I've noticed a couple things looking around these forums over the past few days, and probably the most important of these is a general lack of resources for newer players getting into the tier (beyond the sample teams / sample submissions). So, thought i'd chip in a bit and give some guidance on the big breakers of BH because I enjoy doing that and bc why not, no-one else is doing it
(VR update who)
also note that big scary breakers with 0 longevity can be hard to use/justify if all they do is be big scary breakers with 0 longevity (see the top 3 mons, note that they all do something else as well)
TEA GUZZLER'S BH BREAKER TIER LIST
(I mean breaker tier list, so sweepers like Hero Zacian/Zamazenta aren't included)
S RANK
(Sets here)
Best mon in BH. The amount of both offensive and defensive utility this offers is unparalleled, and this is just ONE of it's possible sets, hence why it's the best BH mon. Fairy type is phenomenal as there are no good non-passive fairy resists outside of Ho-Oh, which is why Diamond Storm and Fishious Rend are options. Boomburst has absurd power, Rapid Spin can do all of boost speed, PP stall and clear hazards in one slot, Strength Sap can be used as massive immediate healing (Recover can be used instead, which is overall worse but good if you're paranoid about Magic Bounce Steels), and every other option listed in the paste has it's merits, with Extreme Speed, Volt Switch, Rapid Spin and Quiver Dance being the most common. There is no reason why you should not consider this as your breaker.
Advantages:
- Overpowered Type
- Great Base Stats
- Amount of coverage is absurd
- Great Item Variety
- Pixilate Boomburst is stupid
- Can choose coverage to beat whatever check it wants
- Reliable game-on-game
Disadvantages:
- Magic Bounce steels that aren't Zamazenta-C can be annoying
- Annoyed by paralysis
- The entire meta is prepared for it because of how good it is
- Running Pixilate Xerneas means you aren't running Poison Heal Xerneas, which is also phenomenal
Regigigas @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant / Jolly Nature
- Swords Dance / Dragon Fance / Shift Gear
- Facade
- 2 of Wicked Blow / Precipice Blades / Glacial Lance / V-create / Nuzzle / Knock Off / Spikes / U-Turn / Sacred Fire
- ^^^
Easily top 2 in the game. Logic is 'Absurd base stats + STAB Facade + Poison Heal + 160 base attack', and that's all you really need to know. The massive damage output of Facade, further bolstered by a boosting move, means any neutral target is likely to drop, often even through Fur Coat - the coverage on this, similar to Xerneas, is also immense and can be used to make gradual progress (Knock Off, Spikes), annoy walls (Knock Off, Spikes, Nuzzle, U-Turn, Sacred Fire) or just straight up beat them (Wicked Blow, Nuzzle, Precipice Blades, Glacial Lance, V-Create). The staying power of Poison Heal is also ridiculous, meaning this threat persists for the majority of the game and is often the reason why games will be ended - Normal Type and great base stats also support this staying power. There's no reason to not consider this either.
Advantages:
- Great Base Stats
- STAB Facade is a delete button
- Great Staying Power
- Great Coverage Options, meaning there is no true counter
- Is not restricted to solely breaking
- Reliable game-on-game
Disadvantages:
- Depending on how you choose to improof this (ie. make it hard lose to one mon specifically), there's a chance you run into that mon but on the enemy team, at which point you are having a rough time. (Example, if I run Swords Dance/Facade/Wicked Blow/Spikes, intending to Improof with Magic Bounce Zamazenta-C, then if the enemy has Magic Bounce Zamazenta-C then gigas does very little until it is removed since the gigas is designed to not do anything to it)
- Similar to Xerneas, being so good means the entire meta is prepared for you
- Mandated item/ability slot
Regigigas @ Life Orb
Ability: Tough Claws
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shift Gear
- Multi-Attack
- Wicked Blow
- V-create
this isn't reliable and probably shouldn't be considered for a serious team, but MAMP made this a while back and it is the funniest shit to just shift turn 1 and just get 3 or 4 kills against the poor guy on the other end
(Sets here)
In my opinion, the 3rd best mon in the tier and a contender for the 3rd breaker on par with Spectrier (below). Eternatus is good because of Poison STAB + Ridiculous Base stats, which allow it to sponge a significant amount of hits and fire back with immense power. Eternatus' ace, however, is set variety - all of the above abilities are viable and each can choose between gradual breaking or immediate breaking, and with whichever option it can choose which walls it chooses to destroy. For reference:
- Regenerator provides the most longevity and is great for more balanced teams
- Simple / Mold Breaker are very offensive sets that excel on Hyper Offence / Can instawin in a large number of matchups, but heavily struggle with poor matchups
- Adaptability is good in all situations but doesn't tilt too far in either direction between offence and balance
- Specs + Dragon's Maw is a funny instakill machine but is otherwise a waste of the etern slot imo (it falls flat as soon as you load into a competent player)
- Sniper + Scope Lens is about as anti-stall as they get but isn't very good otherwise (crits ignore sp.attack drops from things like parting shot / crit rate can't be removed by haze, spectral or topsy-turvy)
Overall, eternatus' biggest asset as a breaker is it's unpredictability. More offensive sets can be susceptible to poor matchups but in the average game it is a strong performer. Hell, even defensive sets like Ice Scales can do breaking if you just whack on Nasty Plot or something.
Advantages:
- Great base stats, including super-effective STAB against the best mon in the tier
- Absurd set variety
- Ability to pick and choose which walls it destroys
- Improofing your specific set is fairly easy
Disadvantages:
- Many sets lack longevity outside of Black Sludge
- Well prepped for
- Susceptible to bad matchups
- Hates Paralysis
A RANK
Spectrier @ Choice Specs
Ability: Adaptability
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Astral Barrage
- Moongeist Beam
- Volt Switch
- Trick / Focus Blast / Lunar Dance
Who would've guessed that the fast ghost type would be good in a fast tier with few ghost resists? Spectrier excels at exploiting the lack of viable ghost resists in BH (seriously, there's a whole 2 you'd consider for the average team) with not one, but TWO super-powered STABS in Astral Barrage and Moongeist Beam. Astral Barrage, combined with Choice Specs and Adaptability, deals huge damage to everything without Ice Scales or Assault Vest thanks to being a 120 Base Power, 0 drawback move - Moongeist Beam deals slightly less damage, but has the benefit of cutting clean through Ice Scales and still maintains key 2-hit KOs on almost every important target. In addition, if you don't want to predict which one to use (or you want to save one of your 16 breaking PP), just volt switch all your problems away! And to top this all off, you still have a 4th move slot, which you can honestly put pretty much anything in - Trick excels at crippling switchins for the rest of the game and can be a final gambit if you're not getting in again, Focus Blast can be used to exploit teams using Regigigas as their switchin and force even more mindgames than you already do, and Lunar Dance exists but needs proper timing. Spectrier's fair bulk also lets it reliably come in to do damage, and it can sponge a hit in a pinch if needed.
Advantages:
- Ghost STAB is busted, and you have 2 Ghost Moves
- Fair Bulk
- Excellent Speed
- Imposter cannot come in safely
- Relatively easy to Improof
Disadvantages:
- Regigigas is on almost every team so often you're predicting every time you're in
- Needs team support to break down RegenVest mons
- Paralysis is a death sentence
- While strong, you usually aren't instakilling
- Choice Locked
- Lacks defensive utility
Ho-Oh @ Heavy-Duty Boots
Ability: Desolate Land
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Swords Dance
- V-create
- Nuzzle
- Recover
Ho-Oh @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Fire Lash
- Brave Bird
- Nuzzle
- Recover
Despite it's seemingly defensive use as a Xerneas check, these sets manage to both break things and check Xerneas at the same time. The Life Orb set (Fire Lash, Brave Bird, Nuzzle, Recover) excels at abusing Fire Lash's constant defence drops to repeatedly force switches and spread paralysis, whereas the Desolate Land set (Swords Dance, V-create, Nuzzle, Recover) excels at constantly threatening absurd damage with +2 V-create coming off of 130 Base attack in Sun. These are great breakers because they both can be use to check not only Xerneas but also other special attackers, particularly Eternatus, due to Ho-Oh's stellar 106/154 special bulk. A burn immunity on a breaker is also a very important trait. Ho-Oh's main issues are Core Enforcer removing Magic Guard (which hurts especially bad if you're been Toxic poisoned and have not considered the buildup of toxic turns), and Knock Off -> Stealth Rock for the Desolate Land variants. Neither also particularly likes Giratina sitting in front of it.
Advantages:
- Great base stats
- Compounds a special wall and a breaker into one slot
- V-create attacker that can easily punish Primordial Sea
- Easy to Improof
- Constantly forces switches
- Can slow down other offence, giving more opportunities to break
- Burn Immunity
Disadvantages:
- 4x Rock weakness (Both from Stealth Rock and from Diamond Storm coverage)
- More dedicated special attackers, such as Xerneas with coverage / choiced attackers, can overwhelm you
- Can't actually damage Primordial Sea for meaningful amounts
- Annoyed by Zygarde-Complete / Giratina
- Most teams are prepared for it
Kyurem-Black @ Choice Band / Expert Belt
Ability: Mold Breaker / Adaptability / Tinted Lens
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Glacial Lance
- V-create
- Precipice Blades
- U-turn / Bolt Strike / Trick
Busted moves: The mon. Black Kyurem carves it's niche by abusing the absurdly powerful moves Glacial Lance and V-create which, combined with a Choice Band, 170 Base attack and an ability of your choice, create a feast-or-famine machine that has the potential to get a kill every time it hits the field so long as you get your predicts. Kyurem's bulk is also a surprising 125/100/90, which against neutral hits allows it to come in fairly reliably. The only major issue with Kyurem is the lack of longevity - more apparent than other breakers is the weakness to Stealth Rock and inability to outspeed some very common threats, meaning Kyurem needs a large amount of team support in order to function effectively through means such as Paralysis or effective Hazard Control.
Advantages:
- Good Bulk
- Fair Speed
- Great Instakilling Power
- Good Coverage Options
- Ice Type = STAB Glacial Lance
Disadvantages:
- Poor Typing
- Underspeeds key targets such as Xerneas
- Notoriously difficult to Improof
- Often lacks any defensive / pivoting utility
- Choice Locked
Palkia @ Lustrous Orb
Ability: Adaptability
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty / Naive Nature
- Fishious Rend
- Dragon Energy
- Shift Gear / Rapid Spin / Nuzzle / Spikes / Steam Eruption
- Strength Sap
Busted moves 2: electric boogaloo, Fishious Rend and Dragon Energy are ridiculous and Palkia takes full exploitation of that with STAB on both, Lustrous Orb and Adaptability. These combine into a fierce breaker that 2-hit KOs almost anything in front of it, and this is before considering speed boosting options in Rapid Spin / Shift Gear which only increase the scope of mons you can kill. This is further aided by the fact that there are a whole 2 viable mons that resist your STAB combination - Tapu Fini and Ferrothorn - neither of which are stellar meta picks. The issue with Palkia is being a Dragon Type in a meta with Fairy Types being so good, and with Improofing (if you want to be safe, you basically need Tapu Fini or Ferrothorn).
Advantages:
- Abuses Fishious Rend and Dragon Energy to be basically unwallable without an intact enemy Tapu Fini / Fur Coat Steel
- Free slot for utility
- Key speed tier in outspeeding Xerneas
- Access to Lustrous Orb, which is a drawback-less damage boost
Disadvantages:
- Fairy-Weak
- Hard to Improof
- Enemy Prankster Tapu Fini almost invalidates this mon
- Hates Paralysis
(Sets here)
Calyrex-Ice is very similar to Black Kyurem in that they both abuse Glacial Lance. However, whilst Kyurem normally uses a Choice Band setup, Calyrex-Ice has a few more options due to being REALLY bulky. Choice Band still works as it would on Kyurem, but this mon has a perfect speed tier of 199 to outspeed all the base 130 mons, namely Eternatus, after a shift gear, making it excellent as a setup breaker. The bulk also lets it have a lot more utility options such as Nuzzle or Spikes, actual healing in Regenerator or Sap, and actual defensive utility such as being a switchin to many physical walls (provided you've scouted coverage). The main place Calyrex falls short in is in the Improofing department (Kyurem is already really hard, so have fun Improofing +1 Kyurem that also outspeeds you), and also that the speed is very low without boosts.
Advantages:
- Ideal speed tier for setup
- Why is this so bulky
- Great base stats
- Ice Type = STAB Glacial Lance
Disadvantages:
- Hazard weakness
- Low speed when not boosted
- Psychic type isn't massively useful (for example, adds a Wicked Blow weakness)
- Hard to Improof
B RANK
Rayquaza / Yveltal @ Life Orb
Ability: Aerilate
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive / Rash Nature
- Boomburst
- V-create
- Extreme Speed / Knock Off
- Strength Sap / Quiver Dance / Explosion
One of my personal favourites, Mixed Aerilate has phenomenal damage output due to Flying being really good in current meta + these 2 Aerilate breakers having great mixed attacking stats. V-create is an option to destroy Steel types with it's massive base power, and the 3rd slot depends on the mon - Yveltal has STAB Knock Off, which is great, whereas Rayquaza normally runs Extreme Speed as there's not really another alternative and having a powerful ESpeed is always appreciated. Yveltal is the safer option due to having the ability to hard switch into Core Enforcer and having higher overall bulk, whereas Rayquaza's higher offences mean increased damage output and some key calculations that Yveltal just misses out on such as guaranteed 2-hit KO'ing Ho-Oh from full with Boomburst. The main issue with both of these is the lack of defensive utility they provide beyond Yveltal Knock, and also the Life Orb + Sap issue which still plagues me to this day (where, if the enemy has a Magic Bounce mon, you either Sap, meaning the Bounce mon can come in and block your healing, or you attack, putting you dangerously close to death from Life Orb recoil and chancing the enemy just going to a wall).
Advantages:
- Great mixed attacking stats
- Great attacking type and moves
- Fair Speed
- Yveltal's Knock and Rayquaza's ESpeed both provide important utility
- Both hover over spikes, making getting in less of a hassle
Disadvantages:
- Lack of defensive utility
- Both are Fairy and Stealth Rock weak
- Non-Zamazenta-C Fur Coat Steels are very annoying
- Both don't enjoy Paralysis
Groudon @ Choice Band
Ability: Adaptability / Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Precipice Blades
- Thousand Arrows
- Glacial Lance
- Trick / U-Turn
Groudon's great Attack stat, good bulk and Ground STAB let it do significant damage to anything. Thousand Arrows is one of the most spammable attacks in the game and can be used realistically whenever, whilst Precipice Blades is a stronger alternative if there's no need for Arrows. Glacial Lance hits Giratina and Zygarde-Complete, the only real safe switch-ins besides Golisopod, deleting would-be nuisances for other Physical Attackers. Groudon overall, unlike most of the other breakers here, is always able to hit something for high damage, which speaks to the strength of Ground STAB when the best type for containing the top meta threats is Steel Type. Breaker Groudon's main issue that holds it back from A rank is the opportunity cost - because Groudon is a great mon, using breaker Groudon means you aren't using one of Groudon's other, arguably more useful, sets such as Prankster, Soundproof, Magic Bounce or the like. This can end up causing difficulties in the builder and otherwise suboptimal role allocation.
Advantages:
- Ground STAB is really good
- Thousand Arrows / U-Turn both ease predictions significantly
- Hits pretty much everything hard with either ability
- Bulky ground type = Nuzzle switchin
Disadvantages:
- Base 90 speed means a few mons, particularly Xerneas and Palkia, can outspeed and either threaten out or spam Strength Sap in front of you
- Precipice Blades' 85 accuracy is a thing that needs to be considered
- Opportunity cost of not using another Groudon set
- Choice Locked
Blacephalon @ Life Orb
Ability: Adaptability
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Astral Barrage
- Moongeist Beam
- V-create
- Strength Sap
Blacephalon @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Astral Barrage
- Mind Blown
- Strength Sap
Blacephalon is great due to the combination of Fire/Ghost STAB, which allows it to abuse all of Astral Barrage, Moongeist Beam and V-create. These, in combination with great mixed attacking stats, mean Blacephalon is easily capable of doing > 70% to even the bulkiest walls and outright instakilling a large proportion of the metagame. The speed tier is useful as well for passing a significant portion of the metagame. Notably, Blacephalon is one of stall's worst nightmares due to it's massive damage output, and it's ability to threaten common Fur Coat/Ice Scales walls with the other side of the attacking spectrum. On the other hand, Magic Guard Mind Blown goes all in on the special side with the massive damage of Mind Blown bolstered by Quiver Dance, which allows Blacephalon to both break and sweep so long as Mind Blown's 8PP is conserved. Blacephalon's key issue is it's frailty - the thing has 53/53/79 bulk, which is absolute paper, so it absolutely mandates heavy team support to perform but can absolutely perform well given this.
Advantages:
- Good speed tier
- Excellent STAB combination
- Imposter does not come in safely
- Fire Type means it can live Xerneas Boomburst in a pinch
- Can instakill a large part of the metagame
Disadvantages:
- 0 defensive utility
- Bulk is basically non-existent other than fringe cases
- Stealth Rock weakness + not flying above Spikes
- Magic Guard sets need to conserve Mind Blown PP to be useful
- Constantly spends turns sapping due to chip
Kartana @ Choice Band
Ability: Steely Spirit / Tinted Lens
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant / Jolly Nature
- Sunsteel Strike
- V-create
- Glacial Lance
- Trick / U-Turn
The main reason you'd be using Kartana is for the Steel Type - either through Sunsteel Strike ignoring abilities, or through Steely Spirit being used to boost Sunsteel's damage (and the damage of any stray Doom Desire teammates like Dialga). Kartana is very potent due to it's ability to ignore Fur Coat as a whole with Sunsteel, which when combined with Tinted Lens allows for ridiculous damage output against anything, or with Steely Spirit to have massive damage output against non-resists. A good speed tier and surprising physical bulk also aid it coming in too. Kartana's main issue is it's lack of special bulk making it difficult to hit the field without a slow pivot, Doom Desire strats being predictable, and lack of defensive utility.
Advantages:
- STAB ignores abilities
- Can be stacked with Doom Desire support for significant breaking power
- High Speed
- Good Physical Bulk
Disadvantages:
- Can be difficult to Improof
- If enemy Imposter is a consideration, forces mind games between Sunsteel and V-create
- Low defensive utility
- Lack of special bulk means any stray special attack is probably doing >60%
- Choice Locked
Zekrom @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Volt Tackle
- Dragon Energy
- Spikes / Shift Gear / Soak
- Strength Sap
Magic Guard Zekrom is good. I don't have a ton of experience with it myself but Volt Tackle has good PP and is great at forcing answers, Dragon Energy lets you hit on both sides of the attacking spectrum, Sap is high, Improof-able healing and the last slot can be used to either make gradual progress with Spikes or force switches with Shift Gear / Soak. This is also excellent defensive utility on teams that find themselves weak to Ho-Oh. Zekrom has similar issues to Palkia in that it's a Dragon Type in a meta laden with Fairies and Faster Dragons, and often doesn't carry a way to boost it's speed. In addition, Groudon being so good holds this back, particularly given that Groudon is almost always running a way to boost Ground damage (usually Soft Sand), thus is often doing at least 85 in one hit to Zekrom.
Advantages:
- Good defensive utility in answering Ho-Oh
- Great mixed attacking types
- Harder to PP stall than most breakers
- Nuzzle immunity, and isn't completely bricked by Burn
- Can make gradual progress with Spikes
Disadvantages:
- Can be difficult to get in against common meta mons
- Dragon/Electric is weak defensively and leaves it open to common coverage
- Typical Improofs aren't 100% safe (they can usually get crippled by Volt Tackle paralysis)
Magearna @ Pixie Plate / Metronome / Heavy-Duty Boots
Ability: Pixilate
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
- Boomburst
- Rapid Spin
- Volt Switch / Quiver Dance / Anchor Shot
- Strength Sap
This pretty much works as Xerneas does, but you lose the ability to run significant coverage. In exchange for this and for overall worse base stats, you gain the Steel type, which mainly exists to ease the matchup against utility Eternatus sets / Zamazenta-C. There's really not a lot to say about this other than "it's worse pixi xern but it's steel type". You'd probably run this if you want to stack Fairies but are already using non-Pixilate Xerneas and don't fancy using Zacian-H, or for some other specific reason that would depend on the rest of your team. Anchor shot can also self-improof but you lose pivoting which is rough.
Advantages:
- Best type in the game (Steel/Fairy)
- Pixilate is good
- Better matchup against Zama-C and Eternatus than Xerneas
Disadvantages:
- Almost completely predictable
- Loses the masses of coverage options that Xerneas has
- Steel type introduces some unwanted weaknesses, namely Fire but also Ground
- Just use Xerneas if you have the option
C RANK
Mewtwo @ Choice Specs
Ability: Psychic Surge
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Expanding Force
- Volt Switch
- Trick
- Photon Geyser / Filler
Mewtwo is OK as a breaker. I'm not sure it's down here with Barraskewda but i'm also less keen on it being as good as Magearna, so it'll stay here for now. Choice Specs PsySurge Expanding Force gives very high damage output against neutral targets due to Mewtwo's 154 Special Attack, making Mewtwo one of the few ways to offensively pressure Eternatus. In addition, it's high speed tier lets it outrun and threaten almost all of the metagame, similar to Spectrier. However, I think that breaker Mewtwo is overall a downgrade than Spectrier, mainly due to the inferiority of Psychic STAB which fails to leave a mark on the countless steel types roaming the tier (with the exception of Zamazenta-C).
Advantages:
- Psychic Surge blocks priority, and means you still have increased damage output if you lose ability
- Good base stats with a great special attack
- Easy to Improof
Disadvantages:
- Psychic is not a very good attacking type
- Trouble with RegenVest
- Little defensive utility
- Choice Locked
Barraskewda @ Choice Band
Ability: Primordial Sea / Tinted Lens
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Fishious Rend
- Diamond Storm
- U-turn / Volt Switch
- Trick
A matchup fish, in the most literal sense. Palkia already shows that Fishious Rend is dumb, so how about Fishious Rend but coming off of 408 speed? Fishious Rend boosted by either Tinted Lens or Primordial Sea is an absolute machine at getting kills, and you instawin in certain matchups just because this move is dumb. However, this thing is nowhere near consistent - Desolate Land is Barra's fun police (this is why you run U-Turn / Volt Switch over Flip Turn, with VS negating Rocky Helmet chip but doing less damage), really bulky resists like Giratina / Palkia blank even Tinted Lens sets, and Paralysis / enemy priority basically mean this is a dead mon. It's fun to break out but do not expect reliable results with it.
Advantages:
- Fishious Rend is stupid
- Diamond Storm kills the most common Desolate Land user, Ho-Oh
- Great Speed tier, outspeeds all but 3 relevant mons (Zacian-H, Zamazenta-H, Dragapult)
Disadvantages:
- Really frail
- 0 Defensive utility
- Prediction Reliant
- Fur Coat can be rough to break
- Matchup Reliant
- Choice Locked
Landorus-Therian (M) @ Choice Band
Ability: Adaptability / Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant / Jolly Nature
- Precipice Blades
- Dragon Ascent
- Glacial Lance / Thousand Arrows
- Trick / U-turn
This niche option is virtually the same as Groudon, except you exchange a large proportion of the bulk, the rocks resistance and 5 base attack for Flying STAB. It's cool, but it's not been seen in a while and personally I'd prefer the additional benefits that breaker Groudon offers. Flying STAB can be nice for hitting niche walls like Golisopod and as another means to not get PP stalled by Giratina, but it's not massively beneficial to how the mon functions. If anything, it makes it harder to Improof since you remove your own options.
Advantages:
- Slightly higher speed than base 90s
- Ground/Flying STAB is nice
- Workable bulk
Disadvantages:
- Flying STAB isn't massively beneficial
- Harder to Improof than Groudon
- Still gets Sap Spammed
- Precipice Blades Accuracy
Kyurem-White @ Choice Specs / Choice Scarf
Ability: Refrigerate
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest / Rash Nature
- Boomburst
- Dragon Energy
- Blue Flare / Explosion
- Trick / Explosion
White Kyurem, unlike it's brother, does not have a good time breaking. Whilst Choice Specs + Modest 170 Sp.Atk + Refrigerate Boomburst seems strong in theory, you must remember that the tier is littered with Steel types that do not care at all about this attack. Blue Flare has similar issues with Eternatus as coverage in that you still don't beat Scales Steels and it can miss, but Kyurem has it worse due to the only-average base speed and rocks weakness. I do not recommend using this if you want results.
Note: you can run minimum SpDef Scarf as a funny tool on Hyper Offence that maximises damage on Imposter with Dragon Energy. Once again, do not expect wins.
Advantages:
- Probably instakilling any non-resist
- Fair speed tier
- Pretty good bulk
Disadvantages:
- Does not enjoy steel types
- Very frail
- Poor typing for staying alive for any amount of time
- Choice Locked
HONOURABLE MENTIONS
Ground/Ice STAB is really cool, but the base 80 speed + comparatively low base stats + painful Improofing hold this back.
Great mon, but not really used as a breaker. Magic Guard + Life Orb can do stuff but you'd probably rather use another set on Dialga.
Dual STABS on ability-ignoring moves is cool, and the high attack is great, but the attacking types aren't tremendous.
Magic Guard is nice because you have STAB on both Mind Blown and Steel Beam, but that's about all this has going for it.
Same as above, Mind Blown is strong but that's mostly everything Reshiram has.
Specs Aerilate Boomburst is very strong and it has a crucial speed tier of 101, but otherwise offers 0 defensive utility and is only ever clicking Boomburst, Volt Switch or Trick.
STAB on 2 Auto-Crit moves in Wicked Blow and Storm Throw is very strong, but 0 defensive utility and a 4x fairy weakness hold it back.
This thing has negative defensive utility but it's blazing speed and Fighting STAB are worth mentioning.
VERDICT
This is just intended to give some general guidance on what breakers to implement into your teambuilding - they can be hard to use if all they offer is breaking potential, which is why Xerneas, Regigigas, Eternatus and Ho-Oh are all ranked so high. These sets are by no means binding either, so feel free to experiment with other utility options, coverage moves, items or abilities. Any mons that aren't on this list aren't necessarily unviable but probably aren't recommended for use as breakers for one reason or another.
edit: fixed formatting. i spent 3 and a half hrs on this and somehow it never occurred to me that this wasn't useful in any way
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