UU Teambuilding

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Reserving LO Shaymin and SubSeed Shaymin. I think they are different enough to warrant a separate "analysis".

Which brings me to question if, is there any maximum limit as to how many sets can be presented with one Pokemon?
 
Stealing DMT's Curselax real quick.

specs (Snorlax) @ Leftovers
Ability: Thick Fat
Happiness: 0
EVs: 144 HP / 188 Def / 176 SDef
Careful Nature
- Frustration
- Curse
- Sleep Talk
- Rest

Role: Physical Sweeper

What it does: When the enemy's hard hitting physical attackers and ghosts are dead, curselax comes in, sets up a ton of boosts with curse and rest talks off all the damage it accrues until it can sweep through the enemy team with frustration. Frustration is there for stab and generally great neutral coverage, as well as being the move you spam whenever the opponent still has a physical attacker that can break through snorlax. It's also frustration because fuck ditto. Curse is what you use to gain many boosts with which you sweep, sleep talk lets you do things like boost and hit the opponent and roll rest twice in a row while you're asleep, and rest heals you of not just health but status too.

EVs are to maximise overall bulk to help you set up.

Good Teammates:
Since Curselax functions best on stall, something that helps you wear down strong physical attackers like rocky helmet slowbro is appreciated, although you'll also need something to deal with regenerator mienshao - generally you'll hit it on at least one switch with a frustration before you have to start setting up, but if you let it get in it can deal serious damage to you with high jump kick. A pursuit user like honchkrow to trap the opponent's ghosts or a spinner that can kill them like mega-blastoise is also appreciated, as ghosts stop curselax cold.

What counters it: Any and every ghost stop this curselax cold, although it's important to note that some run crunch over sleep talk to deal with ghosts easier. Fighting types that can take an unboosted frustration like heracross can also switch in on any move and OHKO it (2hko if it curses, but heracross can also take a +1 frustration).
 
Spdef Hippo hooray.

Hippowdon @ Leftovers/Smooth Rock
Ability: Sand Force/Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature
- Earthquake
- Slack Off
- Stealth Rock
- Toxic/Rock Slide/Whirlwind

Role: Mixed Wall

What it does: Sponges moderately powerful physical and special hits with its great bulk, repeatedly setting up stealth rock throughout a match. Earthquake is primary stab to hit opposing pokemon that think they can set up on you coming off a great 112 base attack, even uninvested. Slack Off is to keep hippo healthy throughout the match, Stealth rock is to help wear down the opposition in conjunction with sandstorm (if using sand stream) while the last slot is fairly open. Toxic helps wear down opposing attackers further, while rock slide is good to hit aerodactyl and crobat who attempt to defog your rocks. Whirlwind is for chip damage in conjunction with stealth rock.

Smooth Rock should only be used if you're running hippo with stoutland, as it greatly appreciates the extra turns of sand to sweep in. Otherwise leftovers is ideal. Sand Force should be used if your team is prone to being worn down, and especially if you're using moonlight or synthesis on another pokemon.
Good Teammates: Stoutland greatly appreciates the sand that hippowdon sets, while grass types like roserade or celebi can switch into the stronger water and ground type moves aimed at hippo as well as curing status with aromatherapy or heal bell. Pokemon like suicune also appreciate hippowdon's ability to switch into basically any electric type and wear them down.

What counters it: Roserade can come in on basically any set, take an eq, and respond with a leaf storm that kills if hippo has even a small amount of residual damage. Taunt crobat beats all sets without rock slide, and most moderately powerful water types only fear a toxic from hippo and can scare him out with their stab move of choice.
 

kokoloko

what matters is our plan!
is a Site Content Manager Alumnusis a Senior Staff Member Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Two-Time Past SPL Champion
okay i just deleted half this fucking thread because it was all garbage.

i'm going to delete the entire "don't use this" section because it's pointless. no more of those.

also i'm going to make this public knowledge, because the level of garbo is just too fucking ridiculous. both Petrico94 and Eddie2013 will be infracted for what they did in this thread. eddie, no more one-liner posts nitpicking shit, that shit is annoying and clogs the thread. also one more instance of plagiarism from you and you're banned. you've been warned. petrico, you seriously need to lurk more and learn how to post.

jesus christ i really shouldn't have to mod this much you guys need to learn how to post.

and no more reservations. either do the mon on the spot or wait till you have time to do it. reservations clog the thread.
 
k since the former Ditto write-up isn't accepted I will take over :]]]


Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SDef
Relaxed Nature
- Transform

Role: Revenge Killer
What it does: With the Imposter ability, a Ditto on field copies the enemies's exact stats regardless of your EVs, IVs and Nature (except the HP stat), as well as their moves, ability and stats boosts/drops if any (except Critical Hits stages), unless their ability is Imposter or Illusion, the opposing thing is a transformation or they are behind a substitute. Their status conditions, such as infatuation, confusion, burns and paralysis will not be copied over. With the aforementioned setup, this Ditto maximizes its number of Stealth Rock switch-ins, will have Hidden Power Ice (best attacking typing) and will give you a guranteed win against opposing Ditto that has different EV spread in a stalement :]. With a Choice Scarf equipped, it gurantees you to always outpace your copied target unless they are wielding a scarf themselves, or is under the effect of Unburden or Trick Room. Basically Ditto is one of the best revenge killers in the game, as it is unaffected by Sticky Webs, all the while being able to check most setup sweepers and allowing you counter-sweep them in some cases, as well as allowing you to scout for opposing Pokemons' setup by transforming into them, making your life easier.

Good teammates: Ditto hates substitutes, so any partners with a strong and slow Volt Switch or U-turn that can break substitutes for Ditto while bringing it in is appreciated, for example Mega Ampharous. Unburden and Choice Scarf users also give Ditto headaches as it might found itself unable to outspeed them, so paralysis support from the likes of Blissey and Mew will make Ditto's job easier. Ditto absolutely loathes status, so Toxic Spikes absorber such as Nidoqueen and Aromatherapy clerics like Florges are also great teammates. Ditto also has no reliable form of recovery on its own, so any Wish Passing teammates such as Blissey to keep Ditto healthy throughout the game is beneficial to Ditto's operations.

What counters it: Techincally nothing counters Ditto as it can turn into virtually any Pokemon that your foe has, but Substitutes will absolutely cockblock Ditto's job. Aside from that, sweepers that are item/status reliant, or boosts their stat via Focus Energy or Unburden such as CritDra (Critical Hit Kingdra), Zangoose (if Ditto isn't Toxiced), Unburden Hitmonlee or certain Choice Specs/Band users will sometimes give Ditto trouble as the morphed Ditto has lesser offenses than the actual counterpart. Aside from that, certain sweepers that relies on their bulk and ability to PP stall will also beat Ditto, most notably CroCune (Calm Mind Rest Offensive Suicune) and Curse Snorlax can't be checked by Ditto. Status, such as Burn and especially Paralysis, can stop Ditto from being effective in certain situations. Trick Room teams usually give this Ditto trouble as their sweepers will outspeed it under Trick Room, but it can still work as an effective scout as well as cancelling Trick Room by using Trick Room itself. Opposing Ditto and Zoroark will also prevent Ditto from transforming into them. Last but not least, most mono-attacking clerics such as Umbreon, Florges and Blissey will beat Ditto should Ditto be morphed into them as they are not choice locked into their attacking move and can thusly recover, can easily eat up their own hits, as well as having a higher HP stat to further reduce the effectiveness of Ditto's assault.

Any additional info: Ditto can also work in Trick Room conditions w/ a Macho Brace, which allows it to switch up moves as well as bypassing Unburden or Choice Scarf issues. However, Ditto often can hardly fit in Trick Room teams and thusly this can be dismissed :]

(might polish this up later)
 
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dingbat

snek
is a Top Tiering Contributor Alumnus
Haven't seen this in a while, but this set is still pretty nice

Celebi @ Life Orb
Ability: Natural Cure
EVs: 252 Atk, 4 SpD, 252 Spe
Jolly Nature
-Seed Bomb
-Zen Headbutt
-Sucker Punch
-Swords Dance

Role: Physical Sweeper

What it does: Swords Dance Celebi is a pretty decent lure and it makes use of Celebi's Attack stat. Things that normally wreck the shit out of Celebi like Victini or Chandelure are now under fire as Celebi at +2 can proceed to OHKO both of them with Sucker Punch. This is certainly something that will surprise opponents, as this set is nowhere near typical for Celebi, but it is nevertheless an effective one.

Good teammates: Something that can successfully dispatch defensive Steel-types and/or Infernapes, such as Chandelure, will be necessary if Celebi wants to sweep or cause major havoc on the opponent as they put a hard stop to this Celebi set.

What counters it: Mega Aggron and Forretress both wall this Celebi set mercilessly and can proceed to respectively force it out and set hazards. Jirachi running Substitute along with extra bulk also counters Celebi as its STABs do not do very much to it and 'Rachi can proceed to either paralyze it or hurt it with Iron Head/Fire Punch while dashing out the fear of being Sucker Punched, and although Doublade is weak to Sucker Punch, it fails to OHKO it even at +2, it can easily absorb the other two attacks that Celebi uses, and it can set up a Swords Dance or two before tanking the Sucker Punch. Finally, a bulky Arcanine can switch into Celebi at up to +2, as Celebi at +1 will fail to 2HKO Arcanine, even with Stealth Rocks up, and Arcanine can proceed to heal off the damage done to it.

Any additional info: Baton Pass can be used over either Zen Headbutt or Sucker Punch, if you have teammates that really appreciate the Attack boost and can handle the coverage loss that comes with losing either one of the two moves.
 
Use:

Entei @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Stone Edge
- Extreme Speed
- Flare Blitz

Role: Wall Breaker, Revenge Killer

What It Does: Spams Sacred Fire to cause heavy damage and spread burns. Punches holes in defensive teams to make way for special attackers. 2HKO's most of the tier's strongest special walls. The burn chance discourages physical walls like Donphan and Rhyperior from switching in. Extreme Speed revenge kills and can clean late game.

Good Teammates: Spinners and Defoggers, who can clear hazards easily like Mew and Mega Blastoise are almost required when using Entei. Special attackers like Raikou and Shaymin appreciate their walls removed from the match. Starmie, a special attacker that also clears hazards, is a great teammate as well.

What Counters It: Bulky waters that don't mind burns like Slowbro and Suicune are strong answers to Entei. Suicune especially, who can use Rest to remove any status and restore health. It's Pressure ability also halves the usage of Entei's low PP moves like Sacred Fire, Extreme Speed, and Stone Edge.

Any Additional Info: Since Extreme Speed is an event move, an Adamant nature is required. Hidden Power class can be an option for Entei to work as a lure for Swampert and Rhyperior, though some prior damage is required for it to 2HKO
 
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dingbat

snek
is a Top Tiering Contributor Alumnus

Escavalier @ Assault Vest
Ability: Overcoat
EVs: 252 HP, 252 Atk, 4 SpD
Adamant Nature
-Megahorn
-Iron Head
-Drill Run
-Knock Off/Pursuit

Role: Bulky Attacker

What It Does: With a boost in its physical moveset through the addition of Drill Run and an enhanced Knock Off, Escavalier finds itself even more formidable in this generation's UU metagame. Its combination of an upgraded moveset that allows it to dent the entire tier for at least neutral damage and its good natural bulk makes it a nice Assault Vest user, allowing it to sponge special attacks more effectively, while its upgraded Overcoat ability now allows it to avoid Spores and Sleep Powders from the likes of Roserade and Amoonguss. This thing may not be a UU 'mon, but it can certainly pull its weight in this metagame better than many of the UU 'mons in this tier.

Good Teammates: Swampert is a fantastic teammate as it can take on the Fire-type attacks aimed at Escavalier while Escavalier can easily take care of the one weakness that Swampert has, while Aromatisse/Florges offers Wish support for it while creating fantastic defensive synergy with Escavalier.

What Counters It: Alomomola and Moltres are the best answer to Assault Vest Escavalier as none of its moves can significantly damage either of the two, while the former can wish/regen off the damage and the latter can easily roast the armored bug. Bulky Arcanine can easily sponge Escavalier's Drill Run and in turn, it can either Flare Blitz it or burn it/the switch-in.

Any Additional Info: Knock Off is for crippling opponents + more consistent damage while Pursuit is for trapping things like Alakazam. Running 84 Speed EVs/172 HP EVs over 252 HP/4 SpD is also an option if you want to outspeed the base 30s such as Slowbro and you don't mind the decrease in overall bulk.
 

Escavalier @ Assault Vest
Ability: Overcoat
EVs: 252 HP, 252 Atk, 4 SpD
Adamant Nature
-Megahorn
-Iron Head
-Drill Run
-Knock Off/Pursuit

Role: Bulky Attacker

What It Does: With a boost in its physical moveset through the addition of Drill Run and an enhanced Knock Off, Escavalier finds itself even more formidable in this generation's UU metagame. Its combination of an upgraded moveset that allows it to dent the entire tier for at least neutral damage and its good natural bulk makes it a nice Assault Vest user, allowing it to sponge special attacks more effectively, while its upgraded Overcoat ability now allows it to avoid Spores and Sleep Powders from the likes of Roserade and Amoonguss. This thing may not be a UU 'mon, but it can certainly pull its weight in this metagame better than many of the UU 'mons in this tier.

Good Teammates: Swampert is a fantastic teammate as it can take on the Fire-type attacks aimed at Escavalier while Escavalier can easily take care of the one weakness that Swampert has, while Aromatisse/Florges offers Wish support for it while creating fantastic defensive synergy with Escavalier.

What Counters It: Alomomola and Moltres are the best answer to Assault Vest Escavalier as none of its moves can significantly damage either of the two, while the former can wish/regen off the damage and the latter can easily roast the armored bug. Bulky Arcanine can easily sponge Escavalier's Drill Run and in turn, it can either Flare Blitz it or burn it/the switch-in.

Any Additional Info: Knock Off is for crippling opponents + more consistent damage while Pursuit is for trapping things like Alakazam. Running 84 Speed EVs/172 HP EVs over 252 HP/4 SpD is also an option if you want to outspeed the base 30s such as Slowbro and you don't mind the decrease in overall bulk.
Might be worth adding some speed to outspeed Slowbro, Amoong, and Snorlax. Megahorn, Iron Head, and Knock off do huge damage to all of those, so it could potentially net a KO without sacrificing too much power or bulk.
 

dingbat

snek
is a Top Tiering Contributor Alumnus
Might be worth adding some speed to outspeed Slowbro, Amoong, and Snorlax. Megahorn, Iron Head, and Knock off do huge damage to all of those, so it could potentially net a KO without sacrificing too much power or bulk.
I noted that in the additional info section, but it's definitely something worth doing if those 'mons cause too many problems for the rest of your team.
 

Shaymin @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 252 Spd / 4 HP
Timid Nature
- Seed Flare
- Earth Power
- Psychic
- Rest / Synthesis

Role: Special Sweeper

What it does: Shaymin functions as a potent special attacker using its excellent STAB and decent coverage to decimate its foes. Seed Flare is the centerpiece of the set being the main source of Shaymin's force. It has little to no drawbacks at all; save for imperfect accuracy, its high power and chance to lower Special Defense more than makes up for its issues. To capitalize on Shaymin's strengths, a Life Orb set is a fit to put its high powered moves to good use. Given its bulk and handy resistances to Grass-, Ground-, and Water-type moves, it has ample opportunities to come in and drop devastating Seed Flares. What is more is that it has access to Natural Rest and Synthesis to keep Shaymin healthy throughout the match. Now despite its STAB being resisted by common Fire-, Flying-, Grass-, and Steel-type Pokemon, Shaymin has the coverage to hit most of them hard making them more cautious when switching into it. Earth Power is for Fire, Poison-, and Steel-types. Psychic rounds Shaymin's coverage nicely as it gives it a way to get through some of its hard counters in Roserade, Amoonguss, Crobat, and Heracross.

Good Teammates: Shaymin finds great synergy in FWG cores as they support each other nicely, offensively and defensively. Bulky waters can take on Fire-, and Ice-types, and Alomomola is a good example of it. Its exceptional physical bulk can also help against Flying- and Bug- types which are mostly physical in nature. Finishing the core is a Fire-type which helps Shaymin more in its offensive shortcomings by disposing pesky Grass- and Steel-types like Celebi and Forretress. Chandelure is commendable as it also helps in checking problematic threats to Shaymin like Heracross and Victini.

What counters it: Escavalier and Rotom-H are hard counters to Shaymin and can KO it with Megahorn or Overheat respectively. Celebi is also a good answer and can set-up in front of Shaymin relatively unharmed. Fire-, Flying, and Bug-types such as Victini, Crobat, and Heracross are good checks but needs to be wary of coming in on a coverage move. Otherwise,mn, ui778 they can at least come in on two of Shaymin's attacks.

Any Additional Info: The set presented makes the most of Shaymin's coverage but there are a few other options to consider. Dazzling Gleam allows Shaymin to hit Hydreigon but Hidden Power Ice can serve as another alternative while also hitting Flying- and Grass-types. Air Slash is a stronger way to hit Grass-types and Bug-types but is generally outclassed by Psychic. Do note that Hidden Power's strength is lowered to a middling 60 base power so the best alternative coverage probably goes to Dazzling Gleam+Earth Power or Dazzling Gleam+Hidden Power Fire.


Shaymin @ Leftovers / Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spd
Timid Nature
- Substitute / Protect
- Leech Seed
- Seed Flare
- Psychic / Hidden Power Ice

Role
: Bulky Attacker, Support (?)

What it does: This set focuses more on wearing down foes and supporting the team with Leech Seed recovery rather than being on the pure offensive. Shaymin's good bulk and offensive presence lets it run a SubSeed set to great effect. The basic strategy is to Substitute on something you check or counter, set-up a Leech Seed, and work from there. Protect can be used over Substitute for replenishing more health consistently as well as easing prediction against faster threats. Seed Flare is the STAB of choice for its power and chance to lower Special Defense. This proves useful for forcing more switches and enabling Shaymin to have a chance to break through special walls. So as not to be completely walled by Grass-types, Psychic is the best option for hitting common Grass Pokemon like Amoonguss and Roserade while also hitting checks like Crobat for super-effective damage. Hidden Power Ice is a weaker alternative but hits a larger portion of Grass- and Flying-types, as well as hitting Dragon-types hard.

Good Teammates
: Leech seed helps in cushioning blows so bulky attackers with no reliable recovery benefit from this support greatly. Mega-Blastoise can tank Fire- and Ice-type moves for Shaymin and also spins away hazards that can wear them down. Mega-Ampharos also synergizes well with Shaymin which can handle common switch-ins to Shaymin like Victini and Crobat. Steel- and Grass-types still wall Shaymin so Pokemon who can take them out is appreciated; Chandelure and Arcanine are notable options. Wish support, while not necessary, is still a good way to keep Shaymin consistently healthy. Aromatisse and Florges are great it while also fixing Shaymin's problems with Heracross and Hydreigon. Finally, entry hazards are great with the switches Shaymin can induce wearing down foes much faster. Stealth Rocks are enough but there's also Toxic Spikes, helping Shaymin to stall more effectively.

What counters it: Directly countering Shaymin might prove to be annoying due to its SubSeed shenanigans. Nonetheless, Grass-types like Celebi and Roserade are generally good switch-ins to Shaymin. Hydreigon can come in on anything and threaten with a powerful Draco Meteor. (Volt)U-turn heavy teams gives Shaymin a lot of problems as they can spam these moves until a check comes in on Shaymin without a substitute.

Any Additional Info: An alternative EV spread in 252 HP / 4 SpD / 252 Spe can give Shaymin more bulk at the cost of much of its power. For the item, the choice between Leftovers depends on how you want to play SubSeed Shaymin. The former enables it to stall more effectively while the latter makes it take a more offensive approach.
 

Gothorita @ Eviolite
Ability: Shadow Tag
Shiny: Yes
EVs: 248 HP / 244 Def / 16 Spd
Bold Nature
IVs: 0 Atk
- Calm Mind
- Rest
- Psyshock
- Toxic

Role: Wallbreaker, Stallbreaker, Special Sweeper

What It Does: Gothitelle abuses it's fantastic ability, Shadow Tag in order to pick and choose the Pokemon it wants to eliminate. Against things like Blissey, Florges, Slowbro, Suicune, Goodra and even Umbreon, it can simply boost up and blow through them with Psyshock or proceed to Toxic Stall/PP Stall them to death. After setting up, unless the opponent has a Dark-type, taking down Gothorita could require the death of a couple of Pokemon (unless something like CB Heracross is on the opposing side of the field). Gothorita excels vs Stall where it can take down Pokemon like Blissey and Florges, paving the way for Pokemon like Hydreigon to have the freedom to spam STAB Draco Meteor and Dark Pulse respectively.

Good Teammates: Basically, Pokemon that appreciate walls being taken care of such as Hydreigon, Lucario and Alakazam. Though, pretty much every Special attacker in the tier benefits in one way or another from the removal of two of the premier Special walls in the tier in Blissey and Florges. Gothorita also acts as a good win condition on Stall teams so teammates like Alomomola, Blissey (essentially a pink core that can feed it monstrous wishes and Aromatherapy off sleep). Volt Switch/ U-Turn users are absolutely perfect especially stuff like U-Turn Hydreigon as it baits both Blissey and Florges in to be trapped basically putting severe pressure on the opponent not to go into these walls or if they do, double switch out of them straight away.

What Counters It: By definition, Gothorita doesn't have any counters since it is able to trap any it wants (barring Ghost-types), however there are Pokemon that have the potential to limit Gothorita's impact. Hard hitting Physical Dark- and Bug-Types can make short work of Gothorita regardless of it's Calm Mind boosts while Pokemon such as Doublade can easily set up a couple of Sword Dance boosts due to it's colossal Defense Stat and retaliate with a STAB Super Effective Ghost move. Dark-types in general limit Gothorita since they are immune to Gothorita's STAB and Toxic usually taking far too long to take effect before Gothorita bites the bullet. Also, a brief mention of Shed Shell on Pokemon like Blissey and Florges also reduce Gothorita's effectiveness (and in turn it's niche) since Shed Shell allows them to freely switch out even though Shadow Tag is in effect. However, I would advise against the use of items like these unless you specifically know people are going to be running it or you're trying to counterteam someone in a Tournament setting.

Any Additional Info: Don't use Gothorita, I don't want to have to deal with it n_n


Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 252 Spd / 4 SDef
Adamant Nature
- Brave Bird
- Sucker Punch
- Superpower / Roost
- Pursuit

Role: Physical Sweeper, Wallbreaker

What It Does: Fedora bird comes in on weakened Pokemon, picks them off, gains a Moxie boost and Snowball effects it's way through the enemy team. Honchrow made a name for itself by being one of the most fearsome Physical threats in the BW UU metagame and even in XY, still manages to hold it's own in a tier riddled with ridiculously strong Physical attackers. Brave Bird is used as STAB to bust through shit that it probably shouldn't be able too, Sucker Punch is for faster Pokemon (granted there are a hell of a lot of faster Pokemon that don't enjoy taking a Sucker Punch at +1), Superpower to hit Steel- and Rock-types although they are rather limited in the XY UU metagame (and the ones that are get hit harder by Sucker Punch anyway), Roost can be used over Superpower to increase Krow's longevity and Pursuit is there to trap things like -1 Banded Victini (at least after SR) so it can get the Moxie boost.
Good Teammates: Wallbreakers and hazard setters. Nothing makes Honchkrow's job easier than the entire enemy team being below 50% Health and Wallbreakers + Hazards are exactly the things that will do it for Honch to clean up. Pokemon such as CB Victini, Heracross, Mienshao, Mixed LO Hydreigon, Mixed Nasty Plot Infernape and Spike setters all help out the main issue with Honch being getting that initial +1 Moxie boost. Removing of priority Pokemon is also fairly required as while Honchkrow does have priority, the increasing presence of Extremespeed from Lucario and Mach Punch/Vacuum Wave from Infernape does outprioritise Honch's Sucker Punch meaning that they can not only stop Honchkrow's sweep but also completely avoid taking any damage. Defoggers can also be beneficial since Honchkrow would much rather be at 100% and take Brave Bird recoil than at 75% and taking it since it greatly decreases the longevity of Honch.
What Counters It: Before Honchkrow gets the +1, most Steel-types can deal with it so long as they don't try to directly attack it rather statusing or Substituting in order to avoid being hit. Mega-Aggron is basically a hard stop to the Standard Honchkrow set and can easily OHKO Honch back with a Heavy Slam. Bulky Waters can also take 1 or 2 Brave Birds and either Rest/Slack Off/Recover the damage or kill with Scald, this however can be risky since Honchkrow does have the potential to 2HKO many Bulky Waters with hazard support. After the +1, you either 1)Wear it down with recoil or 2) Kill it with a Scarfer or naturally faster Pokemon that can take a Sucker Punch. This list includes Mega-Absol, Krookodile, Heracross, Infernape and Hydreigon. It can also be outprioritised by some of the Pokemon I mentioned earlier including Lucario, Infernape, Entei and Arcanine. Substitute Pokemon such as Chandelure can also mess with Honchkrow, basically forcing it to predict around the Substitute in order to kill it with Sucker Punch, however this strategy is risky since decent prediction is required.
Any Additional Info: Heat wave can be used but it doesn't really hit much outside of Mega-Aggron who isn't really used in the meta anyway (oh it also hits Doublade but only I use that so you don't need to worry about that).


Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- V-create
- U-turn
- Bolt Strike
- Zen Headbutt / Trick

Role: Wallbreaker

What It Does: It Creates the V and watches the entire tier melt. Seriously, unless the opposing team has a Bulky Water or a Flash Fire mon, there is no need to predict with this thing. Just come in, V-Create, switch out, rinse and repeat. Obviously if there is a Bulky Water on the oppositions team, you might wanna try and predict that or just make the safe play and U-Turn out. Otherwise, click the Red Button with 180 BP BEFORE STAB and laugh at their apparent 'switch ins'. It's also one of the few Pokemon in the tier that can stand up to a +2 Infernape so it's also got that going for it.

Good Teammates: Pokemon that enjoy half the tier being eliminated will enjoy Victini being on their side of the field. Clean up Sweepers like Lucario, Infernape, Krook love Physical walls being broken down for them to sweep late game. Defoggers/Spinners are also much appreciated since Victini is doing a lot of Hit and Run work so the field being clear of Entry Hazards is always beneficial to Victini seeing as it's susceptible to every form. Solid walls to fall back on once Victini has Created the V are also necessary since the Speed drop does seriously expose Victini to being revenge killed.
What Counters It: LOL. Not a lot. Bulky waters aren't safe because of Bolt Strike (well Slowbro can Regen but the others are fucked), Flash Fire mons at least force a prediction to be made and yeah, that's about it. pretty much everything else is 2HKO'd by V-Create. Basically, the best way to deal with CB Victini is 1) The Forfeit button 2) A Bulky Water + Ground Type or 3) Revenge Killing/Pursuit trapping.
Any Additional Info: Use it. It's really good, really easy to use and is a great Pokemon for newer players that aren't super confident with doing stuff other than spamming extremely strong moves :]


Crobat @ Black Sludge
Ability: Infiltrator
EVs: 136 Spd / 248 HP / 120 Atk / 4 SDef
Jolly Nature
- Brave Bird
- U-turn / Taunt
- Defog / Taunt
- Roost

Role: Hazard Remover, Stallbreaker, Revenge Killer
What It Does: Crobat uses it's incredible Defensive Typing to come in on basically half the moves the metagame has to offer. It 4x Resists Bug-, Grass- and Fighting-Types, is completely immune to Ground (unless it gets caught Roosting by a slower Pokemon) and 2x Resists Fairy and Poison. Not a bad effort for a single Pokemon. It also has access to Flying STAB, one of the best STAB options available while also being one of the many Pokemon blessed with the Defog buff which now makes Crobat one of the top hazard removers in the tier. Taunt is an option to make Crobat play more of a Stallbreaker role but U-Turn can be extremely valuable to provide momentum on a predicted switch to something that walls Crobat. The EVs let Crobat outspeed Base 115s while still letting it fully invest in HP and have enough attack to do some pretty hefty damage with Brave Bird. 4 SDef just to give Porygon2 or Z the wrong Download Boost. Crobat also got a buff with it's ability, Infiltrator now allowing it to
Good Teammates: Pokemon that can are weak to any of the aforementioned types love having Crobat on the team. Pokemon such as Swampert who is 4x weak to Grass or Hydreigon who is 4x weak to Fairy greatly appreciate Crobat's ability to sponge those hits and retaliate with either a Super Effective hit or one that will do hefty damage to the main Fairy in the tier, Florges. Pokemon also crippled by Hazards such as Victini, Chandelure, Honchkrow etc appreciate Crobat's ability to come in on the plethora of resistances it has and remove hazards from the field.
What Counters It: Steel- and Rock-types. Crobat has always had the problem that it has never been able to break through Steel- and Rock-types. Mega-Aerodactyl has an absolute field day with Crobat, being able to come in on any of it's Attacks and retaliate back with Super Effective STAB. Status (particularly being Burnt) greatly reduces 1) Crobat's survivability 2) It's ability to come in and take hits and 3) It's Attack Stat. Pokemon bulky enough to take Crobat's hits and threaten back with a) Super Effective hits or b) Hits that can result in being burned (SCLAD). Other than that, Crobat does a fantastic job of neutralising a lot of threats in the tier but watch out for shit like Psychic Shaymin and Stone Edge Heracross etc.
Any Additional Info: Always ask user CoolStoryBrobat why there isn't a Crobat on his team. If his answer back is along the lines of 'Unfortunately, I don't have 7 team slots', tell him to git gud.


Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SAtk / 252 Spd / 4 SDef
Timid Nature
- Draco Meteor
- Dark Pulse
- U-turn
- Fire Blast

Role: Revenge Killer
What It Does: Hydreigon solidifies it's place in the UU metagame as one of the best Choice Scarf users in the tier. With access to fantastic STAB in Dark Pulse and Draco Meteor and every other coverage move in existence it could ever need, Hydreigon has the ability to revenge kill some of the deadliest sweepers in the game (besides NP + Vacuum Wave Infernape but fuck that mon). Mons like Honchkrow, Absol, Heracross, Krookodile, Chandelure, Jirachi and Victini all succumb to one of Hydreigon's STAB options and with it's fantastic defensive typing, it can take almost any priority (barring +2 Vacuum Wave) and retaliate back with more than likely an OHKO. U-turn is for scouting and for predicting pink blobs to come in so something else such as CB Victini can deal with them.
Good Teammates: Wallbreakers, Trappers, Hazards and Big booty bitches. Well, the first 3 at least are all great teammates for Hydreigon being able to muscle through a lot of the Special walls that rain on Hydreigon's parade. Gothorita gets a special mention (because I like her) and since she is able to trap both Blissey and Florges disposing of both of them with help from Calm Mind and Psyshock basically freeing up Hydreigon for the remainder of the battle. Strong Fire- and Fighting-Types also do a great job of disposing of the Special walls
What Counters It: The aforementioned Special walls do a decent job of countering but have to exercise extreme caution since Hydreigon has the potential to run Superpower and Iron Tail (something that makes Hydreigon have such limited counters in the first place). Faster scarfers can deal with Hydra, such as Victini, Jirachi and Mienshao can potentially revenge but basically that's all that can deal with Hydreigon.
Any Additional Info: Watch out for mixed sets and Specs sets since they have an entirely different set of counters n_n





Jesus fuck that took a while, oh well, got that done, also everyone's sets up to mine have been added to the OP (well if I accepted it) so make sure to keep sending your submissions in.
 
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Ununhexium

I closed my eyes and I slipped away...
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Well Bouffalant did the physically defensive set (GREAT SET really give it a try) to I will do the bulky attacker

Ampharos @ Ampharosite
Ability: Static
EVs: 132 HP / 252 SpA / 124 SpD
Modest Nature
- Thunderbolt
- Dragon Pulse
- Focus Blast
- Volt Switch

Role: Bulky Attacker

What it does: Using its sky-high base 165 Special Attack and good 90 / 105 / 110 defenses, Mega Ampharos makes for a great bulky attacker in UU. Its excellent Special Attack also allows it to deal heavy heavy damage to some prominent special walls such as Umbreon. Its STAB coverage, not shared with any Pokemon in UU, gets very good neutral coverage as the only viable Pokemon in UU it doesnt hit are Magneton and Whimsicott. Thunderbolt is Mega Ampharos' most powerful STAB move and will severely damage anything that doesn't resist it. Dragon Pulse is Mega Ampharo's secondary STAB move that most notably hits the Grass-, Ground-, and Water-types that resist Thunderbolt. Focus Blast is for coverage and hits Steel-, Rock-, and Dark-types harder than anything else Ampharos has. Volt Switch can actually deal some good damage to opponents, but is most notable for gaining momentum if the opponent switches. Also, Mega Ampharos has a low Speed stat so you could be gaining momentum anyways.

Good teammates: This Ampharos appreciates the support of a Wish passer as it has no method of recovering HP on its own when using this set. Alomomola has good synergy with Mega Ampharos and can heal it with its massive Wishes. Mega Ampharos actually appreciates the support of bulky Water-types anyways because they can remove Ground-types that trouble Mega Ampharos. Jirachi makes a good partner as it can heal Mega Ampharos with Wish and forms an effective VoltTurn core. Mega Ampharos hates status, so a teammate with Heal Bell or Aromatherapy is helpful.

What counters it: Mega Ampharos has a bit of trouble breaking past special walls such as Florges and Blissey. Also, this Mega Ampharos set hates status of all kind as it has no Leftovers and needs another teammate with Heal Bell or Aromatherapy to recover it. Mega Ampharos hates hard-hitting physical attackers because it has no method of recovering damage taken from them.


Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch / Ice Punch
- Trick / Healing Wish

Role: Revenge killer / Late-game cleaner

What it does: When equipped with a Choice Scarf, Jirachi makes for an effective revenge killer and late-game cleaner. Its access to Serene Grace allows it to flinch opponents to death with Iron Head because of its 60% chance to flinch. Iron Head is the best STAB move Jirachi has and has a nifty 60% chance to flinch. U-turn is a valuable move that allows you to quickly gain momentum or just escape an opponent that would otherwise hurt Jirachi. Fire Punch is recommended in the third slot to hit the Steel-types that otherwise wall Jirachi, but Ice Punch allows you to beat Dragon-types such as Flygon and Noivern. Both hit Grass-types hard. Trick is recommended in the last slot to cripple any wall that may switch in, but Healing Wish can be used to give a sweeper another chance to sweep. Just remember that base 100 Attack , while good, is not far too great.

Good teammates: Good teammates for Jirachi are ones that appreciate what it can revenge KO. Jirachi can 2HKO Florges with Iron Head, so special attackers really appreciate Jirachi. Frail Pokemon that appreciate a free switch in from U-turn make good partners. Also, bulky sweepers that appreciate a restoration from Healing Wish make good teammates as it essentially lets them come back at full strength again. Mega Ampharos makes a good partner as they have decent type synergy and form an effective VoltTurn core. Also, Mega Ampharos appreciates a restoration from Healing Wish if it is not running a defensive set.

What counters it: Scarf Victini Speed ties with Jirachi and can hit it with a super effective STAB V-Create. Mega Houndoom can take any attack from this set and can hit it back hard with a super effective STAB move or set up Nasty Plot. Because of the defensive nerf to Steel in Generation Six, Dark-type moves hit it super effectively, which is an issue due to the surplus of Sucker Punch users in UU. Also, the Knock Off buff doesn't help Jirachi much either.
 

Vivillon @ Focus Sash / Life Orb
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spd
Timid Nature
-Quiver Dance
-Sleep Powder
-Hurricane
-Bug Buzz

Role: Special Sweeper, Wallbreaker

What it does: With its subpar stats and shallow movepool, Vivillon seems dwarfed compared to the multitude of powerful special attackers in the tier but it finds its niche nonetheless as one of the few viable users of Quiver Dance. This set is fairly straightforward, using Quiver Dance to boost its mediocre offenses to threatening levels and punching holes on the opposing teams. Though lacking any hint of salvageable bulk, Vivillon can capitalize on the switches it makes with the threat of incapacitating a Pokemon with Sleep Powder. After successfully putting a foe to sleep, Vivillon can either set-up or smack the incoming Pokemon looking to revenge it with one of its STABs. Along with its reliable Sleep Powder, a powerful and accurate Hurricane is one of the few things that Vivillon can boast and makes up for its initially lacking Special Attack. Bug Buzz is then the choice for secondary STAB as it doesn't have any notable coverage to use.

Good Teammates: Pokemon who can provide Vivillon safer switch-ins are great partners for it. U-turn, Volt Switch, and Baton Pass are good ways to bring Vivillon on the field more comfortably. Coming in on Stealth Rock severely hampers Vivillon's set-up opportunities so a Spinner or a Defogger is necessary at most times. Mega-Blastoise and Mew are the best at these roles respectively. Pokemon who can ease Vivillon's sweep are also welcomed. Dugtrio can trap troubling Electric- and Steel-types. Hazards helps in weakening Pokemon and Swampert is a nice fit, tanking Fire- and Rock-types aimed at it while also drawing in Grass-types for Vivillon to feast on.

What counters it
: Overcoat Pokemon such as Escavalier can check Vivillon and discourage it to attack or set up in fear of a strong STAB. Keeping rocks on the field also helps greatly in reducing its effectiveness and breaking Focus Sash if its wields it. Also, it's important to note that once Sleep Clause is activated, Vivillon is less threatening so be sure to capitalize on this. The likes of Victini and Darmanitan can outspeed Vivillon at +1 and KO with their STAB. Mega-Aerodactyl resists both of its STABs and can use Taunt to disable Vivillon's set-ups, or just outright OHKO with one of its STABs.

Any Additional Info: Both items have its own perks. Life Orb maximizes its overall power and lets it break through Special Walls harder. On the other hand, Focus Sash increases Vivillon's set-up opportunities by shielding it from strong priority and revenge-killers.

EDIT
: Added missing description which is the nature.
 
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Ununhexium

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Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump / Scald
- Psyshock / Thunderbolt
- Ice Beam / Signal Beam
- Rapid Spin

Role: Hazard Remover / Wallbreaker

What it does: Starmie makes for an effective user of Rapid Spin as it can bash most switch-ins with an Analytic-boosted move of its choice. Also, Starmie's excellent coverage allows it to hit many switch-ins super effectively. Hydro Pump is recommended in the first slot as it is Starmie's most powerful move and hits opponents especially hard on the switch thanks to Analytic. If you dislike the 80% accuracy of Hydro Pump, Scald can be used for more reliability and a 30% chance to burn the opponent. Psyshock is a good secondary STAB move that hits the opponents Defense as opposed to their Special Defense, essentially turning it into a mixed attacker. Thunderbolt can be used over Psyshock for the better coverage it provides and allows you to hit bulky Water-types harder than Psyshock. Ice Beam has good coverage with Starmie's two other chosen moves, especially Thunderbolt as it forms the famous BoltBeam combo, but Signal Beam can be used to hit Dark- and Psychic-types harder. It should be the chosen move if Psyshock is chosen as without it, it has no way of hitting Hydreigon, Slowbro, and Celebi harder. It should be stressed how hard moves hit when boosted by Analytic and Life Orb, so it can actually make for an effective wallbreaker. Rapid Spin should always be used in the last spot as it allows you to clear away hazards.

Good teammates: Pokemon that have issues with entry hazards appreciate the support Starmie provides. Fire-type in particular appreciate Starmie as they are prone to all forms of entry hazards. Chesnaught has good type synergy with Starmie as they resist many of each other's weaknesses and Starmie can clear hazards for Chesnaught to make its defensive capabilities better. Also, late-game cleaners appreciate the wallbreaking support that Starmie can provide thanks to its ability Analytic.

What counters it: Special Walls can take anything Starmie can throw at it and heal off damage. Blissey doesn't even take much from Psyshock. Umbreon can switch in without any trouble and 2HKO with Foul Play. Mew can come in on any attack and 2HKO with Knock Off. Bulky Water- and Grass-types can take almost anything Starmie can throw at them bar a boosted Thunderbolt or Ice Beam / Signal Beam respectively. Also, as Starmie has a mediocre defensive typing and is sort of frail, faster attackers and users of Sucker Punch can revenge KO it easily.
 
ok my daily does has been missed because i cant be bothered i mean i forgot

->

Houndoom @ Houndoominite
Ability: Flash Fire
EVs; 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Flame Charge / Destiny Bond

Role: Special Sweeper


What it does:
While taking a massive drop in viability due to the new drops, Mega Houndoom still holds its place as a special sweeper. Being able to switch into the likes of Pokemon such as Chandelure, it has a good amount of opportunities to set up with Nasty Plot. Fire Blast and Dark Pulse serve as STABs, hitting a decent amount of the metagame, barring the ever-present Hydreigion, as well as Infernape. The last slot can be a variety of things; Flame Charge can be used to pick off a weakened opponent while gaining a speed boost, avoiding it from being revenge killed. Destiny Bond lets it pick off threats that it can't kill, such as Hydreigon and Florges.

Good teammates: Lucario is a good partner, as it appreciates the removal of Chandelure, as well as other ghost-types. In turn,it can take care of Blissey, who walls Mega Houndoom to no end. Hazard cleaners, such as Mew and Crobat, also make for good partners as they can get rid of the Stealth Rock that Mega Houndoom hates. Pokemon that can take care of Hydreigon, such as Florges and Mienshao can also be beneficial to Mega Houndoom.

What counters it: Blissey is a hard answer to Mega Houndoom, tanking its attacks, and can either wear it down with Seismic Toss or cripple it with Thunder Wave. Hydreigon is a great offensive answer to Mega Houndoom, resisting both STABs and smacking it with a Draco Meteor. Common scarfers, such as Mienshao and Infernape, can revenge kill Mega Houndoom.

Any Additional Info: Use Modest if running Flame Charge.
 

Ununhexium

I closed my eyes and I slipped away...
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Nidoqueen @ Black Sludge
Ability: Sheer Force
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
- Earth Power
- Sludge Wave
- Stealth Rock
- Roar

Role: Physical Wall

What it does: A combination of Nidoqueen's good defensive typing and defensive stats makes it a good physical wall in UU. Its Poison typing gives it an extremely useful resistance to Fighting as well as Bug and Fairy, and its Ground typing gives it an immunity to Electric as well as a useful resistance to Rock, and with it Stealth Rock. Earth Power is a decently powerful STAB move and even without Special Attack investment it hits fairly hard thanks to Sheer Force. It is even powerful enough to have a fairly high chance to OHKO Lucario, and a 100% chance to OHKO after one turn of Life Orb recoil. Sludge Wave is another STAB move and, like Earth Power, hits hard enough thanks to Sheer Force. Stealth Rock is chosen in the third slot as the residual damage it provides can turn the tide of a battle. Roar is useful if something you don't want to deal with switches in, removing stat changes, and racking up residual damage with Stealth Rock. The Speed EVs allow it to outspeed slow offensive threats such as uninvested Mega Blastoise as well as everything up to it. The rest of the EVs are invested in bulk.

Good teammates: As Nidoqueen is a good physical wall, special walls make good partners as they can take special attacks and Nidoqueen can take physical attacks. Also, Nidoqueen appreciates Wish support from Pokemon such as Blissey. Blissey is a good teammate as it provides the aforementioned Wish support and as most of Nidoqueen's are mostly specially based, it can take attacks aimed at it. In return, Nidoqueen resists Blissey's single weakness to Fighting. As bulky Steel-types pose an issue to Nidoqueen, hard-hitting Fire-types such as Victini, Darmanitan, and Chandelure make good partners as they can remove them.

What counters it: Strong special attackers can wear down Nidoqueen as its special bulk isn't far too great. Also, as Nidoqueen has no reliable recovery, it can be easy to wear down through hazards and residual damage in general. Though being immune to Toxic and resistant to Stealth Rock helps with this, Spikes and burns are still issues. Bulky Water-types can come in and KO with their super effective STAB moves, and the aforementioned Steel-types can often tank a hit and either KO back or set up hazards of their own.


Machamp @ Assault Vest
Ability: No Guard
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Dynamic Punch
- Knock Off
- Stone Edge
- Bullet Punch / Ice Punch

Role: Bulky attacker

What it does: With an Assault Vest equipped, Machamp makes for an effective bulky attacker. It has already decent bulk and a very high base 130 Attack stat, allowing it to effectively punch holes in the opposing team. Its ability No Guard allows it to use low accuracy moves without any chance of them missing. This allows Machamp to make effective use of Dynamic Punch: a move with 100 Base Power and a 100% chance to confuse, making it an effective STAB move. Knock Off is a great move as it has good power and gets nearly perfect coverage with Dynamic Punch. It also has the added bonus of removing the opponent's item, potentially crippling them for the rest of the match. Stone Edge is another great coverage move that hits the Flying- and Bug-types that resist Dynamic Punch super effectively. It is also granted perfect accuracy thanks to No Guard. Bullet Punch it recommended in the last slot to help pick off weakened threats in the late-game, but Ice Punch can be used for coverage against Ground-types.

Good teammates: Nidoking and Nidoqueen make good partners for Machamp as they can effectively KO the walls that trouble it, namely Florges and Chesnaught, Also, they can set up Stealth Rock, making Machamp's wallbreaking duties easier. Pokemon such as Alomomola, Blissey, and Aromatisse make good partners as they can provide Wish support for Machamp as it has no way of recovering damage dealt to it. Machamp appreciates U-turn and Volt Switch users as they can bring in Machamp for free, allowing it to stick around longer. Hydreigon in particular is good at this as it can take down bulky Psychic-types such as Mew and Slowbro for Machamp. Honchkrow can help break down Florges and Chesnaught for Machamp, and Machamp in turn can break down Hydreigon for Honchkrow. Machamp also likes support from Pokemon such as Froslass which can set up Spikes and spread paralysis.

What counters it: Anything that resists Dynamic Punch and doesn't mind confusion too much makes a good switch-in to Machamp. Bulky Psychic-types such as Mew are good though it must watch out for Knock Off. Cofagrigus makes an excellent switch-in to Machamp as it doesn't take too much from Knock Off, is immune to Dynamic Punch, and can change its ability from No Guard to Mummy, so even if Machamp does manage to take down Cofagrigus, it will have trouble until it switches out.

Additional info: Machamp is smart and doesn't take steroids or sit around all day. If you want to look like Machamp, eat your veggies and get exercise instead of reading all of this.
 
Ok, sorry I have been gone for the weekend but everything is now updated and just a reminder to everyone who has contributed 1 or 2 noms that if you want a point towards Community Contributor you only have to do 5 which isn't too difficult so make sure that if you're trying to increase your activity on the forum or improve your writing, this can be the place to do it :]
 

dingbat

snek
is a Top Tiering Contributor Alumnus


Mienshao @ Choice Scarf
Ability: Reckless
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
-High Jump Kick
-Knock Off
-U-turn
-Stone Edge/Poison Jab

Role: Revenge Killer, Cleaner

What it Does: Like many of the other scarfers in the UU tier, ScarfShao causes a great deal of havoc against the opposing side. High Jump Kick and Knock Off are two fantastic moves on Mienshao as the former is Mienshao's way of nailing opponents hard while the latter can strip items away from opponents, while providing great coverage with HJK. Finally, opting for Reckless allows Mienshao to dish out some extra damage with High Jump Kick, creating extra 2hko/ohko opportunities on 'mons like Heracross and 4/0 Mega Aerodactyl (do people still use that?).

Good Teammates: Mienshao will always appreciate having Stealth Rock/Spikes support as those will open up even more opportunities for it to effectively revenge kill things on the opponent's team; Roserade is a great candidate as it can setup Spikes while being able to directly handle many of the bulky waters and Hippowdons that Mienshao cannot directly threaten. Jirachi is also a fantastic teammate as it effectively patches up all of Mienshao's weaknesses while being able to form a U-turn core with it.

What Counters it: The Fairy-types and Gligar are both fantastic answers to Mienshao (without Poison Jab) as all of them can handle its High Jump Kick while being able to threaten it back with Moonblast/Earthquake or recover off the damage with Wish/Roost, respectively. Bulkier Poison-types like Nidoqueen can also stomach Mienshao's moves, although the lack of reliable recovery will wear them down. Finally, although Slowbro hates being smacked with a Super-Effective Knock Off, it does not completely mind having its item lost as it has multiple forms of recovery and will avoid the 2hko from Mienshao, especially with Knock Off's power weakened significantly.

Additional Info: Beware of Protect users when using Mienshao, so you won't end up unnecessarily losing half of your health when High Jump Missing.



Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP, 8 Def, 252 SpD
Calm Nature
-Sticky Web
-Stealth Rock
-Encore
-Toxic/Knock Off

Role: Hazard Setter

What it Does: It is one of the viable Sticky Web setters along with Galvantula (RIP Smeargle). However, unlike Galvantula, Shuckle is bulky enough that it can potentially lay the Sticky Web multiple times which can be important if you managed to kill the opponent's spinner/Defogger while keeping Shuckle alive. Encore is great for locking Finally, Mental Herb + Sturdy will ensure that Shuckle will at least get a hazard up, depending on which one will be of more importance during the battle.

Good Teammates: Sweepers, Wallbreakers, and Cleaners that especially appreciate the Sticky Web like Lucario, Hydreigon, and Nidoking, just to name a few, are 'mons that will really enjoy abusing the speed lowering effect of Sticky Web. A spinblocker like Chandelure may also be desirable in order to keep Sticky Web and Rocks on the field.

What Counters it: Xatu and Mega Absol are the best answers to Shuckle as they will deflect the hazards back at Shuckle, rendering Shuckle dead weight in the scenario. Mega Absol, however, needs a turn to Mega Evolve if it is not leading against Shuckle, but will nevertheless be able to set up a free Swords Dance while Shuckle switches out.

Additional Info: Leftovers can be used over Mental Herb in order to extend its longevity, however Shuckle will become complete Taunt bait if it decides to use it, something that it will definitely not appreciate since it has absolutely no offensive presence.
 

Stoutland @ Choice Band / Silk Scarf
Ability: Sand Rush
Happiness: 0
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Frustration
- Crunch
- Superpower
- Retaliate

Role: Revenge Killer, Late-game Cleaner

What it does: Due to its ability, Sand Rush, Stoutland manages to carve its niche in the UU metagame as one of the best late-game cleaners in the tier. It pretty much 2HKOs the entire offensive tier barring resists, due to its great base 110 attack and access to Choice Band or Silk Scarf without fear of being outsped. Frustration is the general STAB movem, hitting a good portion of the metagame for good chunks of damage. Crunch hits Ghost-types such as Chandelure, as well as bulky pokemon such as Jirachi, Metagross, and Mew. Superpower hits Pokemon such as Snorlax and Blissey for super-effective damage; however, be wary of the drop. Retaliate makes Stoutland a deadly revenge killer, hitting Pokemon harder than Frustration after letting another Pokemon get KOd.

Good Teammates: Hippowdon is mandatory, as it provides the Sandstorm that Stoutland needs to sweep. Status absorbers, such as Heracross and Shaymin also make good partners, luring in WoWs aimed at Stoutland. Pokemon that can take care of physical walls, such as the aformentioned Shaymin and Blastoise are also good partners.

What Counters it: Ironically, Stoutland's best partner is its best answer; Hippowdon, along with other physical walls such as Mega Aggron, who can tank any of its attacks and threatens it out with their powerful STAB moves. Choice Scarf Infernape can actually outspeed Stoutland in the sand, and thus makes a good check.
 

dingbat

snek
is a Top Tiering Contributor Alumnus


Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP, 4 Atk, 252 Spe
Jolly Nature
-Iron Head
-Close Combat
-Stealth Rock
-Thunder Wave/Taunt

Role: Support

What it does: Cobalion, although very uncommon, is capable of taking on a very effective support role. With its base 108 speed combined with very excellent Physical bulk, Cobalion not only has the ability to lay fast Rocks/spread fast Paralysis/Taunt/etc., but it can do so with a durability unmatched by 'mons like Froslass and Azelf. Its typing in turn allows it to threaten out 'mons such as Blissey, the Fairies, and even SD Lucario, granting Cobalion a unique list of things it can effectively check.

Good Teammates: Psychic-types like Mew or Slowbro complement Cobalion well as they can take on Fighting-type moves (Slowbro can also take on the Fire-type moves) while Cobalion in return can take on the Bug- and Dark-type moves, especially the pesky Knock Offs, while gaining an Attack boost from any Dark-type moves taken. Rotom-Heat is also a fine teammate as it absorbs the Fire-type moves and ignores Ground-type moves, while Cobalion eats up the Rock-type moves with ease.

Counters: Hippowdon and Swampert are both fantastic answers to Cobalion as its attack moves do not do much to them at all and both can proceed to threaten it back with Earthquake (or Scald w/Swampert) or freely set up Stealth Rocks. Slowbro in particular resists both of Cobalion's STABs and if Cobalion lacks taunt, it can freely set up Calm Minds.

Additional info: Speed EVs can be redistributed in order to further boost its Physical bulk or its offensive presence, depending on what you want to specifically outspeed, although Speed-tying with Infernapes can sometimes come in handy when the situation calls for it.

And something I've personally used and seen more people use ever since I've gotten on the upper ladder:


Krookodile @ Choice Band
Ability: Intimidate
EVs: 4 HP, 252 Atk, 252 Spe
Jolly Nature
-Earthquake
-Knock Off
-Superpower
-Pursuit/Stone Edge

Role: Wallbreaker

What it does: Sure, it doesn't have the wallbreaking power of, let's say, Banded Heracross. Sure, it is incapable of ever 2HKOing 'mons like Max Defense Hippowdon, Forretress, and Suicune. However, it has many qualities that differentiate itself from other wallbreakers; its unique Dark/Ground STAB (yay Knock Off), its speed tier, and its ability to effectively Pursuit trap threats are things it brings to the table. But why is Intimidate the preferred ability over Moxie? First off, an unboosted 92 Base Speed is not something conducive to cleaning teams, considering that there are a shitton of base 100+ speed 'mons that can easily murder the shit out of Krookodile. Not to mention, the -1 Attack grants Krookodile the ability to revenge kill +1 Lucarios given 80%+ health, and it allows it to more effectively Pursuit trap Victinis, Darmanitans, and Jirachis that really enjoy U-Turning out of Krookodile, although a lot of guts/prediction is required in order to truly pull the trap off.

Good Teammates: Roserade partners up very nicely with Krookodile as it will threaten the bulkier 'mons that Krookodile has a hard time dealing with and can provide convenient Spikes support for Krookodile to use at its own discretion. Or if you're real, pair it up with BandCross (the synergy is actually not bad) to make a Band core and proceed to lay the gauntlet down nice and hard on your opponents.

Counters: Suicune (the Crocune one) is hands-down the best counter to BandKrook as it very easily avoids the 2hko from Jolly Krookodile and will proceed to set up Calm Minds, directly Scald it, or use Rest to further PP stall Krookodile out of moves. Gligar can easily take on any of Krookodile's moves, although it will certainly not enjoy having its Eviolite knocked off.

Additional info: Krookodile can opt to run Adamant Nature in order to maximize its power and guarantee a OHKO on 252/252+ Blissey with Superpower among other things; however outspeeding Jolly/Timid Roserades, Lucarios, and Heracross is something Krookodile absolutely does not want to pass up on. And don't mention the LO > Band argument on Krook. That is all.
 

ScraftyIsTheBest

On to new Horizons!
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Alright, here's one real quick



Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Substitute
- Belly Drum
- Play Rough
- Return

Role: Late-Game Cleaner

What it does: Slurpuff is a surprisingly effective win condition in UU thanks to Unburden and Belly Drum. While it can be somewhat hard to get a Belly Drum off due to Slurpuff being rather frail, but once it gets both the Belly Drum and the Unburden boost off it can be quite hard to stop. Play Rough at maximum Attack hits like a truck full of bricks, and Return hits Fire-types bar Chandelure, which is rather easy to deal with in this metagame. Slurpuff outspeeds a lot of things with an Unburden boost, and with Steel-types removed it is quite the deadly force. Also, Slurpuff can take advantage of a choice locked Hydreigon thanks to that awesome Fairy-typing. It need support, but with it it can excel.

Good Teammates: Well firstly, a way to remove Steel-types is a necessity. There are a couple of Pokemon to do just that, such as Mixed or Nasty Plot Infernape, which removes Aggron. Other Fire-types such as Victini are useful as well. Entry hazard support is also advised, as this allows Slurpuff to sweep more easily. Heavy hazards also wears at Mega Aggron and other bulky walls, which is useful. Froslass, Roserade, and Chesnaught are all good at this. Use of Memento from Pokemon such as Dugtio might prove useful, although few Pokemon are good at that.

What counters it: Mega Aggron takes on Slurpuff like it's no ones business. It laughs at everything Slurpuff has to muster and can crush it with Heavy Slam. Roserade can also quickly dismantle Slurpuff with Sludge Bomb. Fast Taunt users such as Crobat and to an extent Mega Aerodactyl can be a nuisance as well. Forcing Slurpuff to nag an Unburden boost and then force it out is also decent if you can afford to do so.

Additional info: This is probably the EV spread to go since it gives enough Speed and provides a Substitute number, but there might be a better one out there to give Slurpuff a little more bulk, I'm not that good at making EV spreads so if there is one, feel free to find one.
 
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