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Mew2

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What to use


Durant @ Life Orb
Ability: Hustle
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Iron Head
- X-Scissor
- Hone Claws
- Rock Slide


Role: Physical sweeper

What It Does: Durant is one of the best sweepers in the whole RU metagame, with an amazing base 109 speed, our little ant can outspeed dangerous sweepers such as Moltres and Zoroark and with a great typing and a great base attack boosted by hustle this pokemon can sweep entire teams. Iron head and X-Scissor are the best STAB moves that durant gets, hone claws is a perfect boosting move for Durant becasuse it allows it to boost its already high attack to sky levels and fix the hustle accuarcy drop, finally rock slide allows durant to destroy Moltres who otherwise walls it.

Good Teammates: This Durant set is walled by most steel types like Registeel and Steelix , therefore a fire type like delphox shares great offensive synergy with Durant. Delhpox takes care of the steel types while Durant takes care of Slowking and Aromatisse two walls that Delphox has trouble with. A dual screener can set up light screen to boost its low Special Defense and Reflect to boost its already high Defense causing durant to set hone claws easier.

What Counters It: Steel types like Steelix and Registeel resist all Durant's moves and can cripple it with thunder wave or phaze it out with dragon tail. Faster offensive pokemon such as Sceptile can come in a hone claws and roast Durant with Hidden Power Fire. Finally, gligar can wall durant with roost but can't do much in return.

Other Options: Superpower can be used to do more damage to steel types, but the attack and defense drops can hinder Durant's sweeping potential. Crunch is another viable option taking care of Cofagrigus and Dusclops but rock slide is generally better. Finally, batton pass can be a last resort if you don't want to waste that hone claws boost but Durant has better things to do.
 

EonX

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Doing this shit. I've talked too much about it not to:

What to Use:


Meowstic @ Light Clay
Ability: Prankster
EVs: 248 HP / 248 Def / 12 SDef
Nature: Bold
- Reflect
- Light Screen
- Thunder Wave
- Psychic

Role: Support

What it Does: Prankster Dual Screens. That's it in a nutshell. Basically, if you're using a Hyper Offense team and you want a Dual Screens user, this is what you should be turning to. Meowstic is crazy good at setting them up thanks to its decent bulk and ability to always get the proper Screen up before taking the hit. Thunder Wave provides extra support by acting as a "panic button" of sorts to stop any one sweeper from dominating you if it set up. Psychic is there to just do damage and keep from being complete Taunt bait. It helps that it trashes Fighting-types like Hitmonlee and Virizion. EVs round down passive damage and hit the final jump point for nature. Extra EVs go to Special Defense, as Speed will rarely ever matter and attacking isn't your primary concern. A physically defensive spread is used so you can live scary shit like AV Escavalier's Megahorn when Reflect is up. Light Clay is obvious to extend the duration of the Screens

Good Teammates: Virtually any sweeper loves this. Virizion, Delphox, Cobalion, Sharpedo, Zoroark. You name a sweeper, it probably benefits in some way. Venomoth, Gorebyss, and Huntail (sucks, use Gorebyss) can all pass off Quiver Dances and Shell Smashes respecitvely with much more reliability behind Screens. Teams that use slower attackers such as Druddigon, Gallade, and Escavalier like the top notch Speed control Meowstic provides.

What Counters It: Well, Dark- and Steel-types fear nothing from it (bar Thunder Wave) so they can beat Meowstic easily enough. Problem is, they can't stop it from getting Screens up unless it's a Taunt user like Cobalion (who isn't taking Psychic well) Knock Off from the likes of Zoroark and Hitmonlee may not defeat Meowstic, but it removes Light Clay, thus hindering it for the rest of the match. They'll probably eat a Thunder Wave (or Psychic in Lee's case) in the process though. Really, nothing "counters" Meowstic in the sense that it will always get at least 1 Screen up, and unless you Taunt it, it can get the other up before going down. That said, Defog users can remove them after they're setup, though none are doing much to Meowstic directly to wear it down. Anything trying to set up on it risks paralysis and if AV Escavalier can't OHKO with Megahorn behind Reflect, you know virtually nothing is OHKOing Meowstic behind the proper Screen unless it boosts up.

Any Additional Info: Psyshock over Psychic is plausible since most Fighting-types have better Special Defense. However, you then do nothing to Gligar to prevent it from Defogging the Screens. Otherwise, use this to help show your opponents how broken SmashPass and QuiverPass can be.
 

ScraftyIsTheBest

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Here's another one of my test subjects:

What to use:



Dragalge @ Leftovers
Ability: Poison Point
EVs: 252 HP / 4 Def / 252 SpD
Sassy / Calm Nature
- Toxic Spikes
- Sludge Bomb
- Dragon Pulse
- Dragon Tail / Scald

Role: Hazard Setter

What it Does: This Dragalge set does quite a bit in RU and is part of why Dragalge is very good in RU right now. It is a very reliable setter of Toxic Spikes, a great entry hazard on balance and stall. It has excellent special bulk and a nice defensive typing to complement it, allowing it to take hits from Sceptile, Virizion, Emboar, etc, so it can reliably set up Toxic Spikes throughout the match. 97 Special Attack, while not outstanding in any way, is pretty solid for a defensive Pokemon, and Dragalge can pack a decent punch with Sludge Bomb and Dragon Pulse. In addition, Draglage can burn Pokemon immune to Toxic Spikes with Scald, or it can phaze with Dragon Tail, also making it a semi decent answer to Venomoth and SD Virizion. The EVs give it all the special bulk it needs to take special hits well, and the nature depends on the move you're using in the last slot.

Good Teammates: Since Dragalge has no recovery options, a Wish passer is a great choice to keep Dragalge healthy throughout the match. Alomomola and Aromatisse are both good for this, and the latter also has Aromatherapy to remove status aimed at Dragalge, and the seadragon also has good synergy with the former. A spinner could be decent to remove hazards, which could take a toll on Dragalge's lifespan. Walls such as Gligar appreciate Dragalge's Toxic Spikes support. Gourgeist can spinblock for Dragalge and resists Ground-type moves for Dragalge, but beware some shared weaknesses. Additional hazard setters such as Gligar can supplement more hazards for Dragalge to phaze effectively and spread hazard damage.

What counters it: Delphox and Meloetta can both destroy Dragalge with Psyshock; the latter also takes fairly little damage from Dragalge's moves. Dugtrio can remove Dragalge perfectly and Arena Trap prevents it from escaping. Using fairly bulky Pokemon with setup moves can work if Dragalge lacks Dragon Tail. Additionally, taking advantage of Dragalge's lack of recovery with repeated assaults will eventually take it down.

Additional Information: Please do not use Assault Vest on dragalge or random mons in general
 
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CyclicCompound

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For Venomoth's QuiverPass set, I would personally mention Wonder Skin, if not make it an option. While Tinted Lens is nice for being quite effective with only a mono-attacking set, Wonder Skin is also extremely helpful for those situations in which you're forced to set up against something like Taunt Cobalion or Banette, Spore Amoonguss, or a Scarf user with Trick late-game. It can be a lifesaver at times, allowing you to pull off a sweep that would have been otherwise impossible, provided you have a suitable recipient.

What to Use:

Qwilfish @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 Spe
Nature: Timid / Jolly
- Spikes
- Taunt
- Toxic Spikes / Waterfall
- Destiny Bond

Role: Lead, Hazard Setter

What it does: While often overlooked as a Spikes-stacker due to the more popular Froslass, Qwilfish still has useful utility that sets it apart from its competition. First off, Intimidate is extremely helpful, often giving Qwilfish more time to set up hazards or giving a teammate an easy switch-in to a weakened attacker. Spikes and Taunt allow Qwilfish to be a valuable early-game asset, not only getting up multiple layers of hazards but also preventing the opponent from setting up themselves. Toxic Spikes, while situational due to the relative ubiquity of Poison-types, can nevertheless be very helpful by putting intense pressure on any Pokemon not immune to them, particularly defensive ones such as Aromatisse or Alomomola. Destiny Bond lets it take out any slower attacker, and also works well when the opponent must switch in an effort to preserve an important Pokemon, incurring more hazard damage upon themselves.

Good teammates: Because Qwilfish's main role is to lay down hazards, sweepers who can take advantage of them are often good teammates. Doublade is often a good option, as its bulk allows it to take advantage of Intimidate easily to set up with Swords Dance, and it can even spinblock for Qwilfish. Tauros is likewise good, as it often invites Fighting-type attacks that Qwilfish has no problem taking, and will easily clean up late-game. Sweepers that are fast but are not as strong such as Sceptile and Heliolisk always appreciate the extra hazard damage that Qwilfish provides. Defensively, Gligar can help support Qwilfish because it is immune to both Electric- and Ground-type moves, and can set up Stealth Rock to assist in dealing even more damage. In return, Qwilfish can easily sponge the Water- and Ice-type attacks often aimed at Gligar.

What counters it: Thanks to Dry Skin, Heliolisk is a near-perfect counter, only failing if Qwilfish uses Destiny Bond on the turn Heliolisk switches in. Faster attackers in general such as Sceptile and Tauros can KO Qwilfish before it has a chance to Destiny Bond, though some, such as Delphox, do not wish to switch into Waterfall. Taunt, particularly from the likes of Froslass, can prevent Qwilfish from doing its Spikes-stacking job, often forcing it out. Reuniclus is immune to Spikes and Toxic Spikes and easily OHKOs Qwilfish with its Psychic-type STAB, though Qwilfish can outspeed and Destiny Bond if Reuniclus has not already set up Trick Room.

Additional information: Pain Split gives Qwilfish some more longevity, but the unreliability of Pain Split coupled with Qwilfish's poor defenses mean it's not really that great. Haze sounds good on paper, but Qwilfish is a poor user due to its lack of bulk as well as the fact that common boosting attackers such as Reuniclus and Gallade beat it anyway.
 

EonX

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TRC. when you're able to get this updated, you'll need to remove the QuiverPass set for Venomoth in the OP as UU quick banned it. Just a friendly heads up.
 

Molk

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Didn't see this anywhere in the OP but if someone already posted it i'm rly sorry :x.

What to Use:


Alomomola @ Leftovers
Ability: Regenerator
EVs: 104 HP / 252 Def / 152 SDef
Impish / Bold Nature
- Wish
- Protect
- Toxic
- Waterfall / Scald

Role: Physical Wall, Pivot, Support

What It Does:

Alomomola is pretty much the best Wishpasser in RU imo and i honestly would never make any kind of stall team without it tbh. Alomomola's Wishes are the absolute largest in the game outside of Chansey/Blissey's Wishes, which means that even without full hp investment Alomomola can still heal up its teammates for about 250 HP per wishpass, a pretty impressive number. What's more? Alomomola's Regenerator ability means that it can spend less time using its wishes to heal itself and more time on healing up its teammates, making it that much more efficient as a wishpasser. Alomomola isn't only useful for passing wishes though, its great all around bulk with the proper ev spread along with its excellent ability in Regenerator makes it an EXCELLENT defensive Pokemon in and of itself. Alomomola is capable of pivoting into pretty much any physical attack in the tier, and can simply switch out and recover a third of its hp with Regenerator whenever things get rough, making it exceptionally durable. In general, the given Alomomola spread is almost impossible to OHKO in general without a STAB Electric or Grass-Type move. Waterfall lets Alomomola do a bit more damage if needed (not much more though lol), while Scald is MUCH weaker, but gives a nifty burn rate, a lot of people actually prefer Scald due to the fact that Alomomola's main method of doing damage is usually Toxic anyway.

Good Teammates:

To start off, most bulky Pokemon that can take on Electric- and Grass-types such as Heliolisk, Virizion, and Sceptile make good cores with Alomomola. In particular, Grass/Poisons such as Amoonguss and Roselia work especially well. Amoonguss makes a very solid Regenerator core with Alomomola, taking on pretty much any Grass- or Electric-type currently common in the tier for Alomomola, while Alomomola takes annoying things such as Emboar and Braviary for Amoonguss in return, since both Pokemon have Regenerator, they can simply restore hp by switchspamming. Roselia exchanges some bulk and access to Regenerator for access to Spikes, Toxic Spikes, and Aromatherapy, making it a better teammate on teams leaning more towards full stall, who might appreciate these moves quite a bit. Roselia's low base HP means Alomomola's Wish pretty much fully heals it too. Druddigon and Escavalier can also take on annoying Grass- and Electric-types (along with just special attackers in general) for Alomomola, but provide a bit more offensive presence than the previously mentioned Grass/Poisons. Both Pokemon really appreciate Alomomola's Wish support too, as they have no method of recovery of their own. Lastly, Dragalge is in a similar boat to Roselia, resisting both Electric- and Grass-type moves while having decent special bulk to cover Alomomola in general, REALLY appreciates mola's wish support, and has access to important moves such as Toxic Spikes, Dragon Tail, and Haze to function effectively on full stall, a playstyle that imo should be using Alomomola more often than not. In general, pretty much every defensive Pokemon that can't recover on its own appreciates Alomomola's Wish support at the very least, even if they don't have excellent synergy otherwise.

What Counters It:

Unless you do something like double switch a faster Taunt user into Alomomola, there isn't really anything you can do to stop it from at least trying to pass a wish, however, there are plenty of Pokemon that can either outright kill or take advantage of mom fish. For example, while Amoonguss and Roselia are good teammates for Alomomola, they're also some of mola's worst enemies, essentially switching in for free, and either threatening a Giga Drain or using Alomomola as Spikes Fodder. Dragalge and Drapion are in a similar boat, switching in pretty much for free and using Alomomola as Toxic Spikes fodder. Alomomola can't touch Calm Mind Reuniclus at all, becoming complete and utter set up bait for the cell until it's strong enough to finally kill off Alomomola and possibly the rest of the team. Sceptile is annoyed by the residual damage from Toxic, but can pretty much come in for free otherwise and OHKO mola with a Leaf Storm without a second though. meanwhile, Lum SD Virizion essentially gets a free Swords Dance up vs Alomomola bar repeated Scald Burns.


Any Additional Info:

The EV spread used in the set actually barely detracts from Alomomola's physical bulk at all, with most physical attacks only doing like 3% more, meanwhile Alomomola's special bulk increases significantly with this EV spread, taking anywhere between 10% and 20% less from the average special attak, definitely worth it imo.
 

Mew2

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What NOT to use:


Whimsicott @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SDef
Impish Nature
- Leech Seed
- Substitute
- U-turn
- Taunt

Role:
Support

What it does: Annoys your opponent... nothing else. A prankster sub seeder sounds cool in theory until you realize you get walled by every grass type and pokemon with the ability magic guard and magic bounce. It also provides little support to your team and in most cases its just a wasted slot.

What counters it: Like I said, most grass types hard counter this set, Xatu can use Whimsicott as a set up fodder forcing Whimsicott out. Pokemon with Magic Guard such as Sigilyph and Reuniclus can smack Whimsicott with strong psychic STAB moves. Finally toxic and toxic spikes completely ruin Scott.

Additional comments: In conclusion, Sub seed Scott wastes all his potential and makes a mediocre sub seeder. Cool if you want to troll your friends but in the ladder expect to have a hard time with this set.
 
What to Use:


Druddigon @ Choice Band
Ability: Rough Skin
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Outrage
- Earthquake / Super Power
- Fire Punch / Sucker Punch
- Dragon Claw

Role: Wallbreaker, Bulky Attacker

What it does: Druddigon is one of the premiere powerhouses in the tier. It boast an impressive 120 base attack stat and is backed up by decent 77 / 90 / 90 defenses. Its dragon typing grants it a bunch of resistances to common attacking moves and the popular fire / water / grass core , you can slap this monster on many teams and it will work. Druddigon's Rough Skin ability gives it a way to wear down rapid spinners like Hitmontop and Kabutops. It also nets passive damage on the tiers u-turn'ers. Outrage and Dragon Claw are its timeless STABS and are primary options when breaking down the opponents walls. Although the drop off in power is noticeable, Dragon Claw is useful when you can't afford to be locked into an Outrage. Earthquake is there to break down steel types who think they're going to eat a D-Claw or Outrage, but you have to watch out when using Earthquake because your opponent can easily switch to a Levitate ability Pokemon or a Flying typed Pokemon. Both are immune to ground typed moves and things won't go well once they find out you're choice locked into Earthquake. Super Power is just as effective as Earthquake but I slashed it because its penalty is to harsh and using it will force you to hit and run almost all of the time since it drops your attack and defense with each use. Fire Punch enables Druddigon to hit Durant and Escavalier extremely hard. Sucker Punch is useful because it gives Druddigon a tool to KO weakened Pokemon. It's equally as dangerous as Earthquake because your opponent can set up once they figure out you're locked into Sucker Punch. Iron Tail and Gunk Shot are also options because they allow Druddigon to get passed the tiers fairy types, like Aromatisse and Togetic.

Good Teammates: Pokemon that can tank Ice and Dragon typed moves aimed at Druddigon are good teammates for it. Namely Escavalier and Slowking. Escavalier can easily eat up Ice and Dragon moves and hit back hard, it also gets rid of the Grass, Dark, and Fairy typed pokemon for Slowking and Druddigon. While Druddigon tanks the Fire, Grass, and Electric typed attacks aimed at Escavalier and Slowking. Slowking's bulk and regenerator ability allows it to repeatedly switch in and out tanking super effective moves aimed at Druddigon and Escavalier. Slowking's bulky attacking set utlizes Fire Blast and Surf, two moves that gives it the necessary tools to possibly eliminate all of Druddigons counters. These pokemon work extremely well together because of their myriad of resistances. Druddigon can also benefit from a wish passer like Alomomola in order to recover health and punch even more holes in the opponents team.

What Counters it: Since Druddigon is capable of running a number of sets your opponent will try to scout and see what moves Druddigon will use and what item it's holding. Most people just assume Druddigon is going to set up stealth rock and once it tanks a hit, your opponent will assume it's some sort of bulky variant and they'll underestimate its offensive capability. You can use that to your advantage and KO one or two of Druddigons checks and counters like Steelix, Escavalier, Tangrowth, and Cobalion.
 
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What to Use:


Druddigon @ Choice Band
Ability: Rough Skin
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Outrage
- Earthquake / Super Power
- Fire Punch / Sucker Punch
- Dragon Claw

Role: Wallbreaker, Bulky Attacker

What it does: Druddigon is one of the premiere powerhouses in the tier. It boast an impressive 120 base attack stat and is backed up by decent 77 / 90 / 90 defenses. Its dragon typing grants it a bunch of resistances to common attacking moves and the popular fire / water / grass core , you can slap this monster on many teams and it will work. Druddigon's Rough Skin ability gives it a way to wear down rapid spinners like Hitmontop and Kabutops. It also nets passive damage on the tiers u-turn'ers. Outrage and Dragon Claw are its timeless STABS and are primary options when breaking down the opponents walls. Although the drop off in power is noticeable, Dragon Claw is useful when you can't afford to be locked into an Outrage. Earthquake is there to break down steel types who think they're going to eat a D-Claw or Outrage, you have to watch out when using Earthquake because your opponent can easily switch to a Levitate ability Pokemon or a Flying typed Pokemon. Both are immune to ground typed moves and things won't go well once they find out you're choice locked into Earthquake. Super Power is just as effective as Earthquake but I slashed it because its penalty is to harsh and using it will force you to hit and run almost all of the time since it drops your attack and defense with each use. Fire Punch enables Druddigon to hit Durant and Escavalier extremely hard. Sucker Punch is useful because it gives Druddigon a tool to KO weakened Pokemon. It's equally as dangerous as Earthquake because your opponent can set up once they figure out you're locked into Sucker Punch.

Good Teammates: Pokemon that can tank Ice and Dragon typed moves aimed at Druddigon are good teammates for it. Namely Escavalier and Slowking. Escavalier can easily eat up Ice and Dragon moves and hit back hard, it also gets rid of the Grass and Dark typed pokemon for Slowking. While Druddigon tanks the Fire, Grass, and Electric typed attacks aimed at Escavalier and Slowking. Slowking's bulk and regenerator ability allows it to repeatedly switch in and out tanking super effective moves aimed at Druddigon and Escavalier. Slowking's bulky attacking set utlizes Fire Blast and Surf, two moves that gives it the necessary tools to possibly eliminate all of Druddigons counters. These pokemon work extremely well together because of their myriad of resistances. Druddigon can also benefit from a wish passer like Alomomola in order to recover health and punch even more holes in the opponents team.

What Counters it: Since Druddigon is capable of running a number of sets your opponent will try to scout and see what moves Druddigon will use and what item it's holding. Most people just assume Druddigon is going to set up stealth rock and once it tanks a hit, your opponent will assume it's some sort of bulky variant and they'll underestimate its offensive capability. You can use that to your advantage and KO one or two of Druddigons checks and counters like Steelix, Escavalier, Tangrowth, and Cobalion.
At least mention it can run either Iron Tail or Gunk Shot to get past Aromatisse and the rare Togetic. They can be usefull.
 
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EonX

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Druddign gets iron head
It does, but Choice Band (or Specs) sets generally want the stronger moves, regardless of accuracy (unless it's stupid low like below 70%) as they're designed to be wallbreakers that are hard to switch into, regardless of the move they lock into. Anyway, continuing on with the Druddigon trend:

What to Use:


Druddigon @ Life Orb
Ability: Sheer Force
EVs: 248 HP / 252 Atk / 8 Spe
Nature: Adamant
- Outrage / Dragon Claw
- Fire Punch
- Iron Tail / Gunk Shot
- Sucker Punch / Dragon Claw

Role: Wallbreaker, Bulky Attacker

What it Does: Imo, the most badass Druddigon set you can use. Sheer Force Druddigon is an absolute menace as it can easily carry Life Orb and deal tons of damage. Outrage is your main attack, busting up everything that doesn't resist it. However, since this set can utilize its coverage moves to effectively lure out and KO typical Druddigon answers, Dragon Claw is a viable option for your main STAB move. Fire Punch is a near necessity since Escavalier is one of the most dangerous offensive checks to Druddigon. It also helps that Fire Punch gets the Sheer Force boost. The 3rd slot deals with Fairy-types as well as some other threats, depending on the move chosen. Iron Tail isn't quite as accurate, nor as powerful, but it also smacks around Rhyperior for heavy damage, something that may try to out-tank (that a word?) Druddigon. Gunk Shot is stronger and has a bit more power while also hitting Tangrowth much harder, hard enough to 2HKO after LO and Sheer Force boosts. The last slot gives Druddigon some added utility. Sucker Punch is nice to pick off weakened threats or frail Psychic- and Ghost-types in general. If this doesn't appeal to you and Outrage is occupying the first slot, Dragon Claw is perfectly usable for a safer move to use early in the match. The EV spread rounds down passive damage from Spikes, SR, etc. while maximizing overall bulk and damage output. The extra EVs are put into Speed to creep past other Druddigon. If you are using Gunk Shot, it can be worth your while to go up to 20 Speed EVs to get the jump on uninvested Tangrowth.

Good Teammates: As Sheer Force Druddigon is good at forcing out and either heavily damaging or outright KOing bulky Steel- and Fairy-type Pokemon, it is wise to pack teammates that can take advantage of this. Hitmonlee likes having Aromatisse and other Fairy-types KOed or weakened to the point where a HJK takes them out. Heliolisk likes having bulky walls weakened in general and really benefits from having bulky Steel-types worn down. Wish support is nice since it allows Druddigon to continue to switch in on resisted attacks and impose its will. For this, it doesn't get much better than Alomomola. If you already have a Water-type on your team, you can turn to Aromatisse whom also packs Aromatherapy, thus allowing Druddigon to play more recklessly in the face of status inducers. Since most Pokemon Druddigon tries to weaken or outright KO are grounded, Spikes support from Froslass can be really nice. A Rapid Spin or Defog user is nice to remove entry hazards as Druddigon takes damage from Rocks, Spikes, and TSpikes. Hitmonlee and Kabutops are solid Rapid Spin users while Gligar, Golbat, and Shiftry can usually get Defog off reliably.

What Counters It: Not a whole lot. Alomomola is the best answer to this Druddigon as it can just Toxic stall it to death. Gligar can be problematic, but it can be overwhelmed if a teammate can Knock Off its Eviolite. If Druddigon uses Outrage without Dragon Claw, most defensive Steel-types can wear it down. Registeel and Bronzong can both Toxic it while Escavalier can respond with its own powerful STAB move in Megahorn. Keep in mind though that none of these Steel-types have reliable recovery, so Druddigon will often do its job just by weakening them. Entry hazards in general (bar Sticky Web) can put a damper on Druddigon's fun by limiting the time it has on the field. It's very hard to keep Druddigon from netting at least one KO in a match. If it comes in on something that can hit it hard before being taken down, it's often best just to do that so Druddigon can't come in at will on whatever it wants anymore.

Any Additional Info: Thunder Punch is usable to do something with Alomomola, but even then, you won't 2HKO it. It can be neat for the odd Slowking that runs Toxic, but it's generally not worth it. Crunch is okay I guess if you're worried about Cresselia setting up on Sucker Punch. Use Sheer Force. Don't use anything else. Sheer Force is what makes most of Druddigon's coverage moves so hard to switch into.
 
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What to Use:

Sharpedo (F) @ Life Orb
Trait: Speed Boost
EVs: 188 Atk / 184 SAtk / 136 Spd
Naughty Nature (+Atk, -SDef)
- Hydro Pump / Waterfall
- Ice Beam
- Crunch
- Protect

Role(s): Late-Game Cleaner, Mixed Sweeper

What it does: Probably the best late game sweeper in rarelyused. Mostly due to its gargantuan base attack stat and respectable base special attack stat. Of course a large portion of the credit goes to its ability Speed Boost, which increases its speed after every turn eventually pushing him to sonic levels. Sharpedo is very frail and weak to priority which limits him to mid-late game when his checks and counters have been eliminated and/or worn down. Sharpedo gains a speed boost after every turn meanining that there's no longer a need for a priority move. Sharpedo also has difficulty getting passed bulky grass types. Here's where swapping Ice Beam for Aqua Jet comes in handy. Now the only things that may get in the way at this point are bulky defensive pokemon, like Tangrowth, like Amoonguss, like Gourgeist, and Rotom-C. There's enough speed evs to ensure Sharpedo outspeeds everything after two turns. Also with that amount of evs invested in special attack, Hydro Pump is more powerful than Waterfall. Which is why I replaced Waterfall, but you could use either one it's your decision. Protect to scout potential scarfed pokemon and priority moves. It's also an effective way to ensure you get at least one speed boost. Crunch is Sharpedo's obligatory stab and frankly it won't be a great white shark without it.

Good Teammates: Strong electric typed Pokemon like Heliolisk, and strong grass typed Pokemon prove to be great teammates to Sharpedo. They can eliminate the bulky water typed Pokemon that would laugh off Hydro Pump and Ice Beam attacks while taking little damage from Crunch. A bulky ghost type like Confag wouldn't be a bad teammate either. It can effectively switch in on priority moves that would wreck Sharpedo (mach punch and fake out) since it's immune, then proceed to cripple physical attackers with Will-o-Wisp.

What Counters it: Alomomola shrugs off the damage taken from Hydro Pump and Ice beam and there's a 0.5% chance to 3HKO with Crunch after Stealth Rock and Leftovers recovery. Pokemon with strong priority moves (Ambipom and Hitmontop) can be problematic for Sharpedo since it's really frail and also because this set lacks its own priority move. Aromatisse is also a problem because it's really bulky, it can come in eat a Hydro Pump and OHKO with an uninvested MoonBlast. Poliwrath resist every attacking move on this moveset and it can set up on Sharpedo unhindered. Seismitoad and Barbaracle are also notable checks (and bulky waters in general).
 

The Leprechaun

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It does, but Choice Band (or Specs) sets generally want the stronger moves, regardless of accuracy (unless it's stupid low like below 70%) as they're designed to be wallbreakers that are hard to switch into, regardless of the move they lock into. Anyway, continuing on with the Druddigon trend:

What to Use:


Druddigon @ Life Orb
Ability: Sheer Force
EVs: 248 HP / 252 Atk / 8 Spe
Nature: Adamant
- Outrage / Dragon Claw
- Fire Punch
- Iron Tail / Gunk Shot
- Sucker Punch / Dragon Claw

Role: Wallbreaker, Bulky Attacker

What it Does: Imo, the most badass Druddigon set you can use. Sheer Force Druddigon is an absolute menace as it can easily carry Life Orb and deal tons of damage. Outrage is your main attack, busting up everything that doesn't resist it. However, since this set can utilize its coverage moves to effectively lure out and KO typical Druddigon answers, Dragon Claw is a viable option for your main STAB move. Fire Punch is a near necessity since Escavalier is one of the most dangerous offensive checks to Druddigon. It also helps that Fire Punch gets the Sheer Force boost. The 3rd slot deals with Fairy-types as well as some other threats, depending on the move chosen. Iron Tail isn't quite as accurate, nor as powerful, but it also smacks around Rhyperior for heavy damage, something that may try to out-tank (that a word?) Druddigon. Gunk Shot is stronger and has a bit more power while also hitting Tangrowth much harder, hard enough to 2HKO after LO and Sheer Force boosts. The last slot gives Druddigon some added utility. Sucker Punch is nice to pick off weakened threats or frail Psychic- and Ghost-types in general. If this doesn't appeal to you and Outrage is occupying the first slot, Dragon Claw is perfectly usable for a safer move to use early in the match. The EV spread rounds down passive damage from Spikes, SR, etc. while maximizing overall bulk and damage output. The extra EVs are put into Speed to creep past other Druddigon. If you are using Gunk Shot, it can be worth your while to go up to 20 Speed EVs to get the jump on uninvested Tangrowth.

Good Teammates: As Sheer Force Druddigon is good at forcing out and either heavily damaging or outright KOing bulky Steel- and Fairy-type Pokemon, it is wise to pack teammates that can take advantage of this. Hitmonlee likes having Aromatisse and other Fairy-types KOed or weakened to the point where a HJK takes them out. Heliolisk likes having bulky walls weakened in general and really benefits from having bulky Steel-types worn down. Wish support is nice since it allows Druddigon to continue to switch in on resisted attacks and impose its will. For this, it doesn't get much better than Alomomola. If you already have a Water-type on your team, you can turn to Aromatisse whom also packs Aromatherapy, thus allowing Druddigon to play more recklessly in the face of status inducers. Since most Pokemon Druddigon tries to weaken or outright KO are grounded, Spikes support from Froslass can be really nice. A Rapid Spin or Defog user is nice to remove entry hazards as Druddigon takes damage from Rocks, Spikes, and TSpikes. Hitmonlee and Kabutops are solid Rapid Spin users while Gligar, Golbat, and Shiftry can usually get Defog off reliably.

What Counters It: Not a whole lot. Alomomola is the best answer to this Druddigon as it can just Toxic stall it to death. Gligar can be problematic, but it can be overwhelmed if a teammate can Knock Off its Eviolite. If Druddigon uses Outrage without Dragon Claw, most defensive Steel-types can wear it down. Registeel and Bronzong can both Toxic it while Escavalier can respond with its own powerful STAB move in Megahorn. Keep in mind though that none of these Steel-types have reliable recovery, so Druddigon will often do its job just by weakening them. Entry hazards in general (bar Sticky Web) can put a damper on Druddigon's fun by limiting the time it has on the field. It's very hard to keep Druddigon from netting at least one KO in a match. If it comes in on something that can hit it hard before being taken down, it's often best just to do that so Druddigon can't come in at will on whatever it wants anymore.

Any Additional Info: Thunder Punch is usable to do something with Alomomola, but even then, you won't 2HKO it. It can be neat for the odd Slowking that runs Toxic, but it's generally not worth it. Crunch is okay I guess if you're worried about Cresselia setting up on Sucker Punch. Use Sheer Force. Don't use anything else. Sheer Force is what makes most of Druddigon's coverage moves so hard to switch into.
I find no mention of thunderpunch kinda silly, it's able to 2hko alom after rocks and slam things like defensive jelli, slowking, golbat and a number of others. spdef aromatisse also takes a nice 50% from either punch :]
 

Molk

Godlike Usmash
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Gligar @ Eviolite
Ability: Hyper Cutter
EVs: 248 HP / 252 Def / 8 SDef
Impish Nature
- Earthquake
- U-turn / Toxic / Knock Off
- Defog
- Roost

Role: Hazard Remover, Physical Wall\

What It Does: Say hello to what's easily the best defog user and defensive hazard remover in the tier imo. Gligar's incredible eviolite bolstered bulk (especially on the physical side), great physically defensive typing, access to reliable recovery, and decent Speed stat stat all come together to make sure that Gligar can consistently pull off a defog or two for its team when needed, meanwhile checking and countering all kinds of threatening physical attackers such as Hitmonlee, Escavalier, Cobalion, Drapion, Rhyperior, Druddigon, Doublade, and more along the way! (to anyone who says Knock Off is a problem, Gligar can still take on these threats without its Eviolite, and still has enough bulk to do what it was born to do either way: Defog. Earthquake, Roost, and Defog are all obvious in the roles that they play on Gligar's set, but the last moveslot has some more variety to it. U-turn lets Gligar turn into a volturn pivot of sorts, using its incredible physical bulk and good resistances to force switches and using U-turn on the opponent on their way out, providing you with the switch advantage. Toxic is just a generally good defensive move, and lets Gligar stall out things that it wouldn't be able to break through otherwise with ease, also good for chip damage on switchins. Lastly, Knock Off does some damage to levitating Ghosts such as Mismagius that wall Gligar otherwise, and has the general utility of removing important things such as Leftovers and Eviolite over the course of the game. Aerial Ace isn't listed here but can be used if you REALLLY need a check to swords dance Virizion and can't fit anything else, niche, but an option nonetheless.

Good Teammates:

Because Gligar's main role is removing hazards for your team, Pokemon that are vulnerable to Stealth Rock and/or repeated layers of Spikes are naturally good teammates for Gligar. Most notably, Moltres and Yanmega really enjoy these hazards being consistently removed, and can nuke to their absolute maximum in this case without having to worry as much about Stealth Rock cutting 50% of their health per switch in. Fletchinder isn't as immediately threatening, but can still pull off a late game sweep pretty often and can do so even more effectively with Gligar's help. Delphox is another good example of a Pokemon that appreciates Gligar, it's not quite as vulnerable to Stealth Rock, but still takes 25% on switch in, not to mention the possibility of Stealth Rock+Spikes. removing Stealth Rock for delphox lets it do its wallbreaking/sweeping role that much more effectively. Outside of these Pokemon, Gligar also fits really well on defensive balance/stall teams that dislike multiple layers of hazards stacked against them, providing a solid defensive backbone and a way of removing hazards that can't really be blocked in one teamslot. As for support Gligar itself needs, Gligar might have a solid defensive typing, but its weaknesses to Ice- and Water-type moves are crippling, especially given the fact that they usually target its still good but lower special defense stat. Therefore, bulky Water-types such as Jellicent, Gastrodon, Alomomola, and especially Slowking pair well with Gligar.

What Counters It:

There's nothing that can really *stop* Gligar from defogging away hazards outside of smart switching, Defiant and Competitive users exist, but most of them are either mediocre, or incapable of breaking through Gligar even at +2. However, this doesn't mean Gligar is unbeatable, far from it in fact. Gligar's mediocre base Attack stat, only decent special bulk, and weaknesses to Water- and Ice-type moves make it perfectly possible to get past Gligar in RU. Bulky Water-types such as Slowking, Alomomola, Jellicent, and Gastrodon are some excellent ways to get past Gligar, they don't really fear anything except Toxic, can recover off all damage, and force Gligar out with Scald and/or pass a wish in Alomomola's case. Moltres can come in on any of Gligar's move except for Toxic and force it out with the threat of a Life orb Fire Blast or Hurricane, as can Tinted Lens Specs Yanmega. Mega Abomasnow resists Earthquake, can't be knocked off, and can easily OHKO Gligar in Blizzard in return. In general, Bulky Water-types, special Grass-types, and general special attacking nukes that can take an Earthquake should let you break through Gligar.

Any Additional Info:

Please Don't use Stealth Rock on Defog Gligar, it's pretty counterproductive and leads to a base case of 4mss that you don't want.
 
I've not played this tier long, but a couple of suggestions.

For Shuckle, why isn't Contrary the primary ability? Yes it's situational, but it can get an evasion boost from Defog, Defense and Special Defense boosts from stuff like Crunch and Shadow Ball. Not once has Sturdy come in useful for me, it's just too bulky to be OHKOd.

The next suggested change is a lot more controversial I guess, but why is Naive preferred on Zoroark over Naughty? You get way stronger STAB moves, and there's literally nothing in the 90-105 zone that Zoroark would particularly care to outspeed. Drapion walls you anyway. Delphox is the only one, but you can just Sucker Punch it. With Naughty you get the ability to OHKO more faster threatening stuff like Heliolisk and Cinccino with less previous damage (or none), and you can bump down a couple Attack EVs to invest more in Special Attack, and thus hit Careful Rhyperior for the OHKO, etc. Naughty still outspeeds Timid Moltres and things that EV to outspeed that by a couple of points.
 

aVocado

@ Everstone
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What to use:



Dugtrio @ Life Orb / Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Memento / Shadow Claw
- Sucker Punch

Role: Revenge killer, late-game cleaner.

What it does: Dugtrio's job is straight-forward and very simple. Come in after something dies, or after you gain momentum using u-turn/volt switch against the opponent as they switched out, trap the opponent's Pokemon and kill it with the appropriate move. It's a bit weak, but it's very reliable at its job and can trap and kill whatever you want (and whatever that doesn't have levitate or flying/ghost type), provided they're in KO range for any of its moves. Memento is also a very useful utility move to have, weakening the opponent's attacking stats to give one of your Pokemon an opportunity to safely set-up for free. Dugtrio is very good at getting rid of top-tier threats such as Cobalion, Delphox and Drapion.

Good Teammates: Whichever likes Cobalion, Delphox, or steel types in general gone likes to be Dugtrio's teammate. This includes Pokemon like Choice Band Druddigon, Shiftry and Delphox who like Cobalion out of the game. Ghost-types and Psychic-types like Jellicent and Slowking respectively like having Drapion and Skuntank out too, so Dugtrio makes a good teammate. Pokemon who have Volt Switch or U-turn also make good partners, to safely get in Dugtrio and get rid of the opponent's Pokemon. Whimsicott lures in Cobalion and Delphox and has access to U-turn for Dugtrio to have a field day.

What Counters It: Dugtrio by definition can't be countered thanks to its ability, Arena Trap. But because it's relatively weak and can't tank a single hit, anything that is faster or can take a hit and hit back can easily get rid of Dugtrio. Pokemon with Levitate, flying-, or ghost-type can't be trapped by its ability, so that can be helpful too. It's also weak to priority. Sucker Punchers like Shiftry, Zoroark, or Life Orb/Choice Band Druddigon can easily kill it.

Any Additional Info: A set with Focus Sash and Reversal over Memento works, but it's too weak, and even with Reversal it can't kill Cobalion in 1 shot.
 

phantom

Banned deucer.
What to use:

Xatu (F) @ Leftovers
Ability: Magic Bounce
EVs: 252 SDef / 248 HP / 8 Def
Calm Nature
IVs: 0 Atk
- Roost
- Thunder Wave
- Heat Wave
- U-turn

Role: Support

What it does: Xatu's main role is to prevent entry hazards from coming on the field for offensive teams. In particular, it's the one true counter to Shuckle and a decent check to Froslass (provided it doesn't switch in on Ice Beam). Thunder Wave is used to lower Froslass's speed, allowing Xatu to Roost before it attacks again. Once it gets some parahax or is in a good position to avoid a KO without needing Roost, then Xatu is free to 2HKO Froslass with Heat Wave. Heat Wave also 2HKOes Escavalier on the switch, which is pretty convenient for teams that are weak to it. U-turn allows Xatu to maintain momentum despite its paltry offensive presence. A specially defensive spread is prefered to take on Froslass.

Good teammates: Xatu struggles immensely with Rhyperior; as a result, a teammate that can pressure Rhyperior to the point where it can't set up Stealth Rock is good to have. Zoroark is also a good partner for Xatu, as it can disguise itself as Xatu in order to KO Rhyperior with Grass Knot. In general, Pokemon that appreciate entry hazards will like Xatu's presence. Non-Sticky Web hyper offensive teams work best with Xatu though, as these teams otherwise lose to Sticky Web rather easily.

What counters it: It's kinda hard to describe a counter to Xatu considering its role is to support its team by removing entry hazards, but Rhyperior tops the list considering it's one of the few entry hazard setters that can KO Xatu and set up Stealth Rock on top of that. Pursuit users in general are a major pain in Xatu's side, so Skuntank, Druddigon and a healthy Escavalier can easily force it out and punish for doing so.

Any Additional Info: Grass Knot is an option if your team is weak to Rhyperior and Psychic may be used over Heat Wave should you want Xatu to have a reliable STAB. Toxic is also a good option to mess with walls such as Alomomola.
 
What to use


Escavalier @ Assault Vest
Ability: Overcoat
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Megahorn
- Iron Head
- Knock Off
- Drill Run / Pursuit

Role: Bulky Attacker, Tank.

What It Does: Escavalier is an awesome Pokemon right now in the RU tier. It is an amazing Tank capable of taking all sort of non-Fire special hits and dish out insane damage. It is the bane of almost any Grass and Psychic type in the tier thanks to its typing and ability that got buffed this gen as it now gives it an Immunity to Powder moves and Hail Damage.
Assault Vest is an amazing item for a Pokemon like Escavalier that has good defenses but mediocre support movepool and it lets it run Max Attack without bug bulk losses.
Its STAB coverage leaves a lot to be desired but Megahorn and Iron Head coming off 405 Attack are nothing to scoff at. Knock Off is the best move to spam early game as almost nothing enjoys losing its item and the Fairy and Dark Types resisting it crumble at its STAB moves. Drill Run Escavalier's only means to hit Fire and Steel types like Emboar and Registeel but Pursuit is perfectly usable to trap physically frail mons and Psychic or Ghost types like Meloetta and Delphox locked into the wrong move.
The EV spread gives it a Stealth Rock number and lets Escavalier hit as hard as possible.

Good Teammates: Escavalier fits well on Balanced and Bulky Offensive teams that need something to take on special attackers while having a good offensive presence.
Water types are awesome partners as they appreciate Escavalier's ability to deal with troubling Grass types and they can take Fire moves for it so Alomomola and Slowking are good partners. The former also has Wish to heal Escavalier that is pretty prone to being worn down and the latter has Trick Room. Druddigon is another amazing offensive partner as it likes its Ice and Fairy weakness covered while dealing with Fire types really well in return.

What Counters It: Escavalier is really prone to being worn down as it is the slowest pokemon in the Tier, is vulnerable to all Entry Hazards and doesn't use Leftovers. Fire Types like Moltres can switch into any move and OHKO with ease in return. Bulky Steel types like Registeel can also take a lot of it and set up Stealth Rock. Mega Banette and other ghost types can switch into Megahorn and Burn it or remove its Assault Vest with Knock Off. Gligar and Golbat hate Knock Off but they can generally take hit for days and wear down Escavalier with their STAB moves. Finally, powerful physical attackers such as LO Hitmonlee can take Escavalier out with a bit of prior damage

Any Additional Info: A 174 HP / 252 Atk / 84 Spe Spread can be used to outspeed uninvested Aromatisse and Slowking and do a lot of damage with a STAB move. A ResTalk Specially Defensive set with either Leftovers or a Chesto Berry as an item can also be used but it is not that reliable and has to drop Knock Off or a STAB move. Also it doesn't hit that hard.


Escavalier @ Choice Band
Ability: Overcoat / Swarm
EVs: 174 HP / 252 Atk / 84 Spe
Adamant Nature
- Megahorn
- Iron Head
- Knock Off
- Drill Run / Pursuit

Role: Bulky Attacker, Tank, Wallbreaker

What It Does: This set takes a more offensive approach than the Assault Vest set and can surprise its usual checks.
Choice Band Megahorn hits like a truck and can 2HKO a lot of frail resistances.
Its STAB coverage is not great but Megahorn and Iron Head's power makes up for that. Knock Off is still the best move to spam early game as almost nothing enjoys losing its item and the Fairy and Dark Types resisting it crumble at its STAB moves. Drill Run Escavalier's only means to hit Fire and Steel types like Emboar and Registeel but Pursuit is even more viable as it punishes Ghost and Psychic types trying to stay in. It is not a good move to be locked into however. Swarm is also viable as it makes Megahorn a nuke at low health.
The EV spread lets it outspeed uninvested Base 30 Pokemon such as Slowking and Cofagrigus and heavily damage them. Use 0 Speed EVs and a Brave Nature if you have Trick Room support.

Good Teammates: This Escavalier fits well on Bulky Offensive teams looking for a powerful tank that can deal a lot of damage to common walls like Cresselia and Aromatisse
Water types are awesome partners as they appreciate Escavalier's ability to deal with troubling Grass types and they can take Fire moves for it. Slowking is the best Choice as it sets up Trick Room that makes it insanely fast and poweful at the same time. Cofagrigus is an awesome partner for the same reason and it also appreciates Dark Types weakened. Druddigon likes Trick Room too and has good sinergy with it as Steel Types have difficulties handling both of them.

What Counters It: Escavalier is really prone to being worn down as it is the slowest pokemon in the Tier, is vulnerable to all Entry Hazards and doesn't use Leftovers. Fire Types like Moltres can switch into any move and OHKO with ease in return. Bulky Steel types like Registeel can also take a lot of it and set up Stealth Rock. Ghost types can switch into any move and Burn it but be careful as Cofagrigus is outsped if it is running no speed investment.

Any Additional Info: Life Orb or Swords Dance can be used but the former only wears down Escavalier faster and Escavalier is waay to slow to take advantage of the second
 
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What not to use




Electivire @ Life Orb
Ability: Vital Spirit
EVs: 252 Spd / 252 Atk / 4 SAtk
Hasty Nature
- Thunder Punch
- Volt Switch
- Focus Blast
- Earthquake / Ice Punch

Role:
Mixed Sweeper / Cleaner

Why you shouldn't use it: Jesus how many reasons can I give? We'll go through one thing at a time shall we? First, stats. 75 / 67 / 65 defenses are pitiful. It's a good thing the majority of it's hits are neutral, because even those ones are going to be lethal. It can only take on unboosted weak neutral hits comfortably, and not to many of them either. Any major set up sweeper ot tank such as Renui, the occasional CM Slowking and CM Delphox are just gonna have the time of their life, as even without a boost they can just do whatever the hell they want to it. It can also be scarfed killed so easily, because it really doesn't take much to 2HKO at worse. Offensive wise, is slightly better. 123 / 95 / 95 isn't the worst in RU. The speed is OK, sitting right on bare minimum, but nothing to ride home to your mum about, you know? The attack is actually rather good physically. 95 SpAtk is rather pathetic in comparison though. It's missing the outright strength to take out any sort of even remotely bulky pokes. Again, the 3 Psychics just laugh their asses off, Rhyperior (for whatever reason it may be) running SubDance can take a few Earthquakes, and with some SpDef investment, some Focus Miss too (considering it will probably get a free turn from it as well). And letting a +2 Subbed rhyp isn't a smart thing to do. Fortunately it can OHKO the likes of boosted Omastar and Kabutops, and 2HKO Barbacle. It's just too bad it's slower than these and can get OHKO'd or 2HKO'd itself. Redundant, yes? For typing, well, bleh. One weakness is good, but it IS Ground, which is bad. and it can't really take any sort of Earthquake (or occasional earth power ;P) from anything. Hell, even Gligar 2HKOs. It only has2 Resistances for it to boast. While thy are more or less common ones (Grass and Electric), the pokemon it will be taking hits from are high powered, meaning 2HKOs or 3HKOs all round. The likes of Tangrowth and Roseila wall it senseless. Ice punch can remedy, but then what about Doulblade or Registeel (Reg can take Focus blast)? Eletric is a good offesnive type actually, but it just gets bulked out so hard it doesn't even really matter. It can sorta put some pressure on Defensive Slowkings, but with Regen and/or Slack Off, it will just get Toxic / Scald away. Escaviler also laughs itself from this thing and OHKOs with ease.

What counters it: Anything with Moderate bulk and/or can heal itself once or twice will stall the wires of his back. Reni, Delphox, Rhyp not scared of Focus Blast and Roseilia are good mentions. Tangrowth and Esca can just absolutely maw Eca down. I don't know why i didn't mention this before (o3o) but Rotom-M just bitches on his face not matter what he tries to pull out.
 

Mew2

Sex is overrated
is a Tiering Contributor Alumnus
What not to use




Electivire @ Life Orb
Ability: Vital Spirit
EVs: 252 Spd / 252 Atk / 4 SAtk
Hasty Nature
- Thunder Punch
- Volt Switch
- Focus Blast
- Earthquake / Ice Punch
Role: Mixed Sweeper / Cleaner

Why you shouldn't use it: Jesus how many reasons can I give? We'll go through one thing at a time shall we? First, stats. 75 / 67 / 65 defenses are pitiful. It's a good thing the majority of it's hits are neutral, because even those ones are going to be lethal. It can only take on unboosted weak neutral hits comfortably, and not to many of them either. Any major set up sweeper ot tank such as Renui, the occasional CM Slowking and CM Delphox are just gonna have the time of their life, as even without a boost they can just do whatever the hell they want to it. It can also be scarfed killed so easily, because it really doesn't take much to 2HKO at worse. Offensive wise, is slightly better. 123 / 95 / 95 isn't the worst in RU. The speed is OK, sitting right on bare minimum, but nothing to ride home to your mum about, you know? The attack is actually rather good physically. 95 SpAtk is rather pathetic in comparison though. It's missing the outright strength to take out any sort of even remotely bulky pokes. Again, the 3 Psychics just laugh their asses off, Rhyperior (for whatever reason it may be) running SubDance can take a few Earthquakes, and with some SpDef investment, some Focus Miss too (considering it will probably get a free turn from it as well). And letting a +2 Subbed rhyp isn't a smart thing to do. Fortunately it can OHKO the likes of boosted Omastar and Kabutops, and 2HKO Barbacle. It's just too bad it's slower than these and can get OHKO'd or 2HKO'd itself. Redundant, yes? For typing, well, bleh. One weakness is good, but it IS Ground, which is bad. and it can't really take any sort of Earthquake (or occasional earth power ;P) from anything. Hell, even Gligar 2HKOs. It only has2 Resistances for it to boast. While thy are more or less common ones (Grass and Electric), the pokemon it will be taking hits from are high powered, meaning 2HKOs or 3HKOs all round. The likes of Tangrowth and Roseila wall it senseless. Ice punch can remedy, but then what about Doulblade or Registeel (Reg can take Focus blast)? Eletric is a good offesnive type actually, but it just gets bulked out so hard it doesn't even really matter. It can sorta put some pressure on Defensive Slowkings, but with Regen and/or Slack Off, it will just get Toxic / Scald away. Escaviler also laughs itself from this thing and OHKOs with ease.

What counters it: Anything with Moderate bulk and/or can heal itself once or twice will stall the wires of his back. Reni, Delphox, Rhyp not scared of Focus Blast and Roseilia are good mentions. Tangrowth and Esca can just absolutely maw Eca down. I don't know why i didn't mention this before (o3o) but Rotom-M just bitches on his face not matter what he tries to pull out.
Wild charge should at least get a mention but yea E-vire is like a popular girl: looks good but sucks
 
Wild charge should at least get a mention but yea E-vire is like a popular girl: looks good but sucks
I had it on there..must have accidental gotten rid of it during the C/P process from showdown. Somehow.

Miss Vire here isn't completely useless, just as a mixed sweeper :P. Slap a scarf and it becomes an OK-ish revenge killer, and it does actually have pretty good coverage. Too bad it can't use it to well :P
 

EonX

Battle Soul
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Time to bestow upon everyone the absolute hardest hitting thing in the meta:

What to use:


Rhyperior @ Choice Band
Ability: Solid Rock
EVs: 168 HP / 252 Atk / 4 SpD / 84 Spe
Nature: Adamant
- Stone Edge
- Earthquake
- Megahorn
- Ice Punch / Rock Blast

Role: Wallbreaker, Bulky Attacker

What it Does: Tears shit up. In all seriousness though, there is no defensive counter to this set. On a good day, Choice Band Rhyperior is 2HKOing, quite literally, everything in the tier. Stone Edge has no immunities and unless the opponent is bulky and/or 4x resists it, they will take some sizable damage. It has accuracy problems though. You will sometimes think Rhyperior is blind. Earthquake deals with most of what Stone Edge doesn't, and forms the ever-great EdgeQuake combination. Perhaps the only downside to it is the fact Flying-types and Levitate Pokemon get away scot-free. Megahorn bludgeons bulky Grass- and Psychic-types. So, use this against stuff like Tangrowth, Slowking, and annoying Cresselia. Again, less-than-ideal accuracy, so Rhyeprior may appear to be blind at times. Ice Punch is almost exclusively for Gligar, but considering p. much everything else is covered in 3 moves, you can afford to specify targets here. If Gligar isn't a problem for the rest of your team to take out, Rock Blast is a nice utility STAB move that breaks through Subs and Sashes. While it will rarely be as powerful as Stone Edge, it does have better accuracy. The EVs look a bit odd. Attack is maximized for obvious reasons while 84 Speed EVs is enough to get Rhyperior ahead of minimum Speed Tangrowth. The rest of the EVs get placed in HP while rounding down hazard damage.

Good Teammates: Virizion is fantastic for Choice Band Rhyperior. Virizion has trouble with bulky Grass- and Psychic-type Pokemon, the kinds of mons CB Rhyperior easily lures in and smashes. The two also share good defensive synergy with Virizion covering Grass- and Water-type weaknesses that plague Rhyperior while Virizion enjoys having a fallback option against Flying- and Fire-types. As Rhyperior is vulnerable to Spikes and it will likely have to switch out and tank hits to do its job effectively, hazard control is nice. Hitmonlee appreciates having bulky Psychic-types weakened or outright KOed and it is capable of providing Rapid Spin support. While stacking multiple weaknesses with Rhyperior can be challenging, Kabutops absolutely loves having bulky Grass-types removed and, can too, provide Rapid Spin support. If you go the Defog route, Shiftry isn't a bad option as Rhyperior's exploitable 4x weaknesses to Grass- and Water-type moves can make it easier for Shiftry to get in, a problem it usually has due to its frailty. Paralysis support from the likes of Meloetta and Slowking can make Rhyperior especially menacing considering Speed is its major downfall. Another way to circumvent this is through the use of Trick Room. Slowking, Reuniclus, and Aromatisse are all fantastic users of the move.

What Counters It: Nothing... nothing defensively at least. Fully physically defensive Alomomola is getting 2HKOed by this monster after Rocks and a single layer of Spikes... As previously alluded to, nothing counters Rhyperior on a good day. The closest you get is Gligar, who is still decimated by a well-timed Ice Punch. Bronzong is about the only Pokemon capable of taking any attack on this set, and it still isn't taking Megahorn really well without heavy physical defense investment. Otherwise, Choice Band Rhyperior is forcing a gamble game every time it safely comes in. And if you gamble wrong, something is going down. That said, Rhyperior is slow and has common weaknesses, so smart offensive pressure will limit its time in battle. If it manages to get on the field, your best bet is to go to something that resists one or both of Rhyperior's STABs and hope it doesn't use the correct coverage move. Bronzong and Claydol are the only two that can handle Rhyperior's STAB combination through resistances and immunities. Neither take Megahorn well though and Claydol is in bad shape against Ice Punch too. Steel-types such as Cobalion and Registeel can take anything but Earthquake. Flying-types such as Moltres and Braviary are immune to EQ, but they can't do much back (except for HP Grass Moltres) and they are all instantly destroyed by Stone Edge. Gligar is the only Flying-type in the tier that can avoid being manhandled by Stone Edge. After Rhyperior KOes something, just about anything with a Water- or Grass-type move, or a powerful neutral special attack will generally force out Rhyperior due to its low Speed, exploitable weaknesses, and lackluster Special Defense. So, Sceptile, Virizion, Clawitzer, Sharpedo, Heliolisk, Delphox. Things like that.

Additional Info: If Trick Room support is used, move all Speed EVs to HP, drop Speed IVs to 0, and change the nature to Brave. Fire Punch tears Escavalier a new one while also giving Bronzong more to think about. Otherwise, just rinse and repeat the following process: Come in. Click STAB move with fewer resistances / immunities. Watch shit die.
 
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