Type CondensinG (Playable on ROM!)

drampa's grandpa

cannonball
is a Community Contributoris a Community Leader Alumnus
Fun fact: Shedinja now only has two weaknesses. Fire and Dark, neither get increased prevalence. However it's still pretty trash especially dying in rain 0.5 and super sandstorm.
And, similarly to nv's Slowbro, it's immune to toxic. Bring a weather counter, good hazard control, and avoid pursuit, and you might have something more than a terrible gimmick. Or maybe not.
 
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Fissure

Cotton Candy Thighs
is a Tiering Contributor Alumnus
This may sound like a gimmick mon, but Malamar looks like it is going to be a threat. It is only weak to fairy now...no more 4x to bug. Superpower and knock off gives nearly perfect coverage bar fairy type (but you're weak to fairy so you wouldn't try to sweep if your opponent has a fairy type). MarMar is immune to 3 types (psychic, ghost, and poison). You could run psycho cut for fighting types, but superpower, knock off, rest talk is arguably the best set.

EDIT: I know ghost and poison are now psychic, but malamar would still be immune to like shadow ball, sludge bomb, poison jab, other common moves.
 
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lost heros

Meme Master
is a Pre-Contributor
So Sand Cores have actually changed a lot in this, and I can't believe they haven't been addressed earlier.

To start, Sandstorm in general is a lot better. Not only does sand retain its power in hurting the opponent, but also now fighting types, including previously rock and ground types get appreciated special defense bonuses, making them all significantly bulkier.

Fighting types are a lot better. Previously fighting type Pokemon not only lose their weakness to flying types, they're now super effective against them. Previously rock and ground Pokemon aren't weak to grass and water Pokemon any more. Fighting type moves are also one half of the perfect neutral coverage (except for freaking bronzong) with normal.

And now for the core.

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk/ 4 Def/ 252 Spe
Jolly Nature
New typing: Fighting/Dark
- Earthquake/Superpower
- Crunch
- Pursuit
- Iron Head

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
New typing: Fighting/Steel
- Earthquake
- Iron Head
- Return
- Swords Dance

Not too much changes with the core itself, except for the fact that they both have more open move slots.

Tyranitar no longer needs Stone Miss for STAB and appreciates either STAB Fighting Earthquake or Superpower. It's ability to Pursuit-Trap is also greatly appreciated against all the psychic types as well as the new poison types who are very happy with their better typing. Unfortunately, it trades it's 4x weakness to fighting to four times weak to fairy, which isn't much better. However, fairy (4x) and fighting (2x) are its only weaknesses.

Excadrill becomes even scarier as a sand sweeper. It now is even bulkier thanks to the sp. defense boosts. It also no longer needs to run rock slide as coverage, but unfortunately doesn't have a dark type move that could be used for coverage.

Excadrill and Tyranitar work great together. Tyranitar can threaten and pursuit trap the psychic types that threaten Excadrill. While Excadrill can really do a number on those pesky fairy types that threaten Tyranitar.

Threats:
Other Fighting types: Fighting types threaten both Excadrill and Tyranitar, and neither has Psychic (Poison) or Fairy coverage.
Fire types: Fire types can threaten Excadrill, mostly because Earthquake is not Super Effective on Fire types any more.
Stealth Rocks: Make no mistakes here. While both of these mons used to shrug off rocks like they were nobody's business, they're now weak to them, making it dangerous to switch between the two while rocks are out.
 

drampa's grandpa

cannonball
is a Community Contributoris a Community Leader Alumnus
The Dukes of Hazards

Hazard Setters (in descending BST order, for no real reason):
Stealth Rock is now Fighting type, hitting Normal (inclusing former Flying), Steel, and Dark types super effectively and Psychic (including former Poison and Ghost) and Fairy types not very effectively.

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Iron Head / Toxic

Garchomp @ Lum Berry / Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Swords Dance / Iron Head

These are just two of the possible Garchomp sets. Garchomp is very flexible. It prefers Iron Head over Fire Blast here due to all Fairy types walling its STABs. A good offensive setter. Also notably one of the best ways to punish Rapid Spin now that spinblockers aren't a thing.


Tyranitar @ Smooth Rock / Leftovers
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Pursuit
- Fire Blast / Crunch

SupporTar. You can use this on a sand team. It can take a +1 EQ from Dragonite and OHKO back with EQ after SR
0 Atk Tyranitar Earthquake vs. 0 HP / 4 Def Dragonite: 288-342 (89.1 - 105.8%) -- guaranteed OHKO after Stealth Rock
+1 252+ Atk Dragonite Extreme Speed vs. 248 HP / 80+ Def Tyranitar: 171-202 (42.4 - 50.1%) -- 37.1% chance to 2HKO after Stealth Rock
+1 252+ Atk Dragonite Earthquake vs. 248 HP / 80+ Def Tyranitar: 286-338 (70.9 - 83.8%) -- guaranteed 2HKO after Stealth Rock
If you're facing a Dragonite make sure you get SR up early and then take Tyranitar out of the game, as it won't be able to counter Dragonite if it takes much damage. Another problem is you can't switch in on a +1 EQ.
All in all, Tyranitar appreciates the buff to sand, and, now being weak to SR, likes a good hazard clearing partner.


Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast / Magma Storm
- Earth Power / Nature Power
- Flash Cannon / Earth Power / Nature Power
- Stealth Rock

Heatran now has fewer weaknesses (no more Ground! Yeah!), but unfortunately, fewer 4x resistances. Ice becoming water is bad for it, bug becoming grass is nothing, it loses its immunity to poison. However with the prominence of grass types and steel being the only normal resist in this meta it will definitely still be used. Fire Blast / Earth Power / Flash Cannon is the coverage from standard, it can be used to hit the Grass, Fairy, and Normal types that Hetran wants to check. However, Nature Power gives Heatran perfect coverage with Fire Blast (outside of opposing Heatran). Probably not worth it as its pitifully weak, but its something to keep in mind. The Air Balloon is nice to keep, not just because Fighting itself is going to be a very prominent type in TCG, but because it helps Heatran beat things such as Breloom, Mega Altaria (with either Fire Blast or Earthquake), and Normal types attempting to abuse their 'perfect' fighting coverage.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Taunt / Protect / Roar
- Stealth Rock

Defensive 'tran. Probably got worse in the new meta, for typing reasons mentioned above, but can still spread burns and check grass types. This guy is basically completely unchanged from standard, just in a new meta. Check Heatran's OU analysis for what this is used to check, they haven't changed much I think, except more grass types will probably be added. Funnily enough Protect variants of this are complete set-up bait for Chandelure now. Is that even going to be a thing?


Landorus-Therian @ Soft Sand / Focus Sash / Normal Gem / Silk Scarf
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Earthquake
- U-turn / Explosion / Return
- Knock Off / Explosion / Return
- Stealth Rock

Landoge now has one resistance, to Dark, no immunities, and perfect STAB coverage outside of abilities. And it actually gets its STABs this time. It's only weak to fighting type priority. Its best bets are probably offensive sets, like the one above. Choice Scarf also seems nice, but not for Stealth Rock. Perhaps a little less versatile than in standard, but still a good mon.


Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
- Giga Drain / Psychic / Psyshock
- Recover
- Baton Pass / Thunder Wave
- Stealth Rock / Healing Wish / Perish Song

Celebi makes a nice pivot and check to Fighting, Grass, and Water types. This isn't really new, although the first two types have certainly risen in prominence. It's newfound resistance to SR along with its good defensive typing help it come in multiple times throughout the match to set Stealth Rock if need be. Offensive sets are probably better than ever as well.


Terrakion @ Focus Sash
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Taunt
- Return
- Stealth Rock

Lead Terrakion. Gets up rocks, hits things hard. It lost its rock type, so now it's just Fighting. Taunt opposing leads, hit things in your way hard with your perfect coverage except Bronzong and most importantly get up Stealth Rock to support the rest of your team. Best on teams that can provide enough offensive pressure to not need to reset rocks, and ones that appreciate the fast taunt on a lead.


Cobalion @ Leftovers
Ability: Justified
EVs: 144 HP / 112 Atk / 252 Spe
Jolly Nature
- Close Combat
- Volt Switch
- Iron Head / Taunt
- Taunt / Stealth Rock

Cobalion usually works as a pivot, and trading its 4x resistance to Stealth Rock for a weakness ain't pretty. Honestly the only reason I even mention it is because of its resistance to Grass and Normal. It also gets a nice fast taunt, if you're into that.


Azelf @ Focus Sash
Ability: Levitate
EVs: 228 Def / 28 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Explosion
- Skill Swap
- Taunt

Is there anything that says hyper-offense suicide lead more than Azelf? Explosion is nice now that you don't have to worry about ghosts and rock types and stuff, especially Diancie.


Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Stealth Rock
- Heavy Slam
- Avalanche / Thunder Wave
- Fire Punch / Earthquake / Rock Slide / Roar / Dragon Tail

Aggron-Mega is the epitome of physical bulk. The ultimate stop to normal spam. It's now weak to Stealth Rock, especially on first switch in and wishes Ice types had stayed the way they were.


Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Toxic / Whirlwind / Crunch

Bulky sand hippo is bulky. Now one of the ever-so-common fighting types of the meta, it has a couple fewer resists and one fewer weaknesses: most importantly no Scald weakness anymore. It still has its great stats, and will still be a great asset for more defensive teams, and can still come in repeatedly to set the rocks, heal up, phaze, spread status, or support with sand, which now notably gives itself a boost... which probably means that the evs need to be changed. But I'm too lazy for that. Crunch was added to the set to hit the psychic types that otherwise wall it.


Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Ice Shard
- Earthquake
- Endeavor / Knock Off / Icicle Crash

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Shard
- Earthquake
- Icicle Crash / Knock Off
- Knock Off / Stealth Rock

Mamoswine still makes for a nice lead, revenge killer, or AoA, but its coverage isn't quite as god tier as it used to be. It's now walled by the plethora of Grass / Psychic types without knockout, including things like Mega Venusaur, Amoonguss, and Celebi. Even with Knock Off it's going to be walled by Azumarill unless you run Freeze Dry or maybe Iron Head, and by that point Stealth Rock is going to be difficult to fit on the set. The lead set still can't be taunted, Endeavor now isn't blocked by Ghosts (except Shedinja). Overall Mamoswine's offensive utility and ability to force switches giving opportunities to set rocks has probably gotten a little worse, but on the other hand, it now has a half-way decent typing to come in on things with, and I think Keldeo has shown what one can do with this typing in OU.


Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Stealth Rock / Toxic / Substitute / Protect / Facade / Earthquake / Roost / Knock Off / U-Turn
- Taunt / Substitute / Toxic
- Roost / Earthquake / Protect / Toxic
- Facade / Earthquake

Gliscor still has good bulk and insane healing abilities, now with terribad defensive typing but good offensive typing. If you're going to use it (I don't think it'll be that good...) it's probably better off doing something other than setting rocks


Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Toxic / Stealth Rock
While at least to start most people will probably be using Excadrill on the hyped up sand teams, let's not forget its value as a Stealth Rock setter, going through Magic Bounce with Mold Breaker. It also gets Rapid Spin to take down the opposing sides hazards.

Bisharp @ Focus Sash
Ability: Defiant
EVs: 252 Atk / 52 SpD / 204 Spe
Jolly Nature
- Knock Off
- Stealth Rock
- Sucker Punch
- Iron Head

Bisharp can take on Defoggers with Defiant, Sucker Punch Rapid Spinners, and generally hit hard. It might be better off with a different set though.


Ferrothorn @ Leftovers / Rocky Helmet / Air Balloon
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock / Spikes
- Leech Seed
- Gyro Ball / Power Whip
- Power Whip / Protect / Thunder Wave

Another pokemon that hasn't changed much in of itself, but has been quite affected by the metas changes around it. It's now weak to Stealth Rock, dislikes the prominence of Fighting moves, no longer has an immunity to poison (still a resist), and hence can be toxiced, and is now one of the best deterrents of Rapid Spin in the game, along with Garchomp. It can still set either spikes or Stealth Rock (or both if you're bold and courageous) and still has problems with only having passive healing.


Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Thunder Wave / Fire Blast / Ice Beam / Focus Blast
- Soft-Boiled

Clefable does the same thing it ever did. Who cares about hazards? Not it. This set provides the same enormous utility it does in standard, the only real question being what move to run in the third slot. Focus Blast gets the best neutral coverage, only missing out on Delphox and Chandelure, but is Focus Miss, and might not be the greatest idea on something that will hopefully be sticking around for awhile. Water / Fairy coverage offers good coverage too, but Fire Blast hits the Grass / Steel mons like Scizor and Ferrothorn that could otherwise pain this set. Thunder Wave does the paralysis thing and is also a good choice. The OU set lists Magic Guard as the only ability, but with Toxic Spikes now being much easier to clear from the field and Clefable's newfound resistance to Stealth Rock, Unaware might also be worth it.


I'm going to be real here... you probably shouldn't be using Skarmory as your Stealth Rock mon here. Just don't. It's typing sucks. I'll talk about it when I get around to doing Spikes, because that's much more unique.


Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Toxic / Thunder Wave / Stealth Rock
- Soft-Boiled / Stealth Rock / Protect
- Seismic Toss
- Heal Bell / Wish

Chansey is still her bulky self, except now weak to SR so slightly easier to KO on switch in. She appreciates hazard removal more than ever, but will still be a staple of bulkier teams. The one question I have is if Chansey will be able to stand the rising number of Fighting moves in this meta, but as these are usually physical I think Chansey will only take a minor hit to viability from this. No surprises here, honestly.


Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 96 HP / 120 Def / 40 SpD / 252 Spe
Timid Nature
- Sticky Web
- Stealth Rock
- Spore / Dark Void
- Magic Coat

Will damaging weather be more popular than in standard? If so Smeargle got marginally worse. Otherwise it's the same Sash-Sleep-Hazards combo we all know and love. Dark Void might be a better option than Spore now because of all the new Grass types, but I'm not actually sure Spore works that way with the former bugs.

Why are all the Spikes users fire weak?
Spikes can no longer hit Normal types, as they are not grounded. I suggest using them alongside Stealth Rock, which hits most Normal types super-effectively. And of course Levitate users or air balloon users avoid Spikes as always

Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Leech Seed
- Drain Punch
- Spikes
- Wood Hammer / Spiky Shield

Chesnaught really appreciates the lack of Flying types, but hates the number of Grass types that Leech Seed doesn't work against. Spiky Shield allows Chesnaught to deter or punish Rapid Spin attempts. A nice choice for fatter teams. Notably provides an easy switch-in for the Latis, who can Defog your hard-won spikes.


Roserade @ Life Orb
Ability: Natural Cure / Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes / Toxic Spikes
- Sludge Bomb
- Leaf Storm / Giga Drain
- Sleep Powder / Hidden Power Fighting / Hidden Power Fire / Hidden Power Dark?

Roserade @ Black Sludge
Ability: Natural Cure
EVs: 240 HP / 252 SpD / 16 Spe
Calm Nature
- Synthesis
- Spikes / Toxic Spikes
- Giga Drain / Sludge Bomb
- Sleep Powder / Giga Drain

With great typing comes great responsibility. Roserade can be bulky or offensive, absorb Toxic Spikes, set up Spikes of its own. It's stats leave a bit to be desired, being physically frail for a defensive mon and slow for an offensive one. Probably best used as an offensive Spiker, due to other Grass types doing the defensive spikes better, but unlike most of them it also resists Stealth Rock and has reliable recovery.



Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 252 Spe
Hasty Nature
- Spikes
- Toxic Spikes
- Endeavor
- Megahorn / Pin Missile

Scolipede @ Black Sludge
Ability: Speed Boost
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Baton Pass
- Protect / Substitute
- Pin Missile / Megahorn
- Spikes / Toxic Spikes

Scolipede has changed a lot. Because hazards are so much easier to clear the job of a suicide lead is less valuable, as the only real way for hyper offense to keep hazards up versus opposing rapid spinners is offensive pressure. The second set allows it to act in a more supportive role, possibly being more in line with metagame trends.



Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Magnet Rise / Toxic
- Play Rough / Foul Play

The most interesting change regarding Klefki is the move Magnet Rise. It can now be immune to a huge number of moves at the click of a button, enabling it to wall a lot more mons theoretically, and use the switches it forces to spread paralysis or set Spikes.


Skarmory @ Leftovers / Rocky Helmet / Air Balloon
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog / Spikes
- Return / Counter / Iron Head
- Whirlwind / Taunt

Skarmory @ Leftovers / Air Balloon
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Spikes
- Roost
- Whirlwind / Taunt

Skarmory got a lot worse in this meta. While it still has its phenomenal bulk, it's typing, one of its main draws, is now terrible. It's 4x weak to Stealth Rock, unable to counter a bunch of the things it was formerly used to check, including just about every physically offensive ground type, and a number of fighting types. It still has access to both Spikes and Stealth Rock, Defog, and reliable recovery, so I suppose it isn't directly outclassed by anything, but its weakness to Stealth Rock and some very common types leaves it much worse off than it was. It could be used to check normal types, but most will run coverage that will hit it 4x effectively. Air Balloon could come in handy here.



I'm lazy, and will probably write this at some point, but just go read one of the other places I wrote about this guy, yeh? He shows up a lot in this.


Diggersby @ Focus Sash / Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Spikes / Swords Dance
- Earthquake
- Return
- Quick Attack / Knock Off / Foul Play / Swords Dance

Gonna be real I included this for the memes tho the purpose of having a spikes setter that wasn't fire weak. Diggersby forces lots of switches, you can use those switches to set spikes or just, you know, Swords Dance and murder everything.


Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 96 HP / 120 Def / 40 SpD / 252 Spe
Timid Nature
- Sticky Web / Spikes / Toxic Spikes
- Stealth Rock / Sticky Web
- Spore / Dark Void
- Magic Coat

Smeargle does what it's always done, with more Spore immunities. It really doesn't care about typing, and how hazards and suicide leads as a whole fare in the meta will determine how good it is, rather than any specific changes to it.

Toxic Spikes can now be absorbed by any grounded psychic type, and has as such gotten a lot worse as a whole. The chances of the opponent having something to absorb this on their team is a lot higher. But don't feel too bad! Maybe they're using something like Lati@s or Crobat, and they won't absorb the TSpikes, they'll just Defog them away instead.

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Timid Nature
- Scald
- Rapid Spin
- Acid Spray / Dazzling Gleam / Toxic Spikes / Hex
- Toxic Spikes / Knock Off / Dazzling Gleam

Defensively Tentacruel's typing is pretty good. Scald, Knock Off, and Rapid Spin give it great utility in addition to setting Toxic Spikes, while Dazzling Gleam can be used for (I think) perfect coverage. Of course Tentacruel isn't going to be sweeping any time soon, but limiting the chances of things like Hydreigon coming in and ripping holes in your team might be worth it. Nothing is really going to set up on you that wants to risk the Scald burn if you just go with Rapid Spin / Scald / Knock Off / Toxic Spikes, except maybe Keldeo, Poison Heal Breloom (with Poison Heal already activated) or the all-powerful Cacturne. The main problem is just going to be that Toxic Spikes kind of sucks. Use it for Rapid Spin.


Roserade @ Life Orb
Ability: Natural Cure / Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes / Toxic Spikes
- Sludge Bomb
- Leaf Storm / Giga Drain
- Sleep Powder / Hidden Power Fighting / Hidden Power Fire / Hidden Power Dark?

Roserade @ Black Sludge
Ability: Natural Cure
EVs: 240 HP / 252 SpD / 16 Spe
Calm Nature
- Synthesis
- Spikes / Toxic Spikes
- Giga Drain / Sludge Bomb
- Sleep Powder / Giga Drain

Roserade now has a good defensive typing, reliable recovery, hazards, and eh coverage, although Technician Hidden Power is nice of course. Offensive sets can run Hidden Power Fighting to hit everything except some Psychic types (including the Latis, all Grass / Psychic types, Chandelure, etc.), Hidden Power Fire to still hit Steels not named Heatran and not be walled by any Grass types, but miss out on some Dark types (mainly Hydreigon), or any other Hidden Power really to pick on individual threats (I put Dark for the Latis, who can come in on most of Roserade's moves and Defog). Roserade is still physically very frail. Spikes might be better than Toxic Spikes.


Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 252 Spe
Hasty Nature
- Spikes
- Toxic Spikes
- Endeavor
- Megahorn / Pin Missile / Poison Jab

Scolipede can set up Spikes and / or Toxic Spikes pretty reliably as a lead for Hyper-Offense. The set is pretty much the same as OU's. Grass vs Psychic Stab will probably come down to what common things to lead with are in this meta. Endeavor is no longer a switch-in for ghosts. Except Shedinja. This set suffers from the increased ease of hazard removal in general due to unblockable Rapid Spin, as it's made to set hazards, weaken something, and die, not be ableto switch in repeatedly.


Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Rapid Spin
- Stealth Rock / Spikes / Toxic Spikes
- Volt Switch
- Gyro Ball / Toxic

Forretress @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 252 Spe
Hasty Nature
- Stealth Rock
- Explosion
- Spikes / Toxic Spikes
- Rapid Spin / Gyro Ball

Forretress gets Stealth Rock weakness, no-immunity-barring-abilities Volt Switch, no immunities Rapid Spin and Explosion, a bunch of hazards, a valuable Normal resistance, and nice bulk. It has no use for Overcoat anymore, always use Sturdy as it's immune to Powder moves anyway, doesn't take Sandstorm damage, and nobody loves Hail. Toxic Spikes are proably the last thing to throw on it, but if they fit they could make a nice addition to something that's probably going to be a pretty good mon.


Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 96 HP / 120 Def / 40 SpD / 252 Spe
Timid Nature
- Sticky Web / Spikes / Toxic Spikes
- Stealth Rock / Sticky Web
- Spore / Dark Void
- Magic Coat

1. Sleep 2. Hazard 3. Die. Magic Coat as necessary. The same as always, except Dark Void is probably just better than Spore due to the prominence of Grass types.

The only thing that's inherently changed for Sticky Web is that it no longer slows Normal types.

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Sticky Web
- Stealth Rock
- Encore
- Infestation / Toxic / Knock Off

Shuckle is the most reliable setter of Sticky Web in existence. It's typing is improved, giving it an immunity to Powder based moves and Leech Seed, as well as just more resistances in general. It could probably pull off a bulkier set that focuses on walling stuff, but it runs as usual into the problem of being too damn passive. In general probably not that good, but if you want Sticky Web one of your best choices.


Leavanny is still total trash, despite losing a bunch of weaknesses. Convince me otherwise, I dare you.


Galvantula @ Life Orb / Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sticky Web
- Thunder
- Bug Buzz / Giga Drain
- Thunder Wave / Hidden Power Fire

The offensive choice for Sticky Web. It's typing change is really nice defensively... pity it doesn't really have any defenses. Bug Buzz > Energy Ball for going through subs, but Giga Drain is another choice if you don't want to die to Life Orb recoil.


See Above (Hint: It's the same as usual)
For Sticky Web specifically... it's faster than Shuckle, and can spread status. If you don't want that use Shuckle.

Not different. Sorry birds, you almost caught a break from being weak to Stealth Rock. Notable that unless you feel like using Primeape or an NFE (don't) all the Defiant users are weak to Stealth Rock, with Bisharp, formerly the best abuser, being 4x weak.

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Calm Nature
- Defog
- Soft-Boiled
- Will-O-Wisp / Taunt / Toxic
- Psychic / Knock Off / Sludge Bomb / Poison Jab / Gunk Shot / Venoshock / Sludge Wave

Mew now resists Stealth Rock and has a better defensive typing in general, with no Ghosts or Bugs around to bug it. Mew hasn't changed much. Still has the movepool of a god, good bulk, and an okay speed tier. It's also immune to Toxic, and has a larger pool of STABs to choose from. Overall slightly improved.


Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Healing Wish
- Defog / Roost

Latias is now immune to all hazards thanks to Levitate, making it pretty much ideal as a defogger. Its typing is better, and the Steel types that wall its STABs have gotten a bit worse. It's a good partner for Normal types, taking on the Fighting types and removing the Stealth Rocks that bother them. Also notably makes a great check for a lot of the newly improved Grass types out there.


Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power Fire / Earthquake / Roost
- Defog / Roost

Latios @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog / Hidden Power Fire
- Trick

Hello! I'm offensive Latias. Immune to all hazards, just like Latias, better typing, just like Latias... Wow twinsys. Checks and defogs on Fighting types and Grass types and whatnot, just like Latias.


Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
- Thunderbolt / Volt Switch
- Roost
- Defog
- Heat Wave / Toxic

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 64 Def / 180 SpD / 16 Spe
Calm Nature
- Thunderbolt
- Roost
- Heat Wave
- Defog

Zapdos doesn't appreciate the typing change at all. It can now beat former Ice types pretty handily I guess, but in return it's lost its resistances to Bug, Fighting, and Ground. Zapdos misses the existance of the Flying type. On the other hand it now only has one weakness to Fighting (which unfortunately means Stealth Rock), and Volt Switch has no immunities.








Spin Blockers are no longer a thing. The best things to stop Rapid Spinners are offensive pressure and Rough Skin / Iron Barbs / Rocky Helmet, none of which actually prevent the Rapid Spin, merely punish it. Good luck keeping your hazards up!







The users have changed a bit, but the ability itself is the same. Still good.





Note that I'm not claiming to be particularly creative with these sets, most of them come pretty directly from current analyses on Smogon, only slightly changed for this meta. If you think my analyses are off at all please tell me where and why and I'll probably change it.

Also note that these are only hazard sets, and many of these mons have other sets, which may be better overall.

Also (final also) I'm tired and didn't do everything... I'll update this later with Spikes, TSpikes, Sticky Web, Rapid Spin, Defog, and possibly Magic Bounce users, along with some other Stealth Rock users (I didn't even put in Chansey...). If you think something particularly notable was left out, once again, please mention, and I'll add it in.

EDIT:
So at this point I've gotten in all but like two of the hazard setters (and by two I mean I said screw it on a couple repeats), but have yet to do most of the removers. I am working on it. If I missed anything speak up, as I said.
 
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nv you didn't answer my question properly.
-Because Normal Type is immune to spikes/other hazards, are they weak to electric type moves
-This means Psychic type pokemons are immune to Toxic Spikes because they are now [Psychic/Poison/Ghost] and consider immunity to poison/toxic, so is it immune to normal type attacks?
-This meta is too confusing
-And now my logic figured it out -.-
 
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lost heros

Meme Master
is a Pre-Contributor
nv you didn't answer my question properly.
-Because Normal Type is immune to spikes/other hazards, are they weak to electric type moves
-This means Psychic type pokemons are immune to Toxic Spikes because they are now [Psychic/Poison/Ghost] and consider immunity to poison/toxic, so is it immune to normal type attacks?
-This meta is too confusing
Let me see if I can help you understand. The Normal type and the flying types have been condesed into the normal type, so because flying types aren't normally grounded and avoid spikes/tspikes that ability however is condensed into the new normal type. The new normal type is only weak to what the old normal type would have been weak to less the types that have been condensed away. So now all Pokemon that are the new normal type (normal and flying Pokemon) now just have the new fighting (Fightig, rock, and ground) type weakness.

Because Psychic, poison, and ghost have all been condensed into psychic type, Toxic Spikes is now a Psychic type move so now all grounded new psychic types will disperse toxic spikes. However the dominant type is psychic, not ghost, so the new psychic type is only weak to what the old psychic type was weak to less the condensed type, so it's only weak to dark type.
 

Don Vascus

Certified Wednesday Poster
is a Community Contributoris a Tiering Contributor
1) Volcarona becomes way more better, as many said. Too bad that now his coverage is only Hp, and it doesn't cover everything it needs

2) You gave Dragonite STAB Extreme Speed?! Don't you know that Dragonite+STAB Extreme Speed=broken?!
 
For some reason, I like bringing OM into ubers -.-
Aegislash: Steel/Psychic
Arceus: ._.
Genesect: Grass/Steel
Gengar: Psychic/Psychic :P
Giratina: Psychic/Dragon
Groudon: Fighting
Groudon: Fighting/Fire
Ho-Oh: Fire/Normal
Kyurem-White: Dragon/Water
Landorus: Fighting/Normal
Lugia: Psychic/Normal
Rayquaza: Dragon/Normal
Salamance: Dragon/Normal
Shaymin-Sky: Grass/Normal
Yveltal: Dark/Normal

What's with normal types? I'm thinking about Stealth "Rocks"
 

drampa's grandpa

cannonball
is a Community Contributoris a Community Leader Alumnus
What's with normal types? I'm thinking about Stealth "Rocks"
Normal types are weak to Stealth Rock, because Fighting, Stealth Rock's new damage type, is super effective against Normal. This includes former flying types.

Edit: If you meant are they good, then yes. My first team is Normal spam. Normal is only resisted by Steel, which means coverage is pretty easy to come across.
 
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Dwayne The Rock Johnson lies in wait, aimed to take out normal, steel and dark types. :afrostar: for lack of a better emoticon
 

Fissure

Cotton Candy Thighs
is a Tiering Contributor Alumnus
I feel like a fairy, fire, electric core would be good in this. Fairy is only weak to steel and fire can handle that. Fire is only weak to water and electric can handle water. Electric has no weaknesses. Maybe something more offensive like belly drum slurpuff (with perfect coverage with Drain punch, return, play rough) (or azumarill), entei (sacred fire burns) and raikou (volt switch momentum, AV, scarf, specs) or eelektross for fighting immunity. nothing is immune to electric so volt switch freely. maybe add a mega abomasnow or mega sceptile and you pretty much just need some hazard control and your good to go.
 
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Fissure

Cotton Candy Thighs
is a Tiering Contributor Alumnus
Sorry for the double post, but I felt that after almost nearly a month, the thread needs some life breathed back into it. And what better way to do it than with an "RMT"
Dragon Destruction
TCG "RMT"
Let's start off with the first mon I chose...Jirachi

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Heart Stamp / Fire Punch
- Healing Wish
Jirachi is a force to be reckoned with. It is only weak to dark and fire. Only 4 types ( electric, water, fire, and steel) resist your main flinching move being iron head. Heart Stamp covers 3 of these resistances, making steel the lone type that resists both of your flinching moves. U-turn for getting the switch initiative. Healing wish for your main sweeper being mon 3. Fire Punch is for other steel types.

Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Dark Pulse
- Superpower / Fire Blast / U-Turn
- Roost / Iron Tail / U-Turn
Hydreigon is the main wallbreaker on the team. Being immune to all hazards and to fighting types, Hydreigon is only weak against Dragon and Fairy. Jirachi resists both of these types and Hydreigon resists both of Jirachi's weaknesses. U-Turn for switch initiative. Not sure what else to say besides that it hits hard...

Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Charizard-X is your mega and hardest hitter. Charizard-X is only weak to dragon. Charizard gets a little "buff" in TCG because stealth rocks are now "fighting". Charizard starts off as a Normal/Fire type, only having a 2x weakness to stealth rocks instead of its original 4x. And mega charizard-X takes neutral damage from rocks instead of 2x. Dragon and fire gives you perfect coverage.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower / Thunder Wave
I guess Clefable could also be considered a "sweeper". Clefable made the team since I needed a fairy type since I'm running dual dragons and needed another dragon check. Being only weak to steel, I figured a calm mind sweeper would be a viable set for it. Flamethrower is there to hit steel types super-effectively. If you don't really fear steel types and would rather slow mons down for your two dragons, then run t-wave.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Rotom-W is a defensive monster only being weak to grass and immune to all hazards and fighting types. Rotom-W mainly burns stuff and volt switches for like more initiative, because you can never have too much switch initiative. 44 speed to outspeed jolly azumarill. Trust me, azumarill is a threat. Also, Rotom-W 4x resists steel.

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Rapid Spin
- Stealth Rock
- Volt Switch
- Gyro Ball
Last but not least, Forretress. Forretress is now Grass/Steel and is 4x weak to fire and 2x weak to Fighting. It is your hazard remover and setter. Volt switch for, yep you guessed it, switch initiative. This is another dragon resist, although you can't really hit them back, you can volt switch into clef. Also another steel resist.

But Fissure, this team is too offensive for my tastes, what can I do? Mix and match these sets to find a balance that works for you.

Jirachi:
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Toxic / Body Slam
- Wish
- Protect
Specially defensive. toxic and sub to toxic stall. Body slam to slow stuff down with para then paraflinch your way to victory.

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 160 Atk / 96 Spe
Jolly Nature
- Iron Head
- Toxic
- Substitute
- Fire Punch
A more offensive version of the set above. Fire punch for steel types.

Hydreigon:
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Fire Blast / Dragon Pulse
- U-turn
Just a faster mon that also hits hard.

Hydreigon @ Life Orb / Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Taunt
- Roost
- Dark Pulse
- Dragon Pulse / Fire Blast / Draco Meteor
Stall breaker.

Charizard:
Charizard @ Charizardite X
Ability: Blaze
EVs: 248 HP / 100 Def / 160 Spe
Impish Nature
- Will-O-Wisp
- Flare Blitz
- Roost
- Earthquake / Dragon Claw
Bulky will-O-Wisp Zard-X

Clefable:
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Heal Bell / Flamethrower
- Wish
- Protect
Unaware wall / Cleric.

Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Calm Mind
- Moonblast
- Moonlight / Wish
- Heal Bell / Protect / Flamethrower
Unaware and calm mind.


Threats:

Heatran- Heatran is immune to fire type attacks and resists dragon type attacks. These are the only two types that Zard-X runs. Clefable also can't touch this thing. Jirachi and Forretress are also weak to it. Only rotom's hydro pump, and Hydreigon's dark pulse and super power can hit it really. Earthquake Zard-X can handle heatran though.

Talonflame- Gale Wings now gives normal moves +1 priority. Talonflame is now a Normal/Fire type. It also has perfect coverage versus this team. This is the major threat.

I missed a threat? Let me know down below.

 
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nv

The Lost Age
is a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnus
Ok so thanks to me pestering asking urkerab to code this, Official Fissure and I decided to do some testing to make sure all of it was in order.
http://replay.pokemonshowdown.com/rom-typecondensing-14576 / http://replay.pokemonshowdown.com/rom-typecondensing-14578 - Found out Levitate isn't working as it should, Types are condensed as they should be, Sand beefs up Hippowdon's SpD, and that SR provides Fighting type damage as it should.
http://replay.pokemonshowdown.com/rom-typecondensing-14580 - After failing to properly test TSpikes absorption and Refrigerate, Aerilate worked out perfectly.
http://replay.pokemonshowdown.com/rom-typecondensing-14586 - Properly found out TSpikes absorption worked + Refrigerate doing Water damage as well as Thick Fat halving Water damage as well.
http://replay.pokemonshowdown.com/rom-typecondensing-14591 - Found out Weather Ball in Sand still does Rock damage, which is no bueno, while Weather Ball in Hail did Water damage, as it is supposed to.
http://replay.pokemonshowdown.com/rom-typecondensing-14596 / http://replay.pokemonshowdown.com/rom-typecondensing-14597 - Properly tested Normal-types / Levitate mons avoided Spikes and Toxic Spikes while also finding out that Rattled gets a +1 Speed Boost from Psychic-type moves but not from Grass-type moves.
http://replay.pokemonshowdown.com/rom-typecondensing-14598 / http://replay.pokemonshowdown.com/rom-typecondensing-14599 - Tested Swarm / Torrent and they worked properly.
So at the end of testing, the issue we found were: Rattled didn't give +1 Speed on Grass-type moves, Weather Ball in Sand still provided Rock-type damage, and Levitate was not immune to Stealth Rock or Fighting-type moves.

Despite the few flaws, this is now playable on ROM! I am glad this can finally start being playable and hopefully because of that the thread itself can garner more activity and we can start to find threats that may not have been mentioned previously. Again thanks to urkerab and Official Fissure for all the help :)
 
As well as the above fixes:
  • Sand Force now boosts Fighting-type moves in sand
  • Black Sludge now heals you if you are Ghost or Psychic type
  • Snowball now raises your Attack by one stage if you get hit by a Water-type move
  • Curse now curses your opponent if you are Poison or Psychic type
  • Magnet Rise and Telekinesis now make you immune to Fighting-type moves
  • Toxic is now perfectly accurate if you are Ghost or Psychic type
Things that might not work:
  • Flying Press, Rototiller and Trick-Or-Treat probably don't work
  • Some Natural Gift berries probably don't work
  • Not sure what Air Balloon or Iron Ball do
 
I have no say in this but making steel resist psychic type moves (like the previous gens) would bring back steel into the meta though they have its rock resistance turned into a weakness and ice hits steel neutrally,
Making this change will not make steel type broken or anything but i feel steel is hit TOO hard considring that u can now poison steel types
Not that this is going to happen but it will imporve diversity
And does levitate give imunity vs fighting moves?
 

Xayah

San Bwanna
is a Community Contributoris a Forum Moderator Alumnusis a Contributor Alumnus
I have no say in this but making steel resist psychic type moves (like the previous gens) would bring back steel into the meta though they have its rock resistance turned into a weakness and ice hits steel neutrally,
Making this change will not make steel type broken or anything but i feel steel is hit TOO hard considring that u can now poison steel types
Not that this is going to happen but it will imporve diversity
And does levitate give imunity vs fighting moves?
Steel resists Psychic even in Gen 6. Its resistances to Ghost and Dark were removed.
 

lost heros

Meme Master
is a Pre-Contributor
I have no say in this but making steel resist psychic type moves (like the previous gens) would bring back steel into the meta though they have its rock resistance turned into a weakness and ice hits steel neutrally,
Making this change will not make steel type broken or anything but i feel steel is hit TOO hard considring that u can now poison steel types
Not that this is going to happen but it will imporve diversity
And does levitate give imunity vs fighting moves?
Steel does resist psychic...
And yes levitate gives immunity to fighting moves.
 

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