Have been playing & building some more this week so I guess it's time for some more talk about the things I've found interesting lately.
Cobalion @ Fightinium Z/Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Stealth Rock/Stone Edge
- Iron Head
Sharpedo is extremely popular and Cobalion is basically the best answer that fits offensive builds, it also happens to be the best Bisharp check which makes Cobalium an awesome partner to basically any psychic types which all struggle with it. Just run Fightinium if the z spot isnt taken, Shuca works rather well too. As the tier is really offensive it's somewhat hard to actually sweep with Cobalium but being able to check several threats while also setting up rocks without being passive in any way makes Cobalium a good asset to many teams in this metagame.
Victini @ Expert Belt
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Blue Flare
- Grass Knot
- Glaciate
- U-Turn
Used this when I built a team around Toxicroak, it's basically meant to lure Hippo/Gliscor/Pert which all tend to come in on Victini and it's worked well so far. I chose U-Turn to keep momentum, can also lure the oppo into thinking Victini is choice locked which can come handy in some situations. Don't have much to say about this one, it's basically one of the best lure set in the tier thanks to it's impressive movepool. As opposed to the Banded set this isn't actually meant to wallbreak, it just aims to lure in particular mons which tend to come in expecting Scarf/banded versions which are way more common.
Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 248 SpD / 8 Spe
Calm Nature
- Scald
- Roar
- Toxic/Knock Off
- Defog
Have been using this one a lot and I must say I wasn't disappointed. This thing can come in on an impressive amount of things right now, one of the few mons that can switch into Specs Primarina which is appreciated a lot on bulky offenses which have trouble to switch into it. Toxic variants also beats Latias which is also great in general, as suprising as it may seem, Empoleon hasn't lost that much interest this gen, it's still a splashable defogger which offers a nice role compression to a wide amount of teams.
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 252 Spe / 8 SpD
Timid Nature
- Nasty Plot
- Roost
- Air Slash
- Heal Bell
I've also found this set to be quite splashable, it punishes bulkiers teams while still doing a fine jobs at checking most fighting & dragon types. This finds little to no trouble to set up, it can then proceed to threaten most things, the ability to flinch down bulkier mons is also really appreciated. I believe the only decent way to deal with this on stall teams is Aero which I haven't seen a lot on this archetype so this should do it's job for the most part. Heal Bell also offers a decent uility move for bulky offenses which often tend to lack clerics.
Keldeo @ Waterium Z
Ability: Justified
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Nature
- Rain Dance
- Secret Sword
- Hydro Pump
- Scald/Hidden Power [Bug]
This set has gotten a bit of attention early on as one of the cool set which exploits Z moves the most. Still, I haven't seen anyone using it so I thought I would give it a try myself. It works rather well, being able to switch move is rather useful right now, +1 Spe under rain can ruin offensive teams late games which is great. I've used HP Bug simply because Celebi seemed to regain some usage, it basically allows Keldeo to lure one of it's usual checks by itself, since Gyara has left there is little reason to run HP Electric and HP Bug does like 85 to celebi which basically makes it completely unable to check Keldeo, especially considering that you can switch moves so you don't even have to predict right to kill it. The fact that it can pick between Hydro Vortex and Rain Dance is also great, you can just decide which one to click depending on your game plan which is quite useful.
On a side note: It's probably too early to tell but Mew's new Zmove seems extremely frustrating to deal with, doing V-create damages on it's own is already rather silly but the fact that it also starts Psychic terrain makes it incredibly hard to stop, especially considering that some of it's teamates can also make good use of terrain.