, but there is literally no reason not to do it. It is exportable for Pokemon Showdown! and Pokemon Online, which makes it easier for everyone. Plus it just looks presentable.

[insert mons sprite here]

Set Name
Pokemon @ Item
Trait:
EVs:
Nature:
~ Move 1
~ Move 2
~ Move 3
~ Move 4


5. Use proper English! I think this speaks for itself but if you need a reason: I want this to look semi-readable.

6. Keep the set's name simple and concise. If a set really deserves a custom name, the PU community at large will start using the name first. If everyone uses the name I will update the set name then, and only then.

Let's get to it guys! :pimp:

 

WhiteDMist

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All the sets judged standard will go into this compendium. The sets will be credited to their original poster. The Pokemon will be ordered alphabetically, and for now the sets will be ordered by order that they were posted.


Combusken
Fire / Fighting
Blaze / Speed Boost
60|85|60|85|60|55
Audiosurfer said:
Life Orb Sweeper
Combusken @ Life Orb
Trait: Speed Boost
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
- Fire Blast
- Focus Blast
- Substitute
- Protect

Combusken is a very deadly lategame sweeper in the PU metagame thanks to its ability, Speed Boost, which allows it to outspeed even the fastest Pokemon after a few turns. After two turns, Combusken is able to outspeed the entire tier, although these might be difficult to gain in earlier stages of the game. Fire Blast and Focus Blast make up Combusken's STAB moves, and they allow it to deal large amounts of damage to most things. Substitute allows Combusken to scout moves, dodge status and protect itself from priority moves, which could KO Combusken due to its poor bulk. Protect allows it to get free Speed boosts while protecting itself from hits and scouting out moves made by the opponent. While not necessary due to the fact that few Pokemon in the tier enjoy switching into Combusken's STAB combination, a wallbreaker would be helpful to Combusken in order to make it easier for it to sweep lategame. In addition, hazards support is nice to help weaken its few checks, since they generally don't have reliable recovery.



Duosion
Psychic
Overcoat / Magic Guard / Regenerator
65|40|50|125|60|30
Audiosurfer said:
Calm Mind Sweeper
Duosion @ Eviolite
Trait: Magic Guard
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Calm Mind
- Psychic
- Signal Beam
- Recover

With this set, Duosion makes a great pivot, stallbreaker, and lategame sweeper. The EVs are used in conjunction with Eviolite to maximize Duosion's bulk to make it easier to acquire multiple Calm Mind boosts. In the earlygame, Duosion works best as a physical wall and a pivot, waiting until the lategame to sweep through a weakened team. Psychic is the main STAB move, with Signal Beam being used to hit Dark types and opposing Psychics super effectively. Recover lets it heal off damage in order to continue setting up. Thanks to Magic Guard, Duosion can keep boosting in the face of more defensive threats without worrying about passive damage, allowing it to pose a large threat to stall teams. Despite Signal Beam, Dark types can still be annoying, so a Fighting type teammate could be appreciated. In addition, Fighting types would be able to beat Steel types, which resist both of Duosion's moves.



Fraxure
Dragon
Rivalry / Mold Breaker / Unnerve
66|117|70|40|50|67
Leafshield said:
Dragon Dance
Fraxure @ Eviolite
Trait: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Adamant / Jolly
~ Dragon Dance
~ Outrage
~ Low Kick / Superpower
~ Taunt / Substitute

Fraxure is one of the tier's most fearsome set-up sweepers, with the ability to set up in the face of and sweep the majority of the tier with its unresisted STAB coverage. Eviolite is used for helping Fraxure take some weak neutral hits, despite its pretty lackluster bulk, and set up a Dragon Dance. The EVs are designed for maximum sweeping potential, maxing out Fraxure's great Attack and decent Speed. An Adamant Nature is used to hit as hard as possible, but a Jolly Nature is perfectly reasonable if you prefer using Fraxure late-game as a cleaner, as it allows you to outspeed uninvested Base 80 pokes such as bulky Arbok and SubCM Grumpig. Dragon Dance is the crux of the set, making Fraxure a dangerous force. Outrage and Low Kick are great together, allowing Fraxure to not only plow through the entire tier. Taunt is amazing to prevent Pokémon like Audino from stopping your sweep with annoying status. Substitute accomplishes the same goal, and also gives Fraxure more time to set up. You could also run Superpower over Low Kick, but most Steel-Types prominent in the tier are pretty heavy, such as Lairon, and it has the benefit of not lowering your Attack every time you use it. Keep in mind that Fraxure still needs some team support: a check to Scarf Golduck and Scarf Rotom-F is necessary, as they both outspeed Fraxure after a Dragon Dance and KO with Ice Beam / Blizzard. In turn, this makes your own Scarf Rotom-F a helpful teammate, being able to take care of them accordingly. While it may seem odd to suggest the ever-present Stealth Rock, it helps a lot with the Ice-Types and bulky Steel-Types that Fraxure is threatened by.



Golduck
Water
Damp / Cloud Nine / Swift Swim
80|82|78|95|80|85
Audiosurfer said:
Choice Scarf
Golduck @ Choice Scarf
Trait: Cloud Nine
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Electric] / Hidden Power [Grass]
- Focus Blast

Choice Scarf Golduck is one of the best revenge killers in the tier thanks to its combination of good Speed, Special Attack, and a useful ability. The EVs allow it to be as fast as possible to outspeed important threats such as Base 80s as well as speed tying with opposing Golduck. Hydro Pump is the main STAB on this set and deals a lot of damage to most things that don't resist it. Ice Beam grants coverage on things that resist Hydro Pump, such as Grass and Dragon types. The choice of Hidden Power depends on what you would like to hit: Hidden Power Electric is meant to revenge kill Mantine and Swanna while Hidden Power Grass hits on Whiscash. Focus Blast allows it to round out its coverage and get a harder hit on Normal, Steel and Ice types. Cloud Nine is chosen over Swift Swim since it lets you outspeed and revenge kill dangerous weather sweepers such as Mantine and Victreebel that could otherwise sweep a team. Hazards support is suggested to allow Golduck to have an easier time in revenge killing. A way to deal with Rotom-Frost is also appreciated since it can outspeed Golduck with a Choice Scarf and kill it with a STAB Thunderbolt.
WhiteDMist said:
Calm Mind Sweeper
Golduck @ Life Orb
Trait: Cloud Nine
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Hydro Pump / Surf
- Ice Beam
- Hidden Power [Electric]

Calm Mind Golduck is a potent sweeper with its decent base 95 Special Attack and its base 85 Speed stats. After a Calm Mind, very little in the tier can take more than 2 attacks from this duck. Hydro Pump is the preferred move to give Golduck as much power as possible; Surf is viable if you do not want to risk missing with Hydro Pump, though you will want to have a Calm Mind or two under your belt first to make up for its lower base power. Ice Beam is an excellent coverage move, devastating the Grass and Dragon-types that resist Golduck's Water STAB. Hidden Power Electric is the last move of choice to allow Golduck to hit Mantine and other Water-types. While other Hidden Power types like Grass are viable, they are all meant for certain niche counters and checks that are less common than Mantine. Cloud Nine is the ability of choice because both Sun and Rain weathers are common in PU; Golduck makes an excellent check to them because of this ability. The EVs and Timid nature maximize Golduck's important Speed tier and above average power.

Golduck can be fitted onto most offensive teams that lack a Water-type. However, like with all sweepers, it works best with Pokemon that help remove its checks and counters. Rotom-F and other fast Electric-types can revenge kill Golduck even after a Calm Mind, so a bulky Electric or Ground-type like your own Rotom-F or Camerupt are very viable teammates. A Stealth Rock setter is very important to make sweeping easier and check the aforementioned Rotom-F. While Audino cannot switch into a Hydro Pump, if it switches in on a different move, it can easily status Golduck and stall it out with Wish, Protect and Regenerator. A Fighting-type like Throh can remove it easily enough, and a Rest and Calm Mind Gothorita can easily set up on Audino with impunity.



Linoone
Normal
Pickup / Gluttony / Quick Feet
78|70 |61|50|61|100
WhiteDMist said:
Choice Band
Linoone @ Choice Band
Trait: Pickup
EVs: 60 HP / 252 Atk / 196 Spe
Adamant Nature
- ExtremeSpeed
- Seed Bomb / Return
- Shadow Claw / Return
- Switcheroo / Return

While the Belly Drum set is an terrifying sweeper, this set focuses on being a potent revenge killer. Choice Band Linoone's ExtremeSpeed is one of the strongest priority moves in the tier, and it is far more reliable than the similarly powerful Sucker Punch. With its +2 priority, it out-prioritizes most other priority easily, making it a great move to spam. Seed Bomb covers the Rock-types that resist its Normal STAB, while Shadow Claw hits the Ghost-types that are immune to it. Switcheroo is useful for crippling most common switch-ins to Linoone, or at least limiting their capabilities. All of the coverage moves and Switcheroo can be replaced by Return based on whether or not you have a way to remove what the move was meant to cover. The Speed EVs are meant to outspeed positive nature base 80 Pokemon like Gastly. Linoone's Attack is maximized, along with an Adamant nature, to increase its rather average damage output. The rest of its EVs are invested in bulk so that Linoone can live some weak hits.

As a revenge killer, Linoone is meant to support the team rather than be supported. However, hazard support from the likes of Gabite, Camerupt, Gigalith, Maractus, and Whirlipede are invaluable to enable Linoone to actually take out the Pokemon that it means to revenge kill. Linoone can only hope to Switcheroo a Choice Band onto Steel-types like Klang, so a way to neutralize them is very helpful. The aforementioned Ground-types are a fine way to deal with Steel-types, as are Fighting-types like Machoke and Throh.



Pineco
Bug
Sturdy / Overcoat
50|65|90|35|35|15
Agent Gibbs said:
Custap Lead
Pineco @ Custap Berry
Trait: Sturdy
EVs: 252 Atk / 252 Spd
IVs: 0 HP / 0 Def / 0 SDef
Hasty Nature
-Stealth Rock
-Spikes / Toxic Spikes
-Rapid Spin
-Pain Split

When it comes to suicide hazard leads, no Pokemon performs quite like Pineco. Not only does Pineco have access to all three hazards, allowing it to fit the needs of a wide variety of offensive teams, but it can also take advantage of the combination of Sturdy and Custap Berry. This enables Pineco to guarantee Stealth Rock and at least one layer of Spikes against many leads. Stealth Rock is almost mandatory for any offensive team. Toxic Spikes can be used instead of Spikes to help wear down bulkier Pokemon with the poison damage. Pineco can also use Rapid Spin to remove the hazards laid by opposing leads. Rapid Spin can also be used to remove hazards later in the game should Pineco last that long, but it is unlikely that Pineco will survive long enough to consistently use Rapid Spin throughout the course of a match. Once Sturdy has been activated, Pineco can also use Pain Split to effectively cut the opponent's HP in half. If used against a Pokemon with a large enough HP stat, Pain Split can even be used to restore Pineco to full health and reactivate Sturdy. Pineco's defenses are minimized in order to increase its chances of activating Sturdy and the Custap Berry. As such, all of Pineco's EVs are used in its Attack and Speed stats. Although Pineco is painfully slow even with full investment, the given Speed investment does allow it to outspeed Pokemon with uninvested base 50 Speed stats. Since the Pineco set focuses primarily on setting up as many entry hazards as possible, Pineco is best paired with sweepers that will appreciate the extra passive damage inflicted on their checks and counters. Set up sweepers such as Nasty Plot Simipour and Dragon Dance Fraxure make especially good partners as they are capable of devastating opposing teams with hazard support.



Rotom-F
Electric / Ice
Levitate
50|65|107|105|107|86
Audiosurfer said:
Choice Scarf
Rotom-Frost @ Choice Scarf
Trait: Levitate
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Thunderbolt
- Blizzard / Hidden Power [Ice]
- Volt Switch
- Trick

When equipped with a Choice Scarf, Rotom-F becomes one of the best Scarfers in the tier. The EVs allow it to be as fast as possible, making use of its ability to get past the critical Base 85 Speed tier and beat Pokemon such as Scarf Golduck. The moveset is simple, with the first two attacks making use of it's fantastic STAB BoltBeam combination, Volt Switch to help preserve momentum when needed, and Trick to cripple defensive Pokemon that might switch in. Blizzard is used for more power, but Hidden Power [Ice] is also an option if you don't like Blizzard's shaky accuracy. Hazards support is suggested to allow Rotom-F to have an easier time in revenge killing. While not necessary, having ways to keep hazards off of your side of the field like Mold Breaker Rampardos or Rapid Spinners are appreciated since Rotom-F will be switching in and out often.



Simipour
Water
Gluttony / Torrent
75|98 |63|98|63|101
Agent Gibbs said:
Nasty Plot
Simipour @ Life Orb
Trait: Gluttony
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
-Nasty Plot
-Hydro Pump / Surf
-Ice Beam
-Hidden Power [Grass] / Grass Knot

Simipour immediately stands out in PU as a true offensive threat. Simipour boasts a great base 101 Speed stat, allowing it to outpace notable Pokemon such as Linoone, Raichu, and Dodrio, and its base 98 Special Attack stat gives it plenty of power behind its attacks. Once Simipour sets up with Nasty Plot, very few Pokemon can stand up to its Life Orb-boosted attacks. Hydro Pump is a very powerful STAB move, hitting even Water-resistant Pokemon quite hard, although Surf can be used for a weaker but more reliable alternative. Ice Beam compliments Simipour's Water-type STAB quite nicely, hitting the various Dragon- and Grass-type Pokemon in PU for super effective damage. Hidden Power Grass rounds out Simipour's coverage, hitting many opposing Water-type Pokemon very hard. Grass Knot can be used to hit a few Water-type Pokemon such as Golduck and Wailord harder than Hidden Power Grass, but it also does less damage to other Water-type Pokemon such as Huntail, Whiscash, and opposing Simipour. Since Simipour is easily checked by faster Pokemon such as Jumpluff and Choice Scarf Rotom-F, Pokemon that can handle those two make excellent partners. Choice Scarf Rotom-F actually makes a good partner for this reason since it resists the STABs of opposing Rotom-F and can OHKO Jumpluff with its own Ice STAB.
 

Audiosurfer

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Ok, I'll bite. Will probably do more later but just getting some of the more basic ones out of the way:

Rotom-F

Choice Scarf
Rotom-Frost @ Choice Scarf
Trait: Levitate
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Thunderbolt
- Blizzard / Hidden Power [Ice]
- Volt Switch
- Trick

When equipped with a Choice Scarf, Rotom-F becomes one of the best Scarfers in the tier. The EVs allow it to be as fast as possible, making use of its ability to get past the critical Base 85 Speed tier and beat Pokemon such as Scarf Golduck. The moveset is simple, with the first two attacks making use of it's fantastic STAB BoltBeam combination, Volt Switch to help preserve momentum when needed, and Trick to cripple defensive Pokemon that might switch in. Blizzard is used for more power, but Hidden Power [Ice] is also an option if you don't like Blizzard's shaky accuracy. Hazards support is suggested to allow Rotom-F to have an easier time in revenge killing. While not necessary, having ways to keep hazards off of your side of the field like Mold Breaker Rampardos or Rapid Spinners are appreciated since Rotom-F will be switching in and out often.


Golduck:

Choice Scarf
Golduck @ Choice Scarf
Trait: Cloud Nine
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Electric] / Hidden Power [Grass]
- Focus Blast

Choice Scarf Golduck is one of the best revenge killers in the tier thanks to its combination of good Speed, Special Attack, and a useful ability. The EVs allow it to be as fast as possible to outspeed important threats such as Base 80s as well as speed tying with opposing Golduck. Hydro Pump is the main STAB on this set and deals a lot of damage to most things that don't resist it. Ice Beam grants coverage on things that resist Hydro Pump, such as Grass and Dragon types. The choice of Hidden Power depends on what you would like to hit: Hidden Power Electric is meant to revenge kill Mantine and Swanna while Hidden Power Grass hits on Whiscash. Focus Blast allows it to round out its coverage and get a harder hit on Normal, Steel and Ice types. Cloud Nine is chosen over Swift Swim since it lets you outspeed and revenge kill dangerous weather sweepers such as Mantine and Victreebel that could otherwise sweep a team. Hazards support is suggested to allow Golduck to have an easier time in revenge killing. A way to deal with Rotom-Frost is also appreciated since it can outspeed Golduck with a Choice Scarf and kill it with a STAB Thunderbolt.


Duosion:

Calm Mind Sweeper
Duosion @ Eviolite
Trait: Magic Guard
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Calm Mind
- Psychic
- Signal Beam
- Recover

With this set, Duosion makes a great pivot, stallbreaker, and lategame sweeper. The EVs are used in conjunction with Eviolite to maximize Duosion's bulk to make it easier to acquire multiple Calm Mind boosts. In the earlygame, Duosion works best as a physical wall and a pivot, waiting until the lategame to sweep through a weakened team. Psychic is the main STAB move, with Signal Beam being used to hit Dark types and opposing Psychics super effectively. Recover lets it heal off damage in order to continue setting up. Thanks to Magic Guard, Duosion can keep boosting in the face of more defensive threats without worrying about passive damage, allowing it to pose a large threat to stall teams. Despite Signal Beam, Dark types can still be annoying, so a Fighting type teammate could be appreciated. In addition, Fighting types would be able to beat Steel types, which resist both of Duosion's moves.


Combusken:

Life Orb Sweeper
Combusken @ Life Orb
Trait: Speed Boost
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
- Fire Blast
- Focus Blast
- Substitute
- Protect

Combusken is a very deadly lategame sweeper in the PU metagame thanks to its ability, Speed Boost, which allows it to outspeed even the fastest Pokemon after a few turns. After two turns, Combusken is able to outspeed the entire tier, although these might be difficult to gain in earlier stages of the game. Fire Blast and Focus Blast make up Combusken's STAB moves, and they allow it to deal large amounts of damage to most things. Substitute allows Combusken to scout moves, dodge status and protect itself from priority moves, which could KO Combusken due to its poor bulk. Protect allows it to get free Speed boosts while protecting itself from hits and scouting out moves made by the opponent. While not necessary due to the fact that few Pokemon in the tier enjoy switching into Combusken's STAB combination, a wallbreaker would be helpful to Combusken in order to make it easier for it to sweep lategame. In addition, hazards support is nice to help weaken its few checks, since they generally don't have reliable recovery.
 


Dragon Dance
Fraxure @ Eviolite
Trait: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Adamant / Jolly
~ Dragon Dance
~ Outrage
~ Low Kick / Superpower
~ Taunt / Substitute

Fraxure is one of the tier's most fearsome set-up sweepers, with the ability to set up in the face of and sweep the majority of the tier with its unresisted STAB coverage. Eviolite is used for helping Fraxure take some weak neutral hits, despite its pretty lackluster bulk, and set up a Dragon Dance. The EVs are designed for maximum sweeping potential, maxing out Fraxure's great Attack and decent Speed. An Adamant Nature is used to hit as hard as possible, but a Jolly Nature is perfectly reasonable if you prefer using Fraxure late-game as a cleaner, as it allows you to outspeed uninvested Base 80 pokes such as bulky Arbok and SubCM Grumpig. Dragon Dance is the crux of the set, making Fraxure a dangerous force. Outrage and Low Kick are great together, allowing Fraxure to not only plow through the entire tier. Taunt is amazing to prevent Pokémon like Audino from stopping your sweep with annoying status. Substitute accomplishes the same goal, and also gives Fraxure more time to set up. You could also run Superpower over Low Kick, but most Steel-Types prominent in the tier are pretty heavy, such as Lairon, and it has the benefit of not lowering your Attack every time you use it. Keep in mind that Fraxure still needs some team support: a check to Scarf Golduck and Scarf Rotom-F is necessary, as they both outspeed Fraxure after a Dragon Dance and KO with Ice Beam / Blizzard. In turn, this makes your own Scarf Rotom-F a helpful teammate, being able to take care of them accordingly. While it may seem odd to suggest the ever-present Stealth Rock, it helps a lot with the Ice-Types and bulky Steel-Types that Fraxure is threatened by.

I hope the edit is sufficient. Sorry for not doing it last night.
 

WhiteDMist

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Choice Scarf
Rotom-Frost @ Choice Scarf
Trait: Levitate
EVs: 252 SpAtk / 4 Def / 252 Spe
Timid Nature
- Thunderbolt
- Blizzard / Hidden Power [Ice]
- Volt Switch
- Trick

When equipped with a Choice Scarf, Rotom-F becomes one of the best Scarfers in the tier. The EVs allow it to be as fast as possible, making use of its ability to get past the critical Base 85 Speed tier and beat Pokemon such as Scarf Golduck. The moveset is simple, with the first two attacks making use of it's fantastic STAB BoltBeam combination, Volt Switch to help preserve momentum when needed, and Trick to cripple defensive Pokemon that might switch in. Blizzard is used for more power, but Hidden Power [Ice] is also an option if you don't like Blizzard's shaky accuracy. Hazards support is suggested to allow Rotom-F to have an easier time in revenge killing threats, and While not necessary, having ways to keep hazards off of your side of the field like Mold Breaker Rampardos or Rapid Spinners are appreciated since Rotom-F will be switching in and out often.


Choice Scarf
Golduck @ Choice Scarf
Trait: Cloud Nine
EVs: 252 SpAtk / 4 Def / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Electric] / Hidden Power [Grass]
- Focus Blast

Choice Scarf Golduck is one of the scariest best/better revenge killers in the tier thanks to its combination of good Speed, Special Attack, and a useful ability. The EVs allow it to be as fast as possible to outspeed important threats such as Base 80s as well as speed tying with opposing Golduck. Hydro Pump is the main STAB on this set and deals a lot of damage to most things that don't resist it. Ice Beam grants coverage on things that resists Hydro Pump is resisted by, such as Grass and Dragon types. The choice of Hidden Powers depends on what you would like to hit,: with Hidden Power Electric being useful is meant to revenge kill Mantine and Swanna, while Hidden Power Grass gets a harder hits on Whishcash. Focus Blast allows it to round out its coverage and get a harder hit on Normal, Steel and Ice-types. Cloud Nine is chosen over Swift Swim since it lets you outspeed and revenge kill dangerous weather sweepers, such as Mantine and Victreebel, that could otherwise sweep a team. Hazards support is suggested to allow Golduck to have an easier time in revenge killing. A way to deal with Rotom-Frost is also appreciated since it can outspeed Golduck with a Choice Scarf and kill it with a STAB Thunderbolt.

Calm Mind Sweeper
Duosion @ Eviolite
Trait: Magic Guard
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Calm Mind
- Psychic
- Signal Beam
- Recover

With this set, Duosion makes a great pivot, stallbreaker, and lategame sweeper. The EVs are used in conjunction with Eviolite to maximize Duosion's bulk to make it easier to acquire multiple Calm Mind boosts. Psychic is the main STAB move, with Signal Beam being used to hit Dark types and opposing Psychics super effectively. Recover lets it heal off damage in order to continue setting up. Thanks to Magic Guard, Duosion can keep boosting in the face of more defensive threats without worrying about passive damage, allowing it to pose a large threat to stall teams. Despite Signal Beam, Dark-types can still be annoying, so a Fighting-type teammate could be appreciated. In addition, Fighting types would be able to beat Steel types, which resist both of Duosion's moves.

Special Attacker
Combusken @ Life Orb
Trait: Speed Boost
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
- Fire Blast
- Focus Blast
- Substitute
- Protect

Combusken is a very deadly lategame sweeper in the PU metagame thanks to its ability, Speed Boost, which allowings it to outspeed even the fastest Pokemon given after a few turns. Fire Blast and Focus Blast make up Combusken's STAB moves, and they allow it to deal large amounts of damage to most things. Substitute allows Combusken to scout moves, dodge status and protect itself from priority moves, which could KO Combusken due to its poor bulk. Protect allows it to get free Speed boosts while protecting itself from hits and scouting out moves made by the opponent. While not necessary due to the fact that few Pokemon in the tier enjoy switching into Combusken's STAB combination, a wallbreaker would be good for helpful to Combusken in order to make it easier for it to sweep lategame. In addition, hazards support is nice to help weaken its few checks, since they generally don't have reliable recovery.
For Duosion, mention that it works best as a pivot and physical wall early on in the game. For Combusken, mention that it needs at least 2 Speed Boosts in order to outspeed the entire tier outside of priority but it is difficult to get those boosts early game.

Dragon Dance
Fraxure @ Eviolite
Trait: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Adamant / Jolly
~ Dragon Dance
~ Outrage
~ Low Kick / Superpower
~ Taunt / Aqua Tail

Fraxure is one of the tier's most fearsome set-up sweepers, with the resistances and power ability to set up in the face of the sturdiest of walls and sweep the majority of the tier with its unresisted PU coverage STAB coverage. Eviolite is used for letting helping Fraxure take some weak neutral hits, despite its pretty lackluster bulk, and set up a Dragon Dance. The EVs are designed for maximum sweeping potential, maxing out Fraxure's great Attack and decent Speed to hit the opponent more effectively. HP investment allows Fraxure to switch in more while Stealth Rock is up, but not much else. I don't think you need to mention this at all. An Adamant Nature is used to hit as hard as possible, but a Jolly Nature is perfectly reasonable if you prefer using Fraxure late-game as a cleaner. Give at least one example of what Jolly helps outspeed. Dragon Dance is the crux of the set:, making Fraxure a dangerous force. Outrage and Low Kick are great together, allowing Fraxure to not only plow through the entire tier, but the Steel-Types that resist it. Remove or else it makes no sense. Taunt is amazing to prevent Pokemons like Audino from stopping your sweep with annoying status. Aqua Tail could be used in theory to hit Ground-Types harder, but most of the time neutral Outrage hits harder. You could also run Superpower over Low Kick, but most Steel-Types prominent in the tier are pretty heavy, such as Lairon, and it has the plus benefit of not lowering your Attack every time you use it.
You don't really need to slash Aqua Tail for Ground-types in particular. Substitute can be slashed, since it provides a buffer against critical hits, but it costs Fraxure valuable HP. You can mention it is an option though. Mention that a check or counter to Rotom-F and Golduck are necessary because their Choice Scarf sets outspeed Fraxure even after a Dragon Dance and can hit it back with an Ice move. That makes your own Scarfed Rotom-F a helpful teammate. A Stealth Rock user also helps keep Ice-types under control, especially a Steel-type like Mawile (who helps tank Dragon-type hits that are actually pretty common in PU).

Other than that, these Pokemon are pretty straight-forward so good job guys!
 
I'd actually like to see Dragon Claw (or possibly Dual Chop) slashed in that last slot on Fraxure. Aqua Tail doesn't hit much of anything that I can think of. Taunt and Substitute are great options that I think deserve the first two slashes, but it's also great to have a decently powerful STAB move that you can toss around without worrying about being revenge killed since you're trapped into Outrage. I've found myself spamming Dragon Claw or Dual Chop more often earlier in the game until I'm sure that the opponent doesn't have any Steel-types or revenge killers that can take advantage of Outrage-trapping.

Now for a couple of contributions of my own (great idea by the way WhiteDMist, I'm glad you're putting this together).

Nasty Plot
Simipour @ Life Orb
Trait: Gluttony
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
-Nasty Plot
-Hydro Pump / Surf
-Ice Beam
-Hidden Power [Grass] / Grass Knot

Simipour immediately stands out in PU as a true offensive threat. Simipour boasts a great base 101 Speed stat, allowing it to outpace notable Pokemon such as Linoone, Raichu, and Dodrio, and its base 98 Special Attack stat gives it plenty of power behind its attacks. Once Simipour sets up with Nasty Plot, very few Pokemon can stand up to its Life Orb-boosted attacks. Hydro Pump is a very powerful STAB move, hitting even Water-resistant Pokemon quite hard, although Surf can be used for a weaker but more reliable alternative. Ice Beam compliments Simipour's Water-type STAB quite nicely, hitting the various Dragon- and Grass-type Pokemon in PU for super effective damage. Hidden Power Grass rounds out Simipour's coverage, hitting many opposing Water-type Pokemon very hard. Grass Knot can be used to hit a few Water-type Pokemon such as Golduck and Wailord harder than Hidden Power Grass, but it also does less damage to other Water-type Pokemon such as Huntail, Whiscash, and opposing Simipour. Since Simipour is easily checked by faster Pokemon such as Jumpluff and Choice Scarf Rotom-F, Pokemon that can handle those two make excellent partners. Choice Scarf Rotom-F actually makes a good partner for this reason since it resists the STABs of opposing Rotom-F and can OHKO Jumpluff with its own Ice STAB.

Custap Lead
Pineco @ Custap Berry
Trait: Sturdy
EVs: 252 Atk / 252 Spd
IVs: 0 HP / 0 Def / 0 SDef
Hasty Nature
-Stealth Rock
-Spikes / Toxic Spikes
-Rapid Spin
-Pain Split

When it comes to suicide hazard leads, no Pokemon performs quite like Pineco. Not only does Pineco have access to all three hazards, allowing it to fit the needs of a wide variety of offensive teams, but it can also take advantage of the combination of Sturdy and Custap Berry. This enables Pineco to guarantee Stealth Rock and at least one layer of Spikes against many leads. Stealth Rock is almost mandatory for any offensive team. Toxic Spikes can be used instead of Spikes to help wear down bulkier Pokemon with the poison damage. Pineco can also use Rapid Spin to remove the hazards laid by opposing leads. Rapid Spin can also be used to remove hazards later in the game should Pineco last that long, but it is unlikely that Pineco will survive long enough to consistently use Rapid Spin throughout the course of a match. Once Sturdy has been activated, Pineco can also use Pain Split to effectively cut the opponent's HP in half. If used against a Pokemon with a large enough HP stat, Pain Split can even be used to restore Pineco to full health and reactivate Sturdy. Pineco's defenses are minimized in order to increase its chances of activating Sturdy and the Custap Berry. As such, all of Pineco's EVs are used in its Attack and Speed stats. Although Pineco is painfully slow even with full investment, the given Speed investment does allow it to outspeed Pokemon with uninvested base 50 Speed stats. Since the Pineco set focuses primarily on setting up as many entry hazards as possible, Pineco is best paired with sweepers that will appreciate the extra passive damage inflicted on their checks and counters. Set up sweepers such as Nasty Plot Simipour and Dragon Dance Fraxure make especially good partners as they are capable of devastating opposing teams with hazard support.

If I need logs to back up the Pineco set, I suppose I could play a few games tomorrow and provide them. However, I believe it's pretty obvious that this is about all that Pineco can actually do, but also that it does stand out as one of only two Custap + Sturdy + hazard users in PU (the other being Dwebble, who has its own set of advantages and disadvantages).
 


Belly Drum
Linoone @ Sitrus Berry / Silk Scarf
Trait: Pickup
EVs: 252 Atk / 252 HP / 4 Def
Adamant Nature
-Belly Drum
-ExtremeSpeed
-Seed Bomb
-Shadow Claw

Because of Linoone's poor Attack stat and unique access to Belly Drum and the strongest reliable priority move, ExtremeSpeed, this is by far Linoone's best set. Linoone is one of PU's best sweepers under the right circumstances, as it can boost up to a mind-blowing 1048 Attack in just one turn. ExtremeSpeed is non-negotiable, as it's the reason this set is viable and deadly in the first place. Only the bulkiest walls and Normal-type resists can survive a +6 ExtremeSpeed. It will be the main attack Linoone uses because STAB makes ExtremeSpeed its strongest move. The other two attacks are there solely for coverage. Seed Bomb is useful against Rock-types who resist Extremespeed, and also does more damage to Water- and Ground-types than ExtremeSpeed. Shadow Claw hits Ghost-types that are immune to ExtremeSpeed and hits Psychic-types for extra damage.

Because Belly Drum takes away so much of Linoone's health, a Sitrus Berry is recommended to heal back 25% of its HP, making it easier for Linoone to survive on the turn that it uses Belly Drum. If surviving is not really an issue, a Silk Scarf can be used to heighten Extremespeed's power to frightening levels. Another option is a Lum Berry, as Linoone loathes all forms of status. You may be surprised that no Speed investment is really needed for a non-Trick Room sweeper, but even with no Speed, Linoone outspeeds pretty much every opponent it needs to, mainly because of ExtremeSpeed's priority. Thus, Linoone can invest heavily in bulk to increase its survivability, which is always an issue due to the nature of Belly Drum.

Linoone is not bulky, so with Belly Drum, it's not easy for Linoone to even survive the first turn, let alone pull off a sweep. Screen support is pretty much required, as in many situations screens alone will mean the difference between Linoone surviving after a Belly Drum or being KOed. Memento is also a good move to use because Linoone gets a safe switch in afterwards and the opponent's offenses are severely weakened. Linoone has a tough time with Steel-types, so any offensive partner with a strong STAB attack that can hit Steel-types super effectively is recommended to give Linoone an easier time.

---------------------------------------------

This set is a little different than the one recommended for NU. I use a team that's built around Linoone sweeping, so I'm very familiar with using this set and of course it's an effective one. About the difference between the set I just posted and the "official" analysis, PU Linoone can have maximum attack because it doesn't have to worry about outspeeding Haunter, who is NU, but not PU. The NU-but-not-PU Linoone has a Jolly nature to outspeed max Speed Haunter. Pretty much all Choice Scarf or Speed-boosting Pokemon outspeed Jolly max Speed Linoone anyway and there aren't any PU Ghost-types in that base 95 ish Speed range, so PU Linoone doesn't lose out really on anything by going Adamant.

More detail on the EV spread: Adamant, 252 EV Linoone barely outspeeds all 252+ base 86 Pokemon, while Adamant, 0 EV Linoone outspeeds all 252+ Pokemon with base 57 Speed and below. In that huge Speed range from 58 to 86 that Linoone doesn't outspeed by not having any Speed EVs, there are only three Pokemon who are OHKOd by Seed Bomb or Shadow Claw but not by ExtremeSpeed, and those three are the only three that matter in terms of whether Linoone should have Speed investment. They are Lunatone, Solrock, and Banette, all three of which pretty much never run 252+ in Speed, so much to my surprise, this sweeper doesn't even need Speed investment.
 


Belly Drum
Linoone @ Sitrus Berry / Silk Scarf
Trait: Pickup
EVs: 252 Atk / 252 Spd / 4 HP
Adamant Nature
-Belly Drum
-Extremespeed
-Seed Bomb
-Shadow Claw.
Wouldn't it be better to run HP EVs to have a bit more bulk? The Speed EVs don't make too much of a difference imo.
 
Wouldn't it be better to run HP EVs to have a bit more bulk? The Speed EVs don't make too much of a difference imo.
Yeah, I was actually literally doing that right now lol. I'm seeing how much Speed Adamant Linoone would need to run to outspeed certain threats in PU.

Edit: Done with my calculations. The results might be surprising!
 

WhiteDMist

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Nasty Plot
Simipour @ Life Orb
Trait: Gluttony
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
-Nasty Plot
-Hydro Pump / Surf
-Ice Beam
-Grass Knot

Simipour immediately stands out in PU as a true offensive threat. Simipour boasts a great base 101 Speed stat, allowing it to outpace notable Pokemon such as Linoone, Raichu, and Dodrio, and its base 98 Special Attack stat gives it plenty of power behind its attacks. Once Simipour sets up with Nasty Plot, very few Pokemon can stand up to its Life Orb-boosted attacks. Hydro Pump is a very powerful STAB move, hitting even Water-resistant Pokemon quite hard, although Surf can be used for a weaker but more reliable alternative. Ice Beam compliments Simipour's Water-type STAB quite nicely, hitting the various Dragon- and Grass-type Pokemon in PU for super effective damage. Grass Knot rounds out Simipour's coverage, hitting many opposing Water-type Pokemon very hard.

Custap Lead
Pineco @ Custap Berry
Trait: Sturdy
EVs: 252 Atk / 252 Spd
IVs: 0 HP / 0 Def / 0 SDef
Hasty Nature
-Stealth Rock
-Spikes / Toxic Spikes
-Rapid Spin
-Pain Split

When it comes to suicide hazard leads, no Pokemon performs quite like Pineco. Not only does Pineco have access to all three hazards, allowing it to fit the needs of a wide variety of offensive teams, but it can also take advantage of the combination of Sturdy and Custap Berry. This enables Pineco to guarantee Stealth Rock and at least one layer of Spikes against many leads. While Stealth Rock is almost mandatory for any offensive team,. Toxic Spikes can be used instead of Spikes to help wear down bulkier Pokemon with the poison damage. Pineco can also use Rapid Spin to remove the hazards laid by opposing leads or possibly remove those same hazards later in the game should Pineco last that long. Once Sturdy has been activated, Pineco can also use Pain Split to effectively cut the opponent's HP in half. If used against a Pokemon with a large enough HP stat, Pain Split can even be used to restore Pineco to full health and recycle reactivate Sturdy. Pineco's defenses are minimized in order to increase its chances of activating Sturdy and the Custap Berry. As such, all of Pineco's EVs are used in its Attack and Speed stats. Although Pineco is painfully slow even with full investment, the given Speed investment does allow it to outspeed Pokemon with uninvested base 50 Speed stats.
For Simipour, Hidden Power Grass is superior to Grass Knot for the consistent Base Power; slash it before Grass Knot. Mention at least that a way to handle Scarfed Rotom-F and Audino are very useful since they can hinder this set (with Electric STAB and Thunder Wave/Toxic respectively). Your own Scarfed Rotom-F is an excellent check to both, resisting BoltBeam coverage and having Trick for Audino. Finally, change the ability to Torrent. You don't have Salac Berry to take advantage of Gluttony, nor do you have Substitute to bring it down to 50% safely. The Pineco set is fine, since that is its best set. Just mention that you can't rely on it as your dedicated Rapid Spinner, but that it can Spin for you in a pinch if the opportunity presents itself. Mention that offensive teammates particularly like the support it provides in getting certain KOs and keeping the field clear.

Belly Drum
Linoone @ Sitrus Berry / Silk Scarf
Trait: Pickup
EVs: 252 Atk / 252 HP / 4 Def
Adamant Nature
-Belly Drum
-ExtremeSpeed
-Seed Bomb
-Shadow Claw

Because of Linoone's poor average Attack stat and unique access to Belly Drum and the strongest reliable priority move, ExtremeSpeed, this is by far Linoone's best set. Linoone is one of PU's best sweepers under the right circumstances, as it can boost up to a mind-blowing 1048 Attack in just one turn. ExtremeSpeed is non-negotiable, as it's the reason this set is viable and deadly in the first place. Only the bulkiest walls and Normal-type resists can survive a +6 ExtremeSpeed. It will be the main attack Linoone uses because STAB makes ExtremeSpeed its strongest move. The other two attacks are there solely for coverage. Seed Bomb is useful against Rock-types who resist Extremespeed, and also does more damage to Water- and Ground-types than ExtremeSpeed. Shadow Claw hits Ghost-types that are immune to ExtremeSpeed and hits slow and bulky Psychic-types for extra damage. You'd use ESpeed for the rest regardless.

Because Belly Drum takes away so much of Linoone's health, a Sitrus Berry is recommended to heal back 25% of its HP, making it easier for Linoone to survive on the turn that it uses Belly Drum. If surviving is not really an issue, a Silk Scarf can be used to heighten Extremespeed's power to frightening levels. Another option is a Lum Berry, as Linoone loathes all forms of status. You may be surprised that no Speed investment is really needed for a non-Trick Room sweeper, but even with no Speed, Linoone outspeeds pretty much every opponent it needs to, mainly because of ExtremeSpeed's priority. Thus, Linoone can invest heavily in bulk to increase its survivability, which is always an issue due to the nature of Belly Drum.

Linoone is not bulky, so along with Belly Drum's HP cut, it's not easy for Linoone to even survive the first turn, let alone to pull off a sweep. Dual Screens support is pretty much required, as in many situations screens alone will mean the difference between Linoone surviving after a Belly Drum or being KOed. Memento support is also a good move to use option because Linoone gets a safe switch in afterwards and the opponent's offenses are severely weakened. Linoone has a tough time with Steel-types, so any offensive partner with a strong STAB attack that can hit Steel-types super effectively is recommended to give Linoone an easier time.
For Linoone, mention (if not change) that you can run enough Speed EVs to outpace Timid Gastly and Shadow Claw it before it hits you with a Life Orb Sludge Bomb or Destiny Bond. It isn't too common, but the metagame hasn't settled enough yet for that to mean anything. I would also put Lum Berry before Silk Scarf since a defense against status is far more important than a power boost. Give options for Dual Screeners and Memento users.
 

Dell

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Belly Drum
Linoone @ Sitrus Berry / Silk Scarf
Trait: Pickup
EVs: 252 Atk / 252 HP / 4 Def
Adamant Nature
-Belly Drum
-ExtremeSpeed
-Seed Bomb
-Shadow Claw
A noticeable thing to nitpick here about the spread that you are using is that because you're inducing Linoone's HP into an even number by using max HP EVs, you will not be able to activate Sitrus Berry at 50%, which is definitely an integral part for Linoone's ability to setup Belly Drum in the first place. Either way, rather than investing fully on HP you should be going with the route of an EV spread of 172 HP / 252 Atk / 40 Def / 44 SDef with an Adamant Nature, which actually maximizes Linoone's bulk on both ends of the spectrum as opposed to max HP while also maintaining an odd HP number, meaning that you will be able to activate Sitrus Berry at 50%. Also, mention Return on this set (it's possibly more useful than Shadow Claw in this metagame). While you will generally be spamming ExtremeSpeed anyways, the extra punch that Return provides means that it gains OHKO's on things that you would otherwise miss out on at +6 such as Throh, Duosion, or Vileplume.
 
Mention at least that a way to handle Scarfed Rotom-F and Audino are very useful since they can hinder this set (with Electric STAB and Thunder Wave/Toxic respectively). Your own Scarfed Rotom-F is an excellent check to both, resisting BoltBeam coverage and having Trick for Audino.
252/252+ Audino is actually OHKOd over half the time by +2 Hydro Pump after Stealth Rock, so Simipour doesn't have too much trouble with it. You're right about Rotom-F, though, and I also mentioned Jumpluff as a good Pokemon that can outspeed and threaten Simipour. Rotom-F was also mentioned as a partner since it still handles either of these threats.

Finally, change the ability to Torrent. You don't have Salac Berry to take advantage of Gluttony, nor do you have Substitute to bring it down to 50% safely.
Unless I'm mistaken, Torrent is illegal with Nasty Plot due to Nasty Plot being an egg move and, if I recall correctly, the elemental monkeys were released as male-only. Otherwise I would have just added Torrent instead since it is better.

Everything else has been added. Thanks!
 

Audiosurfer

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Thanks for the checks WhiteDMist :) Addressed your fixes.
Also reserving SubRoost Swanna, LO Pivot Vileplume, Graveler, and CB Stoutland
 

WhiteDMist

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Ok, so I've been busy for the last couple of days and haven't put a lot of time here. I'm going to make up for it now!


Calm Mind Sweeper
Golduck @ Life Orb
Trait: Cloud Nine
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Hydro Pump / Surf
- Ice Beam
- Hidden Power [Electric]

Calm Mind Golduck is a potent sweeper with its decent base 95 Special Attack and its base 85 Speed stats. After a Calm Mind, very little in the tier can take more than 2 attacks from this duck. Hydro Pump is the preferred move to give Golduck as much power as possible; Surf is viable if you do not want to risk missing with Hydro Pump, though you will want to have a Calm Mind or two under your belt first to make up for its lower base power. Ice Beam is an excellent coverage move, devastating the Grass and Dragon-types that resist Golduck's Water STAB. Hidden Power Electric is the last move of choice to allow Golduck to hit Mantine and other Water-types. While other Hidden Power types like Grass are viable, they are all meant for certain niche counters and checks that are less common than Mantine. Cloud Nine is the ability of choice because both Sun and Rain weathers are common in PU; Golduck makes an excellent check to them because of this ability. The EVs and Timid nature maximize Golduck's important Speed tier and above average power.

Golduck can be fitted onto most offensive teams that lack a Water-type. However, like with all sweepers, it works best with Pokemon that help remove its checks and counters. Rotom-F and other fast Electric-types can revenge kill Golduck even after a Calm Mind, so a bulky Electric or Ground-type like your own Rotom-F or Camerupt are very viable teammates. A Stealth Rock setter is very important to make sweeping easier and check the aforementioned Rotom-F. While Audino cannot switch into a Hydro Pump, if it switches in on a different move, it can easily status Golduck and stall it out with Wish, Protect and Regenerator. A Fighting-type like Throh can remove it easily enough, and a Rest and Calm Mind Gothorita can easily set up on Audino with impunity.


SubCM
Golduck @ Leftovers
Trait: Cloud Nine
EVs: 208 HP / 48 SpD / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Surf
- Ice Beam / Hidden Power [Electric]

Unlike the normal Calm Mind set which only needs a single boost to sweep, this set focuses on setting up several Calm Minds while staying behind a Substitute. The Substitute lets Golduck avoid status that is commonly used to stop its normal sets, creates a buffer against critical hits, and also becomes difficult to break on the Special side after a few Calm Minds. Calm Mind makes up for the lack of offensive investment and Life Orb. Surf if the preferred move because after several Calm Minds the reliability and higher PP becomes a greater benefit than the difference in base power in relation to Hydro Pump. As for the coverage move, Ice Beam is the preferred option to provide excellent neutral coverage. While Hidden Power Electric is useful for taking on opposing Water-types, they cannot do much back to Golduck in return. After enough boosts, few Water-types in the PU tier can withstand a STAB Surf or Ice Beam regardless of their resistance. The Timid nature guarantees that Golduck can set up Substitutes and Calm Minds before it can get hit; it also lets it act as a check to weather teams even without a boost. The remaining EVs maximize its Special bulk so that after a couple of Calm Minds, even weak Electric moves will have trouble breaking its Substitute.

This Golduck set is viable on balanced and offensive teams as a late game sweeper. Hazard support from the likes of Camerupt, Maractus, or Gigalith is a necessity in order to lessen the amount of time needed for setting up. Having a potent priority user, like Choice Band Basculin, is helpful to limit the damage that an opposing revenge killer, like Choice Scarf Rotom-F, can do to stop Golduck's set up. Paralysis and/or Dual Screen support from Volbeat and Audino is extremely useful, though not required since Golduck has decent Speed and bulk on its own.


Note that I am not the best at EV spreads and someone else may be able to find a better spread.


Choice Band
Linoone @ Choice Band
Trait: Pickup
EVs: 60 HP / 252 Atk / 196 Spe
Adamant Nature
- ExtremeSpeed
- Seed Bomb / Return
- Shadow Claw / Return
- Switcheroo / Return

While the Belly Drum set is an terrifying sweeper, this set focuses on being a potent revenge killer. Choice Band Linoone's ExtremeSpeed is one of the strongest priority moves in the tier, and it is far more reliable than the similarly powerful Sucker Punch. With its +2 priority, it out-prioritizes most other priority easily, making it a great move to spam. Seed Bomb covers the Rock-types that resist its Normal STAB, while Shadow Claw hits the Ghost-types that are immune to it. Switcheroo is useful for crippling most common switch-ins to Linoone, or at least limiting their capabilities. All of the coverage moves and Switcheroo can be replaced by Return based on whether or not you have a way to remove what the move was meant to cover. The Speed EVs are meant to outspeed positive nature base 80 Pokemon like Gastly. Linoone's Attack is maximized, along with an Adamant nature, to increase its rather average damage output. The rest of its EVs are invested in bulk so that Linoone can live some weak hits.

As a revenge killer, Linoone is meant to support the team rather than be supported. However, hazard support from the likes of Gabite, Camerupt, Gigalith, Maractus, and Whirlipede are invaluable to enable Linoone to actually take out the Pokemon that it means to revenge kill. Linoone can only hope to Switcheroo a Choice Band onto Steel-types like Klang, so a way to neutralize them is very helpful. The aforementioned Ground-types are a fine way to deal with Steel-types, as are Fighting-types like Machoke and Throh.


I'd like to hear what people think would be the best place to slash Return/remove a coverage move for Return. Also, the EVs are a bit focused on Speed over bulk since this set has a different goal from the Belly Drum set, but I'd like to see if anyone would prefer a bulkier EV spread (not that Linoone can really take advantage of extra bulk regardless) or a faster EV spread.


Tank
Gabite @ Eviolite
Trait: Rough Skin
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Stealth Rock
- Outrage / Dragon Claw
- Earthquake
- Roar / Toxic / Dragon Claw

Gabite is surprisingly bulky with an Eviolite equipped to it. It is very reliable at setting up Stealth Rock, since only Ice and Dragon-type attacks can OHKO it without any prior damage or boosts. It has excellent resistances, taking Fire, Rock, and Poison-type moves easily. It is neutral to most types, and Rough Skin chips away at any Pokemon that uses a contact move on Gabite. It is notable that Rough Skin also lets Gabite act as a pseudo spinblocker if the damage is enough to KO the spinner, since the Rapid Spin would fail to remove hazards. The best aspect about its typing is its immunity to Electric-type attacks, stopping opposing Pokemon from Volt Switching around with impunity. Outrage is Gabite's strongest move, though being locked into the move and the forced confusion are huge drawbacks for a tank. Dragon Claw is a safer alternative, but it is far weaker and cannot strike most Pokemon as hard as one would like. Earthquake is Gabite's most reliable STAB move due to its high power and lack of drawbacks. For its last move, Roar is usually the most effective in order to prevent set up and take advantage of the hazards that Gabite and its teammates set up. However, Toxic is a decent alternative in order to wear down the initial walls that come in to check Gabite. Gabite's Attack is maximized with an Adamant nature in order to ensure that its average base 90 Attack inflicts the highest damage it can. The Speed is set to outpace neutral nature base 58s, though one can run more Speed to outspeed certain Speed tiers; thanks to Gabite's excellent base 82 Speed, this is easily done at the cost of its bulk.

Gabite is easy enough to fit on most teams, since its main job is to set up Stealth Rock, which every team appreciates. Its STAB combination is not resisted by anything in the tier, so it is really only countered by bulky physical walls. Toxic cripples most of them, especially with Gabite's high Speed. The Roar variants can just force walls out and make them take more entry hazard damage if they choose to switch in again. The best support for Gabite are strong attackers that enjoy the extra damage Stealth Rock and Rough Skin inflicts. Effective Spikers like Maractus and Glalie are also helpful to add to all of the residual damage Gabite can inflict.


I'm sure there are other Speed tiers that Gabite can strive to outpace, but I've stopped at base 58.

Edit: Agent Dell likes the idea of outspeed Jolly Fraxure at the cost of bulk. Any thoughts?
 

WhiteDMist

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I've been pretty busy lately, but I've finally updated the database. I would like some more input/edits on a few of the sets before I add them. Plenty more to go!
 

Audiosurfer

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ok giving this a bump since i promised some writeups:

Vileplume:

Life Orb Pivot
Vileplume @ Life Orb
Trait: Effect Spore
EVs: 174 HP / 252 SAtk / 82 Spd
Modest Nature
- Giga Drain
- Sludge Bomb
- Moonlight
- Sleep Powder

With this set, Vileplume is one of the best offensive pivots in the tier. It is capaple of switching into resisted moves from many top tier threats such as Throh, Choice locked Golduck, and Rotom-Frost and then firing off a powerful Sludge Bomb or Giga Drain. Sleep Powder is a great move for dispatching threats that Vileplume itself can't beat. Sludge Bomb and Giga Drain are its two STAB moves and deal large amounts of damage to Pokemon thinking they can switch in expecting a defensive set. Moonlight allows Vileplume to heal itself and continue switching in throughout the match. The EVs allow it to outrun minimum Speed base 60s. Something to beat Steels types is appreciated, since Vileplume is setup bait for things like Klang. In general, a Fighting type is able to take on Vileplume's checks and counters. Beyond that, you don't need to worry about support too much as this set is meant to support the team.


Graveler:

Utility
Graveler @ Eviolite
Trait: Sturdy
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Sucker Punch

Graveler is a fantastic choice for a Stealth Rock setter. Thanks to its useful ability, Sturdy, it can guarantee a layer of Stealth Rock for your team. It even lives a Superpower from Life Orb Rampardos and can either OHKO back or lay rocks. Graveler also functions as a check to threatening Normal and Flying types in the tier such as Dodrio and Stoutland, and can be used to beat Electric types and absorb Volt Switches. Earthquake and Rock Blast are obligatory STAB moves, with Rock Blast being useful to break through Substitutes, and Sucker Punch is used to get around Graveler's lackluster Speed and pick off weakened threats. Graveler doesn't need much in the way of team support since it's meant to support the team, but something to switch into common Water, Fighting and Grass type moves such as Vileplume is a useful partner.


Swanna:

SubRoost
Swanna @ Life Orb
Trait: Hydration
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Roost
- Substitute
- Hurricane
- Surf

Thanks to its deadly combination of Speed and powerful STAB moves, Swanna is one of the most threatening Special Attackers in the tier. Since it is prone to attracting revenge killers such as Rotom-Frost, Substitute is used to protect Swanna, as well as allowing it to block debilitating status such as paralysis. Roost allows it to extend its longevity, as between Life Orb recoil and Substitute, its health will go down quickly. Hurricane and Surf are the STAB moves, and can deal large amounts of damage to switchins. Something that can handle Electric types such as Graveler or Camerupt would be appreciated since Swanna can easily be dispatched by them. In addition, entry hazards are useful for wearing down Swanna's few checks.


Stoutland:

Choice Band
Stoutland @ Choice Band
Trait: Intimidate
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Return
- Superpower
- Crunch
- Fire Fang

Stoutland is a fantastic wallbreaker in the tier and is the premier offensive Normal types. Thanks to its great base 100 Atk and good speed, it is capable of hitting many Pokemon in the tier for high amounts of damage. Return is the primary move on this set thanks to it getting a STAB boost, and it can dent anything that doesn't resist it. Superpower hits Rock and Steel types that can switch into Return, and Crunch covers Ghost types. Since it gets perfect coverage from the first 3 moves, Fire Fang is just used to hit Wormadon-Trash. Intimidate allows it to switch in on weaker physical hits, allowing it to act as a pivot. Good partners are things that share similar checks such as Fraxure or Dodrio, since they can wear down each others counters for one to sweep. Something to keep Stealth Rock off the field such as Mold Breaker Rampardos is also appreciated since Stoutland will be switching around a lot.
 

Physical Sweeper
Stantler @ Life Orb / Choice Scarf
Trait: Sap Sipper
EVs: 4 HP / 252 Atk / 252 Spe
Jolly / Adamant Nature
- Double Edge / Return
- Earthquake
- Sucker Punch / Wild Charge
- Megahorn / Wild Charge

Stantler finds a niche for itself in PU over its Normal-Type brethren in the form of Sap Sipper and Megahorn, allowing it to drastically dent all of the tier's common Grass-Types. Its wide array of coverage moves to go along with its good Normal- STAB, as well as its ability to speed tie with non Choice Scarfed Golduck, make it a very devastating physical sweeper. The EVs are standard: Attack and Speed are maxed out to do what Stantler does best: hit hard and fast. A Jolly nature is used first and foremost to assure Stantler can either outspeed or speed tie with any form of Golduck without a Scarf, and to get the jump on Modest SubSplit Rotom-F. Adamant is also an option when running Scarf, allowing Stantler to pack a bigger punch against slower threats. Double Edge is the preferred STAB, having great synergy with Eartquake, hitting the Rock- and Steel- Types that resist it. Return is an option on the Life Orb set, however, if you want to minimize recoil. It does make up for the power difference between Stantler and Stoutland, however, as Stoutland does not get Double Edge.Earthquake is almost a necessity, as it allows Stantler to hit everything else it can't hit with its STAB for at least neutral damage (sans Gastly and the rare Archen). Sucker Punch is great for getting the jump on faster threats such as Rotom-F, but Wild Charge is better suited for the Scarf set, as locking yourself into Sucker Punch is easily exploited by switching and Substitutes. Wild Charge allows you to hit the Golduck that you're trying to get the jump on Super Effectively, as well as an array of popular Pokemon, especially Swanna and Mantine. Megahorn fills the last spot, hitting the Grass-Types that Stantler commonly switches into for SE damage. In fact, with a Life Orb, Stantler easily 2HKOs Defensive Vileplume after rocks, without rocks with a Sap Sipper boost. The Scarf set likes Megahorn as well, but Wild Charge is usable in the last spot if you prefer hitting Flying-Types over Grass-Types when holding a Life Orb. Stantler's best partners are Pursuit Trappers such as Dodrio, who dispatch the Ghost- Types that oh so annoy the deer with ease. Natural Grass- move lures are also helpful for Stantler, easing prediction and allowing for free boosts. Marshtomp, Pupitar, and Relicanth in particular all set up entry hazards and harbor a typing that naturally lure in Grass- Type attacks. Wish support is also good for the Life Orb set, as Double Edge along with Life Orb recoil tends to take its toll on the deer. SubBP Leafeon and Audino are both good options, as Leafeon especially can pass Subs and Wishes to the Life Orb set. Audino, however, has more well rounded bulk and access to Regenerator, allowing it to pass more Wishes to the team than to itself to stay healthy.

EDIT: Made Double Edge first slash, as it does fix up the power difference between Stantler and Stoutland. I also added Wish support to the Recommended Partners list.
 

WhiteDMist

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Leafshield, I believe that Megahorn (a breeding move) and Sap Sipper (DW) are illegal together. Also, Double Edge should be the first choice simply because Stoutland doesn't recieve it, and it'll make up for the power difference.
 
Leafshield, I believe that Megahorn (a breeding move) and Sap Sipper (DW) are illegal together. Also, Double Edge should be the first choice simply because Stoutland doesn't recieve it, and it'll make up for the power difference.
Well, I'll change it when PS! and PO both tell me that I'm not allowed to use it. Sucker Punch is also a breeding move, and is legal with Sap Sipper according to simulators. So, I don't know if that's changed or not, but it works, making the set perfectly usable on PS! and PO.

I'll go and put Double Edge at the first option. Should I mention that Wish support in the recommended partners section due to Stantler losing much of his health on the LO set?
 
I'm not exactly sure if its OK for ME to do this, but I don't see a specific list of people that can. So, I'll do Arbok, both coil varieties(I've been told by Leafshield what the general is as well, so its not just theorymonning from me; I've also used Arbok, so there's that.


Shed Skin+Rest
Arbok @ Black Sludge
Trait: Shed Skin
EVs: 252 HP / 252 Atk / 4 SpDef
Nature: Adamant
- Coil
- Rest
- Gunk Shot
- Aqua Tail

This Arbok set allows it to boost its Attack, Defense and Accuracy to very good levels whilst having fairly reliable recovery and OK coverage; Gunk Shot becomes an excellent STAB after a single Coil, being nearly perfectly accurate and greatly powerful, and capable of dispatching a number of threats quickly and easily. Aqua Tail provides nice coverage in general, as well as having good power, and after a Coil you don't have to worry about it missing. However, not all is well when using this set; Psychic- Ground- or Poison-Types, such as Beheeyem, Stunfisk, and particularly Tentacool, all beat you easily even after many coil boosts. If you use this set, you also will have to make due with neutral coverage more than super-effective coverage more often than not, as you will only be capable of hitting Grass-, Ground-, Rock- and Fire-types super effectively. The goal of this set is to set up as many Coils as you can and then sweep through a moderately weakened team mid game; Early on or in the late game it is less effective, as you will not be able to get as many Coils up or you could be in a very disadvantageous position already, respectively. Largely, the biggest wall to Arbok is Tentacool, who can take away your item, spin away entry hazards and just give you a bad day.



Intimidate Coil
Arbok @ Black Sludge
Trait: Intimidate
EVs: 252 HP / 252 Atk / 4 SpDef
Nature: Adamant
- Coil
- Gunk Shot
- Aqua Tail
- Sucker Punch

This set foregoes recovery for an easier time setting up and another attacking slot: It is now capable of beating Psychic-Types that think they can rain on your parade by utilizing Sucker Punch, and with it's general good coverage it is capable of being a handful for even prepared teams. However, with the lack of a recovery move, you will get worn down more easily, and can only come in a limited number of times. And while it is nice to have this good coverage, if you mispredict, it can be costly. Also, the counters to this set are still largely the same as last time, minus Psychics, and something like Tentacool is still easily capable of walling you, taking away your only recovery in Black Sludge, and Rapid spin in your face.


Should I make the descriptions longer? Should I be more specific? Calcs? Should I go and cry in a corner cause I'm just not gonna get it(I hope not the last one lol)? IDK, you decide, but from what I gather they're the correct sets. Like, I've used 'em, I've seen others use 'em, and Leafshield said this was it too sooo... Yeah. (I'm always open to scrutiny)
 
I'm sure there are other Speed tiers that Gabite can strive to outpace, but I've stopped at base 58.

Edit: Agent Dell likes the idea of outspeed Jolly Fraxure at the cost of bulk. Any thoughts?
After using Gabite a lot, I've found in most situations more speed is really useful; since you don't need to play mind-games against likes Fraxure, Luxray or Stoutland, that are really dangerous threats for offensive teams. I think 240 Evs Spe, enough for neutral 80, its better than enough for Jolly Fraxure, at the cost of only 12 Evs more you can outspeed threats such as Arbok or Stoutland that's pretty big in my opinion.

Also I want to post Glalie. I've found that's really underrated spiker and does the job really good, I'd want to see what other people think. Probably I've made some mistakes since I'm not good writer in english. So if you found anything wrong feel free to tell me ^_^


Spikes
Glalie @ Focus Sash
Trait: Inner Focus
EVs: 16 Atk / 240 SAtk / 252 Spd
Naive Nature
- Spikes
- Taunt
- Ice Beam
- Explosion

Glalie at first sight seems like a really average Pokémon with 80 Base stat in everything; but it has access to one of the best moves: Spikes. However it stiffs competition with others spikers such as Maractus, Dwebble or Pineco, Glalie has some unique things that make it different. Firstly, it has decent speed for PU, that allows it to set up much more easily and guaranteed at least one layer against common leads like Gigalith, Graveler or Rampardos. Taunt is other good move for the mix, and is merely for preventing opposite hazards, status that would severely hinder its capabilities, and avoiding giving opportunities for dangerous set uppers like Duosion. Also, its Ice-type its really good offensively, since naturally scares things like Fraxure, Gabite, Butterfree, etc.; and in general terms, Ice Beam does decent damage on everything that doesn't resist it. Explosion maybe seem odd with little investment but still does what it needs: keeping your momentum, and still does good damage, for example, it 2HKOes Golduck, even Bulky CM, Rotom-F, Beheeyem and OHKOes Rapidash and Mr. Mime after SR. Naive is chosen because Glalie can take Rock Blast from Gigalith or Graveler if only hits twice, that's pretty useful. Inner Focus can be useful against some random Fake Out Pokémon such Persian or Meditite.
 
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