Gliscor - Superpowerdude
Gliscor @ Toxic Orb
EV's: 252 HP / 184 Atk / 72 Spe
Nature: Adamant (+Atk -SpA) /
Trait: Poison Heal
-Earthquake
-U-turn
-Toxic
-Taunt
I can see this Gliscor set working very well on sand teams and volt turn teams. The combination of Taunt+U-turn is very great to grab momentum as you can do something like make Skarmory useless, then switch into a Pokemon that can take it on like Magnezone. Taunts use isn't only to stop opponents setting up hazards, but blocking status attempts and stat booster can definitely help your sweepers setting up and all you have to do once you have Taunted your opponent it U-turn to the most apporopraite Pokemon. So basically this set annoys the opponent with either Toxic or Taunt, then U-turns out.
As I mentioned earlier this Pokemon works well with sand and volt turn. Scizor and Magnezone are great partners because they can continue the volt turn chain, and they can trap Gengar and Skarmory two Pokemon that wall this set.
Mew - Joeyboy
Mew @ Life Orb / Leftovers
Trait: Synchronize
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Reflect Type
- Swords Dance
- Drain Punch
- Sucker Punch
Oh yeah, reflect type dudes and dudettes. Tired of Tyranitars and Scizors ganging up on Mew, you can kiss that fear goodbye. Set up a Swords Dance on the switch, and then BOOM hit 'em with a Reflect Type, weakness removed. Also people often think Mew is the WoW+Taunt so they'll switch in things like Heatran, set up Swords Dance and Drain Punch that volcano beast. Drain Punch and Sucker Punch provide pretty neat coverage, plus you can set up to +2 and try for a mini sweep.
Sidebar: Was looking at all the tms mew gets... am I the only one whos never heard of the move Quash...
Infernape - Joeyboy
Infernape @ Life Orb / Expert Belt
Trait: Blaze
EVs: 252 Spd / 252 SAtk / 4 Atk
Hasty Nature
- Sunny Day
- SolarBeam
- Fire Blast
- Close Combat
Took a chapter from Venusaur's and Ninetales books. Infernape was considered a top tier wallbreaker last gen, but that all changed with the introduction of Drizzle to the OU metagame. In the rain Infernape's Fire-type stab is neutered and without it it can't hope to break pretty much any common defensive core. Jellicent and Tentacruel act as fairly good counters to the usual set but with Sunny Day that all changes. See a Politoed coming in? Use Sunny Day now something on the enemy team is gunna get smashed. Lati@s still remain apt counters to this set so U-Turn could potentially go over Close Combat but that removes your way to get past 'mons like Heatran or bulky Tyranitar. Plus the best Jellicent and Tentacruel can do now is either Toxic or use a weak Sun-weakened Scald. Expert Belt can be used if you're worried about too much passive damage but Life Orb helps in breaking Tentacruel.
Espeon - youngjake93
Espeon @ Life Orb
Trait: Magic Bounce
EVs: 252 Spd / 252 SAtk / 4 Def
Modest Nature
- Grass Knot
- Hidden Power Fire
- Psychic
- Shadow Ball
The idea of this set is to do Espeon's job without losing momentum. It comes in on the hazard setter, threatens with a OHKO(2HKO for deo-d) if it stays in, but will 2HKO bulky things like Tyranitar/Jirachi switching in to attempt to take momentum back and/or change the weather.
I've got HP Fire over HP Fighting to threaten Skarmory, Ferrothorn, Scizor, etc and because you shouldn't be trying to take on Tyranitar 1v1 anyway(grass knot KOs switch-ins).
With Modest you still outspeed +Spd base 95s.
______________
252+ SpA Life Orb Espeon Grass Knot (120 BP) vs. 252 HP / 252+ SpD Tyranitar in sand: 179-213 (44.3 - 52.72%) -- 85.55% chance to 2HKO after Stealth Rock
252+ SpA Life Orb Espeon Shadow Ball vs. 252 HP / 4 SpD Deoxys-D: 166-198 (54.6 - 65.13%) -- guaranteed 2HKO
252+ SpA Life Orb Espeon Psychic vs. 252 HP / 0 SpD Politoed: 211-250 (54.94 - 65.1%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Life Orb Espeon Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 333-395 (94.6 - 112.21%) -- guaranteed OHKO after Stealth Rock
252+ SpA Life Orb Espeon Psychic vs. 252 HP / 0 SpD Tentacruel: 359-424 (98.62 - 116.48%) -- guaranteed OHKO after Stealth Rock
252+ SpA Life Orb Espeon Hidden Power Fire vs. 252 HP / 0 SpD Jirachi: 221-260 (54.7 - 64.35%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Life Orb Espeon Psychic vs. 0 HP / 4 SpD Dragonite: 208-247 (64.39 - 76.47%) -- 12.5% chance to OHKO after Stealth Rock
Most of these sets being suggested for Espeon seem at least as useful as the on-site ones tbh.
Celebi - Neliel
Celebi @ Life Orb
Trait: Natural Cure
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Seed Bomb
- Sucker Punch
- Baton Pass
As you can see, this is a phisical celebi. Sword dance its quite underrated to be honest, and the fact that it can use a strong priority like sucker punch is what makes this set good. Celebi has many usefull resistances, such as to ground, water, eletric pokemon that can use as a setup bait to do a couple of sword dance. For example, its perfect to setup sword dance against rainstall teams and then to batonpass the boost to some other threatening pokemon. by the way, the evs and the item here only have the purpose to power up sucker punch. I would say that sucker punch its nothing to laugh about in term of power, here some calculations after a sword dance;
...
This set find his home on heavy offense teams. Deo-d its a great support for him since celebi appreciates the almost always stealth rock on the field and spikes. Obviously there are some pokemon that full stops it, like steel types, but this is what baton pass is for. Basically, if a scizor comes in while you sword dance, you can bpass to something else that take care of him, for example scarf darmanitan. Other good teammates are scarf moxie mence, ddnite, Sd lucario/scizor, even arcanine can be good thanks to the +2 extreme speed he can use.
Jirachi - Shurtugal
Jirachi @ Choice Specs
Trait: Serene Grace
Nature: Modest
EVs: 252 HP / 252 SpA / 4 SDef
- Doom Desire
- Psyshock
- Thunder / Thunderbolt
- Hidden Power [Ice] / Grass Knot / U-turn / Healing Wish
1. Doom Desire can OHKO Reu. At least, last time I used it Doom Desire did ^-^.
2. Destroy stall instantly; suffer the drawbacks of being forced out after using DD
3. Nice for gimmick teams
Hydreigon - Cherub Agent
Hydreigon @ Life Orb
Trait: Levitate
EVs: 64 HP / 252 SpA / 194 Spe
Mild / Modest Nature
- Tailwind
- Draco Meteor
- Flamethrower
- Superpower / Roost
Hydreigon is an incredible user of Tailwind, and generally amazing Pokemon to use on Sun teams (obviously not only on them, but the Specs set can straight up OHKO any weather starter, the Substitute set has excellent longevity, the mixed set is great at taking out Heatran etc). I've used this Hydreigon on my Sun team for a while now, as powerful Fire-types such as Heatran and Darmanitan can more or less go to town under Sun and Tailwind. Hydreigon's huge slew of resistances and immunities (eight in total) allow it to reliably set up Tailwind; if this wasn't enough, it also has Roost to set it up multiple times and to offset that Life Orb recoil. The beauty of this set is really that every time you bring it out it can do a different thing. You can immediately set up Tailwind. You can instantly fire off a Draco Meteor. You can destroy some of Sun's greatest enemies such as Tyranitar and Heatran with a well placed Superpower. Hydreigon is an incredibly versatile Pokemon with no true counters, and has a large variety of sets that it can successfully run.
Tyranitar - DarkBlazeR
Tyranitar @ Focus Sash
Trait: Sand Stream
EVs: 120 Atk / 136 SAtk / 252 Spd
Hasty Nature
- Crunch
- Superpower
- Flamethrower
- Ice Beam
This set is a great change of pace from the usual Tyranitar sets. Although it requires a bit of support to work to its full potential, such as Rapid Spin support to keep hazards away, and good prediction to get in safely, when played correctly this set will usually net you 2-3 KOs per match. The reason it works so effectively is because of the surprise value - few people expect Tyranitar to run max Speed, and even fewer expect Tyranitar to run a mixed set in tandem with max Speed.
With Crunch you can bluff a choice item initially, only to KO the opponent with the appropriate move who think you're locked in. Some of Tyranitar's usual checks, e.g. Scizor, Breloom, Landorus-T, Gliscor, Garchomp, Hippowdon, Ferrothorn, Forretress, Skarmory, Tangrowth etc will be swiftly dealt with by Flamethrower/Ice Beam.
Focus Sash is an amazing item on this Tyranitar, as it enables it to get unexpected KOs on things that could formerly beat it. Most notable is Terrakion, whom attempts to revenge kill with Close Combat. Tyranitar's sash activates, and KOs Terrakion in the same turn with Superpower. You no longer have to hope that Gengar's Focus Blast will miss, as you will come out on top 100% of the time with Focus Sash still functional. Dragons trying to break through you will come to an icy end. The list goes on.
This Tyranitar may be lacking in terms of overall power, but its ability to turn the tide of the game in your favour makes it worth using. Obviously it isn't as adept at winning the weather war as the standard, bulkier Tyranitar sets, so I'd recommend you either use it in tandem with Hippowdon, or use it on an offensive team that doesn't really rely on weather but would like some way of checking other weather teams. Specifically, it tends to pair well with certain sweepers that are checked by mons that this Tyranitar lures in - Salamence/Lucario/SD Landorus-T to name a few, though another very notable teammate for this set is OTR Reuniclus, who appreciates Tyranitar removing Scizor from play.
Metagross - Joeyboy
Metagross @ Leftovers
Trait: Clear Body
EVs: 112 HP / 252 Atk / 144 Spd
Adamant Nature
- Substitute
- Toxic
- Meteor Mash / Zen Headbutt
- Earthquake / Hammer Arm
This is a pretty cool set and has been the only one I'll run if I want to run a Metagross, really only when Torn-T was around and then only rarely ;]. So the set works a lot like SubToxic Heatran. Metagross has got some great resists plus enough bulk and power to force switches, when it does you Sub up. From there you can A) Smack something hard or B) Toxic Stall something. Toxic is great on this set as Bulky Water-types are some of Metagross most common switch-ins. And with Sub+Toxic you can stall them out until you can EQ them to death. Speed EVs are to speed creep Sub Magnezone and should give you plenty of room to outpace Tyranitar, though by no means will outspeed them all, then max attack to smash things and finally extra EVs go to HP for a snazzy Leftovers number.
To address the slashes: As neliel pointed out zen headbutt has some utility as it can hit the water-types harder, plus if you're team really doesn't like Keldeo that might make the nod in its favor. Hammer Arm can also be used, but really the only utility I see is if your team really dosen't like Skarmory as Hammer Arm will do more to the metal bird.
Vaporeon - Alexander.
Vaporeon (F) @ Life Orb
Trait: Hydration
EVs: 212 HP / 252 SAtk / 44 Spd
Modest Nature (+Spd, -Atk)
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Rest
I used this set for a while and I have to admit it isn't bad at all. With 252 EVs in SAtk, with a Modest nature and with a Life Orb as item Vaporeon hits really really hard. Plus, Vaporeon usually runs a defensive set so this Vaporeon'll surprise many people during the battle, which isn't bad of course. The element of surprise is always very helpful. Hydro Pump is the main move of this set, which with the rain support and with the Life Orb is just an incredible move but you're free to change it with Surf if you don't like the misses. Otherwise Ice Beam and Hidden Power Grass are useful coverage moves which are here to hit mainly Dragon-types and other bulky Water-types (like Gastrodon) respectively. Finally, Rest allows Vaporeon to recover all its HP in 1 turn if rain is up, which is really really good since Vaporeon can stay alive longer. This set is very underrated and it's fun to use too, so give it a try people.