THE LOST WORLD

Cretacerus

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"Hello there! Welcome to The Lost World, a project dedicated to answer many long-held questions about prehistoric life in the world of Pokemon!
Until recently, the origin of the primary Rock-type on resurrected fossils has been a well-kept mystery, and cause to many debates among leading scientists in the field. Were Rock-type Pokemon a lot more abundant in the past, or were they just more likely to become fossilized thus being more prevalent in our fossil record?
Or did they perhaps adapt the rock-like attributes only secondarily during the process of fossilization, and were something completely different during their lifetime?
Our current research on modern descendants of those fossil Pokemon points largely towards the latter theory, whereby minerals from the surrounding sediments could have drastically altered the fossil's original composition. This of course would have a noticeable effect on the morphology and even behavior of the resurrected Pokemon.
Newest insight from molecular biological investigations might be able to reconstruct the original properties and lost features of prehistoric Pokemon, given enough time. Using these methods,
the Lost World project aims to examine the true nature of prehistoric Pokemon and their former niche in the ecosystem."



Overview:

In this project, every fossil Pokemon will receive a new sub-typing replacing Rock, as well new stats, abilities and moves for them to carve out a potent niche in OU. The aim is to turn them into S/A-rank threats with a unique playstyle, whose impact on the metagame can be easily observed.
The changes to the fossil Pokemon will be determined in a community effort, and should be sensible with the original concept of the Pokemon. As such, there will be a great emphasis on flavor in this project.
The new Pokemon will be implemented on the Aqua server as soon as possible, in order to facilitate a more founded discussion on their performance in the metagame, and allow for early revisions wherever needed.



Submission Stage:

Once submissions are open, every user may make one submission following the format below. Be as explicit as possible with your justification so other people can follow the rational behind your decisions more easily.
Feedback and constructive criticism for others is encouraged, in case you feel that certain aspects of their submission could use a more thorough reasoning. Make sure to be specific though, and give them a chance to explain their choices and thoughts.
Code:
Typing:
Stats:
Abilities:
Movepool additions:
Niche in the metagame:
Sample set(s):
Typing:
> The primary type is given depending on the original typing.
> The secondary type can be anything besides Rock.

Stats:
> The Base Stat Total has to be 600.
> The original Base Stats can't be decreased.

Abilities:
> Each fossil Pokemon will get a total of 2 abilities.
> The abilities should complement the Pokemon's intended role.

Movepool additions:
> Each fossil Pokemon will receive a total of 3 new moves.
> They should be sensible flavorwise and competitively.

Niche in the metagame:
> Intended role in the metagame?
> Advantages over it's competition?
> Why would it be S/A-Rank viability?

Sample set(s):
> Represents the most viable set.
> Multiple sets can be listed if the Pokemon has different viable roles.
> Follow the standard format.

[Name] @ [Item of Choice]
Ability: [Ability of Choice]
EVs: [EV Spread]
[Nature of Choice] Nature
- [Move 1]
- [Move 2]
- [Move 3]
- [Move 4]




Voting Stage:

Once the submissions are closed, an open vote will be held in this thread to determine the winning submission for each fossil Pokemon.
In order to vote, copy the listed names and rank them according to your preference. You may choose to rank as many or as few candidates as you like.
Code:
[b]Pokemon 1:[/b]
Most Preferred
Second Most Preferred
Third Most Preferred
...

[b]Pokemon 2[/b]:
Most Preferred
Second Most Preferred
Third Most Preferred
...


Discussion Stage:

After the voting closes, there will some opportunity to discuss the winning submission and it's impact on the metagame, as well as the metagame in general. The revamped fossil Pokemon will be implemented on the battle server as soon as possible during this stage.

How viable is the introduced Pokemon?
Can the sample set still be refined?
Are there any other sets the Pokemon can run? Any unexplored niches it can fill?
How does the metagame adapt around the new threat?


If found necessary by common consensus, changes to past submission can be made. Should that be the case, a vote will be held at the end of the discussion stage.



Process archive:

| 22.11.15: Kabutops + Armaldo: Submissions
| 01.12.15: Kabutops + Armaldo: Voting
| 05.12.15: Kabutops + Armaldo: Discussion

| 11.12.15: Aurorus: Submissions
| 16.12.15: Aurorus: Voting
| 19.12.15: Aurorus: Discussion

| 26.12.15: Aerodactyl + Archeops: Submissions
| 02.01.16: Aerodactyl + Archeops: Voting
| 06.01.16: Aerodactyl + Archeops: Discussion

| 09.01.16: Bastiodon: Submissions
| 15.01.16: Bastiodon: Voting
| 18.01.16: Bastiodon: Discussion

| 13.02.16: Omastar + Carracosta: Submissions
| 25.02.16: Omastar + Carracosta: Voting
| 28.02.16: Omastar + Carracosta: Discussion

| 04.03.16: Cradily: Submissions
| 13.03.16: Cradily: Voting
| 18.03.16: Cradily: Discussion

| 22.03.16: Rampardos + Tyrantrum: Submissions
| 03.04.16: Rampardos + Tyrantrum: Voting
| 10.04.16: Rampardos + Tyrantrum: Discussion

| 15.04.16: Prehistoric Magikarp: Submissions
| 22.04.16: Prehistoric Magikarp: Voting
| 25.04.16: Prehistoric Magikarp: Discussion
 
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Cretacerus

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Summary


Kabutops (by The Reptile)
Typing:
/

Stats: 73 / 125 / 110 / 90 / 90 / 112
Abilities: Swift Swim, Technician
Movepool additions: Bug Bite, U-Turn, Bug Buzz



Omastar (by nv)
Typing:
/

Stats: 85 / 80 / 150 / 135 / 90 / 60
Abilities: Shell Armor, Oblivious
Movepool additions: Shadow Ball, Poison Jab, Destiny Bond



Aerodactyl (by The Reptile)
Typing:
/

Stats: 90 / 115 / 85 / 80 / 90 / 140
Abilities: Strong Jaw, Intimidate
Movepool additions: Dark Pulse / Poison Fang / Bulk Up



Armaldo (by Snaquaza)
Typing:
/

Stats: 95 / 145 / 130 / 80 / 105 / 45
Abilities: Regenerator, Water Absorb
Movepool additions: Spikes, U-turn, Earth Power



Cradily (by Cretacerus)
Typing:
/

Stats: 105 / 90 / 110 / 115 / 135 / 45
Abilities: Storm Drain, Flame Body
Movepool additions: Leech Seed, Lava Plume, Clear Smog



Rampardos (by nv)
Typing:
/

Stats: 120 / 175 / 85 / 80 / 75 / 65
Abilities: Rock Head, Reckless
Movepool additions: Head Charge, Flare Blitz, Ice Punch



Bastiodon (by Cretacerus)
Typing:
/

Stats: 80 / 105 / 170 / 65 / 140 / 40
Abilities: Magic Bounce, Unaware
Movepool additions: Dragon Tail, Glare, King's Shield



Archeops (by nv)
Typing:
/

Stats: 75 / 155 / 70 / 115 / 70 / 115
Abilities: Overcoat, Rough Skin
Movepool additions: Hurricane, Drill Peck, Work Up



Carracosta (by Cretacerus)
Typing:
/

Stats: 85 / 140 / 145 / 95 / 100 / 35
Abilities: Battle Armor, Water Veil
Movepool additions: Drain Punch, Circle Throw, Bulk Up



Tyrantrum (by The Reptile)
Typing:
/

Stats: 92 / 131 / 130 / 89 / 72 / 86
Abilities: Strong Jaw, Battle Armor
Movepool additions: Flash Cannon, Iron Defense, Spikes



Aurorus (by Cretacerus)
Typing:
/

Stats: 125 / 90 / 80 / 120 / 100 / 85
Abilities: Magic Guard, Sheer Force
Movepool additions: Volt Switch, Wish, Power Gem



Magikarp (by nv)
Typing:
/

Stats: 70 / 90 / 70 / 100 / 70 / 100
Abilities: Hydration, Sheer Force
Movepool additions (Gyarados' movepool): Magikarp's Revenge, Acrobatics, Hurricane




Replays
 
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Cretacerus

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CAMBRIAN CLAWS | Submissions



Kabutops
Original typing:

Original stats: 60 / 115 / 105 / 65 / 70 / 80 (BST 495)
Original abilities: Swift Swim / Battle Armor / Weak Armor

Armaldo
Original typing:

Original stats: 75 / 125 / 100 / 70 / 80 / 45 (BST 495)
Original abilities: Battle Armor / Swift Swim

Hey everyone, welcome to the very first submission stage in this project!

Today's slate includes Kabutops and Armaldo, two Pokemon whose close evolutionary relationship is indicated in their very similar stats layout and movepool. Their shared access to Rapid Spin, Knock Off, Sword Dance and priority in Aqua Jet will be important factors to consider when submitting the new spreads, especially since this project aims to give both of them unique roles in the metagame.

When making a submission, please factor in the following criteria:
  • Flavor: Any changes should be sensible with the original concept and design of the Pokemon.
  • Competitiveness: The goal is to make each Pokemon a top threat by OU standards (S/A-rank)
  • Originality: Avoid making the Pokemon too similar to each other or current OU threats.
Try to be as explicit as possible with your justification, so other people can follow your thought process more easily.
Feedback and constructive criticism for others is encouraged, in case you feel that certain aspects of their submission could use a more thorough reasoning. Make sure to be specific though, and give them a chance to explain the rational behind their decisions.

Kabutops:
Typing: Water / ...
Stats: 60+ / 115+ / 105+ / 65+ / 70+ / 80+ (BST 600)
Abilities: 1 / 2
Movepool additions: 1 / 2 / 3

Niche in OU: ...
Sample set(s):
...
Armaldo:
Typing: Bug / ...
Stats: 75+ / 125+ / 100+ / 70+ / 80+ / 45+ (BST 600)
Abilities: 1 / 2
Movepool additions: 1 / 2 / 3

Niche in OU: ...
Sample set(s): ...
Typing:
> The primary type is given depending on the original typing.
> The secondary type can be anything besides Rock.

Stats:
> The Base Stat Total has to be 600.
> The original Base Stats can't be decreased.

Abilities:
> Each fossil Pokemon will get a total of 2 abilities.
> They should be sensible flavorwise and competitively.

Movepool additions:
> Each fossil Pokemon will receive a total of 3 new moves.
> They should be sensible flavorwise and competitively.

Niche in OU:
> Intended role in the metagame?
> Advantages over it's competition?
> Why would it be S/A-Rank viability?

Sample set(s):
> Represents the most viable set.
> Multiple sets can be listed if the Pokemon has different viable roles.
> Follow the standard format.

[Name] @ [Item of Choice]
Ability: [Ability of Choice]
EVs: [EV Spread]
[Nature of Choice] Nature
- [Move 1]
- [Move 2]
- [Move 3]
- [Move 4]
To provide some incentive for quality submissions, the top ranked candidates will be rewarded with a respective shiny fossil Pokemon! You must have a handheld copy of either YX or ORAS in order to receive the following:

Top three entries for Kabutops
#347 Kabuto ♂ | Lv.1 (Untouched)
Ability: Swift Swim
Adamant Nature
IVs: 31.31.31.26.31.31
EMs: Knock Off, Rapid Spin, Mud Shot, Flail
OT: Nai (21698)
Hatch Location: Ambrette Aquarium

Top three entries for Armaldo
#347 Anorith ♂ | Lv.1 (Untouched)
Ability: Swift Swim
Adamant Nature
IVs: 31.31.31.19.31.31
EMs: Rapid Spin, Aqua Jet, Cross Poison, Knock Off
OT: Mai (49993)
Hatch Location: Cave of Origin


Submissions will close on 01.12.15, after which we will be holding a public poll on the respective winners. That means you have 10 days time to get your entries ready. All the best, and have fun! ;)
 
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Snaquaza

KACAW
is a Battle Simulator Moderatoris a Smogon Media Contributor Alumnus
Kabutops
Typing
: Water / Fighting
Stats: 80 (+20) / 135 (+20) / 105+ / 105 (+40) / 70+ / 105 (+25) (BST 600)
Abilities: Scrappy / Water Veil
Movepool additions: Close Combat / Cross Chop / Bulk Up

Niche in OU: Kabutops can function as an offensive sweeper, spinner and rain sweeper in the OU metagame. Its Scrappy ability allows it to hit Ghost-types with Rapid Spin, making it unblockable and also helps it on non-rain teams, as its Fighting STAB can now hit Ghosts as well, most notable Sableye-Mega, helping it at its role as a physical Sweeper. When using a Swords Dance set, it is able to beat specially defensive Clefable, but not physically defensive, as Waterfall does enough to beat Clefable and gives OU a physical Water-type cleaner, (besides Gyarados, which needs setup and takes a mega slot) it doesn't have yet. Water Veil allows it to set up on Scald and Mega Sableye better, but can't sweep as easily.

Sample set(s):
Code:
Kabutops @ Life Orb
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Waterfall
- Swords Dance / Rapid Spin
- Aqua Jet
Armaldo
Typing
: Bug / Ground
Stats: 95 (+20) / 145 (+20) / 130 (+30) / 80 (+10) / 105 (+25) / 45+ (BST 600)
Abilities: Regenerator / Water Absorb
Movepool additions: Spikes, U-turn, Earth Power

Niche in OU: Armaldo is very different from Kabutops. It becomes a good option for stallier teams who want a bulky Ground-type, which is especially good at countering Fighting-types and have an answer to Fire- and Flying-types. Armaldo would support balance and stall teams as a rapid spinner with great power (same as Landorus-T!) and a unique typing allowing it to check unique Pokemon. The new Ground-type also helps with its role as a spinner, as it mitigates its Stealth Rocks weakness. It can either run a set with Regenerator, to regain health and work better as a pivot, as it lacks recovery, or run Water Absorb (flavor is that it lives in the sea, really) so that it can switch in on Keldeo and Azumarill quite well.

Sample set(s):
Code:
Armaldo @ Leftovers
Ability: Regenerator / Water Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Rapid Spin
- Earthquake
- Spikes
 
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Kabutops
Typing:
/

Stats: 80 (+15) / 135 (+20) / 105 (+0) / 75 (+10) / 85 (+15) / 120 (+40) (BST 600)
Abilities: Swift Swim / Tough Claws
Movepool Additions: Ice Punch / Pursuit / U-Turn

Niche in OU: Kabutops can function in the OU metagame as an offensive spinner, much like Starmie, although it has more advantages. Kabutops can also work as an all out attacker or a set up sweeper, and it is a great late game cleaner. It outclasses its two Water/Dark rivals, Sharpedo and Crawdaunt, since it does not need to waste a moveslot on Protect, like Shark, and it is much faster than Crawdaunt, letting it outspeed much of the metagame. With its new ability, Tough Claws, it can successfully break through much of the metagame. It would be at least A rank because it outspeeds much of OU's threats, and it can KO a lot of them or at least deal a huge chunk of damage, giving them a huge dent. It can also be a Pursuit trapper, like Bisharp or Tyranitar, and it can trap threats that would otherwise threaten its team. It also fairly good physical bulk, so it can tank a hit if necessary. With its new move, Ice Punch, it can hit Garchomp, which would otherwise wall it. The speed that it has lets it outspeed common threats, including Keldeo, Thundurus, and many others. I also gave it Tough Claws to break through a ton of the meta, and it looks like a really fitting ability for Kabutops (look at those claws and then tell me again). The new dark typing lets it take on many threats in OU, including both Latis, Starmie, and Mew as a few examples, as well as getting STAB on Knock Off and its newly gained Pursuit.

Sample set: All out attacker
Code:
Kabutops @ Life Orb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Knock Off
- Aqua Jet
- Ice Punch / U-Turn
Rapid Spin can also be run in place of Ice Punch or U-Turn, but this particular set functions as a late game cleaner or a mon that just deals heavy damage to the opposing team.


Armaldo
Typing:
/

Stats: 105 (+30) / 135 (+10) / 120 (+20) / 70 (+0) / 110 (+30) / 60 (+15) (BST 600)
Abilities: Battle Armor / Rough Skin
Movepool Additions: Recover / Iron Head / Spikes

Niche in OU: Armaldo can function as a wall in OU, and it outclasses other Bug/Steels, namely Scizor, as it has more bulk than regular Scizor and using a Mega Scizor would take up a mega slot, which Armaldo does not do. Armaldo also now has access to reliable recovery in Recover, and can stick around for a lot longer to take hits if necessary. It can also lay up hazards, having access to both Stealth Rock and Spikes, which lets it beat competition from Forretress. Armaldo walls many threats in OU, and it now has Rough Skin, punishing physical attackers for some of their health each time they attack. Armaldo's other ability, Battle Armor (legal ability on Armaldo), prevents it from being critted, which may come in handy if you would like to use it, although Rough Skin is the preferred ability. It also provides hazard control, much like Scizor, which it outclasses even more for reasons stated above (more bulk, doesn't take up the mega slot) (if you think about it, this Armaldo is quite unlike Scizor). Armaldo only has one weakness now, making it an even better mon to sponge hits. It has quite a good base attack stat, so its attacks, even though uninvested, will be doing a good amount of damage. As I said before, it walls lots of things, both physically offensive and specially offensive, and the only thing that will be beating it is fire-type moves.

Armaldo can even take a more offensive approach, with a small increase to its attack and speed stats, although its speed stat is pretty much still trash. Armaldo has plenty of coverage options, including priority in Aqua Jet, Knock Off, and EdgeQuake. It can tank plenty of hits, and still dish out tons of damage to the opponent. Armaldo can function as a bulky attacker (sample set), a set up sweeper, choice banded set, or even choice scarfed if you're up to that.

Sample set: Defensive
Code:
Armaldo @ Leftovers
Ability: Rough Skin
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Spikes / Rapid Spin
- Recover
- Iron Head
This set is meant to stick around for as long as possible, sponging hits from many threats in OU, much like Garchomp or Ferrothorn. However, Armaldo outclasses both of the aforementioned mons because of access to reliable recovery, hazard removal, and only one weakness. This set can run either Spikes or Rapid Spin, depending on what Armaldo's team needs: more hazards to weaken the opposing team, or hazard control of its own.

Sample set 2: Bulky attacker
Code:
Armaldo @ Life Orb / Lum Berry
Ability: Rough Skin 
EVs: 248 HP / 252 Atk / 8 SpD 
Adamant Nature 
- Iron Head 
- Aqua Jet 
- Earthquake / Rapid Spin
- Knock Off
This set is basically a bulky attacker, there's not much to explain. You can even run Assault Vest as the item if you're keen on being more bulky. Rapid Spin can be run over EQ or another coverage option if your team lacks hazard removal.
 
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Typing
: Water / Bug
Stats: 73 (+13) / 125 (+10) / 110 (+5) / 90 (+25) / 90 (+20) / 112 (+32) (BST 600)
Abilities: Swift Swim / Technician
Movepool additions: Bug Buzz / Bug Bite / U-Turn

Niche in OU: Kabutops is a fast and powerful sweeper, both in rain and outside of it. It has two great abilities - Swift Swim makes its already high 112 Speed skyrocket while Technician boosts the power of Aqua Jet while providing interesting coverage options like Rock Tomb and, most importantly, Hidden Power Fire that it can fire off with its usable base 90 SpA. 112 Speed is important, as this allows Kabutops to outspeed the Lati twins even if it decides to run HP Fire, hitting them with a SE Bug Bite or U-Turn. The Technician set is what I imagine will be the main set, letting it fire off Technician Aqua Jets, Bug Bites, and Hidden Power Fires. However, with Swift Swim it kind of becomes Rain's answer to Excadrill - they both even have access to Rapid Spin! Although that said I imagine Kabutops won't really run Rapid Spin due to its new SR weakness. Just watch out for Azumarill.

Sample set(s):

Code:
Kabutops @ Life Orb / Lum Berry
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance / U-Turn
- Bug Bite / U-Turn
- Aqua Jet
- Waterfall / Hidden Power [Fire]
Sadly, Kabutops has a bit of a 4MSS, although it is not that big of a deal as compared to other Pokemon thanks to the coverage Water + Bug provide. Swords Dance is a big part of the set, letting Kabutops sweep teams. Hidden Power [Fire] and U-Turn are options certain things. U-Turn provides momentum and still hits hard, while Hidden Power [Fire] lets you hit Scizor and Ferrothorn hard. Other coverage options include Knock Off, Rock Tomb, Stone Edge, Aerial Ace, Low Kick, and other Hidden Powers such as Hidden Power [Grass].

Code:
Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance / U-Turn
- Waterfall
- X-Scissor
- Aqua Jet / U-Turn
This set is more focused on Swift Swim, honing more towards what Kabutops used to do. The set is more of the same from the last one, except there is no Hidden Power [Fire] due to the fact that it doesn't play well with Rain and it is no longer boosted by Technician. U-Turn is, again, still a decent move to put in somewhere and you have some other coverage options like Superpower and Stone Edge, but I think that SD / Waterfall / X-Scissor / Aqua Jet is probably the best you can do. What this set has over the Armaldo that I made is that it has speed outside of Rain and is much faster in it as well.



Typing: Bug / Water
Stats: 95 (+20) / 145 (+20) / 110 (+10) / 80 (+10) / 100 (+20) / 70 (+25) (BST 600)
Abilities: Swift Swim / Water Veil
Movepool additions: Zen Headbutt / Scald / Slack Off

Niche in OU: This is the Lando-T to Kabutops's Lando-I. What I mean by that is that Armaldo is the stronger, bulkier but slower version of Kabutops. It has a colossal 145 Attack to go along with its decent STAB coverage, and two nifty abilities. Swift Swim makes this thing a monster in the rain. The other ability is the underrated Water Veil, making Armaldo an excellent switch-in to Scald users such as Keldeo and bulky Starmie. Zen Headbutt is niche, but it's main target is Keldeo. Most of the other Water-types that use Scald either don't resist X-Scissor or get hit by another move such as Knock Off. Slack Off lets it heal off any damage it took. This is especially useful due to its SR weakness.



Sample set(s):

Code:
Armaldo @ Leftovers
Ability: Water Veil
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Toxic / Stealth Rock
- Slack Off
- X-Scissor / Aqua Tail
- Knock Off / Zen Headbutt / Scald / Aqua Jet / Stealth Rock
This is a bulky water that switch into other bulky waters easily. Toxic is there because it is probably the best tool you have to beat most Water-types except for stuff like Starmie and Tentacruel, the former gets rekt by X-Scissor. Of course, if you need Rocks then Armaldo can easily provide. Slack Off is a given for any bulky set for obvious reasons. 3rd slot is STAB of choice - X-Scissor is preferred since it hits most Water-types neutrally. Last Slot is the utility slot. You can use Knock Off, Scald, Zen Headbutt (for Keldeo), Aqua Jet, or Stealth Rock as options. Rapid Spin can also fit here but since Armaldo is SR weak it probably isn't the best spinner around.

Code:
Armaldo @ Lum Berry / Life Orb
Ability: Swift Swim / Water Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Aqua Tail
- X-Scissor
- Aqua Jet / Cross Poison / Slack Off
Again, there really isn't much variation to add onto Armaldo's set - just minor tweeks. Swift Swim vs Water Veil basically depends on if you're making a rain team or not. Usually, you will be if you plan on using Armaldo. As for the moveset, there aren't really that many options for coverage, but that's fine due to Water + Bug having good neutral coverage. Cross Poison exists for 1 thing and 1 thing only - Azumarill, who otherwise walls you.
 
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WIP and reserved

Typing
: Water / Fightning
Stats
: 60+25/ 115+25/ 105+10 / 65+10 / 70+10/ 80+25(BST 600) -> 85 / 140 / 115 / 75 / 80 / 105
Abilities: hyper cutter / Water veil
Movepool additions:
close combat / U-Turn / spikes

Niche in OU: It's one of the very few offensive spike setters OU has and it has many opportunities to set them because of the switches it can force. Next to that it's mostly a strong physical attacker with some nice utility which OU is crowded with, although it does differentiate itself from them with his very nice offensive typing (making it pretty much the physical version of keldeo) and diverse options for it's fourth moveslot. Including the almighty spikes, rapid spin, swords dance and U-turn.

Water veil is it's best ability since now it can't be burned and with that making it able to set up on a varity of pokemon that otherwise would threaten it. Including mega sableye, talonflame (can't come in though), ... And thanks to knock off + water veil it's one if the best rapid spinners since pretty much any relevant spinblocker can't come in on it (except for Msab but it can't do shit to it).

But it also has some flaws, it's walled by any relatively bulky fairy type, it's totally crippled by Twave (but which fast offensive pokemon isn't?) and while it's physical defense is pretty sweet coupled with it's typing, it's special bulk is pretty miserable meaning any decent special attack will cripple it

Sample set(s):

yes, I forgot how to do the code BB code
Kabutops @ Choice Scarf
Ability: Water veil
EVs: 252 Atk / 4 Def / 252 Spe
Nature: jolly
-Waterfall
-Close Combat
-Stone Edge/knock off
-U-turn

Kabutops @ life orb
Ability: water veil
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Jolly
-Waterfall/aqua jet
-close combat
-knock off/aqua jet
-spikes/rapid spin
 
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G-Luke

Edgy Shit
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Moderator
Typing: Water/Dark
Stats: 60+10/115+20/105+10/65+25/70+15/80+25 -> 70/135/115/90/85/105 [BST:600]
Abilities Tough Claws / Intimidate
Movepool additions Sucker Punch / U-Turn / Gunk Shot

Niche in OU: I created Kabutops as primarily a Rapid Spinner NO Ghost type wants to switch into. As such, I made it a Water/Dark type. It lost Swiftswim for two reasons a) 105 base speed under rain? Backed by 135 Atk? You said S-Class not Ubers b) I hate one dimensional Pokemon. Especially if their viability relies on weather. So I gave it Tough Claws (to signify those claw things it has) and Intimidate (best Dark like ability I knew, + backed by its good defence). I gave it Sucker Punch for Priority and to hit speedy foes, U-Turn for momentum and Gunk Shot to hit Faires, which would counter it completely. It can viably run Choice Scarf, Band, mixed LO and of course a standard offensive spinning set, giving it a slot on tons of teams.

Drawbacks: Like most Water mons, it struggles to break past fat grass types like MegaVenu and especially Ferro, who punishes physical attacks and can OHKO with Power Whip or paralyze with T.Wave. It also hates Bulky Water types, and if not running Gunk Shot, loses to Faires too. On a smaller note, its speed tier makes it slightly reliant on Sucker Punch/Aqua Jet.

But flaws aside, this is one badass unfossilized terror. Also, TUFF CLAUZ SUCKA PAWNCH!

Sample Sets

Kabutops @ Choice Band
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Tough Claws
Jolly / Adamant Nature
- Knock Off
- Waterfall
- Aqua Jet / Sucker Punch
- Gunk Shot / Stone Edge

Kabutops @ Choice Scarf
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Tough Claws / Intimidate
Jolly Nature
- Waterfall
- Knock Off
- U-Turn
- Gunk Shot / Stone Edge

Kabutops @ Life Orb
EVs: 228 Atk / 252 Spe / 28 Def
Ability: Intimidate
Adamant Nature
- Rapid Spin
- Waterfall
- Sucker Punch
- Knock Off


Reserving:

Armaldo
Typing Bug/Steel
Stats 75+30/125+10/100+40/70/80+20/45+5 -> 105/135/140/70/100/50
Abilities Bulletproof / Water Absorb
Movepool additions Metal Burst / Recover / Thunder Wave

Niche in OU Here is another Rapid Spinner unfossiled, but while Ghosts might get safe switch ins, they lose momentum for there teams if they do. Armaldo might seem like your typical defensive mon, but its ability Bulletproof + Massive physical defence is its key as a great defensive spinner. Barring knock off, Ghost types can easily come in on Armaldo, but that's the trick. Most Ghosts are special attackers as such commonly run Ghost+Fighting coverage (Shadow Ball + Focus Blast). Thanks to Bulletproof, its immune! Water Absorb gives root to its sea life heritage and allows it to wall (and check some) water types. Recover enables it to last long in the match, Metal Burst takes advantage of its low speed and high bulk to hit offence hard. Thunder Wave might seem like a stretch, but MANY steels have access to this move, and it gives it a lot of utility.

Drawbacks: While it seems amazing, Armaldo hates Fire types and powerful special attackers (especially if not running Bulletproof) a lot, since its special bulk is average at best, most common special attackers can 2HKO it. Its speed can prove detrimental at times, and while Aqua Jet sounds reasonable, a non-STAB 40 BP move won't be denting a lot. It has also has great 4MSS, since it can't fit STABs / Knock Off / Recovery / T.Wave / and Rapid Spin in one set. But regardless of these drawbacls, Armaldo is a great defensive Pokemon fit for OU.

Sample Set
Armaldo @ Leftovers
EVs: 248 HP / 252 Def / 8 Atk
Ability: Bulletproof / Water Absorb
Impish Nature
- Rapid Spin
- Recover
- Knock Off
- Metal Burst / Thunder Wave
 
Last edited:
Typing: Bug / Water
Stats: 100 (+25) / 140 (+15) / 130 (+30) / 75 (+5) / 100 (+20) / 55 (+10) (BST 600)
Abilities: Tough Claws / Shed Skin
Movepool additions: Waterfall (It's a good Water STAB for people who don't want to have to chance the miss with Aqua Tail) / Poison Jab (It jabs you with it's jabbers, it can already learn Cross Poison, so why not Poison Jab?) / Recover (Mainly to save it from getting crippled by switching into hazards on hazard stack teams, but its based off of an ancient arthropod, so who knows what it could do, fun to speculate)

Niche in OU: Bug/Water acts as a unique and powerful defensive typing being only weak to Flying, Rock, and Electric and resisting key types such as Ground, Steel, Fighting, Ice, and Water. This defensive typing coupled with an amazing bulk spread of 100/130/100 and access to Recover, makes it easily stop things in it's tracks such as Weavile, Azumarill, Conkeldurr, Excadrill (even with Rock Slide 252+ Atk Life Orb Excadrill Rock Slide vs. 248 HP / 252+ Def Armaldo: 146-172 (36.2 - 42.6%) -- guaranteed 3HKO), Keldeo, Scizor, and more. All of this coupled with the under-represented ability, Shed Skin, makes it a pseudo-counter to Scald and other forms of status. It's defensive downfall is its weakness to Stealth Rocks, preventing from it succeeding at walling as well, so another form of hazard control is required for it to succeed as a defensive threat.

However, it has great potential for an offensive set in combonation with Tough Claws. It has a great movepool in combination with Tough Claws in moves such as STAB X-Scissor and Waterfall/Aqua Tail, Aqua Jet, Superpower, Poison Jab, and Knock Off. It can also use other coverage such as Earthquake and Stone Edge/Rock Blast if your team needs it. However, without some of the coverage mentioned, it can be easily stopped by common threats such as Dragonite if you're not carrying Rock-coverage or Ferrothorn if you don't have Superpower. Assault Vest is usable, but its weakness to Rocks and access to Recover makes other items a better option for offensive Armaldo. It also has set-up options in Rock Polish, Swords Dance, and Hone Claws, making Armaldo an even BIGGER threat.
Sample set(s):

Armaldo @ Leftovers
Ability: Shed Skin
EVs: 208 HP / 252 Def / 48 Spe
Impish Nature
- Stealth Rock
- Recover
- Waterfall
- Toxic

Armaldo @ Leftovers
Ability: Tough Claws
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Substitute
- Swords Dance
- X-Scissor
- Waterfall

Armaldo @ Choice Band
Ability: Tough Claws
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Superpower
- Aqua Jet

Armaldo @ Life Orb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Polish
- Aqua Tail
- Knock Off
- Superpower

idk why spoilers aren't working, I do it all the time without any issues :P
 
Last edited:
Kabutops
Typing
: Water / Dark
Stats: 70 (+10) / 135 (+20) / 105+ / 105 (+40) / 70+ / 115 (+35) (BST 600)
Abilities: Hustle / Technician
Movepool additions: Dark Pulse / Earthquake / Hydro Pump

Niche in OU: It can function as a all-out attacker, mixed, or bulky Rapid Spin. It can destroy many strong attackers with it's decent Special Attack, allowing it to demolish Landorus-T, Mega Diancie, and Clefable with much better attacks, though it may have a bit of trouble with Clefable, as it's type makes it weak to Fairy. With access to Technician, it can launch stronger STAB Aqua Jets and Rock Tombs if desired, allowing it to hard-counter Talonflame, which results in a OHKO, no matter if it's with or without Stealth Rock. It can also hit harder on sets that are using Hone Claws and Hustle.
Sample set(s):
Code:
Kabutops @ Life Orb 
Ability: Hustle / Technician
EVs: 252 Atk / 4 SpA or 4 SpD / 252 Spe
Naive or Timid Nature
- Knock Off
- Hydro Pump / Hone Claws
- Rock Tomb / Earthquake
- Aqua Jet
This set would function as a mixed sweeper / cleaner, even without rain. If you want, you can replace Technician with Hustle, Rock Tomb with Earthquake, Hydro Pump with Hone Claws, and adjust the EVs and Nature to the right adjustment.

Armaldo
Typing
: Bug / Water
Stats: 100 (+25) / 135 (+10) / 115 (+15) / 70+ / 100 (+20) / 75 (+30) (BST 600)
Abilities: Swift Swim / Regenerator
Movepool additions: Crabhammer / Rain Dance / U-Turn

Niche in OU: It can function as a strong wall with passive healing and U-Turn to switch out easily. It's speed is pretty decent for a wall, so it can act on rain sets with Swift Swim, though it luckily does not outclassed Kabutops. It can lay down Rocks and will spin them away with ease. It also threaten common Fire and Rock types that also can hurt it back.
Sample set(s):
Code:
Armaldo @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Adamant Nature
- Rapid Spin
- U-turn
- Crabhammer / Aqua Jet
- Earthquake
This set would function as a Bulky Rapid Spinner, which can block offensive threats like Talonflame. You can trade in Crabhammer for Aqua Jet if you want priority.
 
Last edited:

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Kabutops
Typing
: Water / Dark
Stats: 70 (+10) / 135 (+20) / 105+ / 105 (+40) / 70+ / 115 (+35) (BST 600)
Abilities: Swift Swim / Battle Armor / Technician
Movepool additions: Dark Pulse / Earthquake / Hydro Pump

Niche in OU: It can function as a all-out attacker, mixed, or bulky Rapid Spin. It can destroy many strong attackers with it's decent Special Attack, allowing it to demolish Landorus-T, Mega Diancie, and Clefable with much better attacks, though it may have a bit of trouble with Clefable, as it's type makes it weak to Fairy. With access to Technician, it can launch stronger STAB Aqua Jets and Rock Tombs if desired, allowing it to hard-counter Talonflame, which results in a OHKO, no matter if it's with or without Stealth Rock. It can also function as a extremely serious rain sweeper, with Swift Swim and it's access to Swords Dance will also make it a serious comeditior to see.
Sample set(s):
Code:
Kabutops @ Life Orb 
Ability: Swift Swim / Technician
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Knock Off
- Hydro Pump
- Rock Tomb / Earthquake
- Aqua Jet
This set would function as a mixed sweeper / cleaner, in or not in Rain. If in the Rain, replace Technician with Swift Swim and Rock Tomb with Earthquake.

Armaldo
Typing
: Bug / Water
Stats: 100 (+25) / 135 (+10) / 130 (+30) / 70+ / 100 (+20) / 75 (+30) (BST 600)
Abilities: Swift Swim / Regenerator
Movepool additions: Crabhammer / Rain Dance / U-Turn

Niche in OU: It can function as a strong wall with passive healing and U-Turn to switch out easily. It's speed is pretty decent for a wall, so it can act on rain sets with Swift Swim, though it luckily does not outclassed Kabutops. It can lay down Rocks and will spin them away with ease. It also threaten common Fire and Rock types that also can hurt it back.
Sample set(s):
Code:
Armaldo @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Adamant Nature
- Rapid Spin
- U-turn
- Crabhammer / Aqua Jet
- Earthquake
This set would function as a Bulky Rapid Spinner, which can block offensive threats like Talonflame. You can trade in Crabhammer for Aqua Jet if you want priority.
Only two abilities allowed for Kabutops. And seriously 115 base speed already outspeeds a great amount of the meta, why give it SwiftSwim?
 

Cretacerus

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Hey guys, there were some good submissions so far, and it's nice to see the variety of different and creative approaches taken. Here's some feedback for you, I'll try to include some comments on every individual submission when I get the time.

But first off, here a few general points to take note of:

1. Make sure to give both Pokemon similar viability: Many submissions opt to take an offensive approach with Kabutops and a defensive approach with Armaldo, which is definitely a good way to give both of them a distinct niche. However, it should be noted that the offensive route seems to be inherently a bit more potent with strong options such as Sword Dance and STAB priority to back it up, which is part of the reason why Kabutops has always been somewhat more successful than its fossil brother.
That is to say that Armaldo would probably require a bit more support in terms of typing synergy, strong abilities and suitable movepool options to keep up with Kabutops, which can pretty much succeed as just an enhanced version of its current self (which is already B rank in OU). Kabutops actually runs the risk of quickly overshooting the goal when equipped with an optimized stat spread (meaning minimal SpA increase) and powerful offensive abilities, which leads to the second point on this list.

2. Try to aim for reasonable benchmarks with the base stats: Many of the spreads for Kabutops are clearly on the strong side, with 135+ base attack and Tough Claws being a common sight. To put this into context, those spreads actually rival OU powerhouses such as Mega Charizard X (130 base attack) and Mega Metagross (135 base attack) in terms of physical prowess even BEFORE accounting for potential item boosts, while being able to outspeed most of the metagame. However, what makes Kabutops a truly terrifying offensive force is its ability to instantly double that attack stat within a single turn, something that is far from unrealistic due to the useful typing and decent defenses many of the spreads possess. Backed up by that kind of power, only few things can hope to withstand its STAB moves, and even revenge killing will be a challenge due to Kabutops' access to powerful STAB priority in Aqua Jet. The following calculations were made with a base attack of 135, and illustrate the sheer power behind those stats quite well:
+2 252 Atk LO Tough Claws Kabutops Knock Off (97.5 BP) vs. 252 HP / 252+ Def Skarmory: 321-380 (96.1 - 113.7%) -- guaranteed OHKO after Stealth Rock

+2 252 Atk LO Tough Claws Kabutops Knock Off (97.5 BP) vs. 252 HP / 252+ Def Suicune: 372-438 (92 - 108.4%) -- guaranteed OHKO after Stealth Rock

+2 252 Atk LO Tough Claws Kabutops Knock Off (97.5 BP) vs. 0 HP / 4 Def Keldeo: 308-363 (95.3 - 112.3%) -- guaranteed OHKO after Stealth Rock

+2 252 Atk LO Tough Claws Kabutops Knock Off (97.5 BP) vs. 252 HP / 88+ Def Ferrothorn: 380-448 (107.9 - 127.2%) -- guaranteed OHKO

+2 252 Atk LO Tough Claws Kabutops Aqua Jet vs. 32 HP / 0 Def Raikou: 294-347 (89.3 - 105.4%) -- guaranteed OHKO after Stealth Rock

+2 252 Atk LO Tough Claws Kabutops Aqua Jet vs. 0 HP / 4 Def Mega Lopunny: 243-289 (89.6 - 106.6%) -- 75% chance to OHKO after Stealth Rock

+2 252 Atk LO Tough Claws Kabutops Aqua Jet vs. 132 HP / 0 Def Tornadus-T: 278-329 (83.7 - 99%) -- guaranteed OHKO after Stealth Rock
This is not to say that high attacking stats are inherently undesirable, but they do require some justification as to why they are required for the role Kabutops wants to assume.
The correct power-level can be difficult to find sometimes and is highly debatable, but a good way to go about it is to compare it to similar Pokemon in OU. For example, both Weavile and Keldeo are A+ rank sweepers in OU with a Fighting and Dark type respectively, making them suitable references for an offensive Kabutops spread wielding those typings.

3. Explain the advantages the Pokemon has in its role more specifically: A lot of the submissions include a typing which sets the Pokemon apart from its competition, and grant in a unique matchup in the metagame. Therefore, it would be very interesting to know how exactly the typing helps it against threats the competition struggles with. For example, a Dark typing and a Fighting typing can be quite useful on rain teams due to their ability to break through Latias and Ferrothorn repectively, giving them decent synergy with Swift Swim. The OU viability rankings are an excellent resource when assessing the match-ups a Pokemon has in OU, and allow for a more founded interpretation of its advantages and role in the metagame.
S Rank

Charizard (Mega-X)
Clefable

Manaphy
Sableye (Mega)



A+ Rank

Alakazam (Mega)
Altaria (Mega)
Azumarill
Bisharp
Diancie (Mega)
Excadrill
Ferrothorn
Garchomp
Heatran
Hoopa Unbound
Keldeo
Landorus-T
Lopunny (Mega)
Latios
Metagross (Mega)
Scizor (Mega)
Talonflame
Thundurus
Tornadus-T
Weavile

A Rank

Charizard (Mega-Y)
Gardevoir (Mega)
Gengar
Gliscor
Gyarados (Mega)
Hippowdon
Kyurem-B
Manectric (Mega)
Medicham (Mega)
Serperior
Skarmory
Slowbro
Tyranitar
Venusaur (Mega)

A- Rank

Aerodactyl (Mega)
Alakazam
Breloom
Celebi
Gyarados
Jirachi
Klefki
Latias
Magnezone
Mew
Pinsir (Mega)
Raikou
Rotom-W
Slowbro (Mega)
Starmie
Volcarona


Specific feedback:

Kabutops: A secondary Fighting-type in combination with Scrappy definitely gives it a solid niche in OU as the most reliable offensive spinner ever, as well as one of the best physical checks to the abundant Mega Sableye. It's Scrappy ability increases its already outstanding offensive ability even further, though the only other common Ghost type in OU is Gengar (which has a chance of being OHKOed by Close Combat on the switch in!). Compared to Keldeo it sacrifices some of bulk for a much higher offensive presence thanks to its access to Sword Dance, STAB priority, and valuable Dark/Bug-type coverage.
Knock Off or X-Scissor could deserve a slash on the main set as alternative to one of the Water-STABs, since it allows Kabutops to deal with common Keldeo checks such as Latias, Celebi and Slowbro much more competently. Overall, I feel like you could emphasize the importance of its typing and its support and coverage options a bit more, since they are such a huge factor in its niche as both offensive threat and rain sweeper.
Another attribute that makes your submission stand out from the rest is the high base SpA of 105, which hasn't been mentioned at all so far. Does it serve any purpose on the sets, and if not, how much of a distraction is it to them?


Armaldo: As I said before, I really like the concept behind your Armaldo spread, since it effectively takes advantage of the most significant trait that differentiates it from Kabutops: the Bug typing. With a huge attack stat, great defenses, a solid defensive typing with a key neutrality to SR, and access to U-Turn in combination with Regenerator, this spread has all the tools it needs to succeed as a slow and powerful pivot. Bug/Ground is a very interesting typing in OU, which can take advantage of many opposing Ground and Fighting-types, something you might want to go more into depth with in your justification including concrete examples. Even though it can't really touch many of those threats without specific coverage, it does possess sufficient options in terms of hazard control to take advantage of them, making a supportive set a viable alternative to the offensive tank approach. Water Absorb might be a valid alternative on that set, covering up the most striking weakness of the typing, though the lack of recovery hurts its lasting power. Once the sample sets are added with more descriptions regarding its playstyle, I can see this as a very interesting route to go with Armaldo.

Kabutops: As mentioned above, the offensive presence you gave Kabutops might just be too much to handle in OU, since right now it seems that Kabutops just runs through most teams even early game once it sets up a single Sword Dance. Even dedicated physical walls run the risk of being OHKOed by its STABs as seen in the calculations above, and revenge killing it at +2 is almost impossible between Kabutops' 120 base speed and powerful STAB Aqua Jet. Though Claws is a huge part of this offensive presence, so it would be helpful to include the reason you chose this ability for Kabutops in your description. ;)
The high speed is one of the most noticeable parts your spread that sets it apart from others, so you might want to go more into depth on why it's actually vital to Kabutops' role as an offensive spinner or rain dance sweeper, i.e. noticeable threats that it outspeeds. The Dark typing is quite interesting on Kabutops, so more details on what it actually does in the metagame would be appreciated as well (for example beating Latias and Celebi on a rain team).


Armaldo: Despite sharing the same typing with Scizor, the lack of U-Turn and strong priority means that Armaldo will be sufficiently different from the standard offensive Scizor set as you mentioned, instead taking up a more defensive role comparable to Defog Mega Scizor, though with stronger defenses and access to supportive options such as Spikes, SR and Rapid spin. Its defenses and typing alone make it a reasonable yet balanced threat in the metagame with a tank set, though a hazard control set would face significant issues in OU that would most likely prevent it from being the primary option. The most common spinblocker in OU is by far Mega Sableye, who counters the sample set entirely by preventing it from spinning, reflecting its hazards, and cutting its attack in half with Will-O-Wisp. Common Defoggers such as Scizor, Zapdos and Skarmory don't really fear much from that set either, and can consistently remove its hazards throughout the game. Lastly, set-up sweepers such as Charizard, Manaphy, and Gyarados can easily take advantage of defensive Armaldo, which is a huge issue for the balanced and bulky offensive teams that would usually use it.
Overall, I can see this spread working out in OU, though it would probably take a more offensive approach utilizing its good coverage and attacking power.
 
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Kabutops
Typing
: Water/Steel
Stats: 80(+20)/130(+15)/150(+55)/70(+5)/85(+15)/85(+5)
Abilities: Sand Rush, Tough Claws
Movepool additions: Iron Head, Bullet Punch, Spikes

Niche in OU: Kabutops role is defensive bulky attacker with 130 in attack and 155 in defense. It can work well on sand teams due to Sand Rush doubleing his speed or it can be a bulky attack with Tough Claws. Kabutops have many options it can run due to it new ability and moves. Some things that can handle Kabutops are bulky special attacker, faster special electric types.
Sample set(s):
Kabutops @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Iron Head
- Swords Dance

Kabutops @ Life Orb
Ability: Tough Claws
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Waterfall
- Swords Dance
- Bullet Punch
- Knock Off
 

Cretacerus

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Kabutops



Typing:
/

Stats: 70 (+10) / 125 (+10) / 115 (+10) / 85 (+20) / 85 (+15) / 120 (+40) (BST 600)
Abilities: Aqua Veil, Hyper Cutter
Movepool additions: Razor Shell, Cross Chop, Psycho Cut

Niche in OU: Kaputops carves out a niche as an offensive spinner with great speed and respectable power, who performs best against opposing offensive teams. Its Dark typing grants it STAB on one of the most spammable moves in the metagame in Knock Off, which hits many common Water resists (Latios, Latias, Starmie, Slowbro and Celebi) for super effective damage, and makes it incredibly hard to switch in against. With a base speed of 120, Kabutops outspeeds all of the aforementioned threats, as well as some otherwise problematic Pokemon such as Diancie, Serperior and Raikou, all of which it can then take out with a Sword Dance boost or with some prior damage. STAB Razor Shell is a solid Water STAB whose secondary effect can prove very useful against bulkier switch-ins hoping to wall Kabutops' attacks, and subsequently wear it down with Life Orb recoil. This is especially notable against Mega Sableye, who risks getting 2HKOed after a defense drop in an attempt to spinblock.
Both of the chosen abilities are rather situational, but can be crucial at times by preventing attack drops by Burns and Intimidate. For example, Aqua Veil turns Pokemon such as Mega Sableye and most Slowbro into safe set-up opportunities, while Hyper Cutter prevents both offensive and defensive versions of Landorus-T from disrupting Kabutops' sweep.

However, even with its great offensive potential, Kabutops is far from unstoppable. Without Sword Dance it will have a hard time against more defensive teams, who can easily take its unboosted attacks and threaten it back with its common weaknesses. Such teams can usually outlast Kabutops rather easily and keep their hazards up throughout the game. The Sword Dance set does a lot better against such builds, but still has difficulties to get past certain defensive threats which can hit it back super-effectively. Especially Mega Pokemon such as Mega Altaria, Mega Scizor and Mega Venusaur are troublesome since they resist Knock Off and force Kabutops to utilize its noticeably weaker Water-type STAB and coverage moves.

Sample set: Offensive
Code:
Kabutops @ Life Orb
Ability: Aqua Veil
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Sword Dance / Rapid Spin
- Knock Off
- Razor Shell
- Aqua Jet / Psycho Cut / Cross Poison


Armaldo



Typing:
/

Stats: 95 (+20) / 145 (+20) / 110 (+10) / 80 (+10) / 90 (+10) / 80 (+35) (BST 600)
Abilities: Poison Heal, Regenerator
Movepool additions: Cross Chop, U-Turn, Dragon Tail

Niche in OU: While Kabutops performs better against offensive teams by keeping up momentum and offensive pressure, Armaldo takes up the role of a defensive spinner who can reliably come in against common threats throughout the game, and provide support for its team. Its Bug/Fighting typing grants it a unique set of resistances (i.e. Dark, Ground, Fighting and Bug) which allow Kabutops to take on a variety of physical threats including Bisharp, Mega Lopunny, Kyurem-B and Weavile and threaten them back with its Fighting STAB. Perhaps even more notable is its ability to easily switch in against the most common hazard setters in the game such as Landorus-T, Garchomp, Ferrothorn, Hippowdon and Excadrill and actually outlast them, making it a very capable defensive spinner. Most of the defensive threats have trouble to even outdamage the Poison Heal recovery on the Physical Tank set, while none of the offensive threats has the ability to reliably 3HKO it without a boost, while being OHKOed in return. X-Scissor is a reliable secondary STAB which deals with the Psychic-types who resist Cross Chop, while Dragon Tail is an alternative to punish opposing boosting and rack up passive damage from your own hazards, especially against potential Flying- and Fire-type switch-ins. With its immunity to Burns, passive recovery and resistance to Dark, it can usually outlast a Mega Sableye switching in to spinblock, and phaze it out with Dragon Tail should it attempt to set-up.

With the given spread, Armaldo is also capable of running a viable Offensive Pivot set which takes advantage of its great Attack stat, useful typing including a neutrality to Stealth Rock, and STAB U-Turn in combination with Regenerator. A base Speed of 80 allows Armaldo to outspeed opposing Bisharp and Heatran and revenge kill them with its Fighting-type STAB (even after Bisharp gets off multiple Sword Dance boosts). Stone Edge provides valuable coverage alongside Armaldo's STABs by hitting Flying- and Fire-types such as Charizard, Tornadus, Thundurus and Gyarados for super-effective damage on the Scarf Set, as well as Talonflame on the switch-in. Cross Poison deals with Fairy-types which resist both STABs, though Knock Off and Rapid Spin are an option for additional utility especially when running Assault Vest.

Despite Armaldo's potential against physical attackers, its average Special Defense and mediocre Speed oftentimes leave it open to opposing special attackers. It also possesses exploitable weaknesses to Flying- and Fairy-types in OU, which can easily find switch-ins due to resisting both its STAB options.

Sample set: Physical Tank
Code:
Armaldo @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Rapid Spin
- Cross Chop
- X-Scissor / Dragon Tail
- Protect / Stealth Rock
Sample set: Offensive Pivot
Code:
Armaldo @ Choice Scarf / Choice Band/ Assault Vest
Ability: Regenerator
EVs: 4 HP / 252 Atk / 252 Spe
Jolly / Adamant Nature
- U-Turn
- Superpower / Cross Chop
- Stone Edge
- Cross Poison / Knock Off / Rapid Spin
 
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Kabutops

Typing: Water / Dark
Stats: 80 (+20) / 130 (+15) / 116 (+11) / 93 (+28) / 70+ / 111 (+31) (BST 600)
Abilities: Sheer Force / Water Veil
Movepool Additions: Fire Blast, Zen Headbutt, Gunk Shot


Niche in OU: This particular Kabutops would act as a really amazing lure, while not necessarily luring everything that would be able to switch into it. It also compresses its role of being a great offensive spinner by getting rid of hazard setters easier and being able to spin them away should they be able to get them up. Pokemon like Skarmory, Ferrothorn, Mega Altaria, and Mega Venusaur all must be wary of switching into Kabutops should it have the right coverage move. The added moves and abilities as well as the new BST allows Kabutops to OHKO Ferrothorn with a Life Orb + Sheer Force Fire Blast as well as Skarmory whereas forgoing Fire Blast for Zen Headbutt can nail Mega Venusaur, another common Kabutops switchin. Zen Headbutt also allows Kabutops to fare well against Keldeo thanks to it having base 111 Speed as opposed to Keldeo's base 108. Ice Beam, which also benefits from Sheer Force, can OHKO both Landorus-Therian and Garchomp thanks to the new Special Attack stat. Gunk Shot is a nice new addition that allows Kabutops to OHKO the standard defensive Mega Altaria set when combined with Sheer Force + Life Orb after Stealth Rock damage. While all of these moves benefit thanks to Sheer Force, Water Veil is a really nice ability that gives Kabutops an immunity to burns allowing it to set up on the like of Slowbro (and Mega Slowbro), Sableye (and Mega Sableye), and other bulky Waters who may try to burn it via Scald.

However, Kabutops is free game to faster special attackers such as the Serperior, Raikou, Mega Manectric, Tornadus, Mega Alakazam, Choice Scarf Keldeo and so on, due to its below average special bulk coupled with it usually going for a SpD lowering nature.

Pokemon that Kabutops Lures
4 SpA Life Orb Sheer Force Kabutops Ice Beam vs. 252 HP / 76 SpD Garchomp: 437-515 (104 - 122.6%) -- guaranteed OHKO
4 SpA Life Orb Sheer Force Kabutops Ice Beam vs. 252 HP / 8 SpD Landorus-T: 494-582 (129.3 - 152.3%) -- guaranteed OHKO
-1 252 Atk Life Orb Sheer Force Kabutops Waterfall vs. 252 HP / 240+ Def Landorus-T: 229-273 (59.9 - 71.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
4 SpA Life Orb Sheer Force Kabutops Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 385-458 (109.3 - 130.1%) -- guaranteed OHKO
4 SpA Life Orb Sheer Force Kabutops Fire Blast vs. 252 HP / 4 SpD Skarmory: 338-398 (101.1 - 119.1%) -- guaranteed OHKO
252 Atk Life Orb Sheer Force Kabutops Zen Headbutt vs. 252 HP / 240+ Def Mega Venusaur: 187-221 (51.3 - 60.7%) -- guaranteed 2HKO after Stealth Rock
252 Atk Life Orb Sheer Force Kabutops Zen Headbutt vs. 232 HP / 0 Def Mega Venusaur: 250-294 (69.6 - 81.8%) -- guaranteed 2HKO after Stealth Rock
252 Atk Life Orb Sheer Force Kabutops Zen Headbutt vs. 0 HP / 4 Def Keldeo: 322-380 (99.6 - 117.6%) -- guaranteed OHKO after Stealth Rock
252 Atk Life Orb Kabutops Knock Off (97.5 BP) vs. 72 HP / 0 Def Latias: 452-533 (141.6 - 167%) -- guaranteed OHKO
252 Atk Life Orb Kabutops Knock Off (97.5 BP) vs. 0 HP / 0 Def Latios: 499-588 (166.8 - 196.6%) -- guaranteed OHKO

252 Atk Life Orb Kabutops Knock Off (97.5 BP) vs. 0 HP / 0 Def Gengar: 624-736 (240.9 - 284.1%) -- guaranteed OHKO
252 Atk Life Orb Sheer Force Kabutops Gunk Shot vs. 252 HP / 172 Def Clefable: 465-549 (118 - 139.3%) -- guaranteed OHKO
252 Atk Life Orb Sheer Force Kabutops Gunk Shot vs. 248 HP / 252+ Def Clefable: 387-458 (98.4 - 116.5%) -- guaranteed OHKO after Stealth Rock
252 Atk Life Orb Sheer Force Kabutops Gunk Shot vs. 248 HP / 136+ Def Mega Altaria: 328-387 (92.9 - 109.6%) -- guaranteed OHKO after Stealth Rock
252 Atk Life Orb Sheer Force Kabutops Gunk Shot vs. 0 HP / 4 Def Mega Altaria: 408-481 (140.2 - 165.2%) -- guaranteed OHKO

Pokemon that Revenge Kill / Check
252 Atk Life Orb Kabutops Aqua Jet vs. 0 HP / 4 Def Thundurus: 114-136 (38.1 - 45.4%) -- guaranteed 2HKO after Stealth Rock
+2 252 Atk Life Orb Kabutops Aqua Jet vs. 0 HP / 4 Def Thundurus: 227-269 (75.9 - 89.9%) -- guaranteed OHKO after Stealth Rock
252 Atk Life Orb Kabutops Aqua Jet vs. 0 HP / 0 Def Raikou: 109-129 (33.9 - 40.1%) -- guaranteed 3HKO after Stealth Rock
+2 252 Atk Life Orb Kabutops Aqua Jet vs. 0 HP / 0 Def Raikou: 216-255 (67.2 - 79.4%) -- guaranteed 2HKO after Stealth Rock
-1 252 Atk Life Orb Kabutops Aqua Jet vs. 0 HP / 4 Def Mega Manectric: 68-82 (24.1 - 29.1%) -- 0% chance to 3HKO after Stealth Rock
+1 252 Atk Life Orb Kabutops Aqua Jet vs. 0 HP / 4 Def Mega Manectric: 153-181 (54.4 - 64.4%) -- guaranteed 2HKO after Stealth Rock
+2 252 Atk Life Orb Kabutops Aqua Jet vs. 0 HP / 0 Def Serperior: 88-105 (30.2 - 36%) -- guaranteed 3HKO after Stealth Rock (Serperior is the best check and outspeeds Kabutops)

+2 252 Atk Life Orb Kabutops Aqua Jet vs. 248 HP / 16+ Def Mega Scizor: 114-136 (33.2 - 39.6%) -- guaranteed 3HKO after Stealth Rock
0 SpA Clefable Moonblast vs. 0 HP / 0- SpD Kabutops: 294-348 (97.6 - 115.6%) -- 81.3% chance to OHKO

Sample Sets:
Kabutops @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rapid Spin
- Waterfall
- Knock Off / Fire Blast
- Fire Blast / Ice Beam / Gunk Shot / Zen Headbutt

Kabutops @ Life Orb
Ability: Water Veil / Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature / Naive Nature
- Swords Dance
- Waterfall
- Knock Off / Aqua Jet / Fire Blast
- Superpower / Zen Headbutt / Fire Blast / Ice Beam


Armaldo
Typing: Bug / Ground
Stats: 105 (+30) / 143 (+18) / 100+ / 70+ / 100 (+20) / 82 (+37) (BST 600)

Abilities: Water Absorb / Adaptability
Movepool Additions: U-turn, Glare, Spiky Shield


Niche in OU: Armaldo, with access to U-turn and Glare, becomes an amazing paralysis pivot as it can cripple all the mons it can check such as Keldeo, Azumarill, Breloom, Excadrill, Air Balloon Heatran, and so on while the paralysis immune Pokemon such as Mega Manectric, Raikou, and Mega Diancie are all hit hard by a STAB Earthquake. Water Absorb is an amazing ability that not only fits flavor-wise (amphibious fossil mon and all), but it also allows Armaldo to check a great amount of threats such as Azumarill and Starmie while also being an amazing Rotom-Wash and Keldeo counter. Adaptability, while an amazing offensive ability, still leaves Armaldo walled by Flying-types as well as making it rely on coverage with shaky accuracy (Stone Edge) to hit said Flying-types. That being said, Adaptability + 143 Attack + 82 Speed makes it an amazing Rock Polish cleaner that has decent bulk to setup and take certain priority with the new bulk. Adapatability boosts its STABs which has decent neutral coverage while the Attack BST increase was mostly leftover BST points, but the main thing about the new offensive spread is the base 82 Speed. With a neutral nature, this new Speed stat fully invested hits 263, which outspeeds Jolly Bisharp by 1 point while also outspeeding Choice Scarf Latios by 1 point at +2.

However, Armaldo is checked by Water types such as Azumarill and Keldeo if it forgoes Water Absorb while it has all around checks no matter what the ability it has such as Landorus-T, Talonflame, and Skarmory.


Adaptability Calcs
Italicized calcs are offensive checks
252+ Atk Life Orb Adaptability Armaldo Earthquake vs. 252 HP / 172 Def Clefable: 351-413 (89 - 104.8%) -- 31.3% chance to OHKO
252+ Atk Life Orb Adaptability Armaldo Earthquake vs. 252 HP / 88+ Def Ferrothorn: 224-265 (63.6 - 75.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Life Orb Adaptability Armaldo Earthquake vs. 252 HP / 164+ Def Garchomp: 270-320 (64.2 - 76.1%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Armaldo Stone Edge vs. 0 HP / 0 Def Gengar: 252-298 (97.2 - 115%) -- guaranteed OHKO after Stealth Rock
-1 252+ Atk Life Orb Armaldo Stone Edge vs. 88 HP / 4 Def Gyarados: 270-320 (76.4 - 90.6%) -- guaranteed OHKO after Stealth Rock
-1 252+ Atk Life Orb Adaptability Armaldo X-Scissor vs. 0 HP / 4 Def Mega Gyarados: 333-395 (100.6 - 119.3%) -- guaranteed OHKO
252+ Atk Life Orb Adaptability Armaldo Earthquake vs. 252 HP / 144+ Def Hippowdon: 234-278 (55.7 - 66.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Life Orb Adaptability Armaldo Earthquake vs. 0 HP / 4 Def Keldeo: 364-429 (112.6 - 132.8%) -- guaranteed OHKO
252+ Atk Life Orb Adaptability Armaldo Earthquake vs. 0 HP / 0- Def Kyurem-B: 372-439 (95.1 - 112.2%) -- guaranteed OHKO after Stealth Rock
-1 252+ Atk Life Orb Armaldo Stone Edge vs. 252 HP / 240+ Def Landorus-T: 88-104 (23 - 27.2%) -- 1.5% chance to 4HKO after Stealth Rock and Leftovers recovery
0 Atk Landorus-T Stone Edge vs. 0 HP / 0 Def Armaldo: 100-118 (28.4 - 33.6%) -- 97.8% chance to 3HKO after Stealth Rock
252+ Atk Life Orb Adaptability Armaldo Earthquake vs. 96 HP / 0 Def Manaphy: 335-395 (91.7 - 108.2%) -- guaranteed OHKO after Stealth Rock
252+ Atk Life Orb Armaldo Stone Edge vs. 0 HP / 4 Def Mega Pinsir: 572-676 (211 - 249.4%) -- guaranteed OHKO
252 Atk Aerilate Mega Pinsir Quick Attack vs. 0 HP / 0 Def Armaldo: 194-230 (55.2 - 65.5%) -- guaranteed 2HKO after Stealth Rock (+2 OHKOs)
252+ Atk Life Orb Adaptability Armaldo X-Scissor vs. 248 HP / 252+ Def Rotom-W: 185-218 (61 - 71.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
0 SpA Rotom-W Hydro Pump vs. 0 HP / 0 SpD Armaldo: 248-294 (70.6 - 83.7%) -- guaranteed 2HKO after Stealth Rock

252+ Atk Life Orb Adaptability Armaldo Earthquake vs. 248 HP / 252+ Def Mega Sableye: 205-244 (67.6 - 80.5%) -- guaranteed 2HKO after Stealth Rock
0- Atk Mega Sableye Foul Play vs. 0 HP / 0 Def Armaldo: 184-217 (52.4 - 61.8%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Adaptability Armaldo Earthquake vs. 248 HP / 16+ Def Mega Scizor: 224-265 (65.3 - 77.2%) -- guaranteed 2HKO after Stealth Rock
+2 44 Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 0 Def Armaldo: 190-225 (54.1 - 64.1%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Armaldo Stone Edge vs. 252 HP / 252+ Def Skarmory: 95-113 (28.4 - 33.8%) -- 1.1% chance to 3HKO after Stealth Rock and Leftovers recovery
0 Atk Skarmory Brave Bird vs. 0 HP / 0 Def Armaldo: 216-254 (61.5 - 72.3%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Talonflame Brave Bird vs. 0 HP / 0 Def Armaldo: 470-554 (133.9 - 157.8%) -- guaranteed OHKO
252 Atk Life Orb Weavile Ice Shard vs. 0 HP / 0 Def Armaldo: 164-195 (46.7 - 55.5%) -- guaranteed 2HKO after Stealth Rock


Water Absorb Calcs
Armaldo vs.
32+ Atk Armaldo Earthquake vs. 0 HP / 4 Def Mega Altaria: 153-180 (52.5 - 61.8%) -- guaranteed 2HKO after Stealth Rock
32+ Atk Armaldo Earthquake vs. 172 HP / 0 Def Azumarill: 199-235 (51.8 - 61.1%) -- guaranteed 2HKO after Stealth Rock
32+ Atk Armaldo U-turn vs. 252 HP / 156+ Def Celebi: 364-432 (90 - 106.9%) -- guaranteed OHKO after Stealth Rock
32+ Atk Armaldo Earthquake vs. 0 HP / 4 Def Mega Charizard X: 302-356 (101.6 - 119.8%) -- guaranteed OHKO
32+ Atk Armaldo U-turn vs. 0 HP / 4 Def Mega Gyarados: 216-254 (65.2 - 76.7%) -- guaranteed 2HKO after Stealth Rock
32+ Atk Armaldo Earthquake vs. 0 HP / 4 Def Keldeo: 180-213 (55.7 - 65.9%) -- guaranteed 2HKO after Stealth Rock
32+ Atk Armaldo U-turn vs. 72 HP / 0 Def Latias: 254-300 (79.6 - 94%) -- 43.8% chance to OHKO after Stealth Rock
32+ Atk Armaldo U-turn vs. 0 HP / 0 Def Latios: 278-330 (92.9 - 110.3%) -- guaranteed OHKO after Stealth Rock
-1 32+ Atk Armaldo Earthquake vs. 0 HP / 4 Def Mega Manectric: 266-314 (94.6 - 111.7%) -- guaranteed OHKO after Stealth Rock
32+ Atk Armaldo Earthquake vs. 0 HP / 4 Def Mega Metagross: 234-276 (77.7 - 91.6%) -- guaranteed 2HKO after Stealth Rock
32+ Atk Armaldo Earthquake vs. 32 HP / 0 Def Raikou: 420-494 (127.6 - 150.1%) -- guaranteed OHKO
32+ Atk Armaldo U-turn vs. 248 HP / 252+ Def Rotom-W: 81-96 (26.7 - 31.6%) -- guaranteed 4HKO after Stealth Rock and Leftovers recovery
32+ Atk Armaldo X-Scissor vs. 248 HP / 252+ Def Rotom-W: 91-108 (30 - 35.6%) -- 30.5% chance to 3HKO after Stealth Rock and Leftovers recovery
32+ Atk Armaldo U-turn vs. 252 HP / 232+ Def Slowbro: 158-188 (40.1 - 47.7%) -- 3.1% chance to 2HKO after Stealth Rock and Leftovers recovery
32+ Atk Armaldo X-Scissor vs. 252 HP / 232+ Def Slowbro: 182-216 (46.1 - 54.8%) -- 96.9% chance to 2HKO after Stealth Rock and Leftovers recovery
32+ Atk Armaldo U-turn vs. 4 HP / 0 Def Starmie: 266-314 (101.5 - 119.8%) -- guaranteed OHKO
32+ Atk Armaldo U-turn vs. 248 HP / 0 Def Starmie: 266-314 (82.3 - 97.2%) -- 62.5% chance to OHKO after Stealth Rock
32+ Atk Armaldo Earthquake vs. 0 HP / 4 Def Tyranitar: 306-360 (89.7 - 105.5%) -- guaranteed OHKO after Stealth Rock

vs. Armaldo
+1 252+ Atk Pixilate Mega Altaria Return vs. 224 HP / 0 Def Armaldo: 318-375 (78.1 - 92.1%) -- 31.3% chance to OHKO after Stealth Rock
252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 224 HP / 0 Def Armaldo: 268-316 (65.8 - 77.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 224 HP / 0 Def Armaldo: 200-238 (49.1 - 58.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Life Orb Bisharp Knock Off vs. 224 HP / 0 Def Armaldo: 134-160 (32.9 - 39.3%) -- guaranteed 3HKO after Stealth Rock
252 Atk Tough Claws Mega Charizard X Flare Blitz vs. 224 HP / 0 Def Armaldo: 524-618 (128.7 - 151.8%) -- guaranteed OHKO
192+ Atk Gyarados Bounce vs. 224 HP / 0 Def Armaldo: 288-338 (70.7 - 83%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 224 HP / 0 Def Armaldo: 326-386 (80 - 94.8%) -- 43.8% chance to OHKO after Stealth Rock
252 SpA Choice Specs Keldeo Icy Wind vs. 224 HP / 252 SpD Armaldo: 142-168 (34.8 - 41.2%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
184 SpA Life Orb Latias Draco Meteor vs. 224 HP / 252 SpD Armaldo: 185-218 (45.4 - 53.5%) -- 90.2% chance to 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Latios Draco Meteor vs. 224 HP / 252 SpD Armaldo: 220-259 (54 - 63.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ SpA Choice Specs Magnezone Flash Cannon vs. 224 HP / 252 SpD Armaldo: 169-201 (41.5 - 49.3%) -- 20.7% chance to 2HKO after Stealth Rock and Leftovers recovery
+3 252 SpA Manaphy Energy Ball vs. 224 HP / 252 SpD Armaldo: 161-190 (39.5 - 46.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
+3 252 SpA Manaphy Ice Beam vs. 224 HP / 252 SpD Armaldo: 322-380 (79.1 - 93.3%) -- 37.5% chance to OHKO after Stealth Rock
252 SpA Mega Manectric Overheat vs. 224 HP / 252 SpD Armaldo: 230-272 (56.5 - 66.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 224 HP / 0 Def Armaldo: 213-252 (52.3 - 61.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Aerilate Mega Pinsir Return vs. 224 HP / 0 Def Armaldo: 494-584 (121.3 - 143.4%) -- guaranteed OHKO
252 SpA Choice Specs Raikou Hidden Power Ice vs. 224 HP / 252 SpD Armaldo: 144-170 (35.3 - 41.7%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
Rotom-W Volt Switch vs. Armaldo: 0-0 (0 - 0%) -- aim for the horn next time
Rotom-W Hydro Pump vs. Water Absorb Armaldo: 0-0 (0 - 0%) -- aim for the horn next time
0 Atk Skarmory Brave Bird vs. 224 HP / 0 Def Armaldo: 216-254 (53 - 62.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Starmie Ice Beam vs. 224 HP / 252 SpD Armaldo: 169-200 (41.5 - 49.1%) -- 18% chance to 2HKO after Stealth Rock and Leftovers recovery
252 Atk Tyranitar Stone Edge vs. 224 HP / 0 Def Armaldo: 168-198 (41.2 - 48.6%) -- 10.9% chance to 2HKO after Stealth Rock and Leftovers recovery


Sample Sets:
Armaldo @ Leftovers
Ability: Water Absorb
EVs: 224 HP / 32 Atk / 252 SpD
Adamant Nature
- U-turn / X-Scissor
- Earthquake
- Glare / Stealth Rock
- Stealth Rock / Rapid Spin / Spiky Shield

Armaldo @ Life Orb / Lum Berry
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- X-Scissor
- Earthquake
- Stone Edge / Knock Off
- Rock Polish

Armaldo @ Leftovers / Choice Band
Ability: Water Absorb / Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature / Jolly Nature
- U-turn
- Earthquake
- Glare / Stone Edge
- Spiky Shield / X-Scissor / Superpower

 
Last edited:

Cretacerus

Survivor
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The following submission is from user Angry1, who asked me to post it since he doesn't have a forum account. ;)

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

Kabutops



Typing:
/

Stats: 60+40 / 115+35 / 105 / 65 / 70+30 / 80 ---> 100 / 150 / 105 / 65 / 100 / 80 (BST 600)
Abilities: Sand Force / Hyper Cutter
Movepool additions: U-Turn / Iron Head / Earthquake

Niche in OU: Kabutops turns into a nuke under sandstorm. Sandstorm benefits from a new pivot and a nuke-level attacker, also Kabutops turns into a more bulky and damaging version of Excadrill at the cost of speed. You might ask "Is there anything its typing does for the sand teams"? Number one: its typing helps it in sand to not be buffeted by the sandstorm, and also gives it STAB Iron head which is boosted by Sand Force. Number two: it also gets new access to U-Turn, allowing it to pivot, and the more the resistance, the better the pivot!

Sample set(s):
Code:
Kabutops @ Life Orb
Ability: Sand Force
EVs: 248 HP / 252 Atk / 8 Def
Jolly Nature
- Iron Head
- Waterfall / Aqua Jet
- Earthquake
- U-Turn / Swords Dance


Armaldo



Typing:
/

Stats: 75+40 / 125 / 100+45 / 70 / 80+20 / 45 ---> 115 / 125 / 145 / 70 / 100 / 45 (BST 600)
Abilities: Unaware / Magic Guard
Movepool additions: U-Turn / Razor Shell / Dragon Tail

Niche in OU: When I was making Kabutops, I looked at the Water and Steel coverage, and both was resisted by Water, so I choose to give it this interesting type and Unaware. This also not only allows it to tank Keldeo but also a lot of set up sweepers, while breaking them with Razor Shell. Keldeo is dealt with by resisting its STABs, then phazing it out. A lot more comes to mind with at least 1 STAB resisted, like Garchomp, and a lot more. Its bulk helps it take one Sand Force boosted Stone Edge from Kabutops when SR is up, then it pivots with U-turn. Its typing also allows it to tank Mega Charizard X and a lot more threats. As for the moves I added, U-Turn is STAB and helps in pivoting, Razor Shell allows it to not be passive, being able to crush walls by decreasing its defense with its new STAB, and Dragon Tail is very important, as it gives Armaldo's tail a use, phazing out problems like Garchomp/Keldeo. Also it works pretty well as a lead.
As for Magic Guard, it can switch in without caring about SR, and can hurt the likes of Garchomp and Ferrothorn easily without fearing recoil. All in all, Armaldo is very splashable on teams and being an excellent pivot which can give its team mates free switch-ins is usable for stall, offense and balanced teams.

Sample set(s):
Code:
Armaldo @ Leftovers
Ability: Unaware / Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- U-Turn
- Dragon Tail
- Razor Shell
 
Last edited:
Kabutops

Typing:
Water / Dark
NEW STATS: 60 / 145 / 105 / 106 / 70 / 114 (+30 Attack, +41 Special Attack, +34 Speed)
Abilities: Moxie / Skill Link
New Moves: Water Shuriken, Rock Blast, Arm Thrust
Niche in OU: Kabutops takes a new role as a good late-game cleaner with either Skill Link Water Shuriken or a Moxie set. It's base Speed allows it to outspeed the crowded 110 Speed tier (Gengar, Mega Metagross, Mega Diancie, Latios and Latias, etc.) and also Serperior. However, Kabutops's new Speed tier is a bit awkward since Starmie and Raikou do get the jump on it. With Skill Link, it gets strong priority in Water Shuriken, and Arm Thrust as coverage which is a bit more reliable than Low Kick. Moxie variants can snowball and get out of hand really quickly after revenge killing something. Kabutops's new Special Attack also allows for mixed sets with Hidden Power or Earth Power.
Sample set:
Cleaner
Kabutops @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly / Naive Nature
- Swords Dance / Low Kick / Earth Power
- Waterfall
- Knock Off
- Aqua Jet

Skill Link
Kabutops @ Life Orb
Ability: Skill Link
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance / Rock Blast / Rapid Spin
- Arm Thrust / Rock Blast / Rapid Spin
- Knock Off
- Water Shuriken


Armaldo
Typing:
Bug / Dark
NEW STATS: 105 / 135 / 130 / 70 / 110 / 50 (+30 HP, +10 Atk, +30 Def, +30 SpD, +5 Spe)
Abilities: Prankster / Battle Armor
New Moves: Encore, Taunt, Recover
Niche in OU: Armaldo is now a supporter and a stallbreaker on balance and stall teams, even offensive ones if you plan on abusing Encore. While it lacks U-turn, it has Recover, unlike Whimsicott, its main competition in OU. It's also much bulkier, and Armaldo's new typing gives it nice resistances to Grass, Ground, Dark and Ghost, and an immunity to Psychic, allowing it to take hits from Garchomp, Landorus-T, Mega Venusaur, Celebi and Bisharp. It also has STAB Knock Off on its movepool. Prankster is a nice ability that allows it to act as a stallbreaker with Prankster Taunt or a set-up counter with Prankster Encore.
However, Armaldo's new typing gives it a lot of weaknesses to common types such as Fairy, Fire, Rock and Flying, so Talonflame, Mega Charizard X and Y, Clefable and Tyranitar can easily KO it. It's also Stealth Rock weak and affected by all hazards, so it can't take a spinning role, despite its access to Rapid Spin.
Sample set:
Support
Armaldo @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Encore
- Recover
- Knock Off
- Taunt
 
Last edited:

Cretacerus

Survivor
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More feedback:

Kabutops: Water/Bug is a very interesting offensive typing, since it deals with most bulky Water resists quite effectively many of which are part Psychic type. With Latios and Latias being among the more common ones, is there any particular reason you decided to let Kabutops speed tie with them at best?
I quite like how your spread can makes good use of both its abilities with the given tools. Even though I'm usually hesitant about Swift Swim since it's incredibly potent and tends to limit the Pokemon to a specific team build, it seems very balanced with Technician and the given stat spread, and actually makes good use of the Bug typing. Overall, this submission gives us an interesting typing and approach which I'd be happy to explore!


Armaldo: While there is no doubt that Bug/Water has potential as a defensive typing as well, I do think the description could go more into depth in this regard and describe Armaldo's intended playstyle beyond being a Scald switch-in. Keldeo seems to be the most obvious target due to having both of its STABs and most common coverage moves resisted by Armaldo, but what would the latter actually do once it's in? And how would it take advantage of its defensive typing throughout the match without reliable recovery and a weakness to SR. Your Kabutops seems to be better in everything Armaldo might want to do, having noticeably better speed, comparable physical prowess thanks to Technician, better coverage options again thanks to Technician, and even access to U-Turn making it the superior pivot. The only thing Armaldo has over that are marginally better defenses which it can't really take advantage of due to the SR weakness and lack of recovery, and the situational immunity to burns which it can't consistently take advantage of either.
Overall, Armaldo seems to be by far most useful as a Rain sweeper, where it might indeed have S/A-rank viability, but probably won't have much presence in the metagame other than that, unfortunately.

Kabutops: As discussed on PS, I do think the offensive spinner approach you're taking with Kabutops might be very beneficial for this metagame, due to the many prominent hazard setters being introduced in the long run. Even though it might not seem like much at first, Water/Fighting is actually a very suitable typing for that kind of role since it beats many prominent hazard setters in the metagame 1on1. Even more importantly though, it doesn't actually fear much at all from Mega Sableye, by far the most relevant spinblocker in the metagame, in combination with the Water Veil ability, and can even use it as a set-up opportunity. While Close Combat is extremely powerful with Kabutops' amazing base 140 Atk and respectable base 105 Spe stats, especially after a potential Sword Dance boost, it should still be balanced and manageable within the metagame considering the metagame's inclination to physical offense, the many prominent Fighting type resists, and Kabutops' lack of any other strong STAB attacks. Compared to Keldeo (A+ viability), it's slightly slower and is limited to the physical attacking spectrum, but in return possesses noticeably higher attacking power, strong STAB priority in Aqua Jet, an extremely threatening set-up move in Sword Dance, and by far better coverage options in Knock Off, X-Scissor and Stone Edge, which alone are probably enough for it to rise to S-rank. What might actually push it over the edge though is Kabutops' powerful ability in Swift Swim, which increases both its speed and attacking power to unprecedented levels, and is what actually makes the by far more limited current form of Kabutops viable in OU. I don't really see a reason why Kabutops would need such a huge power boost considering the potential it already has with just its typing, stats and movepool.
Lastly, I understand that you were aiming for more diversity with the addition of Spikes and U-Turn into Kabutops' movepool, both very valuable moves which will improve just about any Pokemon's viability. Perhaps you could go more into depth why it would be desirable to increase Kabutops' diversity and viability even further.

Kabutops: I quite like your stats spread and movepool additions, since they seem very balanced in the metagame and focused on the role you want Kabutops to take on. Dark is definitely one of the stronger typings among the submission, and gives Kabutops excellent offensive capabilities with STAB Knock Off and in this case also STAB Sucker Punch to threaten common Water resists, which makes especially the SD set very difficult to switch into and revenge kill.
However, I feel like some more justification could be added for the abilities you chose for the spread. Both of them are very defining and powerful tools on Kabutops, and might push it over the edge in terms of viability. As you mentioned, Tough Claws enhances Kabutops' already fantastic attack, while Intimidate increases its above average defense. What would be interesting though, is why exactly this is necessary or even desirable for our purposes. My former post already included a few calculation which show that after a single Sword Dance boost, Tough Claws Kabutops becomes almost impossible to wall or even revenge kill. For example, a neutral STAB Knock Off can OHKO defensive Ferrothorn, max defense Skarmory, and even max defense Suicune after the boost, while OHKOing most of the potential revenge killers with STAB Aqua Jet. This isn't even accounting for Sucker Punch, which can easily OHKO even bulky threats such as Scarf Garchomp and Mega Swampert after the boost. Even for OU standards, this might be a bit over the top considering how easily Kabutops can get to +2 with its huge offensive pressure and decent defenses.
While Intimidate is a bit less scary, it allows Kabutops to boost up even more reliably, so some justification could be helpful here as well in order to explain why it is a desirable ability to have.


Armaldo: Although it shares the same typing with Scizor, and faces some competition from it in the role of a defensive hazard remover, Armaldo's lack of U-Turn and strong STAB priority help differentiate their playstyles sufficiently. Bullet Proof is a nice ability to have on a Steel type and definitely fits Armaldo flavorwise, though it's rather situational and only really helps it against Alakazam, Gengar and Gardevoir in OU, the latter two of which still commonly carry Will-O-Wisp to heavily cripple Armaldo. Water Absorb is probably the more useful ability, and is great for walling common Water-types such as Azumarill, Keldeo and Slowbro, though you might want to specify what exactly Armaldo can do to them in return. Thunder Wave and Metal Burst are two excellent moves which can certainly benefit Armaldo, though it might actually prefer a more reliable Steel STAB (such as Iron Head) over the latter.
Overall, I do think this is an interesting approach to Armaldo, which would allow us to explore a unique niche in the metagame. Especially considering the chances of more prominent Water-type threats being added over the course of this project, it wouldn't hurt to have a reliable check to them with good defenses and reliable recovery.

Armaldo: The defensive approach to the Bug/Water typing is very similar to the one The Reptile chose, but a lot more developed, in my opinion. The biggest difference here is the access to Recover, which is very relevant due to Armaldo's prominent SR weakness, and is almost required for it to fulfill its defensive role throughout the game. I also like how you brought examples of notable threats it can walls, as they really show the unique defensive properties the typing brings to table.
Shed Skin is a great ability for Armaldo, since that actually makes it a good check to Keldeo, Slowbro, and other special Water-types, which it can even use as set up opportunity. And while I'm usually very cautious with offensive abilities such as Tough Claws coupled with a high attacking stat, your spread seems to be balanced enough to keep Armaldo's outstanding physical prowess manageable in the metagame, largely due to the low speed stat and Flying weakness. It would be interesting to hear whether the chosen base speed of 55 actually serves a specific purpose in outspeeding or underspeeding any relevant threats. That being said, STAB Aqua Jet is still incredibly strong especially when backed up by a potential SD boost (which is relatively easy for Armaldo to get), allowing Armaldo to actually OHKO most offensive threats such as Raikou, Tornadus-T and Weavile at merely +2. This makes the SD set the most threatening set Armaldo can run in my opinion, and will be incredibly difficult to handle considering its excellent bulk (though there are a few more or less reliable counters such as Ferrothorn as you mentioned).
Overall, I do think this submission would be a great way to explore a unique defensive typing in the metagame, and have no doubt it would be an interesting new addition to the project.

I'm sorry I didn't get to the other submissions yet since this weekend has been rather busy, but feel free to shoot me a PM or hit me up on PS if you have any questions or would like to discuss your submission! ;)
 
Last edited:
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Kabutops: Water/Bug is a very interesting offensive typing, since it deals with most bulky Water resists quite effectively many of which are part Psychic type. With Latios and Latias being among the more common ones, is there any particular reason you decided to let Kabutops speed tie with them at best?
I quite like how your spread can makes good use of both its abilities with the given tools. Even though I'm usually hesitant about Swift Swim since it's incredibly potent and tends to limit the Pokemon to a specific team build, it seems very balanced with Technician and the given stat spread, and actually makes good use of the Bug typing. Overall, this submission gives us an interesting typing and approach which I'd be happy to explore!
The main reason why I didn't go with 111 or 112 for HP Fire variants is because I wanted to keep its stats "clean" (111 Spe would make, say, its HP 69) and I feel that 120 is too much, especially with Swift Swim factored in. 110 Spe is good enough imho, even though it does only speed tie with the Latis (on the bright side it has enough bulk to take a -2 attack from them even if it does lose the Speed Tie, and it can always outspeed HP Fire Variants unless you also run HP Fire).

That said, I think that 111/112 speed is probably better than 110 for its typing, so I'll go with that


Armaldo: While there is no doubt that Bug/Water has potential as a defensive typing as well, I do think the description could go more into depth in this regard and describe Armaldo's intended playstyle beyond being a Scald switch-in. Keldeo seems to be the most obvious target due to having both of its STABs and most common coverage moves resisted by Armaldo, but what would the latter actually do once it's in? And how would it take advantage of its defensive typing throughout the match without reliable recovery and a weakness to SR. Your Kabutops seems to be better in everything Armaldo might want to do, having noticeably better speed, comparable physical prowess thanks to Technician, better coverage options again thanks to Technician, and even access to U-Turn making it the superior pivot. The only thing Armaldo has over that are marginally better defenses which it can't really take advantage of due to the SR weakness and lack of recovery, and the situational immunity to burns which it can't consistently take advantage of either.
Overall, Armaldo seems to be by far most useful as a Rain sweeper, where it might indeed have S/A-rank viability, but probably won't have much presence in the metagame other than that, unfortunately.
You bring up a good point about how it functions against Waters. I might give it a tool to deal with Waters alongside a reliable recovery move. I might also give it more SpDef over Def to further help it in its role as an Scald switch-in / anti-Water mon.

Editing my submission right now
 

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CAMBRIAN CLAWS | Voting

Alright everyone, it's been a fairly long submission stage this time round, but the time for voting has finally arrived! Below are the entries that are eligible for the poll, be sure to read through their justifications carefully, since they are an integral part of the submissions and show the level of thought put into them!


Snaquaza
Typing:
/

Stats: 80 / 135 / 105 / 105 / 70 / 105 (BST 600)
Abilities: Scrappy, Water Veil
Movepool additions: Close Combat, Cross Chop, Bulk Up

Niche in OU: Kabutops can function as an offensive sweeper, spinner and rain sweeper in the OU metagame. Its Scrappy ability allows it to hit Ghost-types with Rapid Spin, making it unblockable and also helps it on non-rain teams, as its Fighting STAB can now hit Ghosts as well, most notable Sableye-Mega, helping it at its role as a physical Sweeper. When using a Swords Dance set, it is able to beat specially defensive Clefable, but not physically defensive, as Waterfall does enough to beat Clefable and gives OU a physical Water-type cleaner, (besides Gyarados, which needs setup and takes a mega slot) it doesn't have yet. Water Veil allows it to set up on Scald and Mega Sableye better, but can't sweep as easily.

Sample set:
Code:
Kabutops @ Life Orb
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Waterfall
- Swords Dance / Rapid Spin
- Aqua Jet

Absollite
Typing:
/

Stats: 80 / 135 / 105 / 75 / 85 / 120
Abilities: Swift Swim, Tough Claws
Movepool additions: Ice Punch, Pursuit, U-Turn

Niche in OU: Kabutops can function in the OU metagame as an offensive spinner, much like Starmie, although it has more advantages. Kabutops can also work as an all out attacker or a set up sweeper, and it is a great late game cleaner. It outclasses its two Water/Dark rivals, Sharpedo and Crawdaunt, since it does not need to waste a moveslot on Protect, like Shark, and it is much faster than Crawdaunt, letting it outspeed much of the metagame. With its new ability, Tough Claws, it can successfully break through much of the metagame. It would be at least A rank because it outspeeds much of OU's threats, and it can KO a lot of them or at least deal a huge chunk of damage, giving them a huge dent. It can also be a Pursuit trapper, like Bisharp or Tyranitar, and it can trap threats that would otherwise threaten its team. It also fairly good physical bulk, so it can tank a hit if necessary. With its new move, Ice Punch, it can hit Garchomp, which would otherwise wall it. The speed that it has lets it outspeed common threats, including Keldeo, Thundurus, and many others. I also gave it Tough Claws to break through a ton of the meta, and it looks like a really fitting ability for Kabutops (look at those claws and then tell me again). The new dark typing lets it take on many threats in OU, including both Latis, Starmie, and Mew as a few examples, as well as getting STAB on Knock Off and its newly gained Pursuit.

Sample set: All-out-attacker
Code:
Kabutops @ Life Orb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Knock Off
- Aqua Jet
- Ice Punch / U-Turn
Rapid Spin can also be run in place of Ice Punch or U-Turn, but this particular set functions as a late game cleaner or a mon that just deals heavy damage to the opposing team.

The Reptile
Typing:
/

Stats: 73 / 125 / 110 / 90 / 90 / 112
Abilities: Swift Swim, Technician
Movepool additions: Bug Bite, U-Turn, Bug Buzz

Niche in OU: Kabutops is a fast and powerful sweeper, both in rain and outside of it. It has two great abilities - Swift Swim makes its already high 112 Speed skyrocket while Technician boosts the power of Aqua Jet while providing interesting coverage options like Rock Tomb and, most importantly, Hidden Power Fire that it can fire off with its usable base 90 SpA. 112 Speed is important, as this allows Kabutops to outspeed the Lati twins even if it decides to run HP Fire, hitting them with a SE Bug Bite or U-Turn. The Technician set is what I imagine will be the main set, letting it fire off Technician Aqua Jets, Bug Bites, and Hidden Power Fires. However, with Swift Swim it kind of becomes Rain's answer to Excadrill - they both even have access to Rapid Spin! Although that said I imagine Kabutops won't really run Rapid Spin due to its new SR weakness. Just watch out for Azumarill.

Sample set: Technician
Code:
Kabutops @ Life Orb / Lum Berry
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance / U-Turn
- Bug Bite / U-Turn
- Aqua Jet
- Waterfall / Hidden Power [Fire]
Sadly, Kabutops has a bit of a 4MSS, although it is not that big of a deal as compared to other Pokemon thanks to the coverage Water + Bug provide. Swords Dance is a big part of the set, letting Kabutops sweep teams. Hidden Power [Fire] and U-Turn are options certain things. U-Turn provides momentum and still hits hard, while Hidden Power [Fire] lets you hit Scizor and Ferrothorn hard. Other coverage options include Knock Off, Rock Tomb, Stone Edge, Aerial Ace, Low Kick, and other Hidden Powers such as Hidden Power [Grass].

Sample set: Swift Swim
Code:
Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance / U-Turn
- Waterfall
- X-Scissor
- Aqua Jet / U-Turn
This set is more focused on Swift Swim, honing more towards what Kabutops used to do. The set is more of the same from the last one, except there is no Hidden Power [Fire] due to the fact that it doesn't play well with Rain and it is no longer boosted by Technician. U-Turn is, again, still a decent move to put in somewhere and you have some other coverage options like Superpower and Stone Edge, but I think that SD / Waterfall / X-Scissor / Aqua Jet is probably the best you can do. What this set has over the Armaldo that I made is that it has speed outside of Rain and is much faster in it as well.

Reisuke
Typing:
/

Stats: 85 / 140 / 115 / 75 / 80 / 105
Abilities: Hyper cutter, Water veil
Movepool additions: Close Combat, U-Turn, Spikes

Niche in OU: It's one of the very few offensive spike setters OU has and it has many opportunities to set them because of the switches it can force. Next to that it's mostly a strong physical attacker with some nice utility which OU is crowded with, although it does differentiate itself from them with his very nice offensive typing (making it pretty much the physical version of keldeo) and diverse options for it's fourth moveslot. Including the almighty spikes, rapid spin, swords dance and U-turn.

Water veil is it's best ability since now it can't be burned and with that making it able to set up on a varity of pokemon that otherwise would threaten it. Including mega sableye, talonflame (can't come in though), ... And thanks to knock off + water veil it's one if the best rapid spinners since pretty much any relevant spinblocker can't come in on it (except for Msab but it can't do shit to it).

But it also has some flaws, it's walled by any relatively bulky fairy type, it's totally crippled by Twave (but which fast offensive pokemon isn't?) and while it's physical defense is pretty sweet coupled with it's typing, it's special bulk is pretty miserable meaning any decent special attack will cripple it.

Sample sets:
Code:
Kabutops @ Choice Scarf
Ability: Water veil
EVs: 252 Atk / 4 Def / 252 Spe
Nature: jolly
-Waterfall
-Close Combat
-Stone Edge/knock off
-U-turn
Code:
Kabutops @ life orb
Ability: water veil
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Jolly
-Waterfall/aqua jet
-close combat
-knock off/aqua jet
-spikes/rapid spin

G-Luke
Typing:
/

Stats: 70 / 135 / 115 / 90 / 85 / 105
Abilities: Tough Claws, Intimidate
Movepool additions: Sucker Punch, U-Turn, Gunk Shot

Niche in OU: I created Kabutops as primarily a Rapid Spinner NO Ghost type wants to switch into. As such, I made it a Water/Dark type. It lost Swiftswim for two reasons a) 105 base speed under rain? Backed by 135 Atk? You said S-Class not Ubers b) I hate one dimensional Pokemon. Especially if their viability relies on weather. So I gave it Tough Claws (to signify those claw things it has) and Intimidate (best Dark like ability I knew, + backed by its good defence). I gave it Sucker Punch for Priority and to hit speedy foes, U-Turn for momentum and Gunk Shot to hit Faires, which would counter it completely. It can viably run Choice Scarf, Band, mixed LO and of course a standard offensive spinning set, giving it a slot on tons of teams.

Drawbacks: Like most Water mons, it struggles to break past fat grass types like MegaVenu and especially Ferro, who punishes physical attacks and can OHKO with Power Whip or paralyze with T.Wave. It also hates Bulky Water types, and if not running Gunk Shot, loses to Faires too. On a smaller note, its speed tier makes it slightly reliant on Sucker Punch/Aqua Jet.

But flaws aside, this is one badass unfossilized terror. Also, TUFF CLAUZ SUCKA PAWNCH!

Sample sets:
Code:
Kabutops @ Choice Band
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Tough Claws
Jolly / Adamant Nature
- Knock Off
- Waterfall
- Aqua Jet / Sucker Punch
- Gunk Shot / Stone Edge
Code:
Kabutops @ Choice Scarf
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Tough Claws / Intimidate
Jolly Nature
- Waterfall
- Knock Off
- U-Turn
- Gunk Shot / Stone Edge
Code:
Kabutops @ Life Orb
EVs: 228 Atk / 252 Spe / 28 Def
Ability: Intimidate
Adamant Nature
- Rapid Spin
- Waterfall
- Sucker Punch
- Knock Off

Ticktock
Typing:
/

Stats: 70 / 135 / 105 / 105 / 70 / 115
Abilities: Hustle, Technician
Movepool additions: Dark Pulse, Earthquake, Hydro Pump

Niche in OU: It can function as a all-out attacker, mixed, or bulky Rapid Spin. It can destroy many strong attackers with it's decent Special Attack, allowing it to demolish Landorus-T, Mega Diancie, and Clefable with much better attacks, though it may have a bit of trouble with Clefable, as it's type makes it weak to Fairy. With access to Technician, it can launch stronger STAB Aqua Jets and Rock Tombs if desired, allowing it to hard-counter Talonflame, which results in a OHKO, no matter if it's with or without Stealth Rock. It can also hit harder on sets that are using Hone Claws and Hustle.

Sample set:
Code:
Kabutops @ Life Orb
Ability: Hustle / Technician
EVs: 252 Atk / 4 SpA or 4 SpD / 252 Spe
Naive / Timid Nature
- Knock Off
- Hydro Pump / Hone Claws
- Rock Tomb / Earthquake
- Aqua Jet
This set would function as a mixed sweeper / cleaner, even without rain. If you want, you can replace Technician with Hustle, Rock Tomb with Earthquake, Hydro Pump with Hone Claws, and adjust the EVs and Nature to the right adjustment.

money12wolf
Typing:
/

Stats: 80 /130 /150 /70 /85 /85
Abilities: Sand Rush, Tough Claws
Movepool additions: Iron Head, Bullet Punch, Spikes

Niche in OU: Kabutops role is defensive bulky attacker with 130 in attack and 155 in defense. It can work well on sand teams due to Sand Rush doubleing his speed or it can be a bulky attack with Tough Claws. Kabutops have many options it can run due to it new ability and moves. Some things that can handle Kabutops are bulky special attacker, faster special electric types.

Sample sets:
Code:
Kabutops @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Iron Head
- Swords Dance
Code:
Kabutops @ Life Orb
Ability: Tough Claws
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Waterfall
- Swords Dance
- Bullet Punch
- Knock Off

Cretacerus
Typing:
/

Stats: 70 / 125 / 115 / 85 / 85 / 120
Abilities: Aqua Veil, Hyper Cutter
Movepool additions: Razor Shell, Cross Chop, Psycho Cut

Niche in OU: Kaputops carves out a niche as an offensive spinner with great speed and respectable power, who performs best against opposing offensive teams. Its Dark typing grants it STAB on one of the most spammable moves in the metagame in Knock Off, which hits many common Water resists (Latios, Latias, Starmie, Slowbro and Celebi) for super effective damage, and makes it incredibly hard to switch in against. With a base speed of 120, Kabutops outspeeds all of the aforementioned threats, as well as some otherwise problematic Pokemon such as Diancie, Serperior and Raikou, all of which it can then take out with a Sword Dance boost or with some prior damage. STAB Razor Shell is a solid Water STAB whose secondary effect can prove very useful against bulkier switch-ins hoping to wall Kabutops' attacks, and subsequently wear it down with Life Orb recoil. This is especially notable against Mega Sableye, who risks getting 2HKOed after a defense drop in an attempt to spinblock.
Both of the chosen abilities are rather situational, but can be crucial at times by preventing attack drops by Burns and Intimidate. For example, Aqua Veil turns Pokemon such as Mega Sableye and most Slowbro into safe set-up opportunities, while Hyper Cutter prevents both offensive and defensive versions of Landorus-T from disrupting Kabutops' sweep.

However, even with its great offensive potential, Kabutops is far from unstoppable. Without Sword Dance it will have a hard time against more defensive teams, who can easily take its unboosted attacks and threaten it back with its common weaknesses. Such teams can usually outlast Kabutops rather easily and keep their hazards up throughout the game. The Sword Dance set does a lot better against such builds, but still has difficulties to get past certain defensive threats which can hit it back super-effectively. Especially Mega Pokemon such as Mega Altaria, Mega Scizor and Mega Venusaur are troublesome since they resist Knock Off and force Kabutops to utilize its noticeably weaker Water-type STAB and coverage moves.

Sample set: Offensive
Code:
Kabutops @ Life Orb
Ability: Aqua Veil
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Sword Dance / Rapid Spin
- Knock Off
- Razor Shell
- Aqua Jet / Psycho Cut / Cross Poison

NV
Typing:
/

Stats: 80 / 130 / 116 / 93 / 70 / 111
Abilities: Sheer Force, Water Veil
Movepool additions: Fire Blast, Zen Headbutt, Gunk Shot

Niche in OU: This particular Kabutops would act as a really amazing lure, while not necessarily luring everything that would be able to switch into it. It also compresses its role of being a great offensive spinner by getting rid of hazard setters easier and being able to spin them away should they be able to get them up. Pokemon like Skarmory, Ferrothorn, Mega Altaria, and Mega Venusaur all must be wary of switching into Kabutops should it have the right coverage move. The added moves and abilities as well as the new BST allows Kabutops to OHKO Ferrothorn with a Life Orb + Sheer Force Fire Blast as well as Skarmory whereas forgoing Fire Blast for Zen Headbutt can nail Mega Venusaur, another common Kabutops switchin. Zen Headbutt also allows Kabutops to fare well against Keldeo thanks to it having base 111 Speed as opposed to Keldeo's base 108. Ice Beam, which also benefits from Sheer Force, can OHKO both Landorus-Therian and Garchomp thanks to the new Special Attack stat. Gunk Shot is a nice new addition that allows Kabutops to OHKO the standard defensive Mega Altaria set when combined with Sheer Force + Life Orb after Stealth Rock damage. While all of these moves benefit thanks to Sheer Force, Water Veil is a really nice ability that gives Kabutops an immunity to burns allowing it to set up on the like of Slowbro (and Mega Slowbro), Sableye (and Mega Sableye), and other bulky Waters who may try to burn it via Scald.

However, Kabutops is free game to faster special attackers such as the Serperior, Raikou, Mega Manectric, Tornadus, Mega Alakazam, Choice Scarf Keldeo and so on, due to its below average special bulk coupled with it usually going for a SpD lowering nature.
Pokemon that Kabutops Lures
4 SpA Life Orb Sheer Force Kabutops Ice Beam vs. 252 HP / 76 SpD Garchomp: 437-515 (104 - 122.6%) -- guaranteed OHKO
4 SpA Life Orb Sheer Force Kabutops Ice Beam vs. 252 HP / 8 SpD Landorus-T: 494-582 (129.3 - 152.3%) -- guaranteed OHKO
-1 252 Atk Life Orb Sheer Force Kabutops Waterfall vs. 252 HP / 240+ Def Landorus-T: 229-273 (59.9 - 71.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
4 SpA Life Orb Sheer Force Kabutops Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 385-458 (109.3 - 130.1%) -- guaranteed OHKO
4 SpA Life Orb Sheer Force Kabutops Fire Blast vs. 252 HP / 4 SpD Skarmory: 338-398 (101.1 - 119.1%) -- guaranteed OHKO
252 Atk Life Orb Sheer Force Kabutops Zen Headbutt vs. 252 HP / 240+ Def Mega Venusaur: 187-221 (51.3 - 60.7%) -- guaranteed 2HKO after Stealth Rock
252 Atk Life Orb Sheer Force Kabutops Zen Headbutt vs. 232 HP / 0 Def Mega Venusaur: 250-294 (69.6 - 81.8%) -- guaranteed 2HKO after Stealth Rock
252 Atk Life Orb Sheer Force Kabutops Zen Headbutt vs. 0 HP / 4 Def Keldeo: 322-380 (99.6 - 117.6%) -- guaranteed OHKO after Stealth Rock
252 Atk Life Orb Kabutops Knock Off (97.5 BP) vs. 72 HP / 0 Def Latias: 452-533 (141.6 - 167%) -- guaranteed OHKO
252 Atk Life Orb Kabutops Knock Off (97.5 BP) vs. 0 HP / 0 Def Latios: 499-588 (166.8 - 196.6%) -- guaranteed OHKO
252 Atk Life Orb Kabutops Knock Off (97.5 BP) vs. 0 HP / 0 Def Gengar: 624-736 (240.9 - 284.1%) -- guaranteed OHKO
252 Atk Life Orb Sheer Force Kabutops Gunk Shot vs. 252 HP / 172 Def Clefable: 465-549 (118 - 139.3%) -- guaranteed OHKO
252 Atk Life Orb Sheer Force Kabutops Gunk Shot vs. 248 HP / 252+ Def Clefable: 387-458 (98.4 - 116.5%) -- guaranteed OHKO after Stealth Rock
252 Atk Life Orb Sheer Force Kabutops Gunk Shot vs. 248 HP / 136+ Def Mega Altaria: 328-387 (92.9 - 109.6%) -- guaranteed OHKO after Stealth Rock
252 Atk Life Orb Sheer Force Kabutops Gunk Shot vs. 0 HP / 4 Def Mega Altaria: 408-481 (140.2 - 165.2%) -- guaranteed OHKO

Pokemon that Revenge Kill / Check
252 Atk Life Orb Kabutops Aqua Jet vs. 0 HP / 4 Def Thundurus: 114-136 (38.1 - 45.4%) -- guaranteed 2HKO after Stealth Rock
+2 252 Atk Life Orb Kabutops Aqua Jet vs. 0 HP / 4 Def Thundurus: 227-269 (75.9 - 89.9%) -- guaranteed OHKO after Stealth Rock
252 Atk Life Orb Kabutops Aqua Jet vs. 0 HP / 0 Def Raikou: 109-129 (33.9 - 40.1%) -- guaranteed 3HKO after Stealth Rock
+2 252 Atk Life Orb Kabutops Aqua Jet vs. 0 HP / 0 Def Raikou: 216-255 (67.2 - 79.4%) -- guaranteed 2HKO after Stealth Rock
-1 252 Atk Life Orb Kabutops Aqua Jet vs. 0 HP / 4 Def Mega Manectric: 68-82 (24.1 - 29.1%) -- 0% chance to 3HKO after Stealth Rock
+1 252 Atk Life Orb Kabutops Aqua Jet vs. 0 HP / 4 Def Mega Manectric: 153-181 (54.4 - 64.4%) -- guaranteed 2HKO after Stealth Rock
+2 252 Atk Life Orb Kabutops Aqua Jet vs. 0 HP / 0 Def Serperior: 88-105 (30.2 - 36%) -- guaranteed 3HKO after Stealth Rock (Serperior is the best check and outspeeds Kabutops)
+2 252 Atk Life Orb Kabutops Aqua Jet vs. 248 HP / 16+ Def Mega Scizor: 114-136 (33.2 - 39.6%) -- guaranteed 3HKO after Stealth Rock
0 SpA Clefable Moonblast vs. 0 HP / 0- SpD Kabutops: 294-348 (97.6 - 115.6%) -- 81.3% chance to OHKO

Sample set: Lure and Spin
Code:
Kabutops @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rapid Spin
- Waterfall
- Knock Off / Fire Blast
- Fire Blast / Ice Beam / Gunk Shot / Zen Headbutt
Sample set: Set-up and Sweep
Code:
Kabutops @ Life Orb
Ability: Water Veil / Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature / Naive Nature
- Swords Dance
- Waterfall
- Knock Off / Aqua Jet / Fire Blast
- Superpower / Zen Headbutt / Fire Blast / Ice Beam

Angry1
Typing:
/

Stats: 100 / 150 / 105 / 65 / 100 / 80
Abilities: Sand Force, Hyper Cutter
Movepool additions: U-Turn, Iron Head, Earthquake

Niche in OU: Kabutops turns into a nuke under sandstorm. Sandstorm benefits from a new pivot and a nuke-level attacker, also Kabutops turns into a more bulky and damaging version of Excadrill at the cost of speed. You might ask "Is there anything its typing does for the sand teams"? Number one: its typing helps it in sand to not be buffeted by the sandstorm, and also gives it STAB Iron head which is boosted by Sand Force. Number two: it also gets new access to U-Turn, allowing it to pivot, and the more the resistance, the better the pivot!

Sample set:
Code:
Kabutops @ Life Orb
Ability: Sand Force
EVs: 248 HP / 252 Atk / 8 Def
Jolly Nature
- Iron Head
- Waterfall / Aqua Jet
- Earthquake
- U-Turn / Swords Dance

dsm77773
Typing:
/

Stats: 60 / 145 / 105 / 106 / 70 / 114
Abilities: Moxie, Skill Link
Movepool additions: Water Shuriken, Rock Blast, Arm Thrust

Niche in OU: Kabutops takes a new role as a good late-game cleaner with either Skill Link Water Shuriken or a Moxie set. It's base Speed allows it to outspeed the crowded 110 Speed tier (Gengar, Mega Metagross, Mega Diancie, Latios and Latias, etc.) and also Serperior. However, Kabutops's new Speed tier is a bit awkward since Starmie and Raikou do get the jump on it. With Skill Link, it gets strong priority in Water Shuriken, and Arm Thrust as coverage which is a bit more reliable than Low Kick. Moxie variants can snowball and get out of hand really quickly after revenge killing something. Kabutop's new Special Attack also allows for mixed sets with Hidden Power.

Sample set: Cleaner
Code:
Kabutops @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance / Low Kick
- Waterfall
- Knock Off
- Aqua Jet
Sample set: Skill Link
Code:
Kabutops @ Life Orb
Ability: Skill Link
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance / Rock Blast / Rapid Spin
- Arm Thrust / Rock Blast / Rapid Spin
- Knock Off
- Water Shuriken


Snaquaza
Typing:
/

Stats: 95 / 145 / 130 / 80 / 105 / 45
Abilities: Regenerator, Water Absorb
Movepool additions: Spikes, U-turn, Earth Power

Niche in OU: Armaldo is very different from Kabutops. It becomes a good option for stallier teams who want a bulky Ground-type, which is especially good at countering Fighting-types and have an answer to Fire- and Flying-types. Armaldo would support balance and stall teams as a rapid spinner with great power (same as Landorus-T!) and a unique typing allowing it to check unique Pokemon. The new Ground-type also helps with its role as a spinner, as it mitigates its Stealth Rocks weakness. It can either run a set with Regenerator, to regain health and work better as a pivot, as it lacks recovery, or run Water Absorb (flavor is that it lives in the sea, really) so that it can switch in on Keldeo and Azumarill quite well.

Sample set:
Code:
Armaldo @ Leftovers
Ability: Regenerator / Water Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Rapid Spin
- Earthquake
- Spikes

Absollite
Typing:
/

Stats: 105 / 135 / 120 / 70 / 110 / 60
Abilities: Battle Armor, Rough Skin
Movepool additions: Recover, Iron Head, Spikes

Niche in OU: Armaldo can function as a wall in OU, and it outclasses other Bug/Steels, namely Scizor, as it has more bulk than regular Scizor and using a Mega Scizor would take up a mega slot, which Armaldo does not do. Armaldo also now has access to reliable recovery in Recover, and can stick around for a lot longer to take hits if necessary. It can also lay up hazards, having access to both Stealth Rock and Spikes, which lets it beat competition from Forretress. Armaldo walls many threats in OU, and it now has Rough Skin, punishing physical attackers for some of their health each time they attack. Armaldo's other ability, Battle Armor (legal ability on Armaldo), prevents it from being critted, which may come in handy if you would like to use it, although Rough Skin is the preferred ability. It also provides hazard control, much like Scizor, which it outclasses even more for reasons stated above (more bulk, doesn't take up the mega slot) (if you think about it, this Armaldo is quite unlike Scizor). Armaldo only has one weakness now, making it an even better mon to sponge hits. It has quite a good base attack stat, so its attacks, even though uninvested, will be doing a good amount of damage. As I said before, it walls lots of things, both physically offensive and specially offensive, and the only thing that will be beating it is fire-type moves.

Armaldo can even take a more offensive approach, with a small increase to its attack and speed stats, although its speed stat is pretty much still trash. Armaldo has plenty of coverage options, including priority in Aqua Jet, Knock Off, and EdgeQuake. It can tank plenty of hits, and still dish out tons of damage to the opponent. Armaldo can function as a bulky attacker (sample set), a set up sweeper, choice banded set, or even choice scarfed if you're up to that.

Sample set: Defensive
Code:
Armaldo @ Leftovers
Ability: Rough Skin
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Spikes / Rapid Spin
- Recover
- Iron Head
This set is meant to stick around for as long as possible, sponging hits from many threats in OU, much like Garchomp or Ferrothorn. However, Armaldo outclasses both of the aforementioned mons because of access to reliable recovery, hazard removal, and only one weakness. This set can run either Spikes or Rapid Spin, depending on what Armaldo's team needs: more hazards to weaken the opposing team, or hazard control of its own.
Sample set: Bulky Attacker

Code:
Armaldo @ Life Orb / Lum Berry
Ability: Rough Skin
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Iron Head
- Aqua Jet
- Earthquake / Rapid Spin
- Knock Off
This set is basically a bulky attacker, there's not much to explain. You can even run Assault Vest as the item if you're keen on being more bulky. Rapid Spin can be run over EQ or another coverage option if your team lacks hazard removal.

The Reptile
Typing:
/

Stats: 95 / 145 / 110 / 80 / 100 / 70
Abilities: Swift Swim, Water Veil
Movepool additions: Zen Headbutt, Scald, Slack Off

Niche in OU: This is the Lando-T to Kabutops's Lando-I. What I mean by that is that Armaldo is the stronger, bulkier but slower version of Kabutops. It has a colossal 145 Attack to go along with its decent STAB coverage, and two nifty abilities. Swift Swim makes this thing a monster in the rain. The other ability is the underrated Water Veil, making Armaldo an excellent switch-in to Scald users such as Keldeo and bulky Starmie. Zen Headbutt is niche, but it's main target is Keldeo. Most of the other Water-types that use Scald either don't resist X-Scissor or get hit by another move such as Knock Off. Slack Off lets it heal off any damage it took. This is especially useful due to its SR weakness.

Sample set: Tank
Code:
Armaldo @ Leftovers
Ability: Water Veil
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Toxic / Stealth Rock
- Slack Off
- X-Scissor / Aqua Tail
- Knock Off / Zen Headbutt / Scald / Aqua Jet / Stealth Rock
This is a bulky water that switch into other bulky waters easily. Toxic is there because it is probably the best tool you have to beat most Water-types except for stuff like Starmie and Tentacruel, the former gets rekt by X-Scissor. Of course, if you need Rocks then Armaldo can easily provide. Slack Off is a given for any bulky set for obvious reasons. 3rd slot is STAB of choice - X-Scissor is preferred since it hits most Water-types neutrally. Last Slot is the utility slot. You can use Knock Off, Scald, Zen Headbutt (for Keldeo), Aqua Jet, or Stealth Rock as options. Rapid Spin can also fit here but since Armaldo is SR weak it probably isn't the best spinner around.
Sample set: Sword Dance
Code:
Armaldo @ Lum Berry / Life Orb
Ability: Swift Swim / Water Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Aqua Tail
- X-Scissor
- Aqua Jet / Cross Poison / Slack Off
Again, there really isn't much variation to add onto Armaldo's set - just minor tweeks. Swift Swim vs Water Veil basically depends on if you're making a rain team or not. Usually, you will be if you plan on using Armaldo. As for the moveset, there aren't really that many options for coverage, but that's fine due to Water + Bug having good neutral coverage. Cross Poison exists for 1 thing and 1 thing only - Azumarill, who otherwise walls you.

G-Luke
Typing:
/

Stats: 105 / 135 / 140 / 70 / 100 / 50
Abilities: Bulletproof, Water Absorb
Movepool additions: Metal Burst, Recover, Thunder Wave

Niche in OU: Here is another Rapid Spinner unfossiled, but while Ghosts might get safe switch ins, they lose momentum for there teams if they do. Armaldo might seem like your typical defensive mon, but its ability Bulletproof + Massive physical defence is its key as a great defensive spinner. Barring knock off, Ghost types can easily come in on Armaldo, but that's the trick. Most Ghosts are special attackers as such commonly run Ghost+Fighting coverage (Shadow Ball + Focus Blast). Thanks to Bulletproof, its immune! Water Absorb gives root to its sea life heritage and allows it to wall (and check some) water types. Recover enables it to last long in the match, Metal Burst takes advantage of its low speed and high bulk to hit offence hard. Thunder Wave might seem like a stretch, but MANY steels have access to this move, and it gives it a lot of utility.

Drawbacks: While it seems amazing, Armaldo hates Fire types and powerful special attackers (especially if not running Bulletproof) a lot, since its special bulk is average at best, most common special attackers can 2HKO it. Its speed can prove detrimental at times, and while Aqua Jet sounds reasonable, a non-STAB 40 BP move won't be denting a lot. It has also has great 4MSS, since it can't fit STABs / Knock Off / Recovery / T.Wave / and Rapid Spin in one set. But regardless of these drawbacks, Armaldo is a great defensive Pokemon fit for OU.


Sample set:
Code:
Armaldo @ Leftovers
EVs: 248 HP / 252 Def / 8 Atk
Ability: Bulletproof / Water Absorb
Impish Nature
- Rapid Spin
- Recover
- Knock Off
- Metal Burst / Thunder Wave

pabtwitch
Typing:
/

Stats: 100 / 140 / 130 / 75 / 100 / 55
Abilities: Tough Claws, Shed Skin
Movepool additions: Waterfall, Poison Jab, Recover

Waterfall - It's a good Water STAB for people who don't want to have to chance the miss with Aqua Tail
Poison Jab - It jabs you with it's jabbers, it can already learn Cross Poison, so why not Poison Jab?
Recover - Mainly to save it from getting crippled by switching into hazards on hazard stack teams, but its based off of an ancient arthropod, so who knows what it could do, fun to speculate


Niche in OU: Bug/Water acts as a unique and powerful defensive typing being only weak to Flying, Rock, and Electric and resisting key types such as Ground, Steel, Fighting, Ice, and Water. This defensive typing coupled with an amazing bulk spread of 100/130/100 and access to Recover, makes it easily stop things in it's tracks such as Weavile, Azumarill, Conkeldurr, Excadrill (even with Rock Slide 252+ Atk Life Orb Excadrill Rock Slide vs. 248 HP / 252+ Def Armaldo: 146-172 (36.2 - 42.6%) -- guaranteed 3HKO), Keldeo, Scizor, and more. All of this coupled with the under-represented ability, Shed Skin, makes it a pseudo-counter to Scald and other forms of status. It's defensive downfall is its weakness to Stealth Rocks, preventing from it succeeding at walling as well, so another form of hazard control is required for it to succeed as a defensive threat.

However, it has great potential for an offensive set in combonation with Tough Claws. It has a great movepool in combination with Tough Claws in moves such as STAB X-Scissor and Waterfall/Aqua Tail, Aqua Jet, Superpower, Poison Jab, and Knock Off. It can also use other coverage such as Earthquake and Stone Edge/Rock Blast if your team needs it. However, without some of the coverage mentioned, it can be easily stopped by common threats such as Dragonite if you're not carrying Rock-coverage or Ferrothorn if you don't have Superpower. Assault Vest is usable, but its weakness to Rocks and access to Recover makes other items a better option for offensive Armaldo. It also has set-up options in Rock Polish, Swords Dance, and Hone Claws, making Armaldo an even BIGGER threat.

Sample sets:
Code:
Armaldo @ Leftovers
Ability: Shed Skin
EVs: 208 HP / 252 Def / 48 Spe
Impish Nature
- Stealth Rock
- Recover
- Waterfall
- Toxic
Code:
Armaldo @ Leftovers
Ability: Tough Claws
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Substitute
- Swords Dance
- X-Scissor
- Waterfall
Code:
Armaldo @ Choice Band
Ability: Tough Claws
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Superpower
- Aqua Jet
Code:
Armaldo @ Life Orb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Polish
- Aqua Tail
- Knock Off
- Superpower

Ticktock
Typing:
/

Stats: 100 / 135 / 115 / 75 / 100 / 75
Abilities: Swift Swim, Regenerator
Movepool additions: Crabhammer, Rain Dance, U-Turn

Niche in OU: It can function as a strong wall with passive healing and U-Turn to switch out easily. It's speed is pretty decent for a wall, so it can act on rain sets with Swift Swim, though it luckily does not outclassed Kabutops. It can lay down Rocks and will spin them away with ease. It also threaten common Fire and Rock types that also can hurt it back.

Sample set:
Code:
Armaldo @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Adamant Nature
- Rapid Spin
- U-turn
- Crabhammer / Aqua Jet
- Earthquake
This set would function as a Bulky Rapid Spinner, which can block offensive threats like Talonflame. You can trade in Crabhammer for Aqua Jet if you want priority.

Cretacerus
Typing:
/

Stats: 95 / 145 / 110 / 80 / 90 / 80
Abilities: Poison Heal, Regenerator
Movepool additions: Cross Chop, U-Turn, Dragon Tail

Niche in OU: While Kabutops performs better against offensive teams by keeping up momentum and offensive pressure, Armaldo takes up the role of a defensive spinner who can reliably come in against common threats throughout the game, and provide support for its team. Its Bug/Fighting typing grants it a unique set of resistances (i.e. Dark, Ground, Fighting and Bug) which allow Kabutops to take on a variety of physical threats including Bisharp, Mega Lopunny, Kyurem-B and Weavile and threaten them back with its Fighting STAB. Perhaps even more notable is its ability to easily switch in against the most common hazard setters in the game such as Landorus-T, Garchomp, Ferrothorn, Hippowdon and Excadrill and actually outlast them, making it a very capable defensive spinner. Most of the defensive threats have trouble to even outdamage the Poison Heal recovery on the Physical Tank set, while none of the offensive threats has the ability to reliably 3HKO it without a boost, while being OHKOed in return. X-Scissor is a reliable secondary STAB which deals with the Psychic-types who resist Cross Chop, while Dragon Tail is an alternative to punish opposing boosting and rack up passive damage from your own hazards, especially against potential Flying- and Fire-type switch-ins. With its immunity to Burns, passive recovery and resistance to Dark, it can usually outlast a Mega Sableye switching in to spinblock, and phaze it out with Dragon Tail should it attempt to set-up.

With the given spread, Armaldo is also capable of running a viable Offensive Pivot set which takes advantage of its great Attack stat, useful typing including a neutrality to Stealth Rock, and STAB U-Turn in combination with Regenerator. A base Speed of 80 allows Armaldo to outspeed opposing Bisharp and Heatran and revenge kill them with its Fighting-type STAB (even after Bisharp gets off multiple Sword Dance boosts). Stone Edge provides valuable coverage alongside Armaldo's STABs by hitting Flying- and Fire-types such as Charizard, Tornadus, Thundurus and Gyarados for super-effective damage on the Scarf Set, as well as Talonflame on the switch-in. Cross Poison deals with Fairy-types which resist both STABs, though Knock Off and Rapid Spin are an option for additional utility especially when running Assault Vest.

Despite Armaldo's potential against physical attackers, its average Special Defense and mediocre Speed oftentimes leave it open to opposing special attackers. It also possesses exploitable weaknesses to Flying- and Fairy-types in OU, which can easily find switch-ins due to resisting both its STAB options.


Sample set: Physical Tank
Code:
Armaldo @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Rapid Spin
- Cross Chop
- X-Scissor / Dragon Tail
- Protect / Stealth Rock
Sample set: Offensive Pivot
Code:
Armaldo @ Choice Scarf / Choice Band/ Assault Vest
Ability: Regenerator
EVs: 4 HP / 252 Atk / 252 Spe
Jolly / Adamant Nature
- U-Turn
- Superpower / Cross Chop
- Stone Edge
- Cross Poison / Knock Off / Rapid Spin

NV
Typing:
/

Stats: 105 / 143 / 100 / 70 / 100 / 82
Abilities: Water Absorb, Adaptability
Movepool additions: U-turn, Glare, Spiky Shield

Niche in OU: Armaldo, with access to U-turn and Glare, becomes an amazing paralysis pivot as it can cripple all the mons it can check such as Keldeo, Azumarill, Breloom, Excadrill, Air Balloon Heatran, and so on while the paralysis immune Pokemon such as Mega Manectric, Raikou, and Mega Diancie are all hit hard by a STAB Earthquake. Water Absorb is an amazing ability that not only fits flavor-wise (amphibious fossil mon and all), but it also allows Armaldo to check a great amount of threats such as Azumarill and Starmie while also being an amazing Rotom-Wash and Keldeo counter. Adaptability, while an amazing offensive ability, still leaves Armaldo walled by Flying-types as well as making it rely on coverage with shaky accuracy (Stone Edge) to hit said Flying-types. That being said, Adaptability + 143 Attack + 82 Speed makes it an amazing Rock Polish cleaner that has decent bulk to setup and take certain priority with the new bulk. Adapatability boosts its STABs which has decent neutral coverage while the Attack BST increase was mostly leftover BST points, but the main thing about the new offensive spread is the base 82 Speed. With a neutral nature, this new Speed stat fully invested hits 263, which outspeeds Jolly Bisharp by 1 point while also outspeeding Choice Scarf Latios by 1 point at +2.

However, Armaldo is checked by Water types such as Azumarill and Keldeo if it forgoes Water Absorb while it has all around checks no matter what the ability it has such as Landorus-T, Talonflame, and Skarmory.
Adaptability Calcs
Italicized calcs are offensive checks
252+ Atk Life Orb Adaptability Armaldo Earthquake vs. 252 HP / 172 Def Clefable: 351-413 (89 - 104.8%) -- 31.3% chance to OHKO
252+ Atk Life Orb Adaptability Armaldo Earthquake vs. 252 HP / 88+ Def Ferrothorn: 224-265 (63.6 - 75.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Life Orb Adaptability Armaldo Earthquake vs. 252 HP / 164+ Def Garchomp: 270-320 (64.2 - 76.1%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Armaldo Stone Edge vs. 0 HP / 0 Def Gengar: 252-298 (97.2 - 115%) -- guaranteed OHKO after Stealth Rock
-1 252+ Atk Life Orb Armaldo Stone Edge vs. 88 HP / 4 Def Gyarados: 270-320 (76.4 - 90.6%) -- guaranteed OHKO after Stealth Rock
-1 252+ Atk Life Orb Adaptability Armaldo X-Scissor vs. 0 HP / 4 Def Mega Gyarados: 333-395 (100.6 - 119.3%) -- guaranteed OHKO
252+ Atk Life Orb Adaptability Armaldo Earthquake vs. 252 HP / 144+ Def Hippowdon: 234-278 (55.7 - 66.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Life Orb Adaptability Armaldo Earthquake vs. 0 HP / 4 Def Keldeo: 364-429 (112.6 - 132.8%) -- guaranteed OHKO
252+ Atk Life Orb Adaptability Armaldo Earthquake vs. 0 HP / 0- Def Kyurem-B: 372-439 (95.1 - 112.2%) -- guaranteed OHKO after Stealth Rock
-1 252+ Atk Life Orb Armaldo Stone Edge vs. 252 HP / 240+ Def Landorus-T: 88-104 (23 - 27.2%) -- 1.5% chance to 4HKO after Stealth Rock and Leftovers recovery
0 Atk Landorus-T Stone Edge vs. 0 HP / 0 Def Armaldo: 100-118 (28.4 - 33.6%) -- 97.8% chance to 3HKO after Stealth Rock
252+ Atk Life Orb Adaptability Armaldo Earthquake vs. 96 HP / 0 Def Manaphy: 335-395 (91.7 - 108.2%) -- guaranteed OHKO after Stealth Rock
252+ Atk Life Orb Armaldo Stone Edge vs. 0 HP / 4 Def Mega Pinsir: 572-676 (211 - 249.4%) -- guaranteed OHKO
252 Atk Aerilate Mega Pinsir Quick Attack vs. 0 HP / 0 Def Armaldo: 194-230 (55.2 - 65.5%) -- guaranteed 2HKO after Stealth Rock (+2 OHKOs)
252+ Atk Life Orb Adaptability Armaldo X-Scissor vs. 248 HP / 252+ Def Rotom-W: 185-218 (61 - 71.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
0 SpA Rotom-W Hydro Pump vs. 0 HP / 0 SpD Armaldo: 248-294 (70.6 - 83.7%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Adaptability Armaldo Earthquake vs. 248 HP / 252+ Def Mega Sableye: 205-244 (67.6 - 80.5%) -- guaranteed 2HKO after Stealth Rock
0- Atk Mega Sableye Foul Play vs. 0 HP / 0 Def Armaldo: 184-217 (52.4 - 61.8%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Adaptability Armaldo Earthquake vs. 248 HP / 16+ Def Mega Scizor: 224-265 (65.3 - 77.2%) -- guaranteed 2HKO after Stealth Rock
+2 44 Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 0 Def Armaldo: 190-225 (54.1 - 64.1%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Armaldo Stone Edge vs. 252 HP / 252+ Def Skarmory: 95-113 (28.4 - 33.8%) -- 1.1% chance to 3HKO after Stealth Rock and Leftovers recovery
0 Atk Skarmory Brave Bird vs. 0 HP / 0 Def Armaldo: 216-254 (61.5 - 72.3%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Talonflame Brave Bird vs. 0 HP / 0 Def Armaldo: 470-554 (133.9 - 157.8%) -- guaranteed OHKO
252 Atk Life Orb Weavile Ice Shard vs. 0 HP / 0 Def Armaldo: 164-195 (46.7 - 55.5%) -- guaranteed 2HKO after Stealth Rock

Water Absorb Calcs
Armaldo vs.
32+ Atk Armaldo Earthquake vs. 0 HP / 4 Def Mega Altaria: 153-180 (52.5 - 61.8%) -- guaranteed 2HKO after Stealth Rock
32+ Atk Armaldo Earthquake vs. 172 HP / 0 Def Azumarill: 199-235 (51.8 - 61.1%) -- guaranteed 2HKO after Stealth Rock
32+ Atk Armaldo U-turn vs. 252 HP / 156+ Def Celebi: 364-432 (90 - 106.9%) -- guaranteed OHKO after Stealth Rock
32+ Atk Armaldo Earthquake vs. 0 HP / 4 Def Mega Charizard X: 302-356 (101.6 - 119.8%) -- guaranteed OHKO
32+ Atk Armaldo U-turn vs. 0 HP / 4 Def Mega Gyarados: 216-254 (65.2 - 76.7%) -- guaranteed 2HKO after Stealth Rock
32+ Atk Armaldo Earthquake vs. 0 HP / 4 Def Keldeo: 180-213 (55.7 - 65.9%) -- guaranteed 2HKO after Stealth Rock
32+ Atk Armaldo U-turn vs. 72 HP / 0 Def Latias: 254-300 (79.6 - 94%) -- 43.8% chance to OHKO after Stealth Rock
32+ Atk Armaldo U-turn vs. 0 HP / 0 Def Latios: 278-330 (92.9 - 110.3%) -- guaranteed OHKO after Stealth Rock
-1 32+ Atk Armaldo Earthquake vs. 0 HP / 4 Def Mega Manectric: 266-314 (94.6 - 111.7%) -- guaranteed OHKO after Stealth Rock
32+ Atk Armaldo Earthquake vs. 0 HP / 4 Def Mega Metagross: 234-276 (77.7 - 91.6%) -- guaranteed 2HKO after Stealth Rock
32+ Atk Armaldo Earthquake vs. 32 HP / 0 Def Raikou: 420-494 (127.6 - 150.1%) -- guaranteed OHKO
32+ Atk Armaldo U-turn vs. 248 HP / 252+ Def Rotom-W: 81-96 (26.7 - 31.6%) -- guaranteed 4HKO after Stealth Rock and Leftovers recovery
32+ Atk Armaldo X-Scissor vs. 248 HP / 252+ Def Rotom-W: 91-108 (30 - 35.6%) -- 30.5% chance to 3HKO after Stealth Rock and Leftovers recovery
32+ Atk Armaldo U-turn vs. 252 HP / 232+ Def Slowbro: 158-188 (40.1 - 47.7%) -- 3.1% chance to 2HKO after Stealth Rock and Leftovers recovery
32+ Atk Armaldo X-Scissor vs. 252 HP / 232+ Def Slowbro: 182-216 (46.1 - 54.8%) -- 96.9% chance to 2HKO after Stealth Rock and Leftovers recovery
32+ Atk Armaldo U-turn vs. 4 HP / 0 Def Starmie: 266-314 (101.5 - 119.8%) -- guaranteed OHKO
32+ Atk Armaldo U-turn vs. 248 HP / 0 Def Starmie: 266-314 (82.3 - 97.2%) -- 62.5% chance to OHKO after Stealth Rock
32+ Atk Armaldo Earthquake vs. 0 HP / 4 Def Tyranitar: 306-360 (89.7 - 105.5%) -- guaranteed OHKO after Stealth Rock

vs. Armaldo
+1 252+ Atk Pixilate Mega Altaria Return vs. 224 HP / 0 Def Armaldo: 318-375 (78.1 - 92.1%) -- 31.3% chance to OHKO after Stealth Rock
252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 224 HP / 0 Def Armaldo: 268-316 (65.8 - 77.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 224 HP / 0 Def Armaldo: 200-238 (49.1 - 58.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Life Orb Bisharp Knock Off vs. 224 HP / 0 Def Armaldo: 134-160 (32.9 - 39.3%) -- guaranteed 3HKO after Stealth Rock
252 Atk Tough Claws Mega Charizard X Flare Blitz vs. 224 HP / 0 Def Armaldo: 524-618 (128.7 - 151.8%) -- guaranteed OHKO
192+ Atk Gyarados Bounce vs. 224 HP / 0 Def Armaldo: 288-338 (70.7 - 83%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 224 HP / 0 Def Armaldo: 326-386 (80 - 94.8%) -- 43.8% chance to OHKO after Stealth Rock
252 SpA Choice Specs Keldeo Icy Wind vs. 224 HP / 252 SpD Armaldo: 142-168 (34.8 - 41.2%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
184 SpA Life Orb Latias Draco Meteor vs. 224 HP / 252 SpD Armaldo: 185-218 (45.4 - 53.5%) -- 90.2% chance to 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Latios Draco Meteor vs. 224 HP / 252 SpD Armaldo: 220-259 (54 - 63.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ SpA Choice Specs Magnezone Flash Cannon vs. 224 HP / 252 SpD Armaldo: 169-201 (41.5 - 49.3%) -- 20.7% chance to 2HKO after Stealth Rock and Leftovers recovery
+3 252 SpA Manaphy Energy Ball vs. 224 HP / 252 SpD Armaldo: 161-190 (39.5 - 46.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
+3 252 SpA Manaphy Ice Beam vs. 224 HP / 252 SpD Armaldo: 322-380 (79.1 - 93.3%) -- 37.5% chance to OHKO after Stealth Rock
252 SpA Mega Manectric Overheat vs. 224 HP / 252 SpD Armaldo: 230-272 (56.5 - 66.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 224 HP / 0 Def Armaldo: 213-252 (52.3 - 61.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Aerilate Mega Pinsir Return vs. 224 HP / 0 Def Armaldo: 494-584 (121.3 - 143.4%) -- guaranteed OHKO
252 SpA Choice Specs Raikou Hidden Power Ice vs. 224 HP / 252 SpD Armaldo: 144-170 (35.3 - 41.7%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
Rotom-W Volt Switch vs. Armaldo: 0-0 (0 - 0%) -- aim for the horn next time
Rotom-W Hydro Pump vs. Water Absorb Armaldo: 0-0 (0 - 0%) -- aim for the horn next time
0 Atk Skarmory Brave Bird vs. 224 HP / 0 Def Armaldo: 216-254 (53 - 62.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Starmie Ice Beam vs. 224 HP / 252 SpD Armaldo: 169-200 (41.5 - 49.1%) -- 18% chance to 2HKO after Stealth Rock and Leftovers recovery
252 Atk Tyranitar Stone Edge vs. 224 HP / 0 Def Armaldo: 168-198 (41.2 - 48.6%) -- 10.9% chance to 2HKO after Stealth Rock and Leftovers recovery

Sample set: Bulky Pivot
Code:
Armaldo @ Leftovers
Ability: Water Absorb
EVs: 224 HP / 32 Atk / 252 SpD
Adamant Nature
- U-turn / X-Scissor
- Earthquake
- Glare / Stealth Rock
- Stealth Rock / Rapid Spin / Spiky Shield
Sample set: Rock Polish
Code:
Armaldo @ Life Orb / Lum Berry
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- X-Scissor
- Earthquake
- Stone Edge / Knock Off
- Rock Polish
Sample set: Offensive Pivot
Code:
Armaldo @ Leftovers / Choice Band
Ability: Water Absorb / Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature / Jolly Nature
- U-turn
- Earthquake
- Glare / Stone Edge
- Spiky Shield / X-Scissor / Superpower
Angry1
Typing:
/

Stats: 115 / 125 / 145 / 70 / 100 / 45
Abilities: Unaware, Magic Guard
Movepool additions: U-Turn, Razor Shell, Dragon Tail

Niche in OU: When I was making Kabutops, I looked at the Water and Steel coverage, and both was resisted by Water, so I choose to give it this interesting type and Unaware. This also not only allows it to tank Keldeo but also a lot of set up sweepers, while breaking them with Razor Shell. Keldeo is dealt with by resisting its STABs, then phazing it out. A lot more comes to mind with at least 1 STAB resisted, like Garchomp, and a lot more. Its bulk helps it take one Sand Force boosted Stone Edge from Kabutops when SR is up, then it pivots with U-turn. Its typing also allows it to tank Mega Charizard X and a lot more threats. As for the moves I added, U-Turn is STAB and helps in pivoting, Razor Shell allows it to not be passive, being able to crush walls by decreasing its defense with its new STAB, and Dragon Tail is very important, as it gives Armaldo's tail a use, phazing out problems like Garchomp/Keldeo. Also it works pretty well as a lead.
As for Magic Guard, it can switch in without caring about SR, and can hurt the likes of Garchomp and Ferrothorn easily without fearing recoil. All in all, Armaldo is very splashable on teams and being an excellent pivot which can give its team mates free switch-ins is usable for stall, offense and balanced teams.


Sample set:
Code:
Armaldo @ Leftovers
Ability: Unaware / Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- U-Turn
- Dragon Tail
- Razor Shell

dsm77773
Typing:
/

Stats: 105 / 135 / 130 / 70 / 110 / 50
Abilities: Prankster, Battle Armor
Movepool additions: Encore, Taunt, Recover

Niche in OU: Armaldo is now a supporter and a stallbreaker on balance and stall teams, even offensive ones if you plan on abusing Encore. While it lacks U-turn, it has Recover, unlike Whimsicott, its main competition in OU. It's also much bulkier, and Armaldo's new typing gives it nice resistances to Grass, Ground, Dark and Ghost, and an immunity to Psychic, allowing it to take hits from Garchomp, Landorus-T, Mega Venusaur, Celebi and Bisharp. It also has STAB Knock Off on its movepool. Prankster is a nice ability that allows it to act as a stallbreaker with Prankster Taunt or a set-up counter with Prankster Encore.
However, Armaldo's new typing gives it a lot of weaknesses to common types such as Fairy, Fire, Rock and Flying, so Talonflame, Mega Charizard X and Y, Clefable and Tyranitar can easily KO it. It's also Stealth Rock weak and affected by all hazards, so it can't take a spinning role, despite its access to Rapid Spin.


Sample set: Support
Code:
Armaldo @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Encore
- Recover
- Knock Off
- Taunt



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


In order to vote, copy the listed names and rank them according to your preference. You may choose to rank as many or as few candidates as you like.
Code:
[b]Kabutops:[/b]
Most Preferred
Second Most Preferred
Third Most Preferred ...

[b]Armaldo:[/b]
Most Preferred
Second Most
Preferred Third
Most Preferred ...
Kabutops:
Snaquaza
Absollite
The Reptile
Reisuke
G-Luke
Ticktock
money12wolf
Cretacerus
NV
Angry1
dsm77773

Armaldo:
Snaquaza
Absollite
The Reptile
G-Luke
pabtwitch
Ticktock
Cretacerus
NV
Angry1
dsm77773

Voting will be open until 05.12.15, after which the two winning spreads will be determined and implemented!

Good luck to every participant, and may the best entry win!
 

nv

The Lost Age
is a Community Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Driver Alumnusis a Smogon Media Contributor Alumnus
Kabutops:
dsm77773
NV
Snaquaza
money12wolf
The Reptile
Reisuke
Cretacerus
Ticktock

Armaldo:
NV
Snaquaza
Cretacerus
dsm77773
Absollite
Ticktock

I hope I did this right
 
Kabutops:
The Reptile
NV
Cretacerus
Snaquaza
Reisuke
G-Luke

Armaldo:
NV
Snaquaza
Absollite
pabtwitch
The Reptile
Cretacerus
 
Last edited:

Cretacerus

Survivor
is a Top Artistis a Contributor to Smogonis a Top Smogon Media Contributoris a Forum Moderator Alumnus
Reactions Contest Winner
Kabutops:
Cretacerus
NV
dsm77773
The Reptile
Reisuke
Snaquaza
G-Luke
Ticktock
Angry1
money12wolf
Absollite

Armaldo:
Snaquaza
NV
Cretacerus
pabtwitch
Ticktock
The Reptile
G-LukeAbsollite
Angry1
dsm77773
 

Bice

formerly Viridi
Kabutops:
Absollite
The Reptile
Reisuke
G-Luke
Ticktock
NV

Armaldo:
Snaquaza
Absollite
The Reptile
G-Luke
pabtwitch
Ticktock
Cretacerus
NV
Angry1
 

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