Gen 6 PU Resource Thread

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PU Speed Tiers:

Stat / Pokemon / Base / Nature / EVs / Boost


Tier 0 - Higher than Neutral Base 160 (420 and higher)

578 / Leafeon, Sawsbuck / 95 / Neutral / 252 / +2
538 / Articuno, Golduck / 85 / Neutral / 252 / +2
518 / Stoutland / 80 / Neutral / 252 / +2
498 / Kingler / 75 / Neutral / 252 / +2
496 / Simipour / 101 / +Spe / 252 / +1
493 / Floatzel / 115 / Neutral / 252 / +1
492 / Dodrio, Ninetales / 100 / +Spe / 252 / +1
475 / Leafeon, Sawsbuck / 95 / +Spe / 252 / +1
468 / Venipede / 57 / +Spe / 252 / +2
463 / Chatot / 91 / +Spe / 252 / +1
460 / Ninjask / 160 / +Spe / 252 / 0
459 / Mr. Mime / 90 / +Spe / 252 / +1
447 / Rotom-F / 86 / +Spe / 252 / +1
430 / Monferno / 81 / +Spe / 252 / +1
420 / Chatot / 91 / Neutral / 252 / +1
Tier 1 - Max Base 100 to Neutral Base 160 (419-329)

419 / Ninjask / 160 / Neutral / 252 / 0
418 / Relicanth, Weepinbell / 55 / Neutral / 252 / +2
416 / Electrode / 140 / +Spe / 0
406 / Gorebyss, Huntail / 52 / Neutral / 252 / +2
398 / Beartic, Regice / 50 / Neutral / 252 / +2
384 / Fraxure / 67 / +Spe / 252 / +1
379 / Electrode / 140 / Neutral / 252 / 0
364 / Zebstrika / 116 / +Spe / 252 / 0
361 / Floatzel / 115 / +Spe / 252 / 0
355 / Purugly / 112 / +Spe / 252 / 0
351 / Venipede / 57 / +Spe / 252 / +1
350 / Jumpluff, Raichu / 110 / +Spe / 252 / 0
343 / Ursaring / 55 / +Spe / 252 / +1
339 / Kadabra, Rapidash / 105 / +Spe / 252 / 0
338 / Kadabra (Hidden Power Fighting) / 105 / +Spe / 252 / 0
331 / Simipour, Simisage, Simisear / 101 / +Spe / 252 / 0

Tier 2 - Max Base 80 to Max Base 100 (328-298)


328 / Dodrio, Ninetales / 100 / +Spe / 252 / 0
326 / Gourgeist-S / 99 / +Spe / 252 / 0
324 / Basculin, Swanna / 98 / +Spe / 252 / 0
317 / Leafeon, Sawsbuck / 95 / +Spe / 252 / 0
311 / Leavanny / 92 / +Spe / 252 / 0
309 / Chatot, Murkrow / 91 / +Spe / 252 / 0
306 / Mr. Mime / 90 / +Spe / 252 / 0
298 / Rotom-F, Rotom-S / 86 / +Spe / 252 / 0

Tier 3 - Neutral Base 70 to Max Base 85 (295-239)


295 / Articuno, Misdreavus / 85 / +Spe / 252 / 0
289 / Leafeon, Sawsbuck / 95 / Neutral / 252 / 0
289 / Gabite / 82 / +Spe / 252 / 0
287 / Monferno / 81 / +Spe / 252 / 0
284 / Arbok, Glalie, Grumpig / 80 / +Spe / 252 / 0
273 / Smeargle / 75 / +Spe / 252 / 0
272 / Klang / 50 / Neutral / 0 / +2
269 / Articuno, Golduck / 85 / Neutral / 252 / 0
261 / Monferno / 81 / Neutral / 252 / 0
259 / Altaria, Arbok, Stoutland / 80 / Neutral / 252 / 0
256 / Fraxure / 67 / +Spe / 252 / 0
249 / Kingler / 75 / Neutral / 252 / 0
244 / Meowstic-M / 104 / Neutral / 0 / 0

Tier 4 - Min Base 70 to Neutral Base 70 (239-177)

239 / Mightyena / 70 / Neutral / 252 / 0
236 / Rampardos / 58 / +Spe / 252 / 0
234 / Quilladin, Venipede / 57 / +Spe / 252 / 0
229 / Ursaring / 55 / +Spe / 252 / 0
219 / Pawniard / 60 / Neutral / 252 / 0
213 / Quilladin / 57 / Neutral / 252 / 0
209 / Relicanth, Weepinbell / 55 / Neutral / 252 / 0
206 / Misdreavus / 85 / Neutral / 0 / 0
203 / Gorebyss, Huntail / 52 / Neutral / 252 / 0
200 / Gabite / 82 / Neutral / 0 / 0
199 / Beartic, Regice / 50 / Neutral / 252 / 0
196 / Altaria, Grumpig / 80 / Neutral / 0 / 0
189 / Armaldo, Golem / 45 / Neutral / 252 / 0

Tier 5 - Min Base 50 to Min Base 70 (176-137)

176 / Politoed, Solrock, Vibrava / 70 / Neutral / 0 / 0
172 / Gogoat, Seaking / 68 / Neutral / 0 / 0
166 / Pelipper, Roselia / 65 / Neutral / 0 / 0
157 / Volbeat (0 IV) / 85 / -Spe / 0 / 0
156 / Tangela, Vullaby / 60 / Neutral / 0 / 0
150 / Quilladin / 57 / Neutral / 0 / 0
146 / Bouffalant, Relicanth / 55 / Neutral / 0 / 0
144 / Gourgeist-XL / 54 / Neutral / 0 / 0

Tier 6 - Min Base 50 and lower (136 and lower)

136 / Audino, Klang, Mawile, Metang, Muk, Prinplup, Regice / 50 / Neutral / 0 / 0
126 / Armaldo, Dusknoir, Golem, / 45 / Neutral / 0 / 0
116 / Camerupt, Probopass / 40 / Neutral / 0 / 0
106 / Clefairy / 35 / Neutral / 0 / 0
100 / Hippopotas, Stunfisk / 32 / Neutral / 0 / 0
96 / Duosion / 30 / Neutral / 0 / 0
92 / Avalugg / 28 / Neutral / 0 / 0
56 / Trapinch / 10 / Neutral / 0 / 0
 
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PU Role Compendium:

Stealth Rock:

Spikes:


Toxic Spikes:


Sticky Web:


Hazard Removal:


Wish:


Heal Bell / Aromatherapy:


U-turn / Volt Switch / Baton Pass:


Normal Checks:


Water Checks:


Electric Checks:


Fighting (Monferno) Checks:


Ground Checks:


Fire Checks:


Revenge Killers:


Stallbreakers / Wallbreakers:


Priority Users:


Weather Sweepers:


Weather Setters:



Setup Sweepers:

Swords Dance:



Calm Mind:


Agility / Rock Polish:


Nasty Plot:


Shell Smash:


Bulk Up:


Dragon Dance:


Other Sweepers:

 
Last edited:

Anty

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Art by bummer
PU Sets Viability Rankings

S-Rank

Floatzel
(Specially Based Mixed: S)
(Physically Based Mixed: S)
(Physical Attacker: A+)
(Special Attacker: A+)

Rotom-F
(Choice Scarf: S)
(Substitute Will-o-Wisp: A+)
(SubSplit: A)

Cacturne
(Specially Based Mixed: S)
(Swords Dance: A+)
(Physically Based Mixed: A)
(Nasty Plot: B)

A-Rank
A+
Leafeon
(Choice Band: A+)
(Swords Dance: A+)
(Choice Scarf: B)


Monferno
(Swords Dance: A+)
(All-out Attacker: A+)
(Choice Scarf: B)
(Choice Band: B)

Golem
(Weakness Policy Lead: A+)
(Specially Defensive: A+)
(Custap Lead: A+)
(Tank A)

Mr. Mime
(Choice Scarf: A+)
(Nasty Plot: A+)
(Choice Specs: A)
(Life Orb Attacker: B+)

Grumpig
(Offensive Utility: A+)
(Offensive Calm Mind: A+)
(Specially Defensive: A-)

Stoutland
(Choice Band: A+)
(Sand Sweeper: A-)


A
Roselia
(Specially Defensive: A)
(Offensive: A)

Stunfisk
(Physically Defensive: A)
(Specially Defensive: A-)

Zebstrika
(Life Orb Attacker: A)

Pawniard
(Swords Dance: A)
(All-out Attacker: B+)

Dodrio
(Choice Band: A)
(Choice Scarf: A-)

Regice
(Rock Polish: A)
(Tank: B)

Vullaby
(Physically Defensive: A)
(Specially Defensive: A-)

Chatot
(Choice Scarf: A)
(Choice Specs: A-)
(Nasty Plot: B)

Relicanth
(Offensive Stealth Rock: A)
(Defensive Stealth Rock: A-)
(Choice Band: A-)
(Rock Polish: A-)

Mawile
(Swords Dance: A)
(Defensive: A)
(All-out Attacker: A)

Gourgeist-XL
(Physically Defensive: A)
(Offensive: B-)

Jumpluff
(Swords Dance: A)
(Utility Attacker: A)

Swanna
(Offensive Defog: A)
(Defensive Defog: B)

Metang
(Offensive Stealth Rock: A)
(Defensive Stealth Rock: A)

Simipour
(All-out Attacker: A)
(Choice Scarf: A-)
(SubSalac Nasty Plot: A-)
(Life Orb Nasty Plot: B+)


A-
Simisage
(All-out Attacker: A-)
(Life Orb Nasty Plot: A-)
(Choice Scarf: B+)

Arbok
(Offensive Coil: A-)
(Defensive Coil: C+)

Muk
(Choice Band: A-)
(CroMuk: A-)
(Assault Vest: B+)

Electrode
(Life Orb Attacker: A-)
(Choice Specs: A-)

Audino
(Specially Defensive Pivot: A-)
(Offensive D)

Kadabra
(Focus Sash: A-)
(Life Orb: A-)

Politoed
(Tank: A-)
(Specially Defensive: B+)
(Choice Scarf: B)

Articuno
(Substitute Attacker: A-)
(3 Attacks + Roost: A-)
(Agility: B+)

Crustle
(Custap Lead: A-)
(Shell Smash: B)
(Defensive: C+)

Cryogonal
(Offensive Rapid Spin: A-)
(Defensive Rapid Spin: A-)

Bouffalant
(Sub Swords Dance: A-)
(Assault Vest: A-)
(Choice Band: B)
(Stallbreaker: B)

Raichu
(Nasty Plot: A-)
(All-out Attacker: B+)
(Choice Scarf: B+)

Clefairy
(Calm Mind: A-)
(Specially Defensive: A-)

Dusknoir
(Life Orb Attacker: A-)
(Choice Band: A-)
(Spell Tag: B+)
(Defensive: C)

Quilladin
(Offensive Spikes: A-)
(Defensive Spikes: A-)

Tangela
(Offensive Pivot: A-)
(Defensive Pivot: B+)

Probopass
(Offensive Stealth Rock: A-)
(Defensive Stealth Rock: B)

Ursaring
(Quick Feet: A-)
(Guts: D)

B-Rank


B+
Smeargle
(Entry Hazard Lead: B+)
(Baton Pass: C-)

Ninjask
(Choice Band: B+)
(Swords Dance: B)
(SpeedPass: C)

Murkrow
(All-out Attacker: B+)

Rotom-S
(Offensive Utility: B+)
(Choice Scarf: C+)

Misdreavus
(Nasty Plot: B+)
(Defensive: B)

Rapidash
(Utility Attacker: B+)
(Choice Band: B)
(Choice Scarf: B-)

Altaria
(Special Attacker: B+)
(Offensive Dragon Dance: B)
(Defensive: B)
(Defensive Dragon Dance: B-)

Gabite
(Defensive Stealth Rock: B+)
(Offensive Stealth Rock: B+)
(Choice Scarf: B-)

Duosion
(Standard Calm Mind: B+)
(Acid Armour Calm Mind: B+)

Huntail
(Shell Smash: B+)
(Coil Pass: C)

Simisear
(All-out Attacker: B+)
(Life Orb Nasty Plot: B)

Pelipper
(Defensive Defog: B+)
(Offensive: C+)

Beheeyem
(Offensive Trick Room: B+)
(Choice Specs: B)
(Calm Mind: B)
(Assault Vest: C)

Fraxure
(Dragon Dance: B+)
(Swords Dance: B)

Ninetales
(Nasty Plot: B+)
(Specially Defensive: C)

Camerupt
(Specially Defensive B+)
(Choice Specs: C)

B
Basculin
(Mixed Attacker: B)
(Choice Band: B)

Drifblim
(Acroblim: B)
(Calm Mind: C)

Gogoat
(Defensive Bulk Up: B)
(Special Attacker: B-)
(Offensive Bulk Up: C)

Golduck
(Rain Sweeper: B)
(Calm Mind: C)

Gorebyss
(Shell Smash: B)
(Choice Specs: C-)

Gourgeist-S
(Subseed: B)
(Offensive: C)

Hippopotas
(Sand Support: B)
(Defensive: C)

Lapras
(Choice Specs: B)
(Special Attacker: B-)
(Dragon Dance: D)

Leavanny
(Sticky Web Lead: B)
(Choice Scarf: C-)

Lumineon
(Defensive Defog Pivot: B)

Mightyena
(Moxie Cleaner: B)

Prinplup
(Defensive Utility: B)

Purugly
(Defiant Attacker: B)

Solrock
(Defensive Stealth Rock: B)
(Cosmic Power Pass: C)
(Rock Polish: D)


B-
Armaldo
(Tank Utility: B-)
(Offensive Utility: B-)
(Rock Polish: C)

Chinchou
(Specially Defensive: B-)

Electabuzz
(Eviolite Attacker: B-)
(Choice Scarf: C-)

Kingler
(Mixed Agility: B-)
(Dual Dance: C+)
(Choice Band: C-)

Klang
(Restalk Shift Gear: B-)
(Offensive Shift Gear: C)

Sawsbuck
(Choice Scarf: B-)
(Sun Sweeper: C+)
(Swords Dance: C+)

Seaking
(Offensive Lightning Rod: B-)

Volbeat
(Weather Setter: B-)
(Tail Glow BP: C+)


C-Rank


C+
Avalugg
(Specially Defensive: C+)

Beartic
(Rain Sweeper: C+)

Krokorok
(Offensive Stealth Rock: C+)

Marowak
(Offensive Stealth Rock: C+)
(Substitute Attacker: C+)

Meowstic-M
(Screen Setter: C+)

Rampardos
(Life Orb Wallbrear: C+)
(Choice Scarf: C+)
(Lead: C+)
(Rock Polish: C-)

Regigigas
(Substitute Tank: C+)

Trapinch
(Specially Defensive Trapper: C+)

Venipede
(Lead Spiker: C+)

Vibrava
(Specially Defensive Defog: C+)

Zweilous
(Choice Band: C+)
(Specially Defensive: C-)

C
Butterfree
(Quiver Dance Sweeper: C)
(Lead: C)
Carbink
(Calm Mind Restalk: C)

Dusclops
(Calm Mind: C)
(Mixed Wall: C)

Glalie
(Lead Spiker: C)
(Offensive Spikes: C)

Luxray
(Choice Band: C)
(Assault Vest: C-)

Munchlax
(Restalk Curse: C)

Weepinbell
(Sun Sweeper: C)

C-
Ampharos
(Offensive Tank: C-)

Banette
(Life Orb Attacker: C-)

Furfrou
(Offensive Pivot: C-)

Glaceon
(Choice Specs: C-)

Hypno
(WishPass: C-)
(NastyPass: C-)

Lickilicky
(Specially Defensive: D)
(Swords Dance: D)

Lopunny
(Cosmic Power Pass: C-)
(Choice Scarf: D)
(Offensive: D)

Shedinja
(Swords Dance: C-)
(Pivot: C-)

Swoobat
(SubSalac Calm Mind: C-)
(Kee Berry Calm Mind: D)

Swalot
(Defensive: C-)

Torkoal
(Defensive: C-)
(Offensive Shell Smash: D)

Vanilluxe
(Autotomize: C-)
(All-out Attacker: C-)

Wartortle
(Defensive Rapid Spin: C-)

Wigglytuff
(Competitive Stealth Rocks: C-)

D-Rank

Ditto
(Choice Scarf Imposter: D)

Lampent
(Offensive Tank: D)

Mienfoo
(Calm Mind Pass: D)
(Bulk Up Pass: D)

Natu
(Shedinja Teammate: D)

Scraggy
(Defensive Bulk Up: D)

Seviper
(All-out Attacker: D)

Slowpoke
(Defensive Tank: D)
 
Last edited:

Anty

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Art by D_what

PU Checks Compendium

Following the same basic idea as the other teambuilding compendiums found throughout the OU sub-forum, the basic goal of this thread is to provide a visual tool to assist teambuilding by giving players a quick way to pick checks and counters for the metagame's top threats. Basically, a "check" as defined here is anything that reliably beats a threat, and they're separated in this list by whether or not they can switch in. The Pokemon will be listed by sprites rather than name for the sake of easy and quick reference, and they will be organized in descending order of viability ranking. As I want this to be a community-built resource, I encourage everyone to suggest changes as you see fit. Here are a few guidelines that explain how this compendium will be organized (subject to change):
  • The only mons which I made sections for are c+ and above, however i removed some less seen ones.
  • For the checks, I mostly did up to c+, however I may have included some more viable ones from below for GSI and SSI if they are particularly good checks, or if there werent many other checks in the sections
  • I will not add/remove checks if certain pokes rise/drop on the viability rankings (unless ofc they move down from higher tiers)
  • I've also started with offensive threats since these are the ones that players generally need the most help keeping in check (this includes slow boosting sweepers). Also certain offensive Pokemon I did not do as they aren't teambuilding relevant, for example Probopass.
  • The checks are generally in decreasing viability (most viable at the start), obviously this is subjective and not perfect so dont tell me to change the orders lol
  • I only consider fairly standard and common sets when talking about both the threats and their checks.
  • You can suggest changes as it is probably not all correct. However, be polite about it, we put a lot of work into doing this. If your change does not go through, don't repost it as most likely I would have disagreed with it.
  • I would prefer it if you only suggested big changes (like adding Pokemon from not being there to SSI/GSI), and remember that SSI is really subjective. Lastly, do not suggest unranked or e/d-ranks or your post will be completely ignored

There are three categories that the checks will be divided into for each entry.
  • Guaranteed Switch-Ins (GSI): These Pokemon can switch into basically anything a threat can throw at them and win the matchup, within reason. This often means switching in on more than one set, for example Floatzel can run choice band and choice specs, so lacks a guaranteed switch in. When evaluating which moves a check must be able to switch into, I have used what I think is good enough to be standard, but obviously that is subjective.

  • Situational Switch-Ins (SSI): These Pokemon can switch in safely under certain circumstances, but not always. Pokemon in this category can either switch safely into some variants of a threat but struggle against others, or they struggle with common coverage moves but can at least switch into a threat's STABs and other moves commonly used on switches (such as boosting moves and Knock Off) and win the matchup. This is somewhat of a "gray area" category, so there's a bit of flexibility here.

  • Non-Switch-Ins (NSI): These Pokemon cannot switch safely into a certain threat, generally because they are beaten by one of the threat's STABs, lose if they switch in on a boosting move, etc. Pokemon in this category can, however, defeat a threat in a 1-on-1 matchup. This includes faster revenge killers, as well as Pokemon that can take a single hit and KO back.

There might be exceptions to the above rules, so these will be handled on a case-by-case basis. My advice for using this compendium is to take a look at the PU Viability Rankings and make sure that you have an answer to the highest ranked threats first, since these are generally going to be some of the most dangerous and common threats and as such are high priority when teambuilding. Once you have those covered, then you can more comfortably prepare for the lower ranked threats. Also, don't worry about having a GSI for everything; that's basically impossible given how many threats there are an how hard it is to fully counter some of them. Instead, try to at least have an SSI for the top threats so that you'll have something that you can throw in front of them somewhat reliably. More offensive teams can probably make do with a couple of NSIs and proper offensive pressure. Bottom line is that you shouldn't get too carried away with trying to have perfect counters for everything, but this compendium should give you a wide range of checks to choose from so that you can build until you feel you can cover what you need to between team synergy and in-game decision making.

Remember to read the entire OP before posting!

If you want a more interactive version use this: http://hidden50.github.io/brmt/
 
Last edited by a moderator:

Anty

let's drop
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Altaria Checks
GSI:

SSI:

NSI:


Arbok Checks
GSI:

SSI:

NSI:



Armaldo Checks
GSI:

SSI:

NSI:


Articuno Checks
GSI:

SSI:

NSI:


Basculin Checks
GSI:

SSI:

NSI:


Beartic Checks (in rain)
GSI:

SSI:

NSI:


Beheeyem Checks
GSI:

SSI:

NSI:


Bouffalant Checks
GSI:

SSI:

NSI:


Chatot Checks
GSI:

SSI:

NSI:


Clefairy Checks (calm mind)
GSI:

SSI:

NSI:


Cryogonal Checks
GSI:

SSI:

NSI:



Dodrio Checks
GSI:

SSI:

NSI:


Duosion Checks
GSI:

SSI:

NSI:


Dusknoir Checks
GSI:

SSI:

NSI:


Electabuzz Checks
GSI:

SSI:

NSI:


Floatzel Checks
GSI:
SSI:

NSI:


Fraxure Checks
GSI:

SSI:

NSI:


Gogoat Checks
GSI:

SSI:

NSI:


Golduck Checks
GSI:

SSI:

NSI:


Golem Checks
GSI:

SSI:

NSI:


Gorebyss Checks
GSI:

SSI:

NSI:


Grumpig Checks
GSI:

SSI:

NSI:


Huntail Checks
GSI:

SSI:

NSI:


Jumpluff Checks
GSI:

SSI:

NSI:


Kadabra Checks
GSI:

SSI:

NSI:


Kingler Checks
GSI:

SSI:

NSI:


Klang Checks
GSI:

SSI:

NSI:


Leafeon Checks
GSI:

SSI:

NSI:


Lickilicky Checks
GSI:

SSI:

NSI:
 
Last edited by a moderator:

Anty

let's drop
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Mightyena Checks
GSI:

SSI:

NSI:


Misdreavus Checks
GSI:

SSI:

NSI:


Monferno Checks
GSI:

SSI:

NSI:


Mr. Meme Checks
GSI:

SSI:

NSI:


Murkrow Checks
GSI:

SSI:

NSI:


Ninetales Checks
GSI:

SSI:

NSI:


Ninjask Checks
GSI:

SSI:

NSI:


Pawniard Checks
GSI:

SSI:

NSI:


Purugly Checks
GSI:

SSI:

NSI:


Raichu Checks
GSI:

SSI:

NSI:


Rapidash Checks
GSI:

SSI:

NSI:


Regice Checks
GSI:

SSI:

NSI:


Relicanth Checks
GSI:

SSI:

NSI:


Roselia Checks
GSI:

SSI:

NSI:


Rotom-F Checks
GSI:

SSI:

NSI:


Sawsbuck Checks
GSI:

SSI:

NSI:


Simipour Checks
GSI:

SSI:

NSI:


Simisage Checks
GSI:

SSI:

NSI:


Simisear Checks
GSI:

SSI:

NSI:


Stoutland Checks
GSI:

SSI:

NSI:


Swanna Checks
GSI:

SSI:

NSI:


Tangela Checks
GSI:

SSI:

NSI:


Ursaring Checks
GSI:

SSI:

NSI:


Zebstrika Checks
GSI:

SSI:

NSI:


Zweilous Checks
GSI:
SSI:

NSI:
 

2xTheTap

Octopus sausage in the skies
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Moderator
PU EV Spread Compendium

Hello everyone, and welcome to PU’s EV spread compendium. This thread is a resource designed to assist old and new players alike in choosing the optimal Effort Value spreads and natures for each Pokemon in PU.

All too often, I see players with a Ninjask that is only able to switch into Stealth Rock once or a Simipour that has failed to activate its Salac Berry after using Substitute. This resource sets out to inform players as to how to avoid making these sorts of mistakes when finishing EV spreads during the teambuilding process while simultaneously providing a forum wherein alternative, yet viable EV spreads and natures can be discussed.

In this thread, you may suggest alternate EV spreads and natures for Pokemon listed C+ and above. If the spread and nature you are suggesting is different than the standard, you must provide rationale for why these non-standard spreads are viable.

For example, most specially defensive Roselia builds currently run 166 Speed uninvested, so in an effort to outspeed both Solrock and Politoed and increase its effectiveness by not losing to either Zen Headbutt or Ice beam, respectively, I might suggest a more offensive Roselia spread with 208 HP / 252 SpA / 48 Spe EVs and a Modest nature. This extra Speed would allow Roselia to Giga Drain successfully on both these targets, which would constitute a post with sufficient rationale and would therefore be added to the compendium.

However, including additional spreads to speed creep these new EV spreads is discouraged (unless there is a specific target you are providing creep for), as speed creeping has to end at some point.

Always be sure to back up your argument with damage calculations (if applicable) or the speed of the Pokemon you are attempting to check or counter.

***Before re-posting standard EV spreads or creating new ones, be sure to check out these awesome resources first:

http://www.smogon.com/smog/issue2/saving_hp2
http://www.smogon.com/forums/threads/magic-number-of-hp.3456308/

^Both of these threads explain in which scenarios an odd number of HP would be superior, and when an even number would be superior.

http://www.smogon.com/forums/threads/a-beginners-guide-to-stat-distribution.3503580/

^Here's a nice overview written by Scorpdestroyer that includes EVs, IVs, natures and how to EV, generally speaking.

http://www.smogon.com/forums/threads/pu-speed-tiers-and-role-compendium.3553385/

^And finally, this comprehensive resource on speed tiers in PU should be your Bible when creating new EV spreads.

Edit: Huge shoutout to TONE114 for helping me the most among all the contributors listed above. Thanks a lot! :]

S Rank

Physical Floatzel

Floatzel @ Choice Band / Mystic Water / Life Orb
Ability: Water Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP (if Life Orb)

Special Floatzel

Floatzel @ Choice Specs / Mystic Water / Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP (if Life Orb) / 0 Atk / 30 SpA (if Hidden Power Grass)

Baton Pass Floatzel

Floatzel @ Leftovers
Ability: Water Veil
EVs: 248 HP / 8 SpD / 252 Spe
Jolly Nature / Timid Nature

Maximum Speed EVs and a Jolly or Timid nature are required to outspeed positive nature 252 Spe invested base 114s and lower, such as Timid 252 Spe Swoobat (359), Jolly 252 Spe Purugly (355), Jolly 252 Spe Jumpluff (350), Timid 252 Spe Raichu (350), etc.

On the Baton Pass set, maximum HP investment increases Floatzel's mixed bulk, allowing it to set up more easily before passing stat boosts, while minimizing damage taken from Stealth Rock and other passive sources via an odd HP number. The other sets also provide an odd number for the same reason.

The rest of its EVs are placed in Special Defense to help Floatzel take resisted hits such as Scald.

Mixed Floatzel

Floatzel @ Life Orb / Mystic Water
Ability: Water Veil
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 29 HP (if Life Orb) / 30 SpA (if using Hidden Power Grass)

Like the other Floatzel sets above, this Floatzel is also ran with maximum Speed so that it can outspeed positive nature 252 spe base 110s, such as Raichu and Jumpluff (350).
However, unlike the others, this Floatzel runs a mixed set in order to bypass priority users in PU such as Sucker Punch Mightyena and Mach Punch Monferno, which means it should run a Naive nature here in order to maximize Aqua Jet's damage output.
Rather than placing its remaining 4 EVs in a defensive stat, they should be allocated toward its Attack stat for the same reason that it receives a Naive nature.
Finally, if Floatzel is using a Life Orb, its HP stat should be lowered to a digit ending in 9 so that Life Orb recoil can be reduced.

Running a mixed set with Life Orb over standard Choice Specs means that Floatzel will be dealing slightly less damage with its special set overall, which in turn necessitates hazard support such as Stealth Rock and Spikes for Floatzel. For example, without any hazards on Tangela's side of the field, Floatzel cannot OHKO Tangela with LO Ice Beam. Therefore, this Floatzel is most effective when hazards are in use and can be kept up through various means.

252 SpA Life Orb Floatzel Ice Beam vs. 248 HP / 8 SpD Eviolite Tangela: 255-302 (76.5 - 90.6%) -- guaranteed 2HKO

vs

252 SpA Choice Specs Floatzel Ice Beam vs. 248 HP / 8 SpD Eviolite Tangela: 294-348 (88.2 - 104.5%) -- guaranteed OHKO after Stealth Rock

Choice Scarf Floatzel

Floatzel @ Choice Scarf
Ability: Water Veil / Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA (if using Hidden Power Grass)

Floatzel can pull off a Choice Scarf set well, given it reaches 493 Speed after the boost from Choice Scarf with a Modest nature, which is enough to outspeed Jolly 252 Spe Choice Scarf Dodrio (492) and everything slower. Running a Timid nature, while somewhat weak in comparison, lets you outspeed Modest 252 Spe Swift Swim Golduck in the rain (538) and Agility Articuno (538) by 3 points (541), so it has its uses on different teams.
However, using Swift Swim allows Floatzel to run Modest without the risk of being outsped by Golduck, so using a Timid nature is more or less a secondary option and is largely team dependent.
Its EVs are used to maximize its Special Attack and Speed, with the remaining 4 EVs being placed in either its Defense or Special Defense.

Choice Scarf Rotom-F

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk

Max speed Rotom-F outspeeds the majority of the PU meta with a Choice Scarf at 447 speed, including +2 Jolly / Naive 252 Spe Huntail (446), Adamant 252 Spe Ninjask (419), and everything below.
Maximum Special Attack investment with a Timid nature allows Rotom-F to deal as much damage as possible.
The remaining 4 EVs are placed into Defense rather than HP, in order to give it an odd number of HP so that it can switch into Stealth Rock one more time.

Substitute Rotom-F

Rotom-Frost @ Life Orb / Leftovers
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP (if Life Orb) / 0 Atk

Like Scarf Rotom-F, Substitute Rotom-F is also given an odd number of HP to minimize damage from Stealth Rock.
Life Orb gives Rotom-F just enough of an attack boost to allow it to wallbreak, while the recoil from LO and lowered HP makes Pain Split more effective on specially defensive walls with large HP pools, like Audino. Will-O-Wisp is a more common option on Substitute Rotom-F, however.
While optional, an HP IV of 29 can be used to bring Rotom-F's total HP to a digit ending in 9, thus minimizing Life Orb recoil as much as possible. However, if Leftovers are used, then dropping its HP IV to 29 would be unnecessary.


A+ Rank

Offensive Roselia

Roselia @ Eviolite
Ability: Natural Cure
EVs: 32 HP / 252 SpA / 224 Spe
*Alternative Spread: 160 HP / 252 SpA / 96 Spe
*Alternative Spread: 208 HP / 252 SpA / 48 Spe
Modest Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe (if using Hidden Power Fighting)

224 Speed EVs let Roselia hit 221 Speed total (with Hidden Power Fighting and a corresponding Speed IV of 30), allowing Roselia to put Grumpig and Misdreavus that creep Pawniard to sleep, as well as hit Pawniard with Hidden Power Fighting before it strikes Roselia with Knock Off.
96 Speed Evs are enough to outspeed neutral nature 252 Spe base 45s, like Marowak, Golem, and Armaldo (189) by 1 point at 190 Speed total. However, less Speed can be ran; the minimum that should be ran is 44, so that it can still outspeed uninvested Solrock before being hit by Zen Headbutt. 48 EVs in Speed are ran rather than 44 in order to achieve an odd number of HP overall.
Special Attack is maximized here via a Modest nature and 252 SpA EVs, with the remainder of its EVs being placed in HP for added mixed bulk.

Defensive Roselia

Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 36 Def / 224 SpD
*Alternative spread: 248 HP / 80 Def / 180 SpD
*Alternative spread: EVs: 248 HP / 252 SpD / 8 Def
*Alternative spread: EVs: 248 HP / 156 Def / 104 SpD
Calm Nature
IVs: 0 Atk

Roselia's EV spreads are listed from most effective to least effective here, and each accomplishes different things.
Roselia's first spread allows it to survive a +2 Ice Beam from Modest Gorebyss, and check it with Giga Drain after SR damage effectively:

+2 252+ SpA Gorebyss Ice Beam vs. 248 HP / 224+ SpD Eviolite Roselia: 224-264 (73.9 - 87.1%) -- guaranteed 2HKO after Stealth Rock
0 SpA Roselia Giga Drain vs. 0 HP / 4 SpD Gorebyss: 204-242 (81.2 - 96.4%) -- 56.3% chance to OHKO after Stealth Rock

Roselia's second spread provides it with enough Special Defense to survive the 2HKO from LO Simipour's Ice Beam, maximizes HP without yielding an even number, and then dumps the remainder of its EVs into Defense:

252 SpA Life Orb Simipour Ice Beam vs. 248 HP / 180+ SpD Eviolite Roselia: 127-151 (41.9 - 49.8%) -- guaranteed 3HKO

Additionally, the 80 EVs in Defense prevent threats like Jolly CB Basculin from OHKOing Roselia with Zen Headbutt, even with damage from Stealth Rock factored in:

252 Atk Choice Band Basculin Zen Headbutt vs. 248 HP / 80 Def Eviolite Roselia: 224-264 (73.9 - 87.1%) -- guaranteed 2HKO after Stealth Rock

vs

(Same calculation, but without 80 Def):
252 Atk Choice Band Basculin Zen Headbutt vs. 248 HP / 0 Def Eviolite Roselia: 258-304 (85.1 - 100.3%) -- 81.3% chance to OHKO after Stealth Rock

A minimum of 248 HP / 100 Def EVs on Roselia always allows Roselia to survive a +2 LO boosted Knock Off from Jolly 252 Atk Leafeon. However, this is not nearly as relevant a calculation, given Leafeon would be running an Adamant nature on team archetypes based around Sunny Day.

So, if Roselia has to survive a +2 LO boosted Knock off from Adamant Leafeon, it can run 248 HP / 156 Def EVs. However, in order to survive this hit, Roselia needs to have no prior damage:

Jolly +2 LO calc without Def:
+2 252 Atk Life Orb Leafeon Knock Off (97.5 BP) vs. 248 HP / 0 Def Eviolite Roselia: 305-360 (100.6 - 118.8%) -- guaranteed OHKO
Jolly +2 LO calc with 100 Def:
+2 252 Atk Life Orb Leafeon Knock Off (97.5 BP) vs. 248 HP / 100 Def Eviolite Roselia: 256-302 (84.4 - 99.6%) -- guaranteed 2HKO
Adamant +2 LO calc with 156 Def:
+2 252+ Atk Life Orb Leafeon Knock Off (97.5 BP) vs. 248 HP / 156 Def Eviolite Roselia: 256-302 (84.4 - 99.6%) -- guaranteed 2HKO

If this Roselia does not have Rapid Spin support with it, entry hazards and other forms of passive damage can take away Roselia's ability to take a +2 LO Knock Off from Leafeon, which means a straight 248 hp / 8 Def / 252 SpD EV spread with a Calm nature is also a possible spread if you don't have hazard removal.

Defensive Roselia with Speed

Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 164 SpD / 96 Spe
Calm Nature
IVs: 0 Atk

This Roselia forgoes some Special Defense and Defense in favor of speed. 96 speed allows Roselia to outspeed neutral-natured 252 Spe base 45s like Golem by +1 and either attack or set hazards before they can make a move.
248 HP EVs are used instead of 252 in order to minimize damage from Stealth Rock, Burn damage (until it switches out), Sand Storm, and Hail.

Standard Machoke

Machoke @ Eviolite
Ability: Guts
EVs: 160 HP / 252 Atk / 52 Def / 44 SpD
*Alternative Spread: EVs: 160 HP / 252 Atk / 24 Def / 24 SpD / 48 Spe
Adamant Nature

Machoke can be used at various Speeds to hit slow, Fighting weak targets. For example, 92 Spe Machoke (149 Spe) outspeeds 128 Spe Modest Probopass (148) by 1 point, while just 48 Spe (138) is enough to outspeed Modest 84 Spe Probopass (137) and outspeed all other neutral-natured, uninvested base 50s (Audino, Regice, Lickilicky, Klang - 136).
Machoke should maximize Attack first, hit its desired Speed second, and split up its remaining EVs to optimize its bulk without giving Machoke an even number of HP third. The first spread maximizes bulk, while the second aims to outspeed relevant targets slower than 138 Speed, such as 84 Spe Probopass and Audino.

No Guard Dynamic Punch vs Probopass:
252+ Atk Machoke Dynamic Punch vs. 172 HP / 0 Def Probopass: 436-516 (143.4 - 169.7%) -- guaranteed OHKO
Healthy Machoke Close Combat vs Probopass:
252+ Atk Machoke Close Combat vs. 172 HP / 0 Def Probopass: 520-616 (171 - 202.6%) -- guaranteed OHKO
Guts activated Close Combat vs Probopass:
252+ Atk Guts Machoke Close Combat vs. 172 HP / 0 Def Probopass: 780-924 (256.5 - 303.9%) -- guaranteed OHKO

No Guard Dynamic Punch vs Lickilicky:
252+ Atk Machoke Dynamic Punch vs. 248 HP / 8 Def Lickilicky: 308-366 (72.8 - 86.5%) -- guaranteed 2HKO after Leftovers recovery
Healthy Machoke Close Combat vs Lickilicky:
252+ Atk Machoke Close Combat vs. 248 HP / 8 Def Lickilicky: 372-440 (87.9 - 104%) -- 25% chance to OHKO
Guts activated Close Combat vs Lickilicky:
252+ Atk Guts Machoke Close Combat vs. 248 HP / 8 Def Lickilicky: 558-656 (131.9 - 155%) -- guaranteed OHKO

As you can see, Guts sets with Close Combat are better options for taking down Lickilicky and Audino before losing its Eviolite, but Dynamic Punch No Guard sets are of course still viable.

Scrappy Stoutland

Stoutland @ Choice Band / Choice Scarf / Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature / Jolly Nature

An Adamant nature, 252 Atk EVs, and a Choice Band are all used to improve Stoutland's wall breaking capabilities. After its Attack has been fully maximized, 252 Speed EVs should be used to speed tie with Adamant 252 Spe Arbok (259), while outspeeding Jolly 252 Spe Fraxure (256) and everything slower.
The same EVs are ran for Choice Scarf Stoutland. Using a Choice Scarf with an Adamant nature lets it reach 388 Speed (426 if Jolly nature), which lets Stoutland beat offensive teams more easily. 388 Speed is enough to revenge +1 Jolly 252 Spe Fraxure (384), Timid 252 Spe Zebstrika (364), and everything slower. Jolly 252 Spe Scarf Stoutland, while very rare, can be used to surprise and OHKO Modest 252 Spe Scarf Chatot (420).
Its last item, Silk Scarf, can be used in order to bluff the Choice item and beat Pokemon like Probopass. Its Attack without a Choice Band is more than enough to OHKO Probopass via Superpower:

252+ Atk Stoutland Superpower vs. 172 HP / 0 Def Probopass: 372-440 (122.3 - 144.7%) -- guaranteed OHKO

Sand Rush Stoutland

Stoutland @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP

In a Sandstorm, Adamant 252 Spe invested Stoutland with Sand Rush hits 518 Speed total, and outspeeds +2 Adamant 252 Spe Kingler (498), +1 Timid 252 Spe Simipour, Simisage, Simisear (496), +1 Modest 252 Spe Floatzel (493), +1 Jolly 252 Spe Dodrio (492), and everything below. Although Jolly outspeeds everything up to 568 Speed (it clears +2 neutral nature 252 Spe base 85s, Scarf Raichu and +2 Adamant 252 Spe Stoutland, Drifblim), Jolly nature Stoutland should not be used in Sand, as it detracts too much from its sweeping capabilities.
Its remaining 4 EVs are placed in either Defense or Special Defense, in order to yield an odd number of HP and minimize passive damage like Leech Seed, Burn and Stealth Rock.

Standard Pawniard

Pawniard @ Eviolite
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature / Jolly Nature

Adamant 252 Spe Pawniard hits 219 Speed total, and outspeeds notable targets such as Jolly 252 Spe Golem (207 Spe), uninvested Misdreavus (206), 252 Spe Modest Regice (199), uninvested Grumpig (196), and everything slower.
Pawniard, if running a Jolly nature, hits 240 Spe total and becomes able to outpace Pokemon that commonly creep Adamant Pawniard, such as offensive Roselia, Grumpig, and Misdreavus.
Pawniard should maximize its Attack, and place its remaining 4 EVs in Defense.

Specially Defensive Grumpig

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 248 HP / 24 Def / 220 SpD / 16 Spe
*Alternative Spread: 248 HP / 8 Def / 252 SpD
*Alternative Spread: 248 HP / 244 SpD / 16 Spe
Calm Nature
IVs: 0 Atk

Calm Grumpig with maximum investment in Special Defense and HP is used to wall premier special threats in PU, such as Ninetales (lacking LO and Dark Pulse), Rotom-F, Psychics lacking Signal Beam and Shadow Ball, and many others via Thick Fat and its nice special bulk.
Placing 248 EVs in HP yields an odd number of HP overall, and therefore minimizes passive forms of damage. Its remaining 8 EVs can be placed in SpA, Def or Spe, based on the user's preference. Running 16 Speed total with a spread of 248 HP / 244 SpD / 16 Speed can be used to Taunt, Thunder Wave or Focus Blast neutral nature 252 Spe base 50s, like Regice and Beartic before they can make a move.
Finally, 24 EVs in Defense allow Grumpig to avoid being 3HKOed by Life Orb Rapidash's Flare Blitz, with Protect and Leftovers being factored in:

252 Atk Life Orb Rapidash Flare Blitz vs. 248 HP / 24 Def Thick Fat Grumpig: 146-173 (40.2 - 47.6%) -- guaranteed 3HKO after Leftovers recovery

Offensive Pivot Grumpig

Grumpig @ Colbur Berry / Leftovers
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature / Timid Nature
IVs: 0 Atk

Modest 176 Speed invested Grumpig hits 240 Speed total, which is enough to outspeed Adamant 252 Spe Mightyena by 1 point. However, Grumpig can also run a Timid nature, which allows it to hit 264 Speed and outspeed standard Adamant Stoutland (259), Adamant Arbok (259), and Adamant Monferno (261).
After this, its Special Attack is maximized, and then its remaining EVs are placed in HP for the added bulk (without producing an even number of HP overall).
Colbur Berry halves the damage of Supereffective Dark type moves and is therefore useful in letting Grumpig OHKO Mightyena with its Focus Blast, but Leftovers lets Grumpig continually check threats with its Thick Fat and high Special Defense.

252+ Atk Life Orb Mightyena Crunch / Sucker Punch vs. 80 HP / 0 Def Colbur Berry Grumpig: 207-243 (64.4 - 75.7%) -- guaranteed 2HKO

252+ SpA Grumpig Focus Blast vs. 0 HP / 4 SpD Mightyena: 336-396 (119.5 - 140.9%) -- guaranteed OHKO

Max Speed Grumpig

Grumpig @ Leftovers / Colbur Berry
Ability: Thick Fat
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk

With a Timid Nature and 252 EVs placed in Speed, Grumpig hits 284 Speed and Speed ties with Jolly 252 Spe Arbok and Stoutland (284). More notably, it outspeeds +2 neutral nature 0 Spe Klang (272), Modest 252 Spe Articuno (268 with HP Fighting or 269 without), Jolly 252 Spe Solrock (262), Adamant 252 Spe Monferno (261), Adamant 252 Spe Stoutland and Arbok (259), and everything below.
In tandem with a Colbur Berry, this allows Grumpig to easily revenge threats like Arbok with Psychic, even if it has used Sucker Punch after several Coil Boosts:

+3 252+ Atk Arbok Sucker Punch vs. 0 HP / 4 Def Colbur Berry Grumpig: 253-298 (84 - 99%) -- guaranteed 2HKO

In return:

252 SpA Grumpig Psychic vs. 0 HP / 4 SpD Arbok: 278-330 (106.5 - 126.4%) -- guaranteed OHKO

Additionally, while Focus Blast doesn't OHKO Stoutland, it is easily able to revenge Stoutland after some initial damage. Simultaneously, Stoutland is very unlikely to switch out of a Focus Blast, given most Grumpig run max SpDef or just enough Speed for Mightyena:

252 SpA Grumpig Focus Blast vs. 0 HP / 4 SpD Stoutland: 222-262 (71.3 - 84.2%) -- guaranteed 2HKO

Finally, Leftovers is an option as the item of choice, because Timid Substitute / Calm Mind is also a viable option here.

Tank Grumpig

Grumpig @ Leftovers / Colbur Berry
Ability: Thick Fat
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
IVs: 0 Atk

Grumpig can forgo its Speed in order to maximize its bulk, so that it can take on specially based threats such as RP Regice and Rotom-F more efficiently without sacrificing any Special Attack in order to do so.
240 HP yields an odd number of HP overall, while 16 Speed lets Grumpig outspeed Modest 252 Spe Regice before a Rock Polish.

Stealth Rock Lead Golem

Golem @ Custap Berry / Weakness Policy
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature

252 EVs in Attack with an Adamant Nature and Weakness Policy is preferred to maximize damage against faster targets with Sucker Punch, or slower targets with Rock Blast or Earthquake.
Jolly nature or a Custap Berry can also be ran to prevent Golem from losing speed ties against other 252 Spe neutral nature base 45s like Marowak, Wigglytuff and Armaldo. Similarly, Jolly nature allows Golem to outspeed Pokemon like Politoed who aim to outspeed these base neutral-natured base 45s by a point, and can strike first with a +2 Stone Edge or EQ after Golem has activated its WP.
The remaining 4 EVs should be placed in Special Defense in order to allow Golem to sometimes survive a Surf from 112 SpA Mold Breaker Rampardos:

112 SpA Mold Breaker Rampardos Surf vs. 4 HP / 0 SpD Golem: 304-360 (100.6 - 119.2%) -- guaranteed OHKO
112 SpA Mold Breaker Rampardos Surf vs. 0 HP / 4 SpD Golem: 300-356 (99.6 - 118.2%) -- 93.8% chance to OHKO

Specially Defensive Golem

Golem @ Leftovers
Ability: Sturdy
EVs: 248 HP / 16 Def / 240 SpD / 4 Spe
*Alternative Spread: 248 HP / 8 Def / 252 SpD (with a Careful Nature)
*Alternative Spread: 248 HP / 32 Atk / 228 SpD (with a Careful Nature)
*Alternative Spread: 248 HP / 56 Atk / 204 SpD (with an Adamant Nature)
Impish Nature

Specially Defensive Golem can be ran one of 4 ways: the first spread uses an Impish nature for improved physical bulk, 16 Def EVs for a jump point in Defense, maximum HP without yielding an even number of HP overall, and 4 EVs in Speed to creep uninvested, neutral-natured base 45s, with the remainder of its EVs being placed in Special Defense.
Its Careful spread simply maximizes Special Defense and HP, letting it survive longer against threats such as standard Zebstrika.
Its second Careful spread allows Golem to OHKO Pawniard with 32 Atk EVs, while investing the rest of its EVs in HP and Special Defense.
And finally, its Adamant spread accomplishes the same thing, while yielding a jump point in Attack.

Tank Golem

Golem @ Leftovers
Ability: Sturdy
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature

128 Spe Golem hits 158 Spe total, which is enough to creep uninvested Vullaby (156 Spe - use two more points in Speed out of HP in order to creep 8 Spe Vullaby).
Once its desired Speed has been reached, Golem should maximize its Attack, while placing the remainder of its EVs in HP.

All-Out Attacker Monferno

Monferno @ Eviolite / Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature / Jolly Nature

Monferno utilizes an offensive spread with a combination of maximum Attack, Iron Fist, U-turn and Mach Punch to clean and pivot on a number of threats in PU. At the same time, it uses its superior defensive typing in combination with an Eviolite in order to beat prominent physical threats like Pawniard.
Monferno is at a unique Speed Tier (base 81), which allows it to outspeed base 80s such as Stoutland without needing to run a Jolly nature.
However, if it uses a Jolly nature, it reaches 287 Speed total, which allows it to pivot on or OHKO Timid 172 Spe Grumpig (262), positive-natured 252 Spe invested base 80s such as Stoutland, Glalie, Arbok, Grumpig, Altaria (284), +2 neutral-natured 0 Spe Klang (272), and neutral-natured 252 Spe base 85s such as Golduck and Articuno (269).
Its last 4 EVs are placed in Defense, in order to avoid giving Monferno an even number of HP.

Stallbreaker Monferno

Monferno @ Eviolite
Ability: Blaze / Iron Fist
EVs: 248 HP / 8 Def / 252 SpD
*Alternative Spread: 248 HP / 8 Atk / 252 Def (if using Impish)
Careful Nature / Impish Nature

Stallbreaker Monferno is easily able to counter many physical attackers in PU (especially attackers like Mightyena who are also at a type disadvantage) with its great defensive typing. Due to its access to Will-O-Wisp, Taunt, and Slack Off, it can easily come in on Mightyena, Sawsbuck, Leafeon, Gogoat, Beartic, to name a few.
Monferno should always maximize its HP and defenses, while placing the remaining 8 EVs in its other defensive stat. Giving it an odd number of HP will also reduce the damage it takes from passive sources, like Hail and Sandstorm, Leech Seed, Poison, etc.
Alternatively, Monferno can run full Special Defense to beat threats dependent on their Ice-type STAB attacks, like Rotom-F's Blizzard.

Suicide Lead Monferno

Monferno @ Focus Sash
Ability: Blaze
EVs: 252 SpA / 252 Spe
*Alternative Spread: 252 SpA / 4 SpD / 252 Spe (if Endeavor is not used)
Timid Nature

Lead Timid 252 Spe Monferno hits 287 Speed total, which is enough to outspeed and Taunt every lead in the PU meta, except for +1 Jolly 252 Spe Venipede (351), Naive 252 Spe Leavanny (311), and the rarely seen Jolly 252 Spe Gabite (289).
Its remaining EVs are used to maximize Overheat's damage. Its final 4 EVs are not used because this extra bulk is more or less useless and detracts slightly from Monferno's ability to use Endeavor with as little HP as possible. However, if Endeavor is not being used, then these last 4 EVs should be placed in Special Defense.
If Endeavor is being used in conjunction with Mach Punch, then Monferno should use a Naive Nature with 4 EVs placed in Attack rather than Special Defense.

Standard Stunfisk

Stunfisk @ Leftovers
Ability: Static
EVs: 248 HP / 252 Def / 8 Spe
*Alternative Spread: 248 HP / 252 SpD / 8 Spe (if using Calm)
Bold Nature / Calm Nature
IVs: 0 Atk

Stunfisk's main goal should be to maximize either Defense or Special Defense with a Bold or Calm nature, respectively.
Then, it should run 248 EVs in HP in order to both optimize its walling capabilities and yield an odd number of HP overall.
Its final 8 EVs can be placed in the other defensive stat, or in Speed in order to outspeed Hippopotas by 2 points rather than forcing the speed-tie and subsequently being hit by its STAB Earthquake.

Standard Zebstrika

Zebstrika @ Life Orb
Ability: Sap Sipper / Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def

Timid Zebstrika outruns the majority of the unboosted meta in PU with its Speed stat of 364, such as positive nature 252 spe invested base 115s (i.e. Floatzel, Persian at 361 Speed), Timid 252 Spe Swoobat (359), Jolly 252 Spe Purugly (355), and everything below.
252 EVs in Special Attack are used to make Zebstrika a viable revenge killer, with the last 4 EVs in Def rather than in HP to reduce passive damage taken via an odd number of HP.
The given IVs yield a 60 BP Hidden Power Ice, while simultaneously minimizing Life Orb recoil via an HP stat ending in 9, and its Attack, so that Zebstrika takes less damage from confusion and Foul Play.

Standard Jumpluff

Jumpluff
Ability: Infiltrator / Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature

Jolly 252 Spe Jumpluff hits 350 Speed total and Speed ties with Timid 252 Spe Raichu, while outspeeding +1 Jolly 252 Spe Ursaring (343), positive nature 252 Spe base 105s (i.e. Rapidash, Electabuzz and Kadabra at 339 Speed), and everything below.
After its Speed has been maximized, 252 EVs should be placed in its Attack stat, as it needs all the power it can get to be threatening to the opponent.
Its final 4 EVs are placed in one of Jumpluff's defenses in order to give Jumpluff an odd number of HP, which is best used when attempting to switch into Stealth Rock.

Utility Jumpluff

Jumpluff
Ability: Infiltrator / Chlorophyll
EVs: 248 HP / 8 SpD / 252 Spe
Jolly Nature

Rather than increasing its offensive capabilities via maximum Attack investment and Swords Dance, Utility Jumpluff should invest 248 EVs in its HP stat to maximize its survivability so that it can use its support moves when it has to. 248 HP EVs yield an odd number of HP overall, which is important for allowing Jumpluff to switch into Stealth Rock one more time.
Utility Jumpluff's Speed is also maximized via 252 EV investment and a Jolly nature, so that Jumpluff can successfully use Memento or Sleep Powder before it faints.
Its last 8 EVs should be placed in Special Defense in order to improve its usable base 95 Special Defense stat.

Wishpasser Audino

Audino @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature

Audino with 8 Spe outspeeds all other neutral-natured uninvested base 50s (136 Spe) at 138 Spe total, and hits an odd number of HP with 248 HP.
The rest of its EVs should be allocated toward its Special Defense in order to allow Audino to take as many hits on the special end of the spectrum as possible.

Tank Audino

Audino @ Life Orb
Ability: Regenerator
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature

Audino is able to forgo Leftovers and max Special Defense in favor for a physically offensive Tank set, being able to heavily damage Pokemon, which normally set up on Audino, as well as lure Rock- and Steel-types that normally switch into it with Drain Punch.
248 HP already yields an HP stat ending in 9, which is ideal for minimizing the amount of recoil that is incurred by Life Orb.
The remainder of its EVs should be allocated toward its Attack stat, with its final 8 EVs being placed in Speed to outpace other neutral-natured, uninvested base 50s (i.e. Klang, Regice, Lickilicky, and other Audino).


A Rank

SubSD Bouffalant

Bouffalant @ Leftovers
Ability: Sap Sipper / Soundproof
EVs: 248 HP / 136 Atk / 124 Spe
*Alternative Spread: 136 HP / 248 Atk / 124 Spe
Adamant Nature

Adamant 124 Spe Bouffalant allows it to outspeed base 70s, such as Solrock and Politoed before being hit by Scald or Will-O-Wisp.
Once its desired Speed is reached, it should maximize either its Attack or HP for added bulk, with the rest of its EVs being used for Attack or HP, depending on whether more bulk or more Attack is desired.
248 HP makes it so Solrock cannot break Bouffalant's Substitute, while Swords Dance and maximum Attack both make better use of its offensive prowess.
SubSD can be ran with more Special Defense at the cost of Attack in order to avoid its Substitute being broken by attacks like uninvested Roselia's Sludge Bomb.

AV Bouffalant

Bouffalant @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 Atk / 8 SpD
*Alternative Spread: 168 HP / 252 Atk / 88 Spe
Adamant Nature

252 Attack EVs and an Adamant nature lets Bouffalant OHKO Jumpluff and Floatzel after SR damage has been factored in.
This set and spread should maximize HP as well in order to make the most of its Assault Vest with its remaining 8 Spe being allocated toward its Special Defense.
Alternatively, 88 Spe EVs can be taken from HP in order to outspeed neutral-natured base 65s, such as Roselia.
124 Spe can also be used to outspeed base 70s, but investing this much in Speed limits Bouffalant's bulk, which goes counter to the point of running Assault Vest.

CB Bouffalant

Bouffalant @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature / Jolly Nature

Adamant 252 Spe Bouffalant hits 209 Spe, which outspeeds all positive-natured base 45s (e.g. Golem, Armaldo, etc.), and everything slower.
Running Jolly has the benefit of hitting 229 Speed total, outspeeding relevant threats such as Adamant Pawniard, Grumpig creeping Pawniard, and Adamant 252 Spe Relicanth.
After its desired Speed has been reached, its Attack should be maximized.
Its remaining 4 EVs should be placed in Defense or Special Defense to yield an odd number of HP, so as to minimize passive damage from various sources such as Burn, Leech Seed, Sandstorm, etc.

Special Attacker Kadabra

Kadabra @ Focus Sash / Life Orb
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe (if Hidden Power Fighting)

Maximum investment in Speed should be ran as this allows Kadabra to speed tie with other base positive nature 252 Spe invested 105s like Electabuzz and Rapidash, while outspeeding all base 101 Pokemon and below, such as Simipour, Simisage, Simisear, Ninetales, Dodrio, Sawsbuck, Leafeon, etc.
Focus Sash and Magic Guard are used in conjunction with maximum Special Attack investment as a stop to powered up sweepers that can't afford to take a hit from Kadabra.
Kadabra runs its last 4 EVs in HP despite this yielding an even number of HP, due to the fact that Magic Guard prevents all forms of passive damage on Kadabra, and so running an odd number of HP is no longer necessary in this case.

Running Life Orb is also a viable option to make switching into Kadabra even more difficult. For example, offensive variants of Grumpig, Metang, and Mr. Mime are all 2HKOed or OHKOed by LO Shadow Ball. Additionally, LO Psychic lets Kadabra OHKO Simisear, Simipour, and Simisage after SR damage:

Simisear, Simisage, and Simipour:
252 SpA Life Orb Kadabra Psychic vs. 0 HP / 4 SpD Simisear: 263-309 (90.3 - 106.1%) -- guaranteed OHKO after Stealth Rock
252 SpA Life Orb Kadabra Psychic vs. 4 HP / 0 SpD Simipour: 265-312 (90.7 - 106.8%) -- guaranteed OHKO after Stealth Rock
252 SpA Life Orb Kadabra Psychic vs. 0 HP / 0- SpD Simisage: 294-347 (101 - 119.2%) -- guaranteed OHKO

Offensive Grumpig:
252 SpA Life Orb Kadabra Shadow Ball vs. 80 HP / 0 SpD Grumpig: 198-234 (61.6 - 72.8%) -- guaranteed 2HKO after Leftovers recovery

Mr. Mime (Filter Survives 2HKO from LO Kadabra's Shadow Ball after SR):
252 SpA Life Orb Kadabra Shadow Ball vs. 0 HP / 4 SpD Mr. Mime: 185-218 (83.7 - 98.6%) -- 68.8% chance to OHKO after Stealth Rock
252 SpA Life Orb Kadabra Shadow Ball vs. 0 HP / 4 SpD Filter Mr. Mime: 138-164 (62.4 - 74.2%) -- guaranteed 2HKO after Stealth Rock

Max HP Offensive Metang:
252 SpA Life Orb Kadabra Shadow Ball vs. 248 HP / 0 SpD Eviolite Metang: 174-205 (53.8 - 63.4%) -- guaranteed 2HKO

Magic Guard also lets Kadabra gain the benefits of Life Orb without incurring any recoil damage as a result.

Standard Dodrio

Dodrio @ Choice Band / Choice Scarf / Life Orb / Sharp Beak
Ability: Early Bird
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP (if LO)

Jolly 252 Spe invested Dodrio hits 328 Speed, which outspeeds Jolly 252 Spe Gourgeist-Small (326), positive nature 252 Spe base 98s (i.e. Basculin, Swanna at 324 Speed), Timid 252 Spe Frogadier (322), +1 Jolly 252 Spe Whirlipede (318), all positive nature 252 Spe base 95s (317), and everything below.
If using a Choice Scarf to turn Dodrio into a revenge killer, Dodrio hits 492 Speed, which outspeeds everything up to +1 Jolly 252 Spe Sawsbuck (475).
Given Choice Scarf Dodrio clears this 475 Speed benchmark by quite a bit, more EVs could be taken out of Speed and placed into HP. However, it should still keep its Speed stat maximized in case it ever needs to win a Speed tie with itself, or if its Choice Scarf is removed via Knock Off, Switcheroo, or Trick.
Its remaining EVs are used to maximize its Attack stat, and to produce an odd number of HP overall in order to reduce damage taken from Stealth Rock.

Rock Polish Regice

Regice @ Life Orb
Ability: Clear Body
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk

After a Rock Polish, Modest 252 Spe invested Regice hits 398 Speed total, and outspeeds +1 Jolly 252 Spe Fraxure (384), Timid 252 Spe Zebstrika (364), positive nature 252 Spe base 115s (i.e. Floatzel, Persian at 361 Speed), and everything below.
While there is a large gap in Speed from Regice to Fraxure that means Regice could run some HP EVs, 252 Spe EVs are still ran to Speed tie with +2 Adamant 252 Spe Beartic and other Rock Polish Regice.
Modest Nature, 252 SpA EVs and a Life Orb are used to improve Regice's cleaning capabilities, while the last 4 EVs are placed into Defense or Special Defense in order to avoid an even number of HP.
Giving Regice an HP stat ending in 9 is also optimal (299 total with a HP IV of 29), because the best way to reduce this residual damage is an HP stat that is one under a stat divisible by 10, meaning the last digit would be 9.
Regice should also use an Attack IV of 0 to limit the amount of damage taken by both Foul Play and confusion.

Special Tank Regice

Regice @ Leftovers
Ability: Clear Body
EVs: 248 HP / 8 Def / 252 SpA
*Alternative Spread: 220 HP / 252 SpA / 36 Spe
Modest Nature
IVs: 0 Atk

Regice is also capable of running a Special Tank set because of its great bulk. With this set, it should still maximize its Special Attack with Modest and 252 EV investment. However, this Tank set trades the Speed it would normally run with Rock Polish for increased mix bulk.
It is important for this Regice to run an odd number of HP, in order to reduce the damage it takes from Stealth Rock every time it switches in.
The Speed Regice can run is variable; it can either place its remaining 8 EVs in Defense, or it can choose to run enough Speed to outspeed uninvested Gourgeist-Super (144) by 2 points and other uninvested base 50s (i.e. Carbink, Klang, Lickilicky at 136 Speed).

Defensive Vullaby

Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD with a Bold nature
*Alternative Spread: 248 HP / 8 Def / 252 SpD with a Calm nature
Bold Nature / Calm Nature

248 EVs in HP gives Vullaby an odd number of HP, allowing it to switch into Stealth Rock five times instead of four.
Maximum investment in Defense with a Bold nature allows Vullaby to handle threats such as Jumpluff, Stoutland, Sawsbuck, Purugly, Dodrio, etc.
Overcoat Vullaby is especially great for countering Jumpluff, given it's immune to Jumpluff's Sleep Powder, and it can take a +2 252 Atk Acrobatics from Jumpluff with ease:

Jumpluff vs Vullaby:
252 Atk Jumpluff Acrobatics (110 BP) vs. 248 HP / 252+ Def Eviolite Vullaby: 61-73 (17.7 - 21.2%) -- possible 5HKO
+2
252 Atk Jumpluff Acrobatics (110 BP) vs. 248 HP / 252+ Def Eviolite Vullaby: 121-144 (35.2 - 41.9%) -- guaranteed 3HKO
After Vullaby has used Roost:
+2 252 Atk Jumpluff Seed Bomb vs. 248 HP / 252+ Def Eviolite Vullaby: 88-105 (25.6 - 30.6%) -- guaranteed 4HKO

Vullaby vs Jumpluff:
0- Atk Vullaby Foul Play vs. 0 HP / 0 Def Jumpluff: 121-144 (41.5 - 49.4%) -- guaranteed 3HKO
+2
0- Atk Vullaby Foul Play vs. 0 HP / 0 Def Jumpluff: 243-286 (83.5 - 98.2%) -- guaranteed 2HKO

A specially defensive spread with a Calm nature can also be used to capitalize on Vullaby's respectable Special Defense stat and allow it to check Psychic- and Ghost-types more effectively, such as Kadabra.
Although it isn't mandatory, Vullaby can run 44 EVs in Speed to outspeed uninvested Pelipper and Taunt it before it can use Defog, Roost, or Toxic.

Choice Scarf Chatot

Chatot @ Choice Scarf
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
*Alternative Spread: 252 SpA / 56 SpD / 200 Spe
Timid Nature / Modest Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe

Chatot should first have its Special Attack maximized so that it can do as much damage as possible.
Investing 252 EVs in Speed with a Timid nature allows Chatot to reach 463 Speed total, which lets it Boomburst on Jolly Ninjask (460), Heat Wave on Scarf Timid 252 Spe Soundproof Mr. Mime (or Boomburst on Filter variants - 459), and Timid Scarf Rotom-f (447).

If Chatot only needs to outspeed Adamant 252 Spe Ninjask (419), then Chatot can run a Modest nature with 252 Speed EVs and a Choice Scarf to reach 420 Speed total.

Alternatively, Chatot can invest slightly in Special Defense to increase its odds at cleaning when faced with Kadabra.
56 Special Defense EVs let Chatot survive a Psychic from Kadabra at full health, which means that if it hasn't taken any prior damage, Chatot can sweep past Focus Sash Kadabra:

252 SpA Kadabra Psychic vs. 0 HP / 56 SpD Chatot: 246-289 (83.9 - 98.6%) -- guaranteed 2HKO

The remaining Speed (200 Speed EVs without a Choice Scarf) lets Chatot hit 268 Speed, which is enough to outspeed Adamant 252 Spe Monferno (261 Speed), max Speed neutral nature base 80s at 259 Speed (i.e. Stoutland, Arbok), and everything slower.
With a Choice Scarf, this Modest 200 Spe spread reaches 402 Speed, which is enough to outspeed Rain Beartic and Rock Polish Regice by 4 points.

Choice Specs Chatot

Chatot @ Choice Specs
Ability: Tangled Feet
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe

The given EV spread with a Timid nature is used to maximize Chatot's power and Speed. At 309 Speed, Chatot outspeeds Timid 252 Spe invested Mr. Mime (306), +2 Timid 252 Spe Torkoal (304), and everything below.
Chatot is especially effective on teams with Sticky Web support, as this allows Chatot to outspeed grounded Pokemon up to 463 Speed.
Choice Specs allows Chatot some potential as a wallbreaker, as a Specs boosted Boomburst is able to 2HKO fully specially defensive Lickilicky after Stealth Rock.

252 SpA Choice Specs Chatot Boomburst vs. 252 HP / 252+ SpD Lickilicky: 202-238 (47.6 - 56.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

The last 4 EVs are placed in Defense instead of HP to reduce damage taken from Stealth Rock.

Rock Polish Relicanth

Relicanth @ Lum Berry / Leftovers / Stone Plate
Ability: Rock Head
EVs: 104 HP / 252 Atk / 4 Def / 148 Spe
Adamant Nature

Relicanth should maximize its offensive capabilities via full investment in Attack with an Adamant Nature.
A minimum of 148 EVs in Speed should be used to outspeed neutral nature base 70s and everything slower before using Rock Polish. For example, this includes relevant targets such as Solrock (176), Vibrava (176), and Roselia (166).
After a Rock Polish, 148 Speed EVs allow Relicanth to outspeed Timid 252 Spe Zebstrika by 2 points at 366 Speed total.
The remainder of its EVs should be allocated toward its bulk, without yielding an even number of HP overall. 108 EVs in HP yields an even number, so 4 EVs are taken out and placed in its Defense stat in order to avoid extra damage from passive sources.

Defensive Relicanth

Relicanth @ Leftovers
Ability: Rock Head
EVs: 248 HP / 232 Def / 28 Spe
*Alternative Spread: 248 HP / 212 Def / 48 Spe
Impish Nature

Defensive Relicanth should hit its desired Speed first, maximize its HP second, and place the remainder of its EVs in Defense third.
28 Speed outspeeds Timid 252 Spe Torkoal by 1 point, while the second spread outspeeds Vullaby (156), Tangela (156), and Volbeat (157). Doing so allows Relicanth to outspeed and OHKO Volbeat, and 2HKO Vullaby. While you won't do any damage to Tangela, this also allows you to set up Stealth Rock or Toxic on Tangela before Relicanth faints.

0 Atk Relicanth Head Smash vs. 248 HP / 252+ Def Eviolite Vullaby: 170-204 (49.5 - 59.4%) -- 99.6% chance to 2HKO

0 Atk Relicanth Head Smash vs. 252 HP / 252+ Def Volbeat: 306-360 (91.6 - 107.7%) -- 43.8% chance to OHKO

Rain Lead Relicanth

Relicanth @ Damp Rock
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature

In order to ensure that Relicanth can set up Rain Dance or Stealth Rock on the maximum number of targets before being KOed or Taunted, Relicanth should utilize a Jolly nature in conjunction with full investment in its Speed stat. This allows Relicanth to Speed tie max nature 252 Spe base 55s and neutral nature 252 Spe base 65s (e.g. Flareon, Ursaring before Toxic Orb at 229 Speed), and outspeed everything slower.
Its Attack stat should also be maximized so that its Head Smash can hit as hard as possible.

Offensive Tank Relicanth

Relicanth @ Stone Plate / Leftovers
Ability: Rock Head
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature

Offensive Tank Relicanth with 88 Spe and an Adamant nature hits 168 Speed total, and outspeeds Roselia by 2 points. Doing so allows Relicanth to OHKO Roselia, assuming it's carrying a Stone Plate or Hard Stone to boost its damage output with Head Smash.
After its Attack has been fully maximized, Tank Relicanth should place the remainder of its EVs in HP for added bulk. 168 HP is used to yield an odd number of HP overall, which is superior for slightly reducing the amount of damage incurred from passive sources.

Choice Scarf Mr. Mime

Mr. Mime @ Choice Scarf
Ability: Filter / Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk

Timid 252 Spe invested Mr. Mime with a Choice Scarf hits 459 Speed total, and outspeeds +1 Timid 252 Spe Rotom-Frost (447), +2 Jolly 252 Spe Huntail (446), and everything below.
The rest of its EVs are placed in Special Attack, in order to optimize its capabilities as a revenge killer.
The final 4 EVs are placed in Special Defense to improve its already great Special Defense stat, as well as give it an odd number of HP in order to minimize passive damage taken.

Life Orb Mr. Mime

Mr. Mime @ Life Orb
Ability: Filter / Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk

Timid 252 Spe invested Mr. Mime hits 306 Speed, and outspeeds Timid 252 Spe Rotom-F (298) and everything below.
With a Life Orb and 252 EVs in Special Attack, Mr. Mime has a guaranteed 2HKO on Lickilicky with its Focus Blast. Technician HP Fighting can be ran instead for guaranteed hits, however it is only a 3HKO, even with Stealth Rock factored in:

252 SpA Life Orb Technician Mr. Mime Hidden Power Fighting vs. 248 HP / 252+ SpD Lickilicky: 161-190 (38 - 44.9%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

252 SpA Life Orb Mr. Mime Focus Blast vs. 248 HP / 252+ SpD Lickilicky: 213-252 (50.3 - 59.5%) -- 82.4% chance to 2HKO after Leftovers recovery

Giving Mr. Mime an HP stat ending in 9 is also optimal (219 total with a HP IV of 29), because the best way to reduce this residual damage is an HP stat that is one under a stat divisible by 10, meaning the last digit would be 9.

Choice Specs Mr. Mime

Mr. Mime @ Choice Specs
Ability: Filter / Soundproof
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk

Specs Mime can be used over LO for its ability to 2HKO common specially defensive switch-ins, such as Grumpig:

252+ SpA Choice Specs Mr. Mime Dazzling Gleam vs. 252 HP / 0 SpD Grumpig: 166-196 (45.6 - 53.8%) -- 94.1% chance to 2HKO after Stealth Rock and Leftovers recovery

Specs Mime runs a Modest nature, as it doesn't need Timid in order to outspeed the Pokemon below it, such as Articuno and Golduck (as these options run Modest as well).'t doesnt really need timid as things below it (articuno/golduck) will run modest as well.
Like the other EV spreads for Mr. Mime, Specs Modest should maximize Special Attack and Speed, while placing its remaining 4 EVs in one of its defenses in order to avoid an even number of HP overall.

SubSalac Simipour

Simipour @ Salac Berry
Ability: Torrent
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk

Using 4 HP EVs gives Simipour an even number of HP, which allows it to activate its Salac Berry after 3 Substitutes. While its Salac Berry can be activated after two Substitutes with Gluttony, Torrent is the preferred ability here for its ability to maximize Simipour's damage output with Hydro Pump and Nasty Plot.
Timid with maximum Speed investment (331) beats everything up to positive nature 252 Spe base 100s and lower (e.g. Ninetales, Dodrio) when unboosted, and everything slower than 496 Speed after its Salac Berry has been activated (e.g. Scarf Modest Floatzel (493), Scarf Jolly Dodrio (492), Scarf Sawsbuck (475), etc.).

All-out Attacker Simipour

Simipour @ Life Orb
Ability: Torrent
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 29 HP

Max Speed is still essential here for outspeeding positive nature 252 Spe base 100s like Dodrio and Ninetales. 4 Atk with a Naive nature is only necessary when running Low Kick to beat Lickilicky and Regice, or Knock Off to beat Roselia switch-ins. This set usually spams special moves though, so full SpA investment is crucial here.
Unlike SubSalac Simipour, an odd number of HP is ran to minimize passive forms of damage like Stealth Rock.
An optional HP IV of 29 is given here to optimally reduce Life Orb recoil.

AoA/NP Torrent Special Simipour

Simipour @ Life Orb
Ability: Torrent
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk

Simipour can run NP + 3 Attacks, or 4 special attacks in conjunction with Life Orb and Torrent to hit as hard as possible.
An HP IV of 29 optimally reduces Life Orb recoil, while 0 Atk minimizes the damage from Foul Play and confusion.
Like the other sets, Speed is maximized first to take advantage of its Speed tier, Special Attack is fully invested in, and its remaining 4 EVs are placed in one of its defensive stats.
 
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Standard Sweeper Leafeon

Leafeon @ Occa Berry / Yache Berry / Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP (if Life Orb)

Jolly 252 Spe invested Leafeon hits 317 Speed, which is enough to outspeed Naive 252 Spe Leavanny (311), and everything below.
Its remaining EVs are used to maximize its Attack, with the final 4 EVs being placed in Defense to avoid yielding an even number of HP.
An HP IV of 29 is optional here to optimally reduce Life Orb recoil, while Fire and Ice resist berries help Leafeon stay alive when combating threats such as LO Zebstrika.

CB Leafeon (made by me :o)

Leafeon @ Choice Band
Ability: Leaf Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature

Leafeon's Choice Band set uses Bullet Seed with maximum Attack to beat leads like Golem, Relicanth, and Rampardos through Sturdy and Focus Sash with just a 2 hit (however, keep in mind Leafeon must use Leaf Guard instead as its ability, given Chlorophyll with Bullet Seed is an illegal combination):

Golem:
252+ Atk Choice Band Leafeon Bullet Seed (2 hits) vs. 0 HP / 0 Def Golem: 392-464 (130.2 - 154.1%) -- guaranteed OHKO

Lead Rampardos:
252+ Atk Choice Band Leafeon Bullet Seed (2 hits) vs. 0 HP / 0 Def Rampardos: 364-432 (108.6 - 128.9%) -- guaranteed OHKO

Rain Lead Relicanth:
252+ Atk Choice Band Leafeon Bullet Seed (2 hits) vs. 0 HP / 4 Def Relicanth: 392-464 (114.9 - 136%) -- guaranteed OHKO

Leaf Blade is used to wallbreak, and scores some notable OHKOes / 2HKOes:

Physically defensive Stunfisk:
252+ Atk Choice Band Leafeon Leaf Blade vs. 248 HP / 252+ Def Stunfisk: 348-410 (82.6 - 97.3%) -- 25% chance to OHKO after Stealth Rock

Physically defensive Misdreavus:
252+ Atk Choice Band Leafeon Knock Off (97.5 BP) vs. 252 HP / 240 Def Eviolite Misdreavus: 226-268 (69.7 - 82.7%) -- guaranteed 2HKO

Physically defensive Relicanth:
252+ Atk Choice Band Leafeon Leaf Blade vs. 248 HP / 252+ Def Relicanth: 516-612 (128 - 151.8%) -- guaranteed OHKO
252+ Atk Choice Band Leafeon Bullet Seed (3 hits) vs. 248 HP / 252+ Def Relicanth: 432-516 (107.1 - 128%) -- guaranteed OHKO

Lickilicky:
252+ Atk Choice Band Leafeon Leaf Blade vs. 252 HP / 0 Def Lickilicky: 225-265 (53 - 62.5%) -- guaranteed 2HKO after Leftovers recovery

CM Clefairy:
252+ Atk Choice Band Leafeon Leaf Blade vs. 252 HP / 252+ Def Eviolite Clefairy: 159-187 (46.2 - 54.3%) -- 54.3% chance to 2HKO

After its Attack has been maximized, it full invests in Speed (289 Spe total) in order to outspeed Jolly Monferno (287), with the remainder of its EVs placed in Defense or Special Defense to avoid an even number of HP.

Sun Sweeper Leafeon

Leafeon @ Life Orb / Meadow Plate
Ability: Chlorophyll
EVs: 112 HP / 248 Atk / 148 Spe
Adamant Nature

Adamant 148 Spe invested Leafeon hits 263 out of Sun, and outspeeds Jolly 252 Spe Solrock (262), neutral nature 252 Spe base 80s (e.g. Drifblim, Stoutland, etc. at 259 Speed), and everything below.
After Chlorophyll has activated, Leafeon's Speed doubles and hits 526 Speed total, which is enough to outspeed +1 Timid 252 Spe Raichu by 1 point.
The given HP EVs give Leafeon an HP stat ending in 9, which optimally reduces Life Orb recoil. In order to achieve this HP stat, 4 EVs were taken out of Attack instead of Speed, so as to keep Leafeon at 526 Speed in the Sun. However, if running Meadow Plate, giving Leafeon an HP stat ending in '9' is unnecessary.

As an alternative, Leafeon can run a slower spread for increased bulk, while still outspeeding important targets in the Sun.

Leafeon @ Life Orb / Meadow Plate
Ability: Chlorophyll
EVs: 192 HP / 252 Atk / 64 Spe
*Alternative Spread: 200 HP / 252 Atk / 56 Spe if Meadow Plate
Adamant Nature

Normally, a spread of 200 HP / 252 Atk / 56 Spe would be used, but in order to optimally reduce Life Orb recoil, its HP stat is reduced to a stat total ending in 9 (i.e. using 319 HP here instead of 321 HP).
Using 56 Speed allows Leafeon to hit 240 Spe outside of Sun, and 480 Spe while its Chlorophyll is active. This means that Leafeon is still able to outspeed +1 Jolly 252 Spe Sap Sipper Sawsbuck (475), and everything below.
The only Pokemon that 56-64 Spe Leafeon misses outspeeding in the Sun with this alternative spread are +1 Timid 252 Spe Simipour (496), +2 Adamant 252 Spe Kingler (498), +2 Adamant 252 Spe Drifblim and Stoutland (518), and +1 Timid 252 Spe Raichu (525).

Defensive Pivot Leafeon

Leafeon @ Leftovers
Ability: Chlorophyll
EVs: 252 HP / 212 Def / 44 Spe
Impish Nature

44 Speed outspeeds positive nature 252 Spe invested base 58s, like Zweilous and Rampardos, while better handling physical sweepers like RP Relicanth.

Mixed Attacker Simisage

Simisage @ Life Orb
Ability: Overgrow
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP

Naive 252 Spe invested Simisage hits 331 Speed total, and outspeeds positive nature 252 Spe base 100s (i.e. Dodrio, Ninetales at 328 Speed), Jolly / Timid 252 Spe Gourgeist-Small (326), positive nature 252 Spe base 98s (i.e. Basculin, Swanna at 324 Speed), and everything below.
252 EVs are placed into Attack to allow Life Orb Simisage to hit as hard as possible.
Either a Naive or Jolly nature is used here, based on Simisage's set. If using Seed Bomb over Leaf Storm, then a Jolly nature is used. However, if Simisage is using Leaf Storm, then a Naive nature with the last 4 EVs in SpA is used to prevent Leaf Storm's damage from being lowered. Leaf Storm is however, the superior choice because of its ability to wallbreak Stunfisk (the reasoning is found here: http://www.smogon.com/forums/threads/pu-teambuilding-shop.3528733/page-5).
A Naive nature is also used over Hasty when Leaf Storm is used, so that Simisage takes less damage from priority like Sucker Punch or Mach Punch.
And lastly, Simisage can run an HP IV of 29 in order to reduce Life Orb recoil.

Nasty Plot Simisage

Simisage @ Life Orb
Ability: Overgrow
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def

As stated above, Timid 252 Spe invested Simisage hits 331 Speed and outspeeds positive nature 252 Spe base 100s, and everything below.
Rather than using any Attack EVs, this set attempts to sweep with Nasty Plot and 3 special attacks, so 252 SpA EVs with a Timid nature are used.
If using a Hidden Power, its IVs will be slightly changed to fit the Hidden Power of your choosing (Rock, Ice or Fire here). The given IVs produce a Hidden Power Ice, while simultaneously minimizing its Attack stat and therefore, damage from confusion and Foul Play.
Its last 4 EVs are placed in Def in order to produce an odd number of HP.

Choice Scarf Simisage

Simisage @ Choice Scarf
Ability: Overgrow
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature

Like the other Simisage sets above, this one also runs maximum Attack and Speed. However, this Simisage is played differently, as its Choice Scarf allows it to outspeed +1 Jolly 252 Spe Dodrio, +1 Jolly 252 Spe Sawsbuck, and everything below with its Speed stat of 496.
Substitute Salac Berry sets also hit this same Speed, so that is an option if you want Simisage to be fast, but not be locked into one move.

Standard Raichu

Raichu @ Life Orb / Choice Scarf / Expert Belt
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def (if Life Orb with Hidden Power Ice)

Life Orb Raichu runs a standard offensive spread to outspeed +1 Jolly nature 252 Spe invested Ursaring (343), positive nature 252 Spe base 105s (e.g. Rapidash, Kadabra, Electabuzz at 339 Speed), and everything below.
A Choice Scarf lets Raichu hit 525 Speed total and outspeed Adamant 252 Spe Stoutland in Sand (518), Adamant 252 Spe Drifblim after an Unburden boost (518), and everything below.
4 EVs in SpD rather than HP give Raichu an odd number of HP, thereby reducing passive forms of damage, such as Stealth Rock, Weather, and the like.
If using a Life Orb with Nasty Plot (Raichu's best set), then Raichu should drop its HP stat to a number ending in 9, so that it can minimize Life Orb recoil. Additionally, the given IVs yield a 60 BP Hidden Power Ice, while simultaneously minimizing Raichu's Attack stat so that it reduces damage from confusion and Foul Play as well.

Moxie Cleaner Mightyena

Mightyena @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP

Adamant 252 Spe invested Mightyena hits 239 Speed total and speed-ties other neutral nature 252 Spe base 70s (i.e. Lunatone, Luxray), while outspeeding everything below (e.g. positive nature 252 Spe base 58s, like Rampardos at 236 Speed).
A Jolly nature should not be ran, as this detracts from the amount of damage which Mightyena can inflict with its Life Orb (and possibly Moxie) boosted Sucker Punch.
Its remaining 4 EVs are placed into Defense in order to yield an odd number of HP overall, which reduces forms of passive damage done to Mightyena (e.g. Stealth Rock, Burn, Poison, Leech Seed, etc.)
Lastly, Mightyena runs an HP IV of 29 in order to reduce Life Orb recoil.

Offensive Pivot Probopass

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
*Alternative Spread: 248 HP / 248 SpA / 12 Spe
*Alternative Spread: 128 HP / 252 SpA / 128 Spe
Modest Nature

Offensive Probopass should run 84 Speed (137 total) in order to outspeed uninvested Klang (136 total). Probopass can run as little as 12 Speed for uninvested Probopass and Beheeyem (116) and Adamant uninvested Slow Start Regigigas (118), but can run as fast as 128 Speed in order to successfully Volt Switch on uninvested Relicanth.
After investing 84 EVs in Speed and maximizing Special Attack, its remaining EVs should be placed in HP for longevity. 172 EVs in HP keeps Probopass' HP stat at an odd number, which is ideal for reducing passive forms of damage like Burn, Leech Seed and Hail.

SpDef Probopass

Probopass @ Leftovers
Ability: Sturdy
EVs: 248 HP / 248 SpD / 12 Spe
Calm Nature

This Probopass forgoes its Special Attack and Speed in favor of increased bulk. 12 Spe allows Probopass to outspeed Adamant uninvested Regigigas (affected by Slow Start) by 1 point with 119 Speed total. This prevents Probopass from being hit by Drain Punch before it's able to either finish Regigigas off or use Stealth Rock.
248 HP yields an odd number of HP overall, which is better for reducing passive sources of damage.
Sturdy and Leftovers is generally the superior choice for this set, given the Steel types that it traps beat SpDef Probopass anyway. Additionally, running an Air Balloon is not imperative either because this Probopass does not 2HKO Piloswine with Flash Cannon like its Offensive Pivot counterpart does.

Standard Electrode

Electrode @ Life Orb
Ability: Soundproof
EVs: 252 SpA / 4 Def / 252 Spe
Modest Nature
IVs: 0 Atk

Electrode reaches 379 Speed and outspeeds the majority of PU's unboosted metagame (save Ninjask).
With a Modest nature, Life Orb, and full EV investment in its Special Attack, Electrode is able to hit harder than LO Zebstrika.
Its remaining EVs should be placed in one of its defenses, while its Attack should minimized in order to help Electrode take damage from Foul Play and confusion better.
However, if Explosion is being used, Electrode can utilize a Naive or Hasty Nature with 4 EVs in Attack instead of Defense.

Offensive Coil Arbok

Arbok @ Black Sludge
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
*Alternative Spread: 236 HP / 252 Atk / 20 Spe
Adamant Nature

While Adamant Arbok running 252 Spe is a good idea to outspeed everything at 258 Speed and below (e.g. Jolly 252 Spe Fraxure, Jolly 252 Spe Kricketune, Adamant 252 Spe Kingler, etc.), Arbok can also run slightly slower speeds for enhanced bulk.
The absolute slowest speed Arbok should hit is 201 Speed (faster than uninvested Gabite by 1 point). Coincidentally, reaching 201 Speed requires that Arbok run 236 EVs in HP, which yields a Leftovers (Black Sludge) number, too, so a spread of 236 HP / 252 Atk / 20 Spe with an Adamant Nature and Black Sludge is perfectly viable.
Another possible speed to hit is 240, which outspeeds neutral nature 252 Spe base 70s (i.e. Lunatone, Mightyena, and Luxray) by 1 point.
After the Speed Arbok needs to hit has been chosen and Attack has been fully maximized via 252 EV investment and an Adamant nature (this is far superior to a Jolly nature because Adamant and 252 Atk EVs maximize Sucker Punch's damage against faster targets), the remainder of its EVs is allocated toward its HP stat.
If running an even number of HP, try to make the number it hits overall divisible by 16. This will ensure that Arbok gains one more HP from Black Sludge every turn.

Specially Defensive Coil Arbok

Arbok @ Black Sludge
Ability: Shed Skin
EVs: 236 HP / 252 SpD / 20 Spe
Careful Nature

Firstly, Arbok invests 20 EVs into Speed in order to hit 201 Speed total. With a Careful nature, 20 Spe outspeeds Adamant uninvested Gabite (200) by 1 point, so that Arbok can hit with a boosted Gunk Shot or Aqua Tail before it's KO'd by Gabite's Earthquake, if necessary. Similarly, this Speed also outspeeds specially Defensive Grumpig, which is also useful for hitting it with a boosted Gunk Shot before it fires off a powerful STAB Psychic.
Secondly, Arbok uses 236 HP to obtain a Leftovers number here (320 is divisible by 16), because passive damage other than entry hazards, Leech Seed, Hail and Sandstorm does not bother Arbok due to Rest and Shed Skin restoring or reversing whatever has happened to Arbok. Coil, Rest, Black Sludge, and Shed Skin all maximize Arbok's staying power.
Finally, the remainder of its EVs are used together with a Careful nature to maximize its Special Defense, as its Defense is already being boosted via Coil.

Offensive Cryogonal

Cryogonal @ Life Orb / Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe (with Timid)
*Alternative Spread: 4 Atk / 252 SpA / 252 Spe (with Hasty)
Timid Nature / Hasty Nature
IVs: 29 HP (if Life Orb)

Positive-natured 252 Spe invested Cryogonal hits 339 Speed total, and speed-ties with other base 105s (Rapidash, Electabuzz, and Kadabra without Hidden Power Fighting), as well as outspeeding positive-natured 252 Spe base 101s such as Simisage (331).
Cryogonal should first optimize the damage it does with its Ice-type moves by placing 252 EVs in Spe, and then maximizing its Speed.
If Cryogonal is using Knock Off or Explosion, then it should use a Hasty nature with 4 EVs in Atk. Otherwise, it should use a Timid nature with its remaining 4 EVs in Special Defense.
An HP IV of 29 lets it hit a Life Orb number, which reduces the recoil it takes from LO.

Another possible spread is to drop the speed to 332 in order to outpace Simisage and Simipour, while placing 16 EVs in Defense in order to avoid the OHKO from Golduck's 252+ LO-boosted Psyshock:

252+ SpA Life Orb Golduck Psyshock vs. 0 HP / 16 Def Cryogonal: 237-279 (84.3 - 99.2%) -- guaranteed 2HKO

Defensive Cryogonal

Cryogonal @ Leftovers
Ability: Levitate
EVs: 248 HP / 156 Def / 104 SpD
*Alternative Spread: 248 HP / 156 Def / 88 SpD / 16 Spe
Calm Nature
IVs: 0 Atk

The following spread maximizes Cryogonal's HP and Special Defense, while yielding an odd number of HP overall in order to allow it to switch into Stealth Rock one more time, so that it can remove entry hazards with Rapid Spin more reliably.
156 Def EVs allow it to survive a Mach Punch from Adamant 252 Atk Iron Fist Monferno after Stealth Rock damage has been incurred:

252+ Atk Iron Fist Monferno Mach Punch vs. 248 HP / 156 Def Cryogonal: 216-254 (62.9 - 74%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

This spread also allows Cryogonal to live a Sucker Punch from Pawniard, while uninvested Hidden Power Fighting OHKOes:

252+ Atk Pawniard Sucker Punch vs. 248 HP / 156 Def Cryogonal: 187-222 (54.5 - 64.7%) -- guaranteed 2HKO after Leftovers recovery

0 SpA Cryogonal Hidden Power Fighting vs. 0 HP / 4 SpD Eviolite Pawniard: 224-268 (96.9 - 116%) -- 87.5% chance to OHKO
28 SpA
Cryogonal Hidden Power Fighting vs. 0 HP / 4 SpD Eviolite Pawniard: 232-276 (100.4 - 119.4%) -- guaranteed OHKO
(OHKOes Pawniard with Hidden Power Fighting and no previous damage with just 28 SpA EVs)

Finally, an Attack IV of 0 minimizes damage taken from confusion and Foul Play.
Its alternative spread with 16 EVs taken from Special Defense and placed in Speed make it less bulky, however these EVs allow Cryogonal to outspeed Naughty / Adamant 252 Spe Kingler (249 Spe) by +1 in order to strike first with Freeze-Dry on Kingler's low Special Defense stat.

Dragon Dance Fraxure

Fraxure @ Eviolite
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
*Alternative Spread: 48 HP / 252 Atk / 208 Spe
Jolly Nature

Before a Dragon Dance, Jolly 252 Spe invested Fraxure hits 256 Speed total, which outspeeds Jolly 252 Spe Kricketune (251), Adamant 252 Spe Kingler (249), and everything below.
After a Dragon Dance, +1 Fraxure with the same EVs hits 384 Speed total, which outspeeds Timid 252 Spe Zebstrika (364), positive nature 252 Spe base 115s (i.e. Persian, Floatzel at 361 Speed), and everything below.

Given outspeeding Zebstrika by 20 Speed after one Dragon Dance isn't necessary, Fraxure can run just enough Speed to outpace Zebstrika by 2 points after a boost, and reallocate some of the EVs from Speed into HP. An alternative spread of 48 HP / 252 Atk / 208 Spe with a Jolly nature lets Fraxure hit 244 Speed total, while outspeeding all of the same targets after a single Dragon Dance and improving its mixed bulk. The only notable Pokemon that 244 (208 Speed Jolly Fraxure) Speed fails to outpace before a Dragon Dance are other Jolly 252 Spe Fraxure, and Adamant 252 Spe Kingler.

An Adamant nature is not recommended here, as it only hits 348 Speed after a Dragon Dance (233 before) and fails to outspeed many important PU threats (e.g. Raichu, Jumpluff, Zebstrika, Swoobat, Floatzel, etc.), although an Adamant Dragon Dance set with Sticky Web or paralysis support could work.

The last 4 EVs are placed in Defense in order to yield an odd number of HP overall, so that passive forms of damage are minimized. 48 EVs in HP also achieves the same result.

Choiced Fraxure

Fraxure @ Choice Band / Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature

Depending on your team's needs, Fraxure can start with either the Speed or the Attack of Dragon Dance Fraxure without taking the turn needed to setup. Adamant with a Choice Band is used for Wallbreaking, whereas Jolly 252 Spe with a Choice Scarf can outspeed the majority of the unboosted meta.

Leading with Jolly 252 Spe CB Fraxure can be done to stop Kricketune's Sticky Web 100% of the time (so long as Dual Chop does not miss with its 90% accuracy), as shown by the following calculation:

252 Atk Choice Band Mold Breaker Fraxure Dual Chop (2 hits) vs. 0 HP / 4 Def Kricketune: 308-366 (104.4 - 124%) -- guaranteed OHKO

This is only relevant when facing low ladder, however. The real reason to run Dual Chop is to combat Focus Sash Kadabra, which can open the way for your other sweepers.

The following calculations show that Adamant 252 Atk CB Fraxure 2HKO's or OHKO's almost every notable wall (some need Stealth Rock to manage this), meaning that nothing except for immunities are able to switch into Fraxure's Outrage / Low Kick:

Adamant CB Fraxure's wallbreaking capabilities:
252+ Atk Choice Band Mold Breaker Fraxure Outrage vs. 248 HP / 244 Def Eviolite Misdreavus: 219-258 (67.8 - 79.8%) -- guaranteed 2HKO

252+ Atk Choice Band Mold Breaker Fraxure Outrage vs. 248 HP / 80 Def Eviolite Roselia: 322-381 (106.2 - 125.7%) -- guaranteed OHKO

252+ Atk Choice Band Mold Breaker Fraxure Outrage vs. 248 HP / 252+ Def Eviolite Vullaby: 174-205 (50.7 - 59.7%) -- guaranteed 2HKO

252+ Atk Choice Band Mold Breaker Fraxure Outrage vs. 248 HP / 0 Def Eviolite Tangela: 178-210 (53.4 - 63%) -- guaranteed 2HKO
252+ Atk Choice Band Mold Breaker Fraxure Outrage vs. 248 HP / 8+ Def Eviolite Tangela: 160-190 (48 - 57%) -- 90.6% chance to 2HKO

252+ Atk Choice Band Mold Breaker Fraxure Outrage vs. 248 HP / 252+ Def Gourgeist-Super: 187-222 (50.1 - 59.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Choice Band Mold Breaker Fraxure Low Kick (100 BP) vs. 252 HP / 0 Def Lickilicky: 350-412 (82.5 - 97.1%) -- 62.5% chance to OHKO after Stealth Rock

252+ Atk Choice Band Mold Breaker Fraxure Low Kick (120 BP) vs. 248 HP / 8 Def Avalugg: 234-276 (59.5 - 70.2%) -- guaranteed 2HKO after Leftovers recovery

Offensive Tangela

Tangela @ Eviolite
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 Spe
*Alternative Spread: 208 HP / 252 SpA / 48 Spe
Modest Nature
- Hidden Power [Ice] --> Use 8 more Speed for Fire

Tangela should maximize Special Attack first, hit its desired Speed second, and place the remaining EVs into HP without giving Tangela an even number of HP third.
Modest 8 Spe Tangela hits 158 Speed, which outspeeds Relaxed 0 Speed IV Volbeat by 1 point and uninvested Vullaby by 2 points.
Alternatively, Tangela can also run 48 Spe EVs to hit 168 Speed total, so that it can Knock Off an uninvested Roselia's Eviolite before fainting to Sludge Bomb.

Defensive Tangela

Tangela @ Eviolite
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 Spe
*Alternative Spread: 248 HP / 212 Def / 48 Spe
Bold Nature

Defensive Tangela is used to wall premier physical threats like Moxie Mightyena, CB Stoutland, Golem, etc.
In the same way its offensive counterpart is given EVs, defensive Tangela should maximize its HP first, hit its desired Speed second, and dump the rest into its Defense stat third.
8 Spe outspeeds uninvested Vullaby (156) and other uninvested Tangela (156), along with slow U-Turn Volbeat (157).
As stated above, 48 Spe outspeeds uninvested Roselia.

Quick Feet Ursaring

Ursaring @ Toxic Orb
Ability: Quick Feet
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature

With a Jolly nature, 252 Spe EVs and Quick Feet activated, Ursaring hits 343 Speed total and outspeeds all positive nature 252 Spe invested base 105s (i.e. Kadabra, Cryogonal, Rapidash, and Electabuzz), and everything below.
Running Adamant is an option for more power, however it is probably not worth the loss in Speed, because Adamant Quick Feet Ursaring is outsped by positive nature 252 Spe base 105s, Simipour/Sage/Sear, Dodrio, Ninetales, Basculin, Swanna, Sawsbuck and Leafeon.

Guts Ursaring

Ursaring @ Flame Orb / Toxic Orb
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Brave Nature / Adamant Nature / Jolly Nature
*IVs: 0 Spe (only if using a Brave Nature)

Though greatly inferior to Quick Feet Ursaring, Guts is still usable to maximize its Attack. Adamant 252 Atk Ursaring with Guts and a Flame Orb turns Ursaring into a slower wallbreaker that can open many holes in even the most defensive of teams. For example, using an Adamant nature allows you to do ~70% to defensive Misdreavus, and gives you a small chance to OHKO Avalugg after Stealth Rock (very effective if Avalugg has any prior damage).

252+ Atk Guts Ursaring Crunch vs. 252 HP / 240 Def Eviolite Misdreavus: 210-248 (64.8 - 76.5%) -- guaranteed 2HKO

252+ Atk Guts Ursaring Close Combat vs. 248 HP / 8 Def Avalugg: 250-296 (63.6 - 75.3%) -- 6.3% chance to OHKO after Stealth Rock

While an Adamant nature with 252 Spe lets you outspeed any walls you may be trying to break at 209 speed total, Jolly is still an option to speed tie neutral nature 252 Spe invested base 65s and outspeed everything below. By using Jolly, Ursaring is able to outspeed Jolly 252 Spe Huntail, neutral nature 252 Spe base 58s (Rampardos, Zweilous), and Jolly 252 Spe Whirlipede.

The choice of Orb is dependent on how long you plan to stay in with Ursaring. Toxic Orb is slashed over Flame Orb because three turns of residual poison damage is less than three turns of burn damage; however, if Toxic Orb is used, it's best not to keep Ursaring in longer than three turns if you plan to send it in later.

Finally, a Brave Nature with a Speed IV of 0 is listed as an option if you're using Ursaring on a Trick Room team.

Standard Rapidash

Rapidash @ Charcoal / Life Orb / Leftovers
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature

Maximum investment in Speed should be ran as this allows Rapidash to speed-tie with other base positive nature 252 Spe invested 105s like Electabuzz, Cryogonal, and Kadabra, while outspeeding all base 101 Pokemon and below, such as Simipour, Simisage, Simisear, Ninetales, Dodrio, Sawsbuck, Leafeon, etc.
Charcoal or Life Orb with 252 EVs in Attack allow Rapidash to hit as hard as possible. Its last 4 EVs should be placed in Defense, in order to avoid giving Rapidash an even number of HP that would otherwise increase damage taken from switching into Stealth Rock.
If Rapidash is running Life Orb for the extra power, it should use an HP IV of 29 in order to reduce Life Orb recoil.

B+ Rank

Offensive Metang with Rocks

Metang @ Eviolite
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature

8 Spe Metang hits 138 Speed total, which is enough to outspeed 84 Spe Probopass (137), while yielding an odd number of HP overall.
After this Speed stat of 138 has been reached, 252 EVs in conjunction with an Adamant nature are used to fully maximize its Attack stat, which allows it to sometimes OHKO Probopass with Earthquake:

252+ Atk Metang Earthquake vs. 160 HP / 0 Def Probopass: 244-288 (81 - 95.6%) -- 12.5% chance to OHKO after Stealth Rock

Metang's remaining 248 EVs are placed in HP for some extra bulk, which yields an odd number of HP overall.

Specially Defensive Metang

Metang @ Eviolite
Ability: Clear Body
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature

Metang has other alternatives, such as running max Special Defense to beat Psychics running Shadow Ball, Chatot, and other specially based threats. For example, Careful max Spdef and max HP lives the 2HKO from LO Kadabra's Shadow Ball:

252 SpA Life Orb Kadabra Shadow Ball vs. 248 HP / 252+ SpD Eviolite Metang: 120-143 (37.1 - 44.2%) -- guaranteed 3HKO

Physically Defensive Metang

Metang @ Eviolite
Ability: Clear Body
EVs: 248 HP / 124 Atk / 136 Def
Impish Nature

Metang with 136 Def and Impish lets Metang avoid the 3HKO from CB Floatzel and CB Stoutland (avoids the 2HKO from Stoutland's Crunch before SR as well), while still doing a nice chunk of damage to Psychics with Pursuit.

252 Atk Choice Band Floatzel Waterfall vs. 248 HP / 136+ Def Eviolite Metang: 90-106 (27.8 - 32.8%) -- guaranteed 4HKO

252+ Atk Choice Band Stoutland Pursuit vs. 248 HP / 136+ Def Eviolite Metang: 68-82 (21 - 25.3%) -- 0.1% chance to 4HKO
252+ Atk Choice Band Stoutland Crunch
vs. 248 HP / 136+ Def Eviolite Metang: 136-162 (42.1 - 50.1%) -- 0.4% chance to 2HKO

Special Attacker Altaria

Altaria @ Life Orb
Ability: Natural Cure / Cloud Nine
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature / Timid Nature
IVs: 29 HP

252 SpA EVs and a Modest nature let Altaria OHKO offensive Arbok. 252 Spe EVs with a Modest nature reach 259 Speed total, and speed-ties with other neutral-natured 252 Spe invested base 80s (i.e. Glalie, Stoutland, Drifblim, Arbok, and Grumpig).
If using a Timid nature, Altaria can outspeed these neutral-natured base 80s, as well as +2 uninvested Impish Klang (272), 252 Spe Modest Articuno and Golduck (269), and 252 Spe Adamant Monferno (261).
Timid with Cloud Nine is a potent combination, as this lets Altaria Draco Meteor on Rain Dance Golduck (in rain), rather than being OHKOed by its LO-boosted Ice Beam. It also allows Altaria to Draco Meteor on Sand Rush Stoutland in a Sandstorm before being hit by Return or Facade.
Its remaining 4 EVs should be placed in Special Defense or Defense, so as to allow Altaria to switch into Stealth Rock one more time.
An HP IV of 29 reduces recoil from Life Orb.

Offensive Dragon Dance Altaria

Altaria @ Yache Berry / Leftovers
Ability: Natural Cure
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature

192 Speed EVs lets Altaria reach 244 Spe before a Dragon Dance, and 366 Spe after a Dragon Dance, which outspeeds Zebstrika (364) and other Pokemon that commonly creep Zebstrika (Modest 196 Spe Electrode - 365 Spe).
After this Speed has been reached, its Attack should be fully maximized to do as much damage with its Dragon-type STABs as possible after setting up.
The remainder of its EVs should be placed in HP for added mixed bulk, while yielding an odd number of HP at the same time. This allows it to switch into Stealth Rock one more time.

Bulky Dragon Dance Altaria

Altaria @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 68 SpD / 192 Spe
Careful Nature

192 Speed EVs let Careful Altaria hit 244 Spe before a Dragon Dance, and 366 Spe after a Dragon Dance, which outspeeds Zebstrika (364) and other Pokemon that may creep Zebstrika by 1 pt (196 Spe Electrode - 365 Spe).
Next, its HP is maximized while yielding an odd number for switching into Stealth Rock an additional time, while the remaining 68 EVs should be placed into Special Defense, in order to increase its odds against specially based threats such as Ninetales and Kadabra.

Physically Defensive Altaria

Altaria @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 164 Def / 96 Spe
Bold Nature
IVs: 0 Atk

96 Spe with a Bold nature lets Altaria hit 220 Speed and outspeed Adamant 252 Spe Pawniard (219) by +1.
Next, its HP is maximized, and the remaining EVs are placed in Defense.

Choice Band Ninjask

Ninjask @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature / Naive Nature

Maximum investment in Attack and Speed allows Ninjask to hit as hard and be as fast as possible. Adamant / Naughty 252 Spe Ninjask hits 419 Speed total, which outspeeds the entire unboosted PU metagame, including +2 neutral nature 252 Spe base 50s (i.e. Regice at 398 Speed), +1 Jolly 252 Spe Fraxure (384), Timid 252 Spe Zebstrika (364), and everything below.
A Naughty nature with 4 EVs in SpA lets Ninjask hit Defensive Relicanth and other defensive Rock type switch-ins as hard as possible with Giga Drain. Expert Belt is an option here, as a Naughty 4 SpA Giga Drain has the potential to 2HKO Golem after Stealth Rock (while healing off the damage from Sucker Punch):

Golem vs Ninjask:
252+ Atk Golem Sucker Punch vs. 0 HP / 0 Def Ninjask: 170-200 (64.6 - 76%) -- guaranteed 2HKO

Ninjask vs Golem:
4 SpA Ninjask Giga Drain vs. 0 HP / 4 SpD Golem: 180-212 (59.8 - 70.4%) -- guaranteed 2HKO
4 SpA Expert Belt Ninjask Giga Drain vs. 0 HP / 4 SpD Golem: 216-254 (71.7 - 84.3%) -- guaranteed 2HKO

Ninjask vs Relicanth
4 SpA Ninjask Giga Drain vs. 104 HP / 0 SpD Relicanth: 180-212 (49 - 57.7%) -- 95.3% chance to 2HKO
4 SpA Expert Belt Ninjask Giga Drain vs. 104 HP / 0 SpD Relicanth: 216-254 (58.8 - 69.2%) -- guaranteed 2HKO
4 SpA Ninjask Giga Drain vs. 248 HP / 0 SpD Relicanth: 180-212 (44.6 - 52.6%) -- 17.2% chance to 2HKO
4 SpA Expert Belt Ninjask Giga Drain vs. 248 HP / 0 SpD Relicanth: 216-254 (53.5 - 63%) -- guaranteed 2HKO

A Jolly nature / Naive nature can be used to allow Ninjask to outspeed +1 Timid 252 Spe Mr. Mime (459) by 1 point, just in case your team needs more Speed to counter certain boosted Pokemon.

The above EV spread yields an odd number of HP overall for Ninjask, which is absolutely crucial in letting it switch into Stealth Rock two times instead of one without fainting when hazard removal is not present or has already been KO'd.

Physically Defensive Misdreavus

Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 244 Def / 16 Spe with Timid
*Alternative Spread: 248 HP / 228 Def / 32 Spe with Timid
*Alternative Spread: 248 HP / 228 Def / 32 Spe with Bold
Timid Nature / Bold Nature
IVs: 0 Atk
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe (if Hidden Power Fighting)

Timid Nature with 16 speed EVs (231 speed total) allows Misdreavus to outspeed neutral natured base 252 Spe invested 65s and lower (i.e. Flareon, Heatmor, Seviper, positive-natured 252 Spe Dwebble, and positive-natured 252 Spe Relicanth.).
However, 32 Speed with the same nature (235 total) lets Misdreavus outspeed and Taunt positive nature 252 Spe Quilladin (234) before it lays a layer of Spikes.
The last spread listed takes Misdreavus' bulk to the maximum with W-o-W, Pain Split and lowered speed (32 Speed with Bold is the slowest Misdreavus should be ran).
32 Speed with a Bold Nature allows it to outspeed Jolly 252 Spe Whirlipede by two points, as well as Adamant 252 Spe Quilladin before it uses Synthesis or Spikes.

Specially Defensive Misdreavus

Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 228 SpD / 32 Spe
Calm Nature
IVs: 0 Atk

248 HP gives Misdreavus an odd number of HP and minimizes passive damage taken. 32 Spe is used to outspeed Adamant 252 Spe Quilladin and Jolly 252 Spe Whirlipede, along with other slower leads.
If running Hidden Power Fighting, be sure to run 4 more Speed EVs to compensate for the 30 Speed IV.
Its EV spread of 248 HP / 228 SpD with a Calm nature lets Misdreavus check special attackers such as Kadabra and Mr. Mime.

252 SpA Kadabra Shadow Ball vs. 248 HP / 228 SpD Eviolite Misdreavus: 100-118 (30.9 - 36.5%) -- 56.5% chance to 3HKO
252 SpA Mr. Mime Shadow Ball vs. 248 HP / 228 SpD Eviolite Misdreavus: 88-104 (27.2 - 32.1%) -- guaranteed 4HKO

0 SpA Misdreavus Shadow Ball vs. 4 HP / 0 SpD Kadabra: 204-240 (91.8 - 108.1%) -- 50% chance to OHKO
0 SpA Misdreavus Shadow Ball vs. 0 HP / 4 SpD Filter Mr. Mime: 96-114 (43.4 - 51.5%) -- 98.4% chance to 2HKO after Stealth Rock

Nasty Plot Misdreavus

Misdreavus @ Eviolite
Ability: Levitate
EVs: 24 HP / 252 SpA / 232 Spe
Modest Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe (if Hidden Power Fighting)

Misdreavus should hit 263 Speed (264 with Thunderbolt over Hidden Power Fighting, which creates an imperfect Speed IV of 30), so that it can outspeed CB Scrappy Stoutland, AoA Monferno, and Taunt Onix and Solrock before they use Taunt, Stealth Rock, or Screens (in Solrock's case).
Then, Misdreavus should maximize its Special Attack stat via 252 EV investment and a Modest Nature.
24 EVs in HP yield an odd number of HP, which is ideal for reducing passive forms of damage.

Misdreavus @ Eviolite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe (if Hidden Power Fighting)

This set seeks to maximize Taunt's usefulness, given Misdreavus at 295 Speed (or 294 if you choose HP Fighting again) prevents every Rock Setter, including Monferno and Gabite, from setting up Stealth Rock on your side of the field. Otherwise, it plays the same as Modest NP Misdreavus with just a little less Special Attack and bulk overall.

SubRoost Articuno

Articuno @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe with Timid
*Alternative Spread: EVs: 248 HP / 124 SpD / 136 Spe with Calm
Timid Nature / Calm Nature
IVs: 0 Atk

Substitute + Roost Articuno can run a few different EV spreads. One good alternative is to fully invest in its Speed, which allows it to setup Substitutes on the maximum number of Pokemon in the tier, while stalling them out with a combination of Substitute, Roost and its ability, Pressure.
Timid 252 Spe Articuno hits 295 Speed, which outspeeds Timid 252 Spe Servine (291), Jolly 252 Spe Gabite (289), positive-natured 252 Spe Monferno (287), and everything below.
After Articuno's Speed has been fully invested in, the rest of its EVs are used to maximize its Special Attack and therefore, the damage it does with its Ice-type STAB and Hurricane. Its final 4 EVs are placed in Special Defense, in order to avoid an even number of HP so that Articuno can switch into Stealth Rock one more time.

There are bulkier spreads that Articuno can run while using Toxic. In these cases, the desired Speed that Articuno should reach on different teams decides how much bulk it should use. For example, 136 Spe EVs with a Calm nature hits 240 Speed total, which outspeeds neutral-natured 252 Spe base 70s (i.e. Luxray, Lunatone, Mightyena) by 1 point. With this amount of Special Defense (248 HP / 124 SpD), 252 SpA Life Orb Raichu can never finish Articuno with a Volt Switch, even if it switches directly into Stealth Rock before being hit:

252 SpA Life Orb Raichu Volt Switch vs. 248 HP / 124+ SpD Articuno: 159-190 (41.5 - 49.6%) -- guaranteed 3HKO after Leftovers recovery

More or less Speed can be ran with HP maximized and the remainder in either Special Attack or Special Defense, but it is critical to always run an odd number of HP overall to let it switch into Stealth Rock one more time without being KO'd.

Agility Articuno

Articuno @ Life Orb
Ability: Pressure
EVs: 32 HP / 248 SpA / 228 Spe
Modest Nature
IVs: 1 Atk / 30 Def / 30 Spe / 30 SpA / 30 SpD / 30 Spe (if using HP Fighting)

Modest 228 Spe invested Articuno with Hidden Power Fighting hits 262 Speed total (outspeeds Adamant Monferno at 261 Speed), which means that after an Agility boost, it hits 522 Speed total and outspeeds +2 Adamant 252 Spe Drifblim and Stoutland (518) and everything below.

With this amount of HP investment, it also hits an ideal number of HP for reducing both Life Orb Recoil (329 total) and Stealth Rock damage. Articuno desperately needs an odd number of HP in order to make it so it can switch into Stealth Rock twice without being KO'd.

Some slightly faster spreads can be ran to let Articuno outspeed Scarf Raichu (525) and +3 252 Spe Whirlipede (530) after an Agility, while still letting Articuno run an odd number of HP:

In order to outspeed +1 Timid 252 Spe Raichu (525 Speed total), Articuno can run 24 HP / 252 SpA / 232 Spe.

In order to outspeed +3 Whirlipede, Articuno can run a spread of 8 HP / 252 SpA / 248 Spe to let it hit 267 Speed before an Agility, and 534 after an Agility (again, assuming HP Fighting IVs).

Lastly, it can run 252 SpA / 4 SpD / 252 Spe without Hidden Power Fighting to speed-tie other +2 neutral nature 252 Spe base 85s (i.e. Golduck, Articuno), and outspeed everything below.

Calm Mind Clefairy

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature

Similar to Kadabra and Duosion, Clefairy is able to run an even number of HP in order to fully maximize its bulk without taking extra from passive forms of damage due to Magic Guard.
Given Clefairy will be powering up with Calm Mind, full investment in both Defense and HP is used here to help increase its overall bulk.
Its last 4 EVs are placed in SpD for the same reason.

Specially Defensive Clefairy

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature

With a Calm Nature and maximum investment in HP and Special Defense, Clefairy is often able to stall out special threats that are depedent on their Life Orbs via Softboiled (Simipour is a great example of this):

252 SpA Life Orb Simipour Hydro Pump vs. 252 HP / 252+ SpD Eviolite Clefairy: 121-144 (35.1 - 41.8%) -- guaranteed 3HKO
252 SpA Life Orb Raichu Thunderbolt vs. 252 HP / 252+ SpD Eviolite Clefairy: 95-113 (27.6 - 32.8%) -- guaranteed 4HKO
252 SpA Life Orb Zebstrika Thunderbolt vs. 252 HP / 252+ SpD Eviolite Clefairy: 87-105 (25.2 - 30.5%) -- guaranteed 4HKO

Clefairy's final 4 EVs are placed in Defense to help increase its overall bulk.

Standard Gourgeist-Super

Gourgeist-Super @ Leftovers / Colbur Berry
Ability: Frisk
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature

Gourgeist-Super should aim to optimize its walling capabilities with maximum Defense and HP.
248 HP gives Gourgeist-Super an odd number of HP, which minimizes passive damage taken.
The remaining EVs are placed in Special Defense to better take resisted hits.

If Gourgeist is not using Seed Bomb, then Gourgeist should run an Atk IV of 0 in order to minimize Confusion and Foul Play damage.

Trick Room Setter Gourgeist-Super

Gourgeist-Super @ Leftovers / Colbur Berry
Ability: Frisk
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe

Gourgeist-Super can run an effective set of Trick Room and Explosion in order to clear the field for a Trick Room sweeper to come in for free.
The only difference here is that Gourgeist-Super is running minimum speed with a Relaxed nature and a Speed IV of 0, so that its Explosion (or Destiny Bond) can be used first on the turn after it sets up Trick Room for its teammates.

Standard Politoed

Politoed @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 SpA / 8 Spe
*Alternative Spread: 200 HP / 252 SpA / 56 Spe
Modest Nature

Politoed uses full EV investment in its Special Attack stat with a Modest nature in order to wear down the opponent's team with a max power STAB Scald, while still serving as a check to opposing special attackers.
8 Spe EVs can be used to outspeed uninvested Solrock, or you can opt for 56 Spe EVs in order to beat neutral nature 252 Spe base 45s, such as Marowak, Armaldo, and Golem. However, running 56 Speed EVs means that you lose some HP, so the choice is largely based on team composition and whether or not outspeeding these threats is necessary.
This set does not require that you use a Leftovers number, but it is still an option to run 252 HP for that purpose.

Specially Defensive Politoed

Politoed @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 200 SpD / 56 Spe
Calm Nature

252 EVs in HP, along with a Calm Nature and 200 SpDef EVs allow Politoed to check special attackers such as Floatzel, Simipour, and many others.
Placing 56 EVs in its Speed stat allows Politoed to outspeed and Scald neutral nature 252 Spe base 45s, such as Marowak, Golem, and Armaldo before they can make a move.
As a quick note, 252 HP is a Leftovers number; this is directly relevant to this set, as it uses Leftovers in tandem with Protect in order to restore its HP.
Finally, as a last option, Politoed can easily maximize its Defense and HP in order to check physical attackers more effectively (especially if Scald is super effective), such as CB Floatzel, Basculin, Kingler, and others.

Scarf Politoed

Politoed @ Choice Scarf
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature

Before a Choice Scarf, Timid 252 Spe Politoed hits 262 Speed total, which outspeeds Adamant 252 Spe Monferno (261), and neutral nature 252 Spe base 80s by a couple of points.
After a Choice Scarf has been applied, Timid Politoed hits 393 Speed, which is enough to outspeed +1 Jolly 252 Spe Fraxure (384) and revenge kill it via a faster Ice Beam and some prior damage.

252 SpA Politoed Ice Beam vs. 0 HP / 0 SpD Eviolite Fraxure: 178-210 (65.2 - 76.9%) -- guaranteed 2HKO after Stealth Rock

Mixed Simisear

Simisear @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 29 HP

Naive 252 Spe Simisear (331) outspeeds positive nature 252 Spe base 100s (e.g. Ninetales, Dodrio, etc.), and everything below.
It is only necessary to run 4 EVs in Atk with a Naive nature when using Knock Off or Superpower to beat foes like Regice and Grumpig. This set usually spams special moves though, so full investment in SpA is crucial here.
Lastly, Simisear runs an HP IV of 29 in order to yield an HP number ending in 9 overall, which is ideal for reducing Life Orb recoil.

Nasty Plot Simisear

Simisear @ Life Orb
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP

Similar to its mixed set, Simisear with Nasty Plot should also maximize its investment in both Speed and Special Attack in order to outspeed positive nature 252 Spe base 100s (328) and hit as hard as possible.
Its remaining EVs are placed in Defense instead of HP in order to give Simisear an odd number of HP overall that minimizes passive forms of damage, like Stealth Rock.
Simisear can also run an HP IV of 29 in order to reduce Life Orb recoil.

Physical AoA Simisear

Simisear @ Life Orb
Ability: Blaze
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP

Like the other sets above, physically based AoA Simisear should also maximize its Speed. However, this spread is used to beat Simisear's usual switch-ins thinking Simisear is running a NP set with a maximum power Knock Off or Rock Slide:

Grumpig:
252 Atk Life Orb Simisear Knock Off (97.5 BP) vs. 248 HP / 8 Def Grumpig: 320-377 (88.1 - 103.8%) -- guaranteed OHKO after Stealth Rock

Swanna:
252 Atk Life Orb Simisear Rock Slide vs. 0 HP / 0 Def Swanna: 255-302 (87.6 - 103.7%) -- guaranteed OHKO after Stealth Rock

Rapidash:
252 Atk Life Orb Simisear Rock Slide vs. 0 HP / 4 Def Rapidash: 234-278 (86.3 - 102.5%) -- guaranteed OHKO after Stealth Rock

Ninetales:
252 Atk Life Orb Simisear Rock Slide vs. 0 HP / 0 Def Ninetales: 221-263 (77 - 91.6%) -- guaranteed OHKO after Stealth Rock

As a final note, Simisear should use an HP IV of 29 in order to optimally reduce Life Orb recoil.

Offensive Defogger Swanna

Swanna @ Life Orb
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature

Timid 252 Spe Swanna hits 324 Speed total, which speed-ties Naive 252 Spe Basculin and outspeeds everything below (e.g. Timid / Jolly 252 Spe Frogadier at 322 Speed, positive nature 252 Spe base 95s, like Leafeon and Sawsbuck at 317 Speed, etc.).
Combined with a Life Orb, the rest of its EVs are placed in Special Attack in order to let Swanna hit as hard as possible with Scald and Hurricane, given Swanna's primary role is to be used as an offensively oriented Defogger with a decent speed stat (which sets it apart from other slower Pokemon with hazard removal, like Lumineon and Vibrava).
Its final 4 EVs are placed in Defense, in order to avoid an even number of HP overall. With an odd number of HP, Swanna is able to switch into Stealth Rock one more time in order to Defog it away for its teammates.
Finally, Swanna has the option of running an HP IV of 29 in order to reduce Life Orb recoil, but this is not necessary, given Swanna normally uses Roost to restore its HP anyway.

NP Ninetales

Ninetales @ Life Orb / Leftovers / Passho Berry
Ability: Flash Fire
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature

A Timid nature with 252 Speed allows Ninetales to outspeed positive nature 252 Spe base 99s and everything below (e.g. Gourgeist-Small, Basculin, Swanna, etc).
+2 LO Dark Pulse allows Ninetales to break past Grumpig switchins.

Passho Berry is still an option, as this allows Ninetales to take a hit from Basculin's LO Aqua Jet and other Water type hits before OHKOing back with Energy Ball.

252 Atk Life Orb Adaptability Basculin Aqua Jet vs. 0 HP / 0 Def Passho Berry Ninetales: 117-138 (40.7 - 48%) -- guaranteed 3HKO

+2 252 SpA Life Orb Ninetales Dark Pulse vs. 248 HP / 252+ SpD Grumpig: 224-265 (61.7 - 73%) -- guaranteed 2HKO after Leftovers recovery

8 HP are provided to give Ninetales 289 HP total, which is ideal for reducing Life Orb recoil. However, if a different item such as Leftovers or Passho Berry is ran, its standard spread of 252 SpA / 4 SpD / 252 Spe works, as this still provides an odd number of HP with which to switch into Stealth Rock with minimal damage taken.

Toxic Stall Ninetales

Ninetales @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature

HP and Speed are both maximized, with the remainder of EVs in SpD.
248 HP ensures that Ninetales minimizes damage taken from Stealth Rock.
252 Speed with a Timid nature outspeeds positive nature 252 Spe base 99s and lower (e.g. Gourgeist-Small, Basculin, Swanna, etc.), so that Toxic can be spread to the maximum number of targets / Substitute can be setup on the maximum number of targets before Ninetales faints.

Sub Split Ninetales

Ninetales @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature

Uninvested Ninetales hits 236 speed, which speed-ties positive nature 252 Spe base 58s, like Zweilous and Rampardos. However, 20 Speed EVs can be ran to outspeed neutral nature 252 Spe base 70s by 1 point, such as Mightyena, Lunatone, and Luxray.
HP is given an odd number here to minimize damage from Stealth Rock, and both HP and SpD are maximized to allow Ninetales to tank many special hits, while being able to sponge some physical hits by spreading W-o-W.

Swords Dance Sawsbuck

Sawsbuck @ Life Orb / Salac Berry
Ability: Sap Sipper
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP

Jolly 252 Spe invested Sawsbuck reaches 317 Speed total, and outspeeds Naive 252 Spe Leavanny (311), Timid 252 Spe Chatot (309), Timid 252 Spe Mr. Mime (306), and everything below.
Its remaining EVs are placed in Attack in order to make Sawsbuck as strong as possible with both Swords Dance and Life Orb boosts.
Its final 4 EVs are placed in Defense to yield an odd number of HP overall. It is also given an HP IV of 29, so that it can optimally reduce Life Orb recoil.

Choice Scarf Sawsbuck

Sawsbuck @ Choice Scarf
Ability: Sap Sipper
EVs: 252 Atk / 4 Def / 252 Spe
Jolly / Adamant Nature

+1 Jolly 252 Spe invested Sawsbuck reaches 475 Speed total, and outspeeds +1 Timid 252 Spe Mr. Mime (459), +1 Timid 252 Spe Rotom-F (447), and everything below.
Adamant Sawsbuck has the ability to OHKO strong offensive threats like Ninetales after Stealth Rock if it's switching into a predicted Horn Leech, whereas Jolly Sawsbuck just barely misses this KO:

252+ Atk Sawsbuck Double-Edge vs. 0 HP / 0 Def Ninetales: 228-268 (79.4 - 93.3%) -- guaranteed OHKO after Stealth Rock

Chlorophyll Sweeper Sawsbuck

Sawsbuck @ Life Orb
Ability: Chlorophyll
EVs: 112 HP / 248 Atk / 148 Spe
Adamant Nature

Chlorophyll Sawsbuck's EV spread may seem strange, but it does 3 important things. Firstly, 148 Speed EVs and an Adamant nature are used to outspeed +1 Timid 252 Spe Raichu (525) Speed by 1 point after Chlorophyll has been activated. This makes it so Sawsbuck can OHKO Raichu without being hit by Scarf Raichu's Hidden Power Ice.
Next, Sawsbuck's Attack is maximized via full Attack investment, an Adamant nature, and a Life Orb.
Finally, its remaining EVs are allocated toward its HP stat. It is given 112 HP EVs total, which is an HP stat ending in 9 (therefore, it optimally reduces Life Orb recoil). 4 EVs have to come out of Attack for this though, so 248 EVs in Atk are used with this spread.
The added bulk lets Sawsbuck survive priority hits such as Mightyena's Sucker Punch more easily.

Choice Scarf Raichu's Hidden Power Ice vs 112 HP Adamant Sawsbuck if Sun is not active:
252 SpA Raichu Hidden Power Ice vs. 112 HP / 0 SpD Sawsbuck: 136-162 (41.3 - 49.2%) -- guaranteed 3HKO

In return:
248+ Atk Life Orb Sawsbuck Frustration vs. 0 HP / 0 Def Raichu: 320-376 (122.6 - 144%) -- guaranteed OHKO
248+ Atk Life Orb Sawsbuck Horn Leech vs. 0 HP / 0 Def Raichu: 235-278 (90 - 106.5%) -- 43.8% chance to OHKO

Sun Sawsbuck vs Mightyena:
252+ Atk Life Orb Mightyena Sucker Punch vs. 112 HP / 0 Def Sawsbuck: 195-230 (59.2 - 69.9%) -- guaranteed 2HKO

252+ Atk Life Orb Sawsbuck Frustration vs. 0 HP / 0 Def Mightyena: 265-313 (94.3 - 111.3%) -- 68.8% chance to OHKO
252+ Atk Life Orb Sawsbuck Double-Edge vs. 0 HP / 0 Def Mightyena: 312-368 (111 - 130.9%) -- guaranteed OHKO

Calm Mind Duosion

Duosion @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk

With Magic Guard making Duosion immune to passive forms of damage, Duosion is free to maximize its HP pool and run an even number of HP.
Calm Mind Duosion should increase its physical bulk as much as possible with 252 EVs placed in Defense with a Bold nature, given Duosion is able to increase its Special Defense and Special Attack manually with Calm Mind.
Its last 4 EVs are placed in Special Defense to increase its overall bulk. However, a slightly faster spread can be ran to outspeed uninvested Stunfisk and Hippopotas at 100 Speed total (therefore, Duosion's spread would be 252 HP / 236 Def / 20 Spe with a Bold nature to hit 101 Speed total).
An Atk IV of 0 is used here to minimize the damage done to Duosion by Foul Play.

Trick Room Attacker Duosion

Duosion @ Eviolite
Ability: Magic Guard / Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
*Alternative Spread: 248 HP / 252 SpA / 8 SpD if Regenerator
IVs: 0 Atk / 0 Spe
Quiet Nature

Trick Room Duosion is slightly different than its Calm Mind variant, in that it trades its bulk for maximum Special Attack via 252 EVs in SpA with a Quiet Nature.
A Speed IV of 0 and a Speed-reducing nature mean that Duosion will be as fast as possible in Trick Room conditions.
Regenerator is an option as it allows Duosion to act as a bulky pivot that uses Trick Room for its teammates. Switching out right after Trick Room is used preserves Duosion and lets it setup Trick Room continually during a match, making 248 HP / 252 SpA / 8 SpD a decent choice as well. Rather than investing 252 EVs into HP with Magic Guard, 248 HP EVs are used with Regenerator to yield an odd number of HP overall, which minimizes passive forms of damage.

Specially Defensive Gogoat

Gogoat @ Leftovers
Ability: Sap Sipper
EVs: 228 HP / 56 Atk / 224 SpD
*Alternative Spread: 244 HP / 16 Atk / 248 SpD with Adamant
Careful Nature / Adamant Nature

16 EVs in Attack and an Adamant nature hits a jump point and has a better chance of OHKOing Ninetales with Earthquake after SR, without the need to obtain a boost via Bulk Up or Sap Sipper.

48 Atk Gogoat Earthquake vs. 0 HP / 0 Def Ninetales: 192-228 (66.8 - 79.4%) -- 37.5% chance to OHKO after Stealth Rock

16+ Atk Gogoat Earthquake vs. 0 HP / 0 Def Ninetales: 204-242 (71 - 84.3%) -- 68.8% chance to OHKO after Stealth Rock

However, its original spread can still be ran in order to tank more hits via Gogoat's high Special Defense stat.

Gogoat with 56 EVs in Attack guarantees an OHKO on Ninetales with Earthquake after it has activated Sap Sipper by taking an Energy Ball (or after it has used Bulk Up). It also has a small chance to OHKO Ninetales without +1, thanks to Stealth Rock damage:

56 Atk Gogoat Earthquake vs. 8 HP / 0 Def Ninetales: 192-228 (66.4 - 78.8%) -- 31.3% chance to OHKO after Stealth Rock
+1 56 Atk
Gogoat Earthquake vs. 8 HP / 0 Def Ninetales: 290-342 (100.3 - 118.3%) -- guaranteed OHKO

In return, Ninetales cannot OHKO Gogoat with its LO boosted Fire Blast:
248 SpA Life Orb Ninetales Fire Blast vs. 228 HP / 224+ SpD Gogoat: 289-343 (65 - 77.2%) -- guaranteed 2HKO after Leftovers recovery

228 HP EVs yields 448 HP overall, which is divisible by 16 and is therefore a Leftovers number.
Gogoat's remaining EVs are used to maximize its Special Defense from here.
Finally, Gogoat also has the option of running 72 Speed EVs to hit 190 Speed, which outspeeds neutral nature 252 Spe base 45s, like Armaldo, Marowak, and Golem by 1 point.
 
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B Rank

Standard Basculin

Basculin @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP

Maximum investment in Attack and Speed with a Naive nature grants Basculin as much offensive potential as possible.
When uninvested, Basculin's HP is already an odd number, meaning it would be a waste to invest the leftover EVs in HP; as such, the remaining EVs are placed into SpA to increase Ice Beam's damage.
Naive Basculin's Ice Beam with 4 SpA is used to KO Grass types like Tangela and Leafeon that would normally switch into Basculin to take its Aqua Jets and Waterfalls.

4 SpA Life Orb Basculin Ice Beam vs. 0 HP / 0 SpD Leafeon: 200-237 (73.8 - 87.4%) -- 87.5% chance to OHKO after Stealth Rock and 1 layer of Spikes

4 SpA Life Orb Basculin Ice Beam vs. 252 HP / 0 SpD Eviolite Tangela: 190-226 (56.8 - 67.6%) -- guaranteed 2HKO

A Naughty nature can be used for more power on teams with Sticky Web or paralysis support, but using Naughty outside of these conditions allows Basculin to be outsped by Pokemon from positive nature 252 Spe base 95s (i.e. Sawsbuck and Leafeon at 317 Speed) down to Timid 252 Spe Rotom-F (298).
If one does decide to choose Naughty over Naive, Aqua Tail can be considered for the main attack, as Naughty Aqua Tail hits substantially harder than Jolly Waterfall, offsetting the loss in Speed.

CB Basculin

Basculin @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature

Basculin can increase its damage output with an Adamant Nature, a Choice Band, and even by using Aqua Tail over Waterfall. While it misses outspeeding Leafeon and Sawsbuck (sans Scarf and Sun), it trades that Speed for the ability to OHKO standard Roselia and other defensive threats with its attacks:

252+ Atk Choice Band Basculin Zen Headbutt vs. 248 HP / 80 Def Eviolite Roselia: 244-288 (80.5 - 95%) -- 50% chance to OHKO after Stealth Rock

Stealth Rock Gabite

Gabite @ Eviolite
Ability: Rough Skin
EVs: 248 HP / 220 Atk / 40 Spe
*Alternative Spread: 248 HP / 8 Atk / 252 SpD with Careful
*Alternative Spread: 248 HP / 8 Atk / 252 Def with Impish
Adamant Nature

Gabite's nice typing allows it to check offensive and defensive threats alike, such as Golem, Stunfisk, Rapidash, Ninetales, Simisear, Pawniard, Vibrava, Arbok, etc.
First, Gabite's HP stat is maximized, while maintaining an odd number of HP in order to reduce passive sources of damage, like Burn, Hail, and Poison.
Next, 40 EVs are allocated toward its Speed stat in order to let it outspeed Adamant 252 Spe Relicanth (209), uninvested Misdreavus (206), other uninvested Gabite (200), Beartic and Regice before being hit by Ice STAB (199), uninvested Grumpig (196) before being Taunted out of SR, and 252 Spe neutral nature base 45's.

Stealth Rock Gabite can also forgo Speed and Attack completely in favor of walling more either on the Special side of the spectrum or on the Physical with spreads of 248 HP / 8 Atk / 252 SpD with a Careful nature, and 248 HP / 8 Atk / 252 Def with an Impish nature, respectively.

Offensive Gabite

Gabite @ Eviolite / Choice Band / Choice Scarf / Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature / Jolly Nature

Max Speed Jolly Gabite hits 289 Speed and outspeeds Jolly 252 Spe Monferno (287), positive nature 252 Spe base 80s (i.e. Grumpig, Stoutland at 284 Speed), and everything below.
If running Adamant, Gabite still hits 263 Speed, and outspeeds Adamant 252 Spe Monferno (261), neutral-natured 252 Spe base 80s (259), and everything slower.
Doing so allows Gabite to set SR before it is fainted, or hit these aforementioned targets with a STAB Outrage or Earthquake. For example, both Arbok and Monferno are OHKOed by Earthquake, while Outrage does a fair amount of damage to Stoutland and survives CB Frustration in return:

252+ Atk Gabite Earthquake vs. 0 HP / 4 Def Eviolite Monferno: 312-368 (115.9 - 136.8%) -- guaranteed OHKO

252+ Atk Gabite Outrage vs. 0 HP / 0 Def Arbok: 228-268 (87.3 - 102.6%) -- 93.8% chance to OHKO after Stealth Rock
252+ Atk Gabite Earthquake vs. 0 HP / 0 Def Shuca Berry Arbok: 189-223 (72.4 - 85.4%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Gabite Earthquake vs. 0 HP / 0 Def Arbok: 378-446 (144.8 - 170.8%) -- guaranteed OHKO

252+ Atk Gabite Outrage vs. 0 HP / 0 Def Stoutland: 183-216 (58.8 - 69.4%) -- guaranteed 2HKO after Stealth Rock

252+ Atk Choice Band Stoutland Return vs. 0 HP / 4 Def Eviolite Gabite: 229-271 (82.6 - 97.8%) -- guaranteed 2HKO

It can also use a Choice Scarf set, allowing it to outspeed Pokemon such as Simipour and Dodrio in order to deal a lot of damage. A Choice Band or Life Orb set could also be used, allowing it to deal a lot of damage to bulkier Pokemon such as Tangela and Gourgeist-XL.

Swift Swim Sweeper Golduck

Golduck @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
*Alternative Spread: 32 HP / 248 SpA / 228 Spe
Modest Nature

Before a Rain Dance, Modest 252 Spe invested Golduck hits 269 Speed, and outspeeds Jolly 252 Spe Solrock (262), Adamant 252 Spe Monferno (261), neutral-natured 252 Spe base 80s (e.g. Drifblim, Stoutland, etc. at 259), and everything below.
After a Rain Dance, +2 Modest 252 Spe Golduck hits 538 Speed total, outspeeding the entire metagame, outside of other weather-boosted threats like positive-natured 252 Spe Floatzel in the Rain (722).

As a slightly bulkier alternative, Golduck can drop a few points in Speed in order to outspeed Jolly 252 Spe Solrock by 1 point (i.e. a spread of 32 HP / 248 SpA / 228 Spe with a Modest Nature).

While this spread looks somewhat strange, it accomplishes several things; firstly, it gives Golduck an HP stat ending in 9, which optimally reduces Life Orb recoil. Secondly, this allows Golduck to hit 526 Speed after Swift Swim has activated (263 before), which outspeeds Scarf Raichu by 1 point. And thirdly, rather than wasting the EVs in Speed by attempting to outspeed +3 Whirlipede and speed-tie other +2 neutral-natured 252 Spe base 85s (i.e. Golduck, Articuno), it gives Golduck an extra bit of bulk to live through various hits as it sets up with Rain Dance.

4 EVs had to come out of Special Attack in order to ensure Golduck would run an odd number of HP (at 309 HP total), while simultaneously not wasting any EVs in Speed.