=========================MOVESET GUIDE============================== ------------------------Pokemon Black/White------------------------- =======================VERSION HISTORY============================= Version 1.00 - 7/1/11 - (Finally) added Sinnoh Movesets. Version 0.90 - 3/25/11 - Added Hoenn Movesets. Version 0.80 - 3/14/11 - Added Johto Movesets. Version 0.70 - 3/10/11 - Added Kanto Movesets. Version 0.50 - 3/7/11 - First version of guide. Movesets and descriptions for all Unova Pokemon. TABLE OF CONTENTS [1] How to Battle with Other People [2] Battle Modes [3] Tiers [4] To Dream or not to Dream [5] Clauses [6] Play Styles [7] Team Strategies [8] Roles [9] Commonly Used Terms [10] Offensive Threats - OU [11] Defensive Threats - OU [12] Format and Notes [13] Movesets - Kanto [14] Movesets - Johto [15] Movesets - Hoenn [16] Movesets - Unova [17] Closing Remarks =============================================================================== [1] HOW TO BATTLE WITH OTHER PEOPLE =============================================================================== Friend Code Battles - Introduced in Gen IV, this has been the standard way of battling in the games. By trading friend codes with other people, you can register them in your game and meet them online to battle. You'll need a Wi-Fi internet connection in order to use this feature. Random Match - Gen V allows you to battle with other people from around the world without having to trade friend codes. Simply go to the upper level of any Pokemon center and talk to the lady on the far right to access the Random Match feature. Random battles are different from Friend Code battles in that they have more rules such as what Pokemon you can and cannot use. Infrared Battles - If you are in the same vicinity with another Pokemon player you can use the C-Gear to battle with that person using your current team. You do not need a WiFi connection for this although no one really uses this option unless it's for a local tournament. Battle Simulator - Throughout the history of Pokemon competitive battling, many people have been using battle simulators instead of battling in the actual game. A battle simulator is any computer program that mimics the battle mechanics of the game. The most popular battle simulator for Gen V is Pokemon Online which can be downloaded at http://www.pokemon-online.eu. It is totally free and works for both PC and Mac. =============================================================================== [2] BATTLE MODES =============================================================================== Before you even think of creating a team, you need to decide what kind of battle mode the team will be for. As of Gen V, there are 4 different modes of battle that you can choose from. Single Battle - The traditional form of battling where each side sends out one Pokemon. It is by far the most popular mode of battle as well as the most thoroughly researched one. Because of these facts, this guide will be mostly dedicated to single battle strategies, but don't let that stop you from exploring the other battle modes because I will be covering those as well. Double Battle - Introduced in Gen III, double battles allow you to send out two Pokemon at once. This mode introduces some features not avaiable in single battles, such as the ability to target multiple Pokemon with a single move. Triple Battle - Introduced in Gen V, triple battles allow you to send out three Pokemon at once. This mode makes placement of the Pokemon important since where your Pokemon is placed affects what opponents it can target. Some moves allow you to target any opponent no matter what their position. Rotation Battle - Also introduced in Gen V, they are similar to triple battles in that you can have 3 Pokemon out at once, but only one Pokemon will be active at any time. You can rotate Pokemon around and these actions do not take up a turn unlike other modes of battle. =============================================================================== [3] TIERS =============================================================================== Competitive battling uses a tier system which ranks Pokemon based on their power or usage in battles. Tiers are also used to make the game more balanced and diverse by keeping extremely overpowered Pokemon out of certain battles. Keep in mind that tiers change all the time so a Pokemon in one tier won't always be in that same tier. As new strategies and movesets are created, some Pokemon become more popular and others become less popular. Tiers also change when Nintendo releases events or sequels that give Pokemon new moves or abilities. Below is an overview of the tiers: Ubers - These are Pokemon that are considered too strong for standard (OU) battles. In Uber battles, all Pokemon can be used. The current list of Ubers is as follows: Arceus Darkrai Deoxys (attack form) Deoxys (normal form) Dialga Giratina Giratina (origin form) Groudon Ho-Oh Kyogre Lugia Mewtwo Manaphy Palkia Rayquaza Reshiram Shaymin (sky form) Zekrom Additionally, some more Pokemon may be considered Uber depending on who you are fighting. OverUsed (OU) - This is most popular tier in competitive battling, often considered the standard. Pokemon are OU according to how often they are used on teams. BorderLine (BL) - Borderline is for Pokémon that aren't used enough to be considered OU, but are too powerful to be used in UU. BL is NOT an actual tier, it is simply a banlist for UU. THERE IS CURRENTLY NO BL FOR GEN V Underused (UU) - Pokemon that aren't used enough to be OU fall under the UU tier. UU is often subject to major changes due to OU Pokemon who decrease in usage and become UU and vice versa. NeverUsed (NU) - Pokemon that aren't used enough to be UU fall under the NU tier.It is the lowest tier in the system when considering fully evolved Pokemon. Like UU, many changes occur in this tier due to Pokemon shifting between UU and NU. THERE IS CURRENTLY NO NU FOR GEN V Little Cup (LC) - Little Cup is more of a mode of battling, rather than an actual tier. However it is special in that only certain Pokemon can be used.A Pokemon must be fully unevolved, but have the ability to evolve, in order to participate in this tier. Furthermore all Pokemon must be at Level 5. The concept of Little Cup was first introduced in the N64 game Pokemon Stadium 2. =============================================================================== [4] TO DREAM OR NOT TO DREAM? =============================================================================== Gen V introduced one very special feature called the Dream World, a website where you can meet Pokemon and bring them into your game. It has a major impact on battling because many Pokemon from the Dream World have an exclusive ability which may be even better than their in-game abilities. The problem is many of these Dream World Pokemon haven't been released yet, which means they can't use their Dream World abilties in the game. Pokemon Online gives you the option to use unreleased Dream World Pokemon, but places them in a separate tier. In this way, each tier is split between Dream World, for unreleased Pokemon, and Wi-Fi, for released Pokemon. Besides Dream World abilities, Meloetta, Keldeo, and Genesect are also unavailable in Wi-Fi tiers since they haven't been released yet and are thus unobtainable. However they can still be used in Dream World tiers. =============================================================================== [5] CLAUSES =============================================================================== Competitive battling has several special rules called clauses. Some of them were created by Nintendo while others were created by the competitive battling community. Breaking these rules result in an automatic disqualification. However not all tournaments use all of these clauses. It's important to check to see which clauses are in place before you battle. Species Clause - Two or more of the same Pokémon may not be used on the same team. This is an official clause enforced by Nintendo at all official tournaments as well as many in-game features (Battle Frontier, Random Wi-Fi, etc.). Item Clause - All Pokémon on a team must hold different items. This is an official clause enforced by Nintendo at all official tournaments as well as many in-game features (Battle Frontier, Random Wi-Fi, etc.). However it is NOT standard part of competitive play. Sleep clause - Two or more Pokémon on a team cannot be asleep at the same time. Self-induce sleep via Rest does not activate Sleep Clause. This is an official clause enforced by Nintendo at all official tournaments. Freeze clause - Two or more Pokémon on a team cannot be frozen at the same time. This clause is unofficial and mostly used on simulator battles. It is impossible to enforce on cartridge battles since Freeze is only a side effect and cannot be controlled by the user. Self KO clause - If both players have only one Pokémon left, moves which KO both the user and the opponent are not allowed (i.e. Explosion, Destiny Bond). This clause prevents a user from forcing the match to end in a draw. This is an official clause enforced by Nintendo at all official tournaments. OHKO clause - Moves that can instantly KO an opponent (Horn Drill, Guillotine, Fissure, Sheer Cold) may not be used. This is an unofficial clause used to prevent a player from winning due to sheer luck. Evasion clause - Moves that boost evasion (i.e. Double Team and Minimize) are not allowed. This is another unofficial clause that attempts to to prevent a player from winning due to sheer luck. =============================================================================== [6] PLAY STYLES =============================================================================== What kind of battler are you? Do you like to hit hard and fast with strong Pokemon and powerful attacks? Or perhaps you prefer to play more defensively and gradually wear your opponent down. Maybe you like a combination of both. Decide on what kind of play style most appeals to you before getting a team together. Offense - This type of team is all about speed and attack and uses sheer power to beat down the opponent's team. The Pokemon used on these kinds of teams don't have very good defenses, so emphasis is placed on a Pokemon's resistances and immunities. Bulky Offense - Similar to Heavy Offense in that it favors offensive power, however the Pokemon used in these kinds of teams tend to be more durable and favor a bit more defensive capabilities. Stall - The most defensive kind of team and the opposite of Heavy Offense. Residual damage is the main focus and stall teams use this to their advantage by combining damaging weather (Sandstorm or Hail), entry hazards, and status moves. The goal is to put up a strong defense to endure attacks while the opponent's team is gradually worn down and defeated. Quick Stall - Similar to heavy stall in that it focuses on residual damage, however it uses faster Pokemon that have the ability to annoy and stall out opponents. Quick stall teams may have one or two offensive Pokemon used to finish off an opponent that has been significantly weakened. Balanced - These teams use a combination of both offensive and defensive Pokemon to deal with a variety of different threats and may include strategies found in both offense and stall teams. =============================================================================== [7] TEAM STRATEGIES =============================================================================== Deciding on a specific play style is one way to construct a team, but some people take it one step further by using a specific strategy for their team. Baton Pass - Uses the move Baton Pass, which allows stat boosts and effects to be transferred from one Pokemon to the next. The idea is to rack up enough boosts in several stats and then pass it onto a team member, making it much faster and more powerful. Hail - Uses Hail weather to cause damage and benefit Ice types. Hail teams are rarely seen since the effects of Hail are not as significant as the effects of other weather conditions. Rain - Uses Rain weather to power up Water-types and those with abilities that benefit from the rain (Swift Swim, Dry Skin. etc.) Rain teams are extremely formidable due to the huge boost in speed and power the weather can give to certain Pokemon. Expect to see these kinds of teams very often. Sandstorm - Uses Sandstorm weather to cause damage and power up those with abilities that benefit from the sand (Sand Rush, Sand Force, etc.) Sand teams are very common due to the presence of Tyranitar and Hippowdon, the two Pokemon with the auto-Sand ability Sandstream. Sun - Uses Sunny Day weather to power up Fire-types and Grass-types with abilities that benefit from the sun (Chlorophyll, Solar Power, etc.) Sun Teams are less often seen than Rain or Sandstorm teams, but can still be very effective if used properly. Trick Room - Uses the move Trick Room, which reverses the turn order and makes slower Pokemon go before faster Pokemon. This takes advantage of the fact that there are many Pokemon, like Rhyperior or Reuniclus, who have excellent attack stats, but extremely low Speed. In a Trick Room, these Pokemon can use their low Speed to their advantage. =============================================================================== [8] ROLES =============================================================================== A team is made up by the sum of its parts and in standard Pokemon battling, there are six parts to every team. Each of these parts must have a specific role to perform and some parts perform more than one role. Once you have decided what kind of team you want to make, you SWEEPERS The defeat of an opponent's team by sheer power is called a "sweep", so Sweepers focus on hitting hard and fast with their offensive attacks. Power- boosting moves and abilities power up Sweepers even further and many use power- boosting items like Choice Band, Choice Specs, or Life Orb. Physical Sweepers - Use physical attacks to hit the opponent. The best physical sweepers have a high Attack stat. They should also be able to learn a wide variety of powerful physical attacks. Some physical sweepers can also learn moves that boost their Attack power, such as Dragon Dance, Swords Dance, and Bulk Up. Examples: Scizor, Excadrill, Conkeldurr Special Sweepers - Like physical sweepers except they use special attacks instead of physical attacks. The best Special Sweepers have a high Special Attack stat and are also able to learn a wide variety of powerful special attacks. Some special sweepers can also learn moves that boost their Special Attack power, such as Calm Mind, Tail Glow, or Nasty Plot. Examples: Volcorona Mixed Sweepers - Use both physical and special moves. Mixed sweepers aim for diversity in order to handle a large number of opponents and are a good choice for beating stall teams since it is harder to defend against something that has both high Attack and Special Attack stats. Examples: WALLS Walls are Pokémon with great Defense or Special Defense or both. Their job is to defend against Sweepers and their hard-hitting attacks. Many walls have recovery moves which help them survive longer. Walls are also good with status moves like Thunder Wave and Will-o-wisp in order to cripple Sweepers by lowering their Speed or attacking stats. Leftovers is a favorite item for most walls. Physical Wall - Used to defend against Physical Sweepers. They have high Defense stats and can take hits from common physical moves such as Earthquake, Clos Combat, and Outrage. Examples: Special Wall - Used to defend against Special Sweepers. They have high Special Defense stats and can take hits from common special moves such as Surf, Fire Blast, and Draco Meteor. Examples: Mixed Wall - Used to defend against both Physical and Special Sweepers. They have high Special Defense and Defense, but usually specialize in one or the other due to EV restrictions. Examples: SUPPORT Attacking and defending is not the only thing that goes on in Pokemon battles. Many moves are used in order to benefit the user's team or cripple the opponent's team. These moves are considered support moves and the Pokemon that use them have a support role. A single Pokemon can have multiple support roles or may also have a role as a sweeper or wall. Spiker/Stealth Rocker - One of the most commonly used support roles. Their job is to lay down any of the three entry hazards (Stealth Rock, Spikes, or Toxic Spikes) in order to damage incoming Pokemon. Examples: Spinner - The counter to Spikers. They use the move Rapid Spin to rid their team of any entry hazards that the opponent has laid down. Examples: Spin Blocker - The counter to Spinners. Since Rapid Spin is a Normal attack, all Spin Blockers are Ghost types who are immune to Rapid Spin and prevent the opponent from getting rid of the entry hazards they set down. Examples: Hazer/Pseudo-Hazer - The moves Haze and Clear Smog are used to get rid of any stat boosts the opponent has gained. Another way for the opponent to lose their stat boosts is to switch out. Moves like Roar, Whirlwind, and Dragon Tail will force the opponent to switch out and the Pokemon that use these moves are called Pseudo-Hazers, or Phazers for short. Examples: Cleric - These Pokemon use Heal Bell or Aromatherapy to heal the team of any negative status effects. Examples: Status Absorber - Teams that can't afford a cleric may use a status absorber instead. These Pokemon aren't bothered by most of the major status conditions because they know Rest/Sleep Talk, they have an ability that prevents or benefits from a certain status, or they carry a status-inducing orb (Flame or Toxic Orb) which they benefit from. Examples: =============================================================================== [9] COMMONLY USED TERMS =============================================================================== Before we get into discussing specific Pokemon and specific, be sure you are familiar with the following terms which will be used quite often throughout this guide. Coverage - Refers to using moves that can handle a wide variety of opponents without being resisted. Some examples of moves that have perfect or near perfect coverage are Fighting + Ghost, Dragon + Fire, and Electric + Ice. Dual Screens - When a Pokemon has both Light Screen and Reflect on the same moveset and uses it to reduce damage the team takes. Often used with the item Light Clay which extends the effect of these moves from 5 turns to 8 turns. Entry Hazard - A move that damages or induces a status effect on the opponent when it switches into battle. There are three entry hazards in the game - Stealth Rock, Spikes, and Toxic Spikes. Movepool - All the moves that a Pokemon can legally obtain. This includes level-up, TMs, HMs, breeding, tutors, or other means (such as special moves from Dream World or events). Some Pokemon, like Magikarp or Wobbuffet, have small movepools meaning they can't learn many moves. Others, like Mew, have large movepools so they can learn a lot of different moves. Phaze - Short for "pseudo Haze" which involves the use of moves like Roar, Whirlwind, and Dragon Tail to force an opponent to switch out. This is primarily used to prevent the opponent from accumulating stat boosts, but can also be used in conjunction with entry hazards to inflict damage across the opponent's team. Priority Move - Any attack which will make the user always go first (i.e. Quick Attack, Mach Punch, Ice Shard, etc). Some moves have higher priority than others. Residual Damage - Any damage that a Pokemon takes without being attacked. Examples of residual damage include entry hazards, Sandstorm and Hail damage, Poison and Burn damage, Leech Seed, and recoil from Life Orb. Revenge Kill - The act of KOing an opponent immediately after it has KOed one of your own Pokemon. Revenge killing is all about speed and may involve the use of a Choice Scarf or a priority move. STAB - Short for "Same Type Attack Bonus". If a Pokemon uses a move that's the same type as it is, that move will be 50% stronger. For example, if a Pikachu uses Thunderbolt, then Thunderbolt will be 50% stronger since both Pikachu and Thunderbolt are Electric type. This is a very important and fundamental part of Pokemon battling. =============================================================================== [10] OFFENSIVE THREATS - OU =============================================================================== The purposes of a threat list is to give you an overview of the most threatening Pokemon in the tier. This gives you an idea of what Pokemon is most popular with other people and why they are used so much. #068 Machamp Fighting Abilities: Guts, No Guard, Steadfast (Dream World Notable Moves: Dynamicpunch, Stone Edge, Payback. Bullet Punch, Ice Punch, Magic Coat, Substitute Powerful Fighting type that stands out from other Fighters due to its signature ability No Guard giving it a 100% accurate Dynamicpunch. No opponent likes to be confused even if they resist Fighting. Though slow, it has bulky defenses that allows it to take hits rather well. ______________________________________________________________________________ #091 Cloyster Water/Ice Abilities: Shell Armor, Skill Link, Dust proof (Dream World) Notable Moves: Icicle Spear, Rock Blast, Shell Blade, Surf, Shell Break The best user of the move Shell Break, which doubles its Attack, Special Attack, AND Speed in one turn! Has amazing sweeping potential with Skill Link + Icicle Spear which has a combined base power of 187 (including STAB). Surf combined with Shell Break's Special Attack boosts lets it break down physical walls who resist Ice. ______________________________________________________________________________ #094 Gengar Ghost/Poison Abilities: Levitate Notable Moves: Shadow Ball, Focus Blast, Thunderbolt, Energy Ball, Hidden Power Fire, Substitute, Pain Split, Trick One of the fastest and strongest Ghost types in the game and has a diverse special movepool capable of covering most opponents. Its type combo and Levitate ability gives it three useful immunities which allow it to switch in on common moves like Earthquake and Close Combat. ______________________________________________________________________________ #121 Starmie Water/Psychic Abilities: Illuminate, Natural Cure, Analytic (Dream World) Notable Moves: Surf, Hydro Pump, Thunderbolt, Ice Beam, Grass Knot, Recover, Trick, Rapid Spin The fastest non-legendary Water-type in the game (tied with Floatzel) and has a good Special Attack stat and an extremely diverse special movepool which lets it handle all kinds of threats. Access to Recover and Natural Cure keep it healthy during its sweep. ______________________________________________________________________________ #130 Gyarados Water/Flying Abilities: Intimidate, Moxie (Dream World) Notable Moves: Waterfall, Stone Edge, Earthquake, Ice Fang, Bounce, Dragon Dance, Taunt A frightening set up sweeper with a massive Attack and a great physical movepool. Ground immunity and good assortment of resistances coupled with decent defenses allow it to take hits while Dragon Dancing. Has two excellent abilities - Intimidate softens blows from physical attacks so it can set up more easily while Moxie makes it even more powerful after every KO. ______________________________________________________________________________ #132 Ditto Normal Abilities: Limber, Imposter (Dream World) Notable Moves: Transform Common Items: Choice Scarf Ditto is actually one of the best revenge-killers in the game since Imposter lets it instantly transform into another Pokemon without wasting a turn. In this way Ditto is essentially the most versatile Pokemon in the game. ______________________________________________________________________________ #145 Zapdos Electric/Flying Abilities: Pressure, Lightning Rod (Dream World) Notable Moves: Thunderbolt, Heat Wave, Hidden Power Ice/Grass, Volt Switch, Roost Fast and powerful Electric type that is also quite bulky. Despite having a rather small movepool, its attacks are good enough to do serious damage to most opponents. Its Dream World ability gives it an Electric immunity on top of the Ground immunity it already has. It can even power up its already high Special Attack to give it massive sweeping potential. ______________________________________________________________________________ #149 Dragonite Dragon/Flying Abilities: Inner Focus, Multi-Scale (Dream World) Notable Moves: Outrage, Draco Meteor, Extremespeed, Fire Blast, Thunderbolt, Superpower, Earthquake, Dragon Dance, Roost Excellent Attack stat and a diverse movepool of both physical and special attacks. Despite being slower than most other Dragons, it is very bulky and can take hits better than other Dragons. It's also the only Dragon with a powerful priority move in Extremespeed. ______________________________________________________________________________ #151 Mew Psychic Abilities: Synchronize Notable Moves: Too many to list! Common Items: Leftovers, Life Orb Having the largest movepool of any Pokemon in the game except for Smeargle makes this Pokemon extremely versatile and unpredictable. One of the best Baton Passers in the game with high Speed, good defenses, a variety of stat- boosting moves and Taunt. Can perform just about any role though some movesets may be outclassed by other Pokemon. ______________________________________________________________________________ #212 Scizor Bug/Steel Abilities: Swarm, Technician, Light Metal (Dream World) Notable Moves: Bullet Punch, U-Turn, Superpower, Pursuit, Bug Bite, Brick Break, Swords Dance Excellent Attack combined with a priority move boosted by both STAB and Technician makes it a great revenge-killer. STAB U-Turn lets it scout opponent's teams while doing plenty of damage at the same time. Bug/Steel type combo and decent defenses gives it lots of resistances and only one weakness. ______________________________________________________________________________ #230 Kingdra Water/Dragon Abilities: Swift Swim, Sniper, Damp (Dream World) Notable Moves: Waterfall, Outrage, Surf, Hydro Pump, Draco Meteor, Dragon Pulse, Ice Beam, Dragon Dance, Substitute Common Items: Life Orb, Lum Berry Amazing type combo that gives it lots of resistances and only one weakness. Despite having a shallow movepool, its STAB moves have great coverage that are only resisted by a few Pokemon in the game. Fairly versatile and can run a physical, special, or mixed sweeping moveset depending on your preferences. Most often seen on Rain Teams where its Speed and Water attacks are greatly boosted and make it a terrifying sweeper. ______________________________________________________________________________ #248 Tyranitar Rock/Dark Abilities: Sandstream, Unnerve (Dream World) Notable Moves: Stone Edge, Crunch, Earthquake, Fire Punch, Superpower, Pursuit, Aqua Tail, Dragon Dance Famous for being the first Pokemon able to summon a permanent Sandstorm, which greatly boosts its own Special Defense. Very powerful and bulky sweeper with a huge assortment of strong physical moves as well as the ability to use special moves if needed. Rather unpredictable and can run a wide variety of different movesets. ______________________________________________________________________________ #257 Blaziken Fire/Fighting Abilities: Blaze, Speed Boost (Dream World) Notable Moves: Flare Blitz, Fire Blast, Hi Jump Kick, Stone Edge, Swords Dance, Hone Claws, Baton Pass Excellent offensive stats combined with an amazing Dream World ability make it an extremely threatening sweeper. Has very powerful STAB moves and ability to learn several stat boosters that allow it to break through even the strongest walls in the game. ______________________________________________________________________________ #286 Breloom Grass/Fighting Abilities: Poison Heal, Effect Spore, Technician (Dream World) Notable Moves: Spore, Focus Punch, Seed Bomb, Stone Edge, Mach Punch, Bullet Seed, Leech Seed, Substitute, Swords Dance Famous for being the best user of Spore, the best sleep move in the game. Has a massive Attack stat and many powerful Fighting attacks to use against opponents. Two excellent abilities that allow it to either heal large amounts of HP every turn or sweep teams with boosted Mach Punch and Bullet Seed. ______________________________________________________________________________ #373 Salamence Dragon/Flying Abilities: Intimidate, Moxie (Dream World) Notable Moves: Outrage, Draco Meteor, Fire Blast, Brick Break, Earthquake, Dragon Dance, Roost Excellent offensive stats and Speed combined with a diverse movepool make this Dragon a great sweeper that is extremely hard to wall. It has two great abilities to help it sweep - Intimidate will make it easier for it to switch into physical attacks and Moxie will make it more and more powerful after each opponent it defeats. ______________________________________________________________________________ #376 Metagross Steel/Psychic Abilities: Clear Body, Light Body (Dream World) Notable Moves: Meteor Mash, Earthquake, Thunderpunch, Ice Punch, Bullet Punch, Zen Headbutt, Explosion, Agility Massive Attack and excellent defenses plus tons of resistances make this Pokemon a great physical sweeper that can also tank plenty of hits. Can use Agility to overcome its low Speed and outrun the majority of the metagame. Clear Body prevents opponents' Intimidates from messing up its sweeping potential. ______________________________________________________________________________ #381 Latios Dragon/Psychic Abilities: Levitate Notable Moves: Draco Meteor, Dragon Pulse, Surf, Thunderbolt, Hidden Power Fire, Calm Mind, Recover, Trick Even without Soul Dew, it's still one of the most threatening Dragons in the game due to its high Speed and amazing Special Attack. Its Draco Meteor will rip through anything that doesn't resist it. Can use Trick to cripple any special walls. Recover, good amount of resistances, and overall good defenses allow it to take hits. ______________________________________________________________________________ #385 Jirachi Steel/Psychic Abilities: Serene Grace Notable Moves: Iron Head, Fire Punch, Ice Punch, Thunderpunch, U-Turn, Psychic, Psycho Shock, Flash Cannon, Thunderbolt, Thunder Wave, Trick, Calm Mind, Wish, Substitute Great type combo and very good stats all around. Has an extremely diverse movepool which means it can run a variety of different movesets including physical, special, defensive, and even mixed. Can be difficult to counter if you don't know what set it is using. ______________________________________________________________________________ #445 Garchomp Dragon/Ground Abilities: Sand Veil, Rough Skin (Dream World) Notable Moves: Earthquake, Outrage, Dragon Claw, Stone Edge, Fire Fang, Swords Dance, Substitute Former Gen IV uber with massive Attack and the second highest Speed of any Dragon in the game. Dragon and Ground are great STABs which lets it cover almost every Pokemon in the game. Resistance to Stealth Rock and immunity to Sandstorm and Thunder Wave give it plenty of opportunities to switch in and set up. ______________________________________________________________________________ #448 Lucario Steel/Fighting Abilities: Steadfast, Inner Focus, Justified (Dream World) Notable Moves: Close Combat, Extremespeed, Crunch, Ice Punch, Bullet Punch, Aura Sphere, Vacuum Wave, Dark Pulse, Swords Dance, Nasty Plot Excellent Attack and Special Attack and can sharply boost both stats. Access to a variety of priority moves allowing it to be a good revenge-killer. Good type combo that gives it a variety of resistances including a valuable 4x resistance to Stealth Rock. ______________________________________________________________________________ #479 Rotom-W Water/Electric Abilities: Levitate Notable Moves: Hydro Pump, Thunderbolt, Shadow Ball, Volt Change, Charge Beam, Will-o-wisp, Pain Split, Trick The best form for Rotom to have due to it's type combo giving it lots of resistances and only one weakness. Has very high defenses on both sides, allowing it to take hits while it attacks. Ability to learn Trick and Will-o- wisp to cripple opponents. ______________________________________________________________________________ #485 Heatran Fire/Steel Abilities: Flash Fire, Flame Body (Dream World) Notable Moves: Fire Blast, Overheat, Earth Power, Hidden Power Ice/Grass, Dragon Pulse, Nitro Charge, Taunt A great special sweeper with a massive Special Attack stat. Flash Fire combined with a unique type combo gives it many good resistances and allows it to have great synergy with other Pokemon on the team. Though its Speed is below average, it can use Nitro Charge to get a boost and outrun foes. ______________________________________________________________________________ #530 Excadrill Ground/Steel Abilities: Sand Rush, Sand Force, Mold Breaker (Dream World) Notable Moves: Earthquake, Rock Slide, Swords Dance, X-Scissor, Shadow Claw, Rapid Spin, Return One of the biggest offensive threats in Gen V mainly because of its Sand Rush ability, which doubles its Speed in a Sandstorm and makes it the fastest Pokemon in the game (even faster than Deoxys-S). Has the second highest Attack of any Ground type, second only to Groudon and can boost it even further with Swords Dance. Its great type combo makes it 4x resistant to Stealth Rock and immune to Toxic and Thunder Wave. ______________________________________________________________________________ #534 Conkeldurr Fighting Abilities: Guts, Sheer Force, Iron Fist (Dream World) Notable Moves: Hammer Arm, Drain Punch, Mach Punch, Bulk Up, Stone Edge, Payback Has the highest Attack of any Fighting type and is very bulky from the physical side. Bulk Up + Mach Punch allows it to hit fast and hard while Drain Punch keeps it constantly healthly. Can't be shut down by Burn like most other physical sweepers due to its Guts ability. ______________________________________________________________________________ #571 Zoroark Dark Abilities: Illusion Notable Moves: Night Daze, Focus Blast, Flamethrower, U-Turn, Grass Knot, Hidden Power Ice, Nasty Plot, Sucker Punch The only Pokemon with the Illusion ability allowing it to disguise itself as another Pokemon on the team and fool opponents. Has great offensive stats and Speed and can hit hard from both the phsyical and special sides. Learns the unique move Night Daze, the most powerful special Dark move in the game. ______________________________________________________________________________ #579 Reuniclus Psychic Abilities: Overcoat, Magic Guard, Regenerator (Dream World) Notable Moves: Psychic, Psyshock, Focus Blast, Shadow Ball, Energy Ball, Recover, Trick Room One of the best Trick Room sweepers in the game with excellent Special Attack, low Speed, and a good enough movepool to cover most opponents. Has fairly bulky stats and is blessed with one of the best abilities in the game (Magic Guard) allowing it to switch in and attack or set up Trick Room/Calm Mind without worrying about status. ______________________________________________________________________________ #609 Chandelure Fire/Ghost Abilities: Flash Fire, Flame Body, Shadow Tag (Dream World) Notable Moves: Fire Blast, Flamethrower, Overheat, Shadow Ball, Energy Ball, Hidden Power Fighting, Calm Mind, Substitute, Will-o-wisp Has a unique type combo and a massively powerful 145 base Special Attack, the highest of any non-legendary Pokemon, along with many strong special attacks to choose from. Dream World gives it the ridiculously good Shadow Tag ability which lets it trap anything that can't beat it and proceed to set up Calm Minds without fear of being countered. ______________________________________________________________________________ #612 Haxorus Dragon Abilities: Rivalry, Mold Breaker, Unnerve (Dream World) Notable Moves: Outrage, Dragon Claw, Dragon Dance, Swords Dance, Earthquake, Taunt It has the highest base Attack of any non-legendary Dragon and learns two of the moves that make Dragon types such good sweepers - Outrage and Dragon Dance. Mold Breaker means Levitators like Bronzong and Rotom can't avoid Earthquake. Its main problem is its lack of good Fire type moves meaning it is walled by things like Skarmory and Ferrothorn. ______________________________________________________________________________ #620 Mienshao Fighting Abilities: Keen Eye, Regenerator, Reckless (Dream World) Notable Moves: Hi Jump Kick, Fake Out, U-Turn, Stone Edge, Swords Dance, Baton Pass One of the best scouts in the game with U-Turn, Regenerator ability, and resistance to Stealth Rock allowing it to switch in and out constantly without taking much damage. Has very high Attack, high Speed, and a powerful Hi Jump Kick allowing it to be a great sweeper. Can also Baton Pass stat boosts to teammates. ______________________________________________________________________________ #635 Hydreigon Dark/Dragon Abilities: Levitate, (Dream World) Notable Moves: Draco Meteor, Dragon Pulse, Fire Blast, Flamethrower, Surf, Focus Blast, Dark Pulse, U-Turn High Special Attack and good Speed along with a diverse movepool make it a fearsome special sweeper. Resistance to Pursuit and access to powerful Fire attacks make it stand out from Latias and Latios. Can also use physical attacks pretty well due to its good Attack stat. It's also one of the only two Dragons that learn U-Turn, which makes it a great scout. ______________________________________________________________________________ #637 Volcarona Bug/Fire Abilities: Flame Body, Swarm (Dream World) Notable Moves: Fire Blast, Flamethrower, Heat Wave, Fiery Dance, Bug Buzz, Quiver Dance, Hidden Power Ground/Rock One of the most threatening special sweepers in the game with excellent Special Attack and good Speed. Gets Butterfly Dance which raises its three highest base stats to even higher levels. However it has an unfortunate 4x weakness to Stealth Rock. ______________________________________________________________________________ #639 Terrakion Rock/Fighting Abilities: Justice Heart Notable Moves: Close Combat, Stone Edge, Earthquake, Swords Dance, Rock Polish, X-Scissor Excellent Speed and massive Attack. It has a great offensive type combination that has excellent coverage against most of the opponents it will face. It also has the ability to double its high Attack and Speed with Swords Dance and Rock Polish. Its good defenses ______________________________________________________________________________ #642 Thundurus Electric/Flying Abilities: Prankster, Competitive Spirit (Dream World) Notable Moves: Thunderbolt, Taunt, Nasty Plot, Grass Knot, Volt Switch, U-Turn The most offensive Prankster user and the one with the second highest Speed (after Whimsicott). Can outspeed and KO many opponents after a Nasy Plot boost. Can also use Taunt and can scout with U-Turn or Volt Switch. Very similar to Tornadus, but has better resistances, fewer weaknesses, and better attacks. ______________________________________________________________________________ #645 Landorus Ground/Flying Abilities: Sand Force, Sheer Force (Dream World) Notable Moves: Earthquake, Stone Edge, Rock Slide, Brick Break, U-Turn, Hidden Power Ice, Swords Dance, Rock Polish Highest Attack and base stat total of the three legendary genies. Has a type combo that makes it not weak to Stealth Rock and gives it an Electric immunity. Even more powerful in the Sandstorm due to its ability Sand Force giving its Earthquake and Rock attacks a major boost. Can further boost its stats with Rock Polish or Swords Dance to give it an easier time to sweep. ______________________________________________________________________________ #647 Keldeo Water/Fighting Abilities: Justified Notable Moves: Surf, Hydro Pump, Mystery Sword, Focus Blast, Hidden Power Electric, Calm Mind High speed and highest Special Attack of any Fighting type (second highest of any Water type next to Kyogre and Palkia). Has good defenses as well. Getting STAB on Fighting attacks means Blissey can't wall it. Has a good type combo that offers several resistances to common types. ______________________________________________________________________________ #649 Genesect Bug/Steel Abilities: Download Notable Moves: Bug Buzz, Ice Beam, Flamethrower, Thunderbolt, U-Turn, Rock Polish Great Special Attack and diverse special movepool lets it cover many types of opponents. With Download, it has the ability to automatically increase its Special Attack or Attack simply by switching in. Good defenses and multiple resistances with only a Fire weakness to worry about. ______________________________________________________________________________ =============================================================================== [10] DEFENSIVE THREATS - OU =============================================================================== Don't think for a minute that battling is all about sweeping and attacking. Defense is usually just as important as offense and there are several Pokemon who boast the stats, abilities, and types that make them excellent walls. #073 Tentacruel Water/Poisom Abilities: Clear Body, Liquid Ooze, Rain Dish (Dream World) Notable Moves: Scald, Toxic Spikes, Rapid Spin, Knock Off, Protect Great Special Defense and resistance to many commonly used attacks. Does a great job of setting up Toxic Spikes as well as Rapid Spinning. Good counter to Rain Dance special sweepers due to its Dream World ability giving it extra healing in the rain. ______________________________________________________________________________ #134 Vaporeon Water Abilities: Water Absorb, Hydration (Dream World) Notable Moves: Scald, Ice Beam, Hidden Power Electric, Wish, Protect, Toxic, Roar, Acid Armor, Substitute, Baton Pass The best defensive Eeveelution. Very bulky and reliable Water type that can still hit fairly hard due to a good Special Attack stat. Has a massive HP stat which combined with Wish means plentiful healing for the rest of the team. Can also support the team by Baton Passing Subs and Defense boosts. ______________________________________________________________________________ #205 Forretress Bug/Steel Abilities: Sturdy, Overcoat (Dream World) Notable Moves: Spikes. Stealth Rock, Toxic Spikes, Rapid Spin, Gyro Ball, Payback Stands out for its ability to learn every entry hazard in the game as well as the ability to Rapid Spin. Has massive Defense and lots of resistances with only one weakness. Sturdy guarantees survival for at least one turn which gives it time to set up. ______________________________________________________________________________ #227 Skarmory Steel/Flying Abilities: Sturdy, Keen Eye, Weak Armor (Dream World) Notable Moves: Spikes. Stealth Rock, Roost, Whirlwind, Brave Bird, Taunt Excellent physical wall boasting plenty of resistances, a huge Defense stat, and access to an instant recovery move with Roost. Can effectively set up entry hazards and blow setup sweepers away with Whirlwind. Sturdy ability can give it a free turn to set up. ______________________________________________________________________________ #202 Wobbuffet Psychic Abilities: Shadow Tag, Telepathy (Dream World) Notable Moves: Counter, Mirror Coat, Encore, Safeguard, Charm, Destiny Bond Notable for its Shadow Tag ability allowing it to trap any opponent. Gigantic HP stat (3rd highest of any Pokemon) makes up for its frail defenses and allows it to survive most attacks and bounce it back with Counter or Mirror Coat. Non-damaging moves can be Encored which gives Wobbuffet's teammates some free turns to setup or attack. ______________________________________________________________________________ #233 Porygon2 Normal Abilities: Trace, Download, Analytic (Dream World) Notable Moves: Ice Beam, Thunderbolt, Discharge, Tri-Attack, Thunder Wave, Recover, Magic Coat, Trick Room, Toxic With the Eviolite, Porygon2 becomes one of the bulkiest Pokemon in the game with both defenses capable of reaching well over 400. Also has Recover which gives it a reliable healing method. Has two great abilities - Trace, which can copy an opponent's ability, and Analytic, which powers up its attacks if it moves last (which it usually will). ______________________________________________________________________________ #242 Blissey Normal Abilities: Natural Cure, Serene Grace, Healer (Dream World) Notable Moves: Softboiled, Wish, Seismic Toss, Aromatherapy, Heal Bell, Thunder Wave, Toxic, Protect Undoubtably the best special wall in the game with massive Sp. Defense and the highest HP of any Pokemon. Performs excellently as a team healer with Aromatherapy and Heal Bell. She is also the best Wish passer in the game as any recipient will heal at least 325 HP from Wish. ______________________________________________________________________________ #245 Suicune Water Abilities: Pressure, Water Absorb (Dream World) Notable Moves: Scald, Surf, Ice Beam, Hidden Power Electric, Calm Mind, Roar, Rest, Sleep Talk The best bulkiest Water-type in the game (excluding Arceus with Splash Plate). Can take both physical and special attacks very well and stall opponents out of PP with Pressure. Can become an offensive threat by setting up Calm Minds and become nearly unstoppable by anything that doesn't resist Water. ______________________________________________________________________________ #260 Swampert Water/Ground Abilities: Torrent, Damp (Dream World) Notable Moves: Boiling Water, Waterfall, Earthquake, Ice Beam, Stealth Rock, Yawn, Roar, Protect, Curse The best of all the Water/Ground types. Good HP and defenses on both sides as well as several key resistances and only one weakness. Very effective at setting up Stealth Rock and phazing with Roar. High Attack and decent Special Attack means it can do a respectable amount of damage while taking hits. ______________________________________________________________________________ #450 Hippowdon Ground Abilities: Hyper Cutter, Sand Veil, Poison Heal (Dream World) Notable Moves: Earthquake, Stealth Rock, Slack Off, Roar, Yawn, Toxic, Ice Fang, Stone Edge One of the bulkiest physical walls in the game with great Defense and lots of HP. It's also the only Pokemon with Sandstream besides Tyranitar, making it a great asset for any stall team. Stealth Rock, Roar, and sandstorm damage is great at wearing opponents down while it keeps itself healthy with Slack Off. ______________________________________________________________________________ #472 Gliscor Ground/Flying Abilities: Hyper Cutter, Sand Veil, Poison Heal (Dream World) Notable Moves: Earthquake, Toxic, Taunt, Knock Off, U-Turn, Acrobatics Ice Fang, Swords Dance, Rock Polish, Baton Pass Good type combo and excellent Defense makes it one of the best Fighting type counters in the game. Good with defensive sets, but can also use its above average Attack and Speed to sweep or Baton Pass stat boosts. Toxic Orb + Poison Heal ability gives it plenty of healing every turn while making it immune to other status effects. Unfortunately, Poison Heal is illegal with Roost and Stealth Rock since those are TMs exclusive to 4th gen. ______________________________________________________________________________ #593 Jellicent Water/Ghost Abilities: Water Absorb, Cursed Body, Damp (Dream World) Notable Moves: Scald, Shadow Ball, Ice Beam, Energy Ball, Recover, Will-o-wisp, Toxic One of the bulkiest Water-types in the Unova region. Unique type combo along with Water Absorb give it 3 immunities and plenty of resistances. Recover gives it a reliable healing move to stick around for a while. ______________________________________________________________________________ #598 Ferrothorn Grass/Steel Abilities: Steel Thorns Notable Moves: Gyro Ball, Power Whip, Spikes, Stealth Rock, Thunder Wave, Leech Seed, Protect One of the most commonly used walls in the game. Grass/Steel typing gives it tons of useful resistances and only two weaknesses. Has excellent defenses on both sides meaning it can take plenty of hits. It's also one of the few Pokemon in the game that can learn both Stealth Rock and Spikes, making it a great choice on any stall team. ______________________________________________________________________________ =============================================================================== [12] FORMAT AND NOTES =============================================================================== This is the format that all the Pokemon entries in this guide will be in. ---------------------[POKEMON'S NAME]--------------------------- Type: The Pokemon's type or types. Ability: The ability or abilites that this Pokemon can have. Base Stats: HP / Atk / Def / SAtk / SDef / Spd Pros: What makes this Pokemon stand out. It could be that it has excellent stats or a really useful ability or learns a wide variety of moves, or even a combination of all of the above. Cons: The weak points of this Pokemon. Whether it has a 4x weakness to a certain type or has a low stat in a certain area, these are the things you should watch out for when using this Pokemon in battle. Pokemon's Name @Item EVs: The EV spread that would work best for this Pokemon. Nature: The best nature or natures for this moveset. Ability: If a Pokemon has two abilities, the most useful one for that set is shown here. If a Pokemon has only one ability, this space is blank. If all abilities are useful, this space will also be blank. -Move 1 -Move 2 -Move 3 -Move 4 Brief summary of how the moveset works and when the moves should be used. A couple more notes before we start: **Pokemon are listed in National Dex order. **To find a specific Pokemon without lots of scrolling, use the search function on your web browser (Ctrl+F or Command+F) and type the Pokemon's name with brackets around (like [SERPERIOR] for Serperior) **The EVs provided assume your Pokemon's IVs in those stats are at 31 *******And last but not least, remember this******* None of these movesets are mandatory. You can adjust the moves, items, natures, and EVs to your own liking. You can even create your own moveset if you like. However these movesets provide a solid starting point, especially if you've never battled competitively before. And without further adieu, here are the movesets. =============================================================================== [13] MOVESETS - KANTO =============================================================================== -----------------------[VENUSAUR]------------------------ Type: Grass/Poison Ability: Overgrow / Chlorophyll (Dream World) Base Stats: 80 HP / 82 Atk / 83 Def / 100 SAtk / 100 SDef / 80 Spd Pros: Good movepool, overall solid stats Cons: Venusaur @Life Orb/Leftovers EVs: 4 HP / 252 SAtk / 252 Spd Timid/Modest Nature Ability: Chlorophyll -Giga Drain/Solarbeam -Hidden Power [Fire/Rock] -Sleep Powder/Sludge Bomb -Growth Venusaur is a fantastic sweeper in Sunny weather. It's powerful, it's bulky, and it's fast enough after a Chlorophyll boost to outrun virtually all opponents. Growth makes it even better by doubling its Special Attack in the Sun and making it extremely powerful. Use Giga Drain to restore health or Solarbeam to take advantage of the sunlight. Hidden Power Fire is needed for Steel types, but Rock takes care of Flying and Fire types. Sleep Powder can put an opponent temporarily out of commision. You can also use Sludge Bomb to take advantage of your Poison STAB. Venusaur @Leftovers EVs: 252 HP / 6 Def / 252 SDef Calm Nature Ability: Overgrow -Giga Drain -Sludge Bomb -Leech Seed -Sleep Powder Venusaur is not just a good sweeper, it's also pretty good on the defensive side. Between Leech Seed, Giga Drain, and Leftovers, you can restore plenty of health every turn. Sludge Bomb is needed for Grass opponents who are immune to Leech Seed. ------------------------[CHARIZARD]------------------------ Type: Fire/Flying Ability: Blaze / Solar Power (Dream World) Base Stats: 78 HP / 84 Atk / 78 Def / 109 SAtk / 85 SDef / 100 Spd Pros: High Sp. Attack and Speed Cons: 4x Stealth Rock weakness Charizard @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Solar Power -Flamethrower/Fire Blast/Overheat -Dragon Pulse -Hidden Power [Ground] -Air Slash/Solarbeam Utilizes the higher of Charizard's offensive stats. With Choice Specs, Timid Charizard's Sp. Attack reaches 475 which is excellent, but with a boost from Solar Power in the Sunny weather, it reaches a staggering 712! Any Fire attack from this Pokemon will deal huge amounts of damage, even to Water types. Dragon Pulse deals with Dragons. Hidden Power Ground hits Heatran and anything else that has Flash Fire. Air Slash rounds out this set as a Flying STAB move. Solarbeam can be used for Water-types, but be careful of weather changers like Politoed and Tyranitar switching in. Charizard @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Solar Power -Flamethrower/Fire Blast -Dragon Pulse -Hidden Power [Ground] -Roost Life Orb Charizard doesn't have the same power as the Specs set. However it is more versatile. Roost is needed because Life Orb recoil and damage from Solar Power will really take a toll on your HP, not to mention your major weakness to Stealth Rock. Charizard @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Belly Drum -Substitute -Fire Punch -Earthquake Make sure your HP is divisible by 4 before using this set! Switch in against something that can't hurt you much (i.e. Ground or Grass attacks). Belly Drum takes away half your health, but maximizes your Attack. Substitute takes away another 1/4th and activates Salac Berry for a Speed boost. You are now ready to sweep with +6 Attack and +1 Speed. ------------------------[BLASTOISE]------------------------ Type: Water Ability: Torrent/Rain Dish (Dream World) Base Stats: 79 HP / 83 Atk / 100 Def / 85 SAtk / 105 SDef / 78 Spd Pros: High defenses, great support movepool Cons: Overshadowed by many better Water types, offenses are mediocre, Blastoise @Leftovers EVs: 252 HP / 252 Def / 6 SDef Bold Nature Ability: Rain Dish -Scald -Rapid Spin -Roar/Yawn -Toxic/Protect Blastoise is best as a support Pokemon. Use it on a Rain team where Rain Dish and Leftovers provide plenty of healing each turn. Rapid Spin is the main function of this set, ridding your field of entry hazards. Roar and Yawn are used for phazing to force the enemy to switch. Toxic is used to weaken opponent Water types. Protect gives you one more turn to restore your health. ----------------------[BUTTERFREE]------------------------ Type: Bug/Flying Ability: Compoundeyes/Tinted Lens (Dream World) Base Stats: 60 HP / 45 Atk / 50 Def / 80 SAtk / 80 Spd / 70 Spd Pros: Ability gives it accurate status moves Cons: 4x Stealth Rock weakness, stats are mediocre at best Butterfree @Focus Sash/Choice Scarf EVs: 252 HP / 6 SAtk / 252 Spd Timid Nature -Sleep Powder -Stun Spore -Bug Buzz -U-Turn Use your special ability to sleep something and inflict paralysis on something else. Compoundeyes boosts Sleep Powder's and Stun Spores' accuracy from 75% to 97.5%. Bug attacks are mostly filler, although U-Turn can be good for scouting. Butterfree @Focus Sash/Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Bug Buzz -Psychic -Sleep Powder/Hidden Power [Ground] -Quiver Dance With the awesome move Quiver Dance and awesome ability Tinted Lens, Butterfree can actually attempt to sweep. Bug Buzz and Psychic are chosen because after taking Tinted Lens into account, no Pokemon resists the two except for Shedinja. HP Ground can be used to hit Heatran harder. ----------------------[BEEDRILL]--------------------------- Type: Bug/Poison Ability: Swarm/Sniper (Dream World) Base Stats: 65 HP / 80 Atk / 40 Def / 45 SpA / 80 SpD / 75 Spd Pros: Its Attack is decent at least Cons: Mediocre Speed, every other stat is poor Beedrill @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Sniper -X-Scissor -U-Turn -Brick Break -Aerial Ace Typical Choice sweeper. X-Scissor is your main move and U-Turn is for scouting. Brick Break covers Steel and Rock types. Aerial Ace is for Fighting opponents. Beedrill @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Swarm -Substitute/Endure -X-Scissor -Endeavor -Thief The main idea is to get yourself down to 1 HP by using Substitute or enduring a hit, and acquiring a speed boost from Salac Berry. Then use Endeavor to bring your opponents down to 1 HP and finish them off with another attack. Thief can steal an item from the opponent before you faint. Beedrill @Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Agility -Baton Pass -X-Scissor -Swords Dance Beedrill is one of several Bugs that can Baton Pass speed boosts with Agility and attack boosts with Swords Dance. It's not the best Pokemon for this job as Ninjask does it way better. ------------------------[PIDGEOT]-------------------------- Type: Normal/Flying Ability: Keen Eye/Tangled Feet/Big Pecks (Dream World) Base Stats: 83 HP / 80 Atk / 75 Def / 70 SAtk / 70 SDef / 91 Spd Pros: Good Speed Cons: Mediocre stats, completely outclassed by Staraptor and other birds Pidgeot @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Brave Bird -Return/Double-Edge -Steel Wing -U-Turn The standard moveset for Normal/Flying bird Pokemon. Brave Bird is your main attack for most things. Return and Double-Edge are for Normal STAB. Steel Wing is your only attack effective against Rock-types. U-Turn scouts for counters and can get you out of trouble. ----------------------[RATICATE]-------------------------- Type: Normal Ability: Guts/Run Away/Hustle (Dream World) Base Stats: 55 HP / 81 Atk / 60 Def / 50 SAtk/ 70 SDef / 97 Spd Pros: Super Fang, good Speed, Guts can come in handy Cons: Mediocre Attack, poor defenses Raticate @Flame Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Guts -Protect -Facade -Crunch -Super Fang/U-Turn Protect to scout for attacks and let Flame Orb burn yourself, then hit things with a Guts boosted 140-power Facade. Crunch is for Ghost-types and Super Fang weakens Steels. U-Turn can also be used to make a quick getaway while you switch to a team member. Raticate @Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Guts -Counter -Reversal -Endeavor -Quick Attack/Sucker Punch Survive a powerful physical attack, then Counter it back. Once you're at low HP, use Reversal or Endeavor depending on what works better against the opponent you're facing. Quick Attack finishes off weakened foes while Sucker Punch is reserved for Ghosts. ----------------------[FEAROW]---------------------------- Type: Normal/Flying Ability: Keen Eye/Sniper (Dream World) Base Stats: 65 HP / 90 Atk / 65 Def / 61 SAtk / 61 SDef / 100 Spd Pros: Above average Attack and Speed Cons: Can't learn Brave Bird, outclassed by several other Normal/Flying Pokemon Fearow @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Sniper -Drill Peck -Drill Run -Return -U-Turn Fearow is near the lower end of Normal/Flying birds, but it's slightly better than Pidgeot with its nice Attack and Speed stats, along with Drill Run. In fact, it's the only non-Ground type that learns this move which is great against Steel, Rock, and Electric types. This makes up for the fact that it can't learn Brave Bird and has to resort to Drill Peck as its strongest Flying move. ----------------------[ARBOK]----------------------------- Type: Poison Ability: Intimidate/Shed Skin/Unnerve (Dream World) Base Stats: 60 HP / 85 Atk / 69 Def / 65 SAtk / 79 SDef / 80 Spd Pros: Pretty good physical movepool, makes a decent Fighting counter Cons: Bad stats overall Arbok @Leftovers EVs: 252 HP / 6 Atk / 252 SDef Careful Nature Ability: Intimidate/Shed Skin -Coil -Glare -Gunk Shot -Earthquake/Fire Fang Arbok's defenses aren't that great, but it's bulkier than you think. With Coil boosting its Attack, Defense, and Gunk Shot's accuracy, Arbok is able to take hits and hit back hard. Glare paralyzes opponents so you don't have to use Speed EVs. Earthquake and Fire Fang are for Steel-types. Arbok @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Intimidate -Gunk Shot -Seed Bomb -Earthquake -Fire Fang/Ice Fang/Switcheroo The more offensive set for Arbok, since its physical movepool is pretty diverse. Seed Bomb is there for Ground types and Ice Fang can be used for Gliscor. Switcheroo can mess up anything trying wall you. ----------------------[PIKACHU]--------------------------- Type: Electric Ability: Static/LightningRod (Dream World) Base Stats: 35 HP / 55 Atk / 30 Def / 50 SAtk / 40 SDef / 90 Spd Pros: Attack AND Special Attack are doubled with Light Ball Cons: Extremely low defenses, can't take a hit Pikachu @Light Ball EVs: 6 Atk / 252 SAtk / 252 Spd Timid Nature Ability: LightningRod -Thunderbolt -Hidden Power [Ice] -Encore -Nasty Plot With Light Ball boosting both your offenses, it can strike hard with its special attacks especially if it gets a boost with Lightning Rod. Switch in on an Electric move or non-damaging move, then Encore it. Then use Nasty Plot and hit opponents with a super strong Thunderbolt. HP Ice is for Ground, Dragon, and Grass types. ----------------------[RAICHU]---------------------------- Type: Electric Ability: Static/LightningRod (Dream World) Base Stats: 60 HP / 90 Atk / 55 Def / 90 SAtk / 80 SDef / 100 Spd Pros: Good movepool for an Electric type Cons: Low HP and Defense Raichu @Life Orb/Air Balloon EVs: 6 Atk / 252 SAtk / 252 Spd Timid Nature -Thunderbolt -Hidden Power [Ice] -Encore -Nasty Plot This moveset works exactly the same way as Pikachu's set above. Raichu's Special Attack won't reach the same heights as Pikachu's, however Raichu is faster and can use items like Air Balloon to give it a Ground immunity which can help it switch in more easily. ----------------------[SANDSLASH]------------------------- Type: Ground Ability: Sand Veil / Sand Rush (Dream World) Base Stats: 75 HP / 100 Atk / 110 Def / 45 SAtk / 55 SDef / 65 Spd Pros: Good Attack and Defense Cons: Limited movepool, outclassed by many other Ground types Sandslash @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Sand Rush -Earthquake -Stone Edge -X-Scissor/Brick Break -Swords Dance It's a poor man's Excadrill, but at least it isn't weak to Mach Punch or Earthquake. Sandslash doesn't have many moves that make it stand out. X-Scissor is for Grass-types, while Brick Break hits any Steel or Rock type holding an Air Balloon. Sandslash @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish Nature -Earthquake -Stone Edge/Knock Off -Rapid Spin -Stealth Rock A more defensive set. Sandslash is a solid Spinner, though it is outclassed by Donphan and Claydol. Besides Spinning, it can also lay down Stealth Rock or Knock Off an opponent's item. ----------------------[NIDOQUEEN]------------------------- Type: Ground/Poison Ability: Poison Point/Rivalry/Sheer Force (Dream World) Base Stats: 90 HP / 82 Atk / 87 Def / 75 SAtk / 85 SDef / 76 Spd Pros: Good defenses, diverse movepool Cons: Offensive stats are rather mediocre Nidoqueen @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature Ability: Sheer Force -Earth Power -Fire Blast -Toxic Spikes -Stealth Rock/Roar Nidoqueen is very underrated, but she's actually a nice defensive Pokemon that can take Fighting attacks with ease and even survive most non-STAB Earthquakes. Earth Power is used over Earthquake because of the boost from Sheer Force. Fire Blast takes care of Skarmory, Scizor, and other Steel-types. Lay down entry hazards like Toxic Spikes or Stealth Rock when you have the chance. Roar lets you prevent opponents from setting up as well as shuffle the opposing team around so they take entry hazard damage. ----------------------[NIDOKING]-------------------------- Type: Ground/Poison Ability: Poison Point/Rivalry/Sheer Force (Dream World) Base Stats: 81 HP / 92 Atk / 77 Def / 85 SAtk / 75 SDef / 85 Spd Pros: Diverse movepool, good offensive stats Cons: Rather frail with weaknesses to common types Nidoking @Life Orb/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Sheer Force -Earth Power -Flamethrower/Fire Blast -Thunderbolt -Ice Beam With an impressive array of special moves, all boosted by 30% thanks to Sheer Force, Nidoking can use a special sweeping moveset extremely well. Earth Power has 117 base power after Sheer Force and will hurt a wide variety of opponents that don't resist it. Grass and Bugs are taken out with Flamethrower (or Fire Blast) while Thunderbolt and Ice Beam deal with Flying types and have great coverage together. ----------------------[CLEFABLE]-------------------------- Type: Normal Ability: Cute Charm/Magic Guard/Unaware (Dream World) Base Stats: 95 HP / 70 Atk / 73 Def / 85 SAtk / 90 SDef / 60 Spd Pros: Magic Guard, very diverse movepool and great variety of support moves Cons: Besides HP and SDef, its stats are rather lackluster Clefable @Leftovers EVs: 252 HP / 80 Def / 178 SDef Calm Nature Ability: Magic Guard -Encore -Wish -Thunder Wave/Toxic -Seismic Toss Encore is such a fun move on Clefable since it can switch into virtually any non-damaging move and Encore it. Once your opponent is stuck repeating its move, do whatever you want. You can heal the team with Wish, paralyze the foe with Thunder Wave, poison them with Toxic, or take them down with Seismic Toss. Clefable @Leftovers EVs: 252 HP / 152 Def / 104 SDef Bold Nature Ability: Unaware -Cosmic Power -Charge Beam -Wish -Stored Power Here's a set that uses Clefable's Dream World ability Unaware, which ignores all stats boosts your opponent acquires. Since you won't have to worry about opponents overpowering you with their Swords Dances and Nasty Plots, you can safely boost your own stats with Cosmic Power and Charge Beam. Here's where the magic happens: Stored Power becomes stronger with every stat boost you gain. If you can some how gain +6 Defense, +6 Sp. Defense, and +6 Sp. Attack, Stored Power has a massive 360 power! Clefable can be unstoppable as long as your opponent doesn't land a critical hit. Wish is needed to keep yourself healthy with all this set up. ----------------------[NINETALES]------------------------- Type: Fire Ability: Flash Fire/Drought (Dream World) Base Stats: 73 HP / 76 Atk / 75 Def / 81 SAtk / 100 SDef / 100 Spd Pros: The only non-uber Pokemon with Drought Cons: Mediocre offenses, Stealth Rock weakness Ninetales @Leftovers/Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Drought -Nasty Plot -Flamethrower/Fire Blast -Energy Ball -Hidden Power [Ground] With the awesome Drought ability, Water attacks will automatically be weakened. This gives you time to use Nasty Plot and sweep with your special moves. Energy Ball covers all of Ninetales's weaknesses - Water, Rock, and Ground. Hidden Power Ground is for Heatran. Ninetales @Leftovers 252 HP / 6 SDef / 252 Spd Timid Nature Ability: Drought -Flamethrower -Toxic -Disable -Substitute On a Sun team, Ninetales is your most important member so you don't want it to go down easily. This defensive set allows Ninetales to act more as a staller. Use Substitute and when the opponent breaks it with an attack, use Disable to prevent its use. Then use Toxic and stall with more Substitutes until they faint from the poison or from Flamethrower. Ninetales @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Drought -Overheat/Fire Blast -Energy Ball -Hidden Power [Ground] -Psyshock Ninetales isn't the best Choice Specs Fire-type sweeper, but it can certainly pull the job off. Overheat or Fire Blast should be used over Flamethrower for the extra power. Choose Hidden Power Ground for Heatran. Psyshock for Fighting types and special walls. ----------------------[WIGGLYTUFF]------------------------ Type: Normal Ability: Cute Charm/Frisk (Dream World) Base Stats: 140 HP / 70 Atk / 45 Def / 75 SAtk / 50 SDef / 45 Spd Pros: High HP, diverse movepool Cons: The rest of its stats range from average to terrible Wigglytuff @Leftovers EVs: 6 HP / 252 Def / 252 SDef Careful Nature -Counter -Wish -Light Screen -Seismic Toss/Double-Edge Counter is perfect on Wigglytuff, who has massive HP but pathetic Defense. Wish heals you after you take damage and Light Screen forces foes to use physical attacks. Seismic Toss has consistent damage, but Double-Edge is also nice. Since you have such high HP and a healing move, the recoil doesn't matter. Wigglytuff @Leftovers EVs: 6 HP / 252 Def / 252 SDef Impish Nature -Stealth Rock -Thunder Wave -Magic Coat -Seismic Toss No one seems to realize Wigglytuff learns Stealth Rock, so it can be used as a lead to set up some entry hazards. Thunder Wave cripples other leads who may rely on their Speed. Magic Coat reflects status moves and entry hazards back at the opponent. ----------------------[VILEPLUME]------------------------- Type: Grass/Poison Ability: Chlorophyll/Effect Spore (Dream World) Base Stats: 75 HP / 80 Atk / 85 Def / 100 SAtk / 90 SDef / 50 Spd Pros: Good SAtk and SDef, nice selection of support and status moves Cons: Very slow, small offensive movepool Vileplume @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Chlorophyll -Solarbeam -Sludge Bomb -Hidden Power [Fire/Ice/Ground] -Sleep Powder/Moonlight These moves work well with Vileplume's Chlorophyll ability, making it a fairly powerful Sun sweeper. Sludge Bomb works as a second STAB move to hit Grass-type foes that resist Solarbeam. Hidden Power Fire is a good choice since it covers Steel-types and gets a boost in the Sun. HP Ice hits Dragon and Flying opponents while Ground prevents Heatran from destroying you. Sleep Powder disables an opponent for a few turns while Moonlight restores plenty of HP. Vileplume @Leftovers EVs: 252 HP / 6 Def / 252 SDef Calm Nature -Giga Drain -Sleep Powder -Aromatherapy -Stun Spore A more defensive set. Giga Drain keeps you healthy and deals damage. Sleep Powder can disable potential counters, Aromatherapy rids the team of status moves, and finally, Stun Spore is an option that gives you a chance at inflicting more status. ----------------------[PARASECT]-------------------------- Type: Bug/Grass Ability: Effect Spore/Dry Skin/Damp (Dream World) Base Stats: 60 HP / 95 Atk / 80 Def / 60 SAtk / 80 SDef / 30 Spd Pros: Learns Spore, 4x Ground resistance, Good Attack Cons: 4x Flying and Fire weakness, terribly slow, Stealth Rock weakness Parasect @Leftovers EVs: 252 HP / 6 Def / 252 SDef Careful Nature Ability: Dry Skin -Spore -X-Scissor -Aromatherapy -Stun Spore/Leech Seed Spore is the most obvious reason to use Parasect, since it's one of the few Pokemon that gets this move. Support the team with Aromatherapy to cure status. Use Stun Spore for a chance at another status move to paralyze opponents or use Leech Seed for some extra healing. Parasect @Leftovers EVs: 252 HP / 252 Atk / 6 SDef Adamant Nature Ability: Dry Skin -Spore -Swords Dance -X-Scissor -Brick Break It's slow, but it has a nice Attack stat so it would be a shame for it to go to waste. Spore an opponent then set up with Swords Dance. Most opponents can be taken care of with X-Scissor while Brick Break deals with Steel-types. ----------------------[VENEMOTH]-------------------------- Type: Bug/Poison Ability: Shield Dust/Tinted Lens/Wonder Skin (Dream World) Base Stats: 70 HP / 65 Atk / 60 Def / 90 SAtk / 75 SDef / 90 Spd Pros: Good Sp. Attack and Speed, learns Quiver Dance Cons: Frail defenses, Stealth Rock weakness Venemoth @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Tinted Lens -Bug Buzz -Psychic/Hidden Power [Fire/Ground] -Sleep Powder -Quiver Dance Tinted Lens doubles the power of an attack if the opponent resists it. This coupled with a couple of Quiver Dance boosts means that many of Venemoth's potential counters wouldn't be able to handle it. Sleep Powder can shut down an opponent and give you time to set up. Venemoth @Focus Sash/Leftovers EVs: 252 HP / 6 SAtk / 252 Spd Timid Nature Ability: Tinted Lens -Bug Buzz -Sleep Powder -Quiver Dance -Baton Pass Put something to sleep and use Quiver Dance and then pass to something that likes the stat boosts. Heatran is a great recipient, so are Lucario and Magnezone. Venemoth @Focus Sash EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Tinted Lens -Sleep Powder -Toxic Spikes -Bug Buzz -Psychic It's the only Pokemon besides Roserade that learns Toxic Spikes + Sleep Powder so it can be a nice lead for your team. While Roserade is stronger, Venomoth's Bug Buzz + Psychic combo is not resisted by anything after taking Tinted Lens into account. ----------------------[DUGTRIO]--------------------------- Type: Ground Ability: Arena Trap/Sand Veil/Sand Force (Dream World) Base Stats: 35 HP / 80 Atk / 50 Def / 50 SAtk / 70 SDef / 120 Spd Pros: The only fully-evolved Pokemon with Arena Trap, excellent Speed Cons: Attack is mediocre and is dependant on an item boost Dugtrio @Choice Band/Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Arena Trap -Earthquake -Stone Edge -Aerial Ace -Shadow Claw Arena Trap is the only reason to use Dugtrio. Trap an opponent and defeat them with one of your attacks. The main decision comes down to Choice Band or Life Orb. Dugtrio's Attack is only mediocre, so a big boost from Choice Band is very important. But Life Orb gives you diversity, whereas Choice Band lets enemies switch in and set up on you after you KO something. The choice is yours to make. ----------------------[PERSIAN]--------------------------- Type: Normal Ability: Technician/Limber/Unnerve (Dream World) Base Stats: 65 HP / 70 Atk / 60 Def / 65 SAtk / 65 SDef / 115 Spd Pros: Very fast, Technician ability Cons: Besides Speed, all its other stats are poor Persian @Life Orb/Silk Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Technician -Fake Out -U-Turn -Bite -Aerial Ace/Return With Technician, Fake Out becomes much stronger and it's Persian's best move since it always goes first and always flinches. Bite also gains more power. becoming stronger than Crunch, and deals with all Ghost types. Use Aerial Ace for Fighting types or Return for a stronger STAB move. U-Turn to escape from tough opponents like Steel Pokemon. Persian @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Technician -Swift -Water Pulse -Shock Wave -Nasty Plot Special sweeping Persian may seem unusual, but a Technician boosted Swift is pretty strong, especially after a Nasty Plot. Water Pulse also gets boosted by Technician and has almost the same power as Surf. Shock Wave is another special attack that gets a Technician power-up. ----------------------[GOLDUCK]--------------------------- Type: Water Ability: Damp/Cloud Nine Base Stats: 80 HP / 82 Atk / 78 Def / 95 SAtk / 80 SDef / 85 Spd Pros: Good Sp. Attack, useful Cloud Nine ability Cons: Other stats are mediocre, limited movepool Golduck @Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Cloud Nine -Surf -Ice Beam -Focus Blast -Hidden Power [Electric] In a game dominated by weather like Rain and Sandstorm, having the power to stop them at least temporarily is one of the best reasons to use Golduck. With a Scarf, Golduck outruns all 5 weather starters. Surf hits Hippowdon, Ninetales, and Tyranitar. Focus Blast for Abomasnow and Hidden Power Electric for Politoed. ----------------------[PRIMEAPE]-------------------------- Type: Fighting Ability: Vital Spirit/Anger Point/Defiant (Dream World) Base Stats: 65 HP / 105 Atk / 60 Def / 60 SAtk / 70 SDef / 95 Spd Pros: Good Attack and Speed Cons: Frail defenses Primeape @Choice Band/Choice Scarf/Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly/Adamant Nature Ability: Vital Spirit -Close Combat -Stone Edge -Ice Punch/Thunderpunch -U-Turn Primeape can hit a lot of types supereffectively with the variety of moves it learns. Close Combat is the most powerful while Stone Edge, Ice Punch, and Thunderpunch all hurt Flying-types. U-Turn is handy for hitting Psychics and scouting for switch-ins. ----------------------[ARCANINE]-------------------------- Type: Fire Ability: Flash Fire/Intimidate/Justified (Dream World) Base Stats: 90 HP / 110 Atk / 80 Def / 100 SAtk / 80 SDef / 95 Spd Pros: Overall good stats, good offensive movepool Cons: Stealth Rock weakness Arcanine @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Intimidate/Flash Fire -Flare Blitz -Close Combat -Wild Charge -Extremespeed Arcanine has a lot more physical options then in previous generaions. Flare Blitz is obviously its best move, and now it has Wild Charge to take on some Water types. Close Combat deals with Rocks like Tyranitar as well as Heatran. Extremespeed strikes first and can finish off weakened opponents who are usually faster than you. Arcanine @Life Orb EVs: 148 Atk / 124 SAtk / 252 Spd Rash/Naive Nature Ability: Intimidate/Flash Fire -Fire Blast -Close Combat -Extremespeed/Wild Charge/Hidden Power [Ice] -Morning Sun Don't ignore Arcanine's high Special Attack. Fire Blast will still deal a ton of damage and doesn't have recoil. HP Ice can surprise Dragon opponents. Morning Sun is also a great move here as it will heal Life Orb damage. Of course, Sunny weather is best if you want to use this set effectively. ----------------------[POLIWRATH]------------------------- Type: Water/Fighting Ability: Water Absorb/Damp/Swift Swim (Dream World) Base Stats: 90 HP / 85 Atk / 95 Def / 70 SAtk / 90 SDef / 70 Spd Pros: Good defenses Cons: Offensive stats are rather mediocre Poliwrath @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Water Absorb -Focus Punch -Waterfall -Ice Punch/Bulk Up -Substitute Set up a Substitute, then Focus Punch anything that isn't resistant to Fighting. If it is resistant, hit it with Waterfall or Ice Punch. You can also use Bulk Up to boost your power. Poliwrath @Leftovers/Sitrus Berry EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Swift Swim -Belly Drum -Brick Break -Waterfall -Encore/Earthquake This is very risky to use, but the payoff is amazing. Encore a non-damaging, non-status move like Stealth Rock. Then use Belly Drum and prepare to sweep with your maxed out Attack. If you're feeling extra brave, you don't even need Encore and simply hope that your enemy won't do more than 50% damage when you use Belly Drum. Rain weather is needed for the boost in Speed. ----------------------[ALAKAZAM]-------------------------- Type: Psychic Ability: Inner Focus/Synchronize/Magic Guard (Dream World) Base Stats: 55 HP / 50 Atk / 45 Def / 135 SAtk / 85 SDef / 120 Spd Pros: Excellent Special Attack and Speed, Magic Guard Cons: Terrible HP and Defense, Pursuit weakness Alakazam @Life Orb/Focus Sash EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Magic Guard -Psychic/Psyshock -Focus Blast -Shadow Ball -Hidden Power [Fire] Having Magic Guard is a huge blessing for Alakazam. It means that Life Orb can boost its Sp. Attack without the added recoil damage. It also means Alakazam can switch in without being harmed by entry hazards and can preserve its Focus Sash to revenge kill anything. Choose Psychic for your most powerful special move or Psyshock which deals more damage to special walls like Blissey. Focus Blast, Shadow Ball, and Hidden Power Fire handle all the opponents that resist Psychic moves. Alakazam @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Magic Guard -Psychic/Psyshock -Focus Blast -Shadow Ball/Hidden Power [Fire] -Trick A Choice Specs Alakazam hits extremely hard while a Choice Scarf version hits extremely fast. Either way, it can use Trick to screw up any walls that get in its way. ----------------------[MACHAMP]--------------------------- Type: Fighting Ability: Guts/No Guard Base Stats: 90 HP / 130 Atk / 80 Def / 65 SAtk / 85 SDef / 55 Spd Pros: Amazing Attack, two great abilities, solid HP and defenses Cons: Low Speed Machamp @Lum Berry EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: No Guard -Dynamicpunch -Stone Edge -Payback -Ice Punch/Bullet Punch This set takes advantage of its ability to boost the accuracy of its attacks. The confusion from Dynamicpunch can make even Flying and Psychics afraid to switch in. Stone Edge also takes advantage of No Guard for a never- miss attack against Fliers. Payback takes down Ghosts and Psychics. Ice Punch is reserved for Gliscor while Bullet Punch finishes off weakened foes. Machamp @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: No Guard -Dynamicpunch -Stone Edge -Payback -Substitute With Substitute in your arsenal, you can ease prediction by finding out what Pokemon the opponent will switch to. While they try to break your Substitute, you can hit them with a powerful attack. The Sub also blocks status like Burn. ----------------------[VICTREEBEL]------------------------ Type: Grass/Poison Ability: Chlorophyll/Gluttony (Dream World) Base Stats: 80 HP / 105 Atk / 65 Def / 100 SAtk / 60 SDef / 70 Spd Pros: Good offensive stats Cons: Frail defenses Victreebel @Life Orb EVs: 120 Atk / 252 SAtk / 136 Spd Rash Nature Ability: Chlorophyll -Leaf Blade -Weather Ball -Growth -Hidden Power [Ground]/Sleep Powder Victreebel is a powerful mixed sweeper as long as the sun is shining. With one Growth, its Special Attack and Attack are doubled. It is also the only Chlorophyll user to get Weather Ball, which is a 100 base power Fire attack in the Sun. With Leaf Blade, it can hit special walls like Blissey. With HP Ground, it can defeat Heatran and other Fire-types, or it can disable them with Sleep Powder. ----------------------[TENTACRUEL]------------------------ Type: Water/Poison Ability: Liquid Ooze/Clear Body/Rain Dish (Dream World) Base Stats: 80 HP / 70 Atk / 65 Def / 80 SAtk / 120 SDef / 100 Spd Pros: High Speed, excellent Sp. Defense, diverse support and special movepool Cons: Mediocre offensive stats Tentacruel @Leftovers 252 HP / 120 Def / 136 SDef Calm Nature Ability: Liquid Ooze/Rain Dish -Scald -Toxic Spikes -Rapid Spin -Knock Off/Ice Beam/Sludge Wave Tentacruel's best stat is its Special Defense, so it can make a pretty decent Special Wall. It has a lot of useful support moves, the major one being Toxic Spikes. Rapid Spin will rid you of field hazards, while Knock Off can screw up opponents by removing their items. Another damaging move can be fine as well to handle whatever Scald doesn't. Rain Dish is the preferred ability if you are using it on a Rain team. Tentacruel @Life Orb EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature Ability: Liquid Ooze/Rain Dish -Hydro Pump -Ice Beam -Giga Drain -Rapid Spin Tentacruel dislikes Ghost types because they block its Rapid Spin. However, Tentacruel can use an offensive moveset to beat most Ghost types. Hydro Pump will OHKO fast Ghosts like Gengar and Froslass and can 2HKO slower ones like Spiritomb and Cofagrigus. Giga Drain offers some potential for healing. Once the enemy Ghost is gone, you are free to Rapid Spin to your heart's content. ----------------------[GOLEM]----------------------------- Type: Rock/Ground Ability: Sturdy/Rock Head/Sand Veil (Dream World) Base Stats: 80 HP / 110 Atk / 130 Def / 55 SAtk / 65 SDef / 45 Spd Pros: Good Attack, Defense, and physical movepool Cons: Slow, 4x Grass and Water weakness Golem @Choice Band EVs: 252 HP / 252 Atk / 6 Def Adamant Nature Ability: Sturdy -Stone Edge -Earthquake -Fire Punch -Sucker Punch A simple Choice Bander set. With this set, Earthquake and Stone Edge can hurt every opponent except for a few like Bronzong, Breloom, and Flygon. Fire Punch and Sucker Punch can deal with those who resist the Ground + Rock combo. Golem @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Sturdy -Stone Edge -Earthquake -Fire Punch -Rock Polish Rock Polish increases Golem's lowest stat and makes it a fairly fast sweeper. With a Jolly Nature, you'll hit 414 Speed after one Rock Polish and outrun every non-Scarfed opponent except for Electrode, Ninjask, Deoxys-S, and Accelgor. You can OHKO at least three of those Pokemon with your STAB moves. ----------------------[RAPIDASH]-------------------------- Type: Fire Ability: Flash Fire/Run Away/Flame Body (Dream World) Base Stats: 65 HP / 100 Atk / 70 Def / 80 SAtk / 80 SDef / 105 Spd Pros: Good Speed and Attack Cons: Stealth Rock weakness Rapidash @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly/Adamant Nature Ability: Flash Fire -Flare Blitz -Wild Charge -Low Kick/Megahorn -Flame Charge While Rapidash is pretty fast, Flame Charge makes you even faster so you can outspeed even Choice Scarfed sweepers. Flare Blitz is your most powerful move while Wild Charge takes care of Water types. Low Kick hurts Rock types and Heatran. Megahorn is for bulky Psychics like Reuniclus. ----------------------[SLOWBRO]--------------------------- Type: Water/Psychic Ability: Own Tempo/Oblivious/Regenerator (Dream World) Base Stats: 95 HP / 75 Atk / 110 Def / 100 SAtk / 80 SDef / 30 Spd Pros: Great defense, good Sp. Attack, good moveppol Cons: Slow, of course. Pursuit weakness. Slowbro @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature Ability: Own Tempo/Regenerator -Surf -Psychic -Flamethrower/Ice Beam/Calm Mind -Slack Off Slowbro's great Defense and Special Attack make up for its slowness. It has many useful moves and not enough room to fit them all on. Surf and Psychic are your main STAB moves. Ice Beam is important against the big Dragon sweepers like Salamence and Hazorus. Flamethrower nails Ferrothorn and most Grass types. You can also boost your special stats with Calm Mind. Slack Off is important as reliable recovery and part of what makes Slowbro so durable. The other part comes from its Dream World ability which restores a massive amount of HP every time it switches out. Slowbro @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Quiet Nature Ability: Regenerator -Surf -Psychic -Flamethrower/Slack Off -Trick Room Slowbro is a pro at setting up Trick Room due to its low Speed and overall bulkiness. Flamethrower is pretty important because it deals with Ferrothorn, who is slower and will attack before you in a Trick Room. Slowbro @Choic Specs EVs: 252 HP / 6 Def / 252 SAtk Modest Nature Ability: Own Tempo -Surf -Psychic/Ice Beam -Flamethrower -Trick No one would expect the normally defensive Slowbro to pack such a punch, but that's where the surprise value of a Specs set comes in. Trick cripples special walls like Blissey and Chansey. ----------------------[FARFETCH'D]------------------------ Type: Normal/Flying Ability: Keen Eye/Inner Focus/Defiant (Dream World) Base Stats: 52 HP / 65 Atk / 55 Def / 58 SAtk / 62 SDef / 60 Spd Pros: Uh...it looks cool? Cons: Terrible stats all around, limited movepool Farfetch'd @Stick EVs: 6 HP / 252 Atk / 252 Spd Jolly/Adamant Nature Ability: Defiant -Slash -Night Slash -Leaf Blade -Brave Bird Poor Farfetch'd. Five generations and it still hasn't received anything worthwhile. It did get Brave Bird this gen, but all the other bird Pokemon already have it. You can try using its signature item Stick to try and get some critical hits in. Farfetch'd @Salac Berry/Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Defiant -Flail -Night Slash -Endure/Substitute -Swords Dance If you Baton Pass it several Attack and Speed boosts, you just might be able to sweep with a Farfetch'd. Get it down to 1 HP and hit opponents with a maximum power STAB Flail. ----------------------[DODRIO]---------------------------- Type: Normal/Flying Ability: Run Away/Early Bird/Tangled Feet (Dream World) Base Stats: 60 HP / 110 Atk / 70 Def / 60 SAtk / 60 SDef / 100 Spd Pros: Great Attack and Speed Cons: Frail defenses, limited physical movepool, abilities not very good Dodrio @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly/Adamant Nature Ability: Early Bird -Brave Bird -Return -Steel Wing -Quick Attack Dodrio is a decent Choice Band bird. It's fast and strong, but Staraptor does this a lot better since it can actually handle Steels with Close Combat. Brave Bird, Return, and Steel Wing are all very standard for this type of set. Quick Attack finishes off weakened opponents. Dodrio @Liechi Berry EVs: 122 HP / 252 Atk / 136 Spd Adamant Nature Ability: Early Bird -Return/Drill Peck -Agility -Substitute/Work Up -Baton Pass Dodrio can do one thing Staraptor can't, and that is Baton Pass. Baton Pass can be obtained from Pokemon XD. Agility to boost your Speed and you can also use Work Up to pass some offensive boosts. Or you can use Substitute to block status from you and your team members. ----------------------[DEWGONG]--------------------------- Type: Water/Ice Ability: Thick Fat/Hydration/Ice Body (Dream World) Base Stats: 90 HP / 70 Atk / 80 Def / 70 SAtk / 95 SDef / 70 Spd Pros: Hydration is a nifty new ability Cons: Mediocre stats, very limited movepool Dewgong @Leftovers EVs: 252 HP / 6 Def / 252 SDef Calm Nature Ability: Hydration -Surf -Ice Beam -Rest -Toxic/Encore Taking advantage of Hydration is the only real thing it can do. Drizzle from Politoed is essential for this set. Dewgong can use Rest and instantly wake up healthly and refreshed. Surf and Ice Beam for STAB, but Encore or Toxic can annoy certain opponents. ----------------------[MUK]------------------------------- Type: Poison Ability: Stench/Sticky Hold/Poison Touch (Dream World) Base Stats: 105 HP / 105 Atk / 75 Def / 65 SAtk / 100 SDef / 50 Spd Pros: Great HP, Attack, and Sp. Defense Slow: Slow, lack of a really useful ability Muk @Leftovers EVs: 252 HP / 6 Atk / 252 SDef Careful Nature Ability: Sticky Hold -Curse -Gunk Shot/Poison Jab -Fire Punch/Brick Break -Ice Punch Muk can already take special hits, so beef up its lower Defense while boosting your Attack at the same time. Muk has no real healing move though, so it might be hard to stay alive. Fire Punch and Brick Break hurt Steels. Ice Punch is needed for Ground opponents. Muk @Choice Band EVs: 252 HP / 252 Atk / 6 Def Adamant Nature Ability: Sticky Hold -Gunk Shot/Poison Jab -Ice Punch -Fire Punch -Shadow Punch Unlike the previous sets, this needs no set up and simply allows Muk to hit as hard as it can. Shadow Punch becomes an option to nail Psychic-types. ----------------------[CLOYSTER]-------------------------- Type: Water/Ice Ability: Shell Armor/Skill Link/Overcoat (Dream World) Base Stats: 50 HP / 95 Atk / 180 Def / 85 SAtk / 45 SDef / 70 Spd Pros: Amazing Defense, gets both Rapid Spin and Spikes, Shell Smash Cons: Stealth Rock weakness, terrible HP and Sp. Defense Cloyster @Life Orb/Focus Sash EVs: 252 Atk / 4 SDef / 252 Spd Adamant Nature Ability: Skill Link -Icicle Spear -Rock Blast -Ice Shard/Razor Shell/Surf -Shell Smash Cloyster is the fastest user of what is perhaps the best stat-boosting move of all time - Shell Smash! It can reach 634 Attack and 478 Speed after a Shell Smash. But that's not all. With Skill Link, all of its multi-hit moves will have a combined power of 125. As if that's not enough, Icicle Spear also gets STAB, increasing to 187 power. It will deal a huge amount of damage to anything not resistant to Ice. Rock Blast deals with Fire and Ice types. Ice Shard nails priority users like Breloom. Razor Shell is for Steel-types and Surf will deal more damage to physical walls like Skarmory. Surf also takes advantage of your Sp. Attack boost from Shell Smash. Cloyster @Leftovers EVs: 252 HP / 6 Def / 252 SDef Impish Nature Ability: Shell Armor -Spikes -Rapid Spin -Toxic Spikes -Ice Shard/Ice Beam/Avalanche Don't ignore Cloyster's support capabilities. It has great Defense after all. Spikes and Rapid Spin are your two most important moves, so use them when appropriate. Ice Shard can take care of faster Dragons like Salamence, or use Ice Beam/Avalanche if you don't care about going first. Toxic Spikes can be used as an additional entry hazard. ----------------------[GENGAR]---------------------------- Type: Ghost/Poison Ability: Levitate Base Stats: 60 HP / 65 Atk / 60 Def / 130 SAtk / 75 SDef / 110 Spd Pros: Amazing Sp. Attack and great Speed, incredibly diverse movepool, 3 Immunities (Normal, Fighting, Ground) Cons: Frail defenses, weakness to Pursuit Gengar @Life Orb EVs: 6 HP / 252 Atk SAtk / 252 Spd Timid Nature -Shadow Ball -Focus Blast -Substitute -Pain Split/Disable Shadow Ball and Focus Blast have absolutely perfect coverage against any opponent you will ever face. Therefore they are the only two moves you need on this set. Substitute is important for blocking status and other nasty effects. You can choose Pain Split to heal yourself once you are at low HP. Pain Split will be your main weapon against Blissey/Chansey since their high HP will always keep you healthy while they'll take a lot of damage in return. Disable can also be used to prevent opponents from hitting you with supereffective moves after they break your Subs. Gengar @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Shadow Ball -Thunderbolt -Focus Blast -Hidden Power [Ice/Fire]/Energy Ball Gengar has a ton of choices for moves, but Shadow Ball will always be a constant. Thunderbolt is for Waters and Fliers like Gyarados, Focus Blast OHKOs Darks like Weavile/Tyranitar and HP Ice kills Dragons. You can also use Energy Ball to hit Ground-types harder especially Swampert and Quagsire. HP Fire is also an option for Scizor, Ferrothorn, Forretress, etc. Gengar @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Timid/Modest Nature -Shadow Ball -Focus Blast -Thunderbolt/Hidden Power [Ice/Fire] -Trick Diversity is good, but Gengar can use Choice items if you have good prediction skills. One advantage of this is the ability to use Trick to screw over special walls like Chansey and Blissey. ---------------------[HYPNO]----------------------------- Type: Psychic Ability: Insomnia/Forewarn/Inner Focus (Dream World) Base Stats: 85 HP / 73 Atk / 70 Def / 73 SAtk / 115 SDef / 67 Spd Pros: High Special Defense Cons: Low Speed, Pursuit weakness Hypno @Leftovers EVs: 252 HP / 80 Def / 176 Spd Calm Nature Ability: Insomnia -Psychic/Psyshock -Hidden Power [Fighting]/Signal Beam -Nasty Plot -Baton Pass Hypno is built defensively, but can still hurt things after it uses Nasty Plot. After boosting your Special Attack, you can pass the benefits along with Baton Pass (only from Pokemon XD). You can stay in to attack if you choose. Psychic and Psyshock are your STAB moves while HP Fighting or Signal Beam are there for Fighting types. Hypno @Leftovers EVs: 252 HP / 80 Def / 176 Spd Calm Nature Ability: Insomnia -Seismic Toss -Wish -Reflect/Protect -Thunder Wave Hypno has awesome Sp. Defense. It's no Blissey, but it can hold its own in a battle against most special sweepers. Wish is a great healing move, but it's only available from an old event back in Gen III. Seismic Toss is also from Gen III as an in-game tutor. It is Hypno's main mode of damage on this set. ----------------------[KINGLER]--------------------------- Type: Water Ability: Hyper Cutter/Shell Armor/Sheer Force (Dream World) Base Stats: 55 HP / 130 Atk / 115 Def / 50 SAtk / 50 SDef / 75 Spd Pros: Amazing Attack, great Defense Cons: Mediocre Speed, Bad HP and Sp. Defense, small movepool Kingler @Life Orb EVs: 6 HP / 252 Atk/ 252 Spd Adamant Nature Ability: Hyper Cutter -Crabhammer -Return -X-Scissor -Agility Kingler has massive Attack, but pretty shoddy Speed. Agility can fix that and turn Kingler into a fast and powerful sweeper. Pound stuff with Crabhammer, your most powerful move. Return provides good coverage. X-Scissor hits Grass opponents. Kingler @Choice Band EVs: 6 HP / 252 Atk/ 252 Spd Jolly/Adamant Nature Ability: Hyper Cutter -Crabhammer -Return -X-Scissor -Superpower Choice Band forgoes the speed boost for a massive power boost. Superpower can be used on this set since it's your main weapon against Ferrothorn. ----------------------[ELECTRODE]------------------------- Type: Electric Ability: Soundproof/Static/Aftermath (Dream World) Base Stats: 60 HP / 50 Atk / 70 Def / 80 SAtk / 80 SDef / 140 Spd Pros: Extremely fast Cons: Very limited movepool, Explosion nerf Electrode @Life Orb EVs: 6 Atk / 252 SAtk / 252 Spd Hasty Nature Ability: Aftermath -Thunderbolt -Hidden Power [Grass/Ice] -Taunt -Volt Switch Poor Electrode lost the ability to deal major damage with Explosion, since Explosion no longer lowers the opponent's Defense by half when it hits. However it did gain the handy Volt Switch as well as the ability Aftermath. And it's still really fast, so it can hit first most of the time. Taunt can shut down set-up Pokemon and HP Grass/Ice is for Ground types. ----------------------[EXEGGUTOR]------------------------- Type: Grass/Psychic Ability: Chlorophyll/Harvest (Dream World) Base Stats: 95 HP / 95 Atk / 85 Def / 125 SAtk / 65 SDef / 55 Spd Pros: Amazing Sp. Attack, Harvest ability Cons: 4x Bug weak; slow without Sunny Day Exeggutor @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Chlorophyll -Solarbeam -Psychic/Psyshock -Hidden Power [Fire] -Sleep Powder Use this is an Sun team and fire away Solarbeams. Psychic is a second STAB, but Psyshock is more effective against special walls. HP Fire gets a boost in the Sun, which hurts Steels and Grass types. Sleep Powder can disable almost any other counter your opponent has, excluding those with Sap Sipper. Exeggutor @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Chlorophyll -Leaf Storm -Psychic/Psyshock -Hidden Power [Fire/Ice] -Giga Drain A Choice Specs Leaf Storm can put a major dent in many things. Psychic or Psyshock for a second STAB. Choose Hidden Power Fire for Steels or go with Ice for Dragons. You can also use Giga Drain if you want a Grass move that doesn't lower your Special Attack. Exeggutor @Sitrus Berry EVs: 252 HP / 6 Def / 252 SDef Calm Nature Ability: Harvest -Leech Seed -Substitute -Toxic/Protect -Hidden Power [Fire] With Harvest, Exeggutor has infinitely reusable Sitrus Berries. This means it can use Substitute as much as it wants because Sitrus Berry will always restore enough health for another Substitute. When combined with Leech Seed and Toxic, Exeggutor can be extremely annoying to take down. Protect can stall for an extra turn. Hidden Power Fire is for opponent Grass-types especially Ferrothorn who is immune to both Leech Seed and Toxic. ----------------------[MAROWAK]--------------------------- Type: Ground Ability: Rock Head/Lightning Rod/Battle Armor (Dream World) Base Stats: 60 HP / 80 Atk / 110 Def / 50 SAtk / 80 SDef / 45 Spd Pros: High Defense, unique item doubles its Attack Cons: Very low Speed Marowak @Thick Club EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Rock Head -Bonemerang/Earthquake -Stone Edge -Double-Edge -Swords Dance/Fire Punch Bonemerang can break through Substitutes, but Earthquake has the same power and is more accurate. You can boost your Attack with Swords Dance if you have time, but your low Speed will prevent you from sweeping unless you use it in a Trick Room team. Fire Punch is for Bronzong and Skarmory. ----------------------[HITMONLEE]------------------------- Type: Fighting Ability: Limber/Reckless/Unburden (Dream World) Base Stats: 50 HP / 120 Atk / 53 Def / 35 SAtk / 110 SDef / 87 Spd Pros: Highest Attack and Speed of the Hitmons Cons: Very low HP and Defense Hitmonlee @Choice Band/Choice Scarf/Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Reckless -Hi Jump Kick -Stone Edge -Blaze Kick -Mach Punch/Sucker Punch Hi Jump Kick boosted by Reckless has a super strong 156 base power and it is by far Hitmonlee's strongest move. Don't rely on it too much, because it might miss. Neither Stone Edge nor Blaze Kick are that accurate either. Still Stone Edge is your best move against Flying foes while Blaze Kick hits foes like Heracross and Celebi. Choose a priority move for the fourth slot to round out this set. ----------------------[HITMONCHAN]------------------------ Type: Fighting Ability: Keen Eye/Iron Fist/Inner Focus (Dream World) Base Stats: 50 HP / 105 Atk / 79 Def / 35 SAtk / 110 SDef / 76 Spd Pros: High attack, good physical movepool Cons: Very low HP and rather slow Hitmonchan @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Iron Fist -Close Combat -Ice Punch -Mach Punch -Thunderpunch It doesn't matter that Sky Uppercut gets an Iron Fist boost, because Close Combat is still stronger (compare Sky Uppercut's 102 power to Close Combat's 120 power). Ice Punch for Flying foes and Mach Punch for speedy opponents. Thunderpunch gives further coverage and hits Water-types like Gyarados. Hitmonchan @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Iron Fist -Focus Punch -Substitute -Mach Punch -Ice Punch/Thunderpunch Focus Punch is super strong after the Iron Fist boost, jumping from 150 to 180 power! That will certainly leave a dent in most foes. Your last slot takes care of Flying types and depends on what you want to hit - Dragons like Salamence or bulky Waters like Gyarados. ----------------------[WEEZING]--------------------------- Type: Poison Ability: Levitate Base Stats: 65 HP / 90 Atk / 120 Def / 85 SAtk / 70 SDef / 60 Spd Pros: Levitate removes its Ground weakness, excellent Defense Cons: Lacks good physical moves to take advantage of higher Attack Weezing @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature -Clear Smog -Pain Split -Fire Blast -Will-o-wisp/Hidden Power [Ground] This is the defensive Weezing set. Clear Smog is its specialty to remove any stat boosts the opponent may have. It can keep itself alive with Pain Split, though it wishes it had a better recovery move. Fire Blast hits Steels which is especially important for things like Excadrill and Lucario, because Clear Smog doesn't affect them at all. Will-o-Wisp gives opponents a crippling Burn, but watch out for Flash Fire Pokemon like Heatran. Hidden Power Ground becomes an option for those kinds of Fire types. ----------------------[KANGASKHAN]------------------------ Type: Normal Ability: Early Bird/Scrappy/Inner Focus (Dream World) Base Stats: 105 HP / 95 Atk / 80 Def / 40 SAtk / 80 SDef / 90 Spd Pros: Overall solid stats, Scrappy is useful Cons: Outclassed by faster or stronger sweepers Kangaskhan @Leftovers EVs: 212 HP / 252 Atk / 46 Spd Adamant Nature Ability: Scrappy -Return -Focus Punch -Sucker Punch -Substitute Kangaskhan can create Substitutes with enough HP that can't be broken by a single Seismic Toss. This is useful for combating walls like Blissey or Dusclops. Once you're behind a Sub, you can safely use Focus Punch to hurt Steel and Rock types. Sucker Punch makes this set even more effective. Since Substitute forces your opponent to break it with an attacking move, they will get Sucker Punched in the face. Kangaskhan @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Scrappy -Return -Earthquake -Hammer Arm -Sucker Punch A simple Choice Band set. However, Kangaskhan takes less prediction to use since Ghost types aren't immune to its Normal and Fighting moves due to Scrappy. Earthquake and Hammer Arm both deal with Steel and Rock-types, depending on which move is more effective. ----------------------[SEAKING]--------------------------- Type: Water Ability: Swift Swim/Water Veil/Lightning Rod (Dream World) Base Stats: 80 HP / 92 Atk / 65 Def / 65 SAtk / 80 SDef / 68 Spd Pros: Good Attack, Electric immunity with Lightning Rod Cons: Other stats are rather low, limited movepool Seaking @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Swift Swim -Aqua Tail/Waterfall -Return -Megahorn -Poison Jab Seaking can be a decent physical sweeper on a Rain team. However it doesn't have a way of boosting its Attack like Qwilfish and Kabutops can. Choose Aqua Tail for power or Waterfall for accuracy. Return has good coverage with Water attacks. Megahorn and Poison Jab both deal with Grass-types. Seaking @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Lightning Rod -Aqua Tail/Waterfall -Megahorn -Return -Poison Jab It has a limited movepool so there's only a few good moves it can use. This set takes advantage of its Dream World ability, which turns a weakness into an immunity and gives it an extra chance to switch in and do some damage. ----------------------[STARMIE]--------------------------- Type: Water/Psychic Ability: Natural Cure/Illuminate/Analytic (Dream World) Base Stats: 60 HP / 75 Atk / 85 Def / 100 SAtk / 85 SDef / 115 Spd Pros: Excellent Speed, great Sp. Attack, diverse special movepool, a very good Rapid Spinner Cons: Pursuit weakness, low HP Starmie @Leftovers EVs: 236 HP / 56 SAtk / 216 Spd Timid Nature Ability: Natural Cure -Surf -Thunderbolt/Ice Beam -Rapid Spin -Recover Starmie is one of the better Spinners in the game and will save you a lot of trouble from annoying Spikes and Stealth Rock. You need Surf for STAB and can choose whether to use Thunderbolt for enemy Water types or Ice Beam for Grass and Dragons. Thunderbolt is usually preffered since it prevents Gyarados from setting up on you and is supereffective against Skarmory, but Ice Beam will do more to Ferrothorn. Starmie @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Natural Cure -Surf/Hydro Pump -Thunderbolt -Ice Beam -Recover Diversity has always been one of Starmie's strong points and a Life Orb set allows you to use that diversity to devastate your opponent. Recover heals Life Orb recoil and any other damage Starmie might take. Starmie @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Natural Cure -Surf/Hydro Pump -Thunderbolt -Ice Beam -Trick An all out attack set if you don't care about Rapid Spin. Trick screws up Blissey, Ferrothorn, and any other wall that gets in your way. ----------------------[MR. MIME]-------------------------- Type: Psychic Ability: Soundproof/Filter/Technician (Dream World) Base Stats: 40 HP / 45 Atk / 65 Def / 100 SAtk / 120 SDef / 90 Spd Pros: Great support movepool, high Sp. Defense Cons: Terrible HP and low Defense Mr. Mime @Light Clay EVs: 252 HP / 6 Def / 252 SDef Calm Nature Ability: Soundproof -Reflect -Light Screen -Psychic -Thunder Wave Mr. Mime is known as the "Barrier Pokemon" and this set certainly lives up to its name. Set up dual screens to help Mr. Mime and the rest of the team take hits. Thunder Wave can slow down opponents and give the sweepers on your team an easier time. Mr. Mime @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Filter -Psychic -Trick -Shadow Ball -Focus Blast Mr. Mime has good Sp. Attack and a diverse special movepool, so a special sweeping set is a viable option. Mr. Mime also has a special Trick up its sleeve for any non-special attacker that tries to counter it. Focus Blast for Dark types and Shadow Ball for Ghosts and enemy Psychics. Mr. Mime @Leftovers EVs: 252 HP / 6 SDef / 252 Spd Timid Nature Ability: Soundproof -Psychic -Calm Mind/Nasty Plot -Substitute -Baton Pass Baton Passing is one of Mr. Mime's strong points. Pass Calm Mind or Nasty Plot boosts to your team mates, along with Substitutes if you wish. Soundproof ability is important since it prevents Roar from forcing you to switch and also stops Perish Song, which can mess up Baton Passing strategies. ----------------------[JYNX]------------------------------ Type: Ice/Psychic Ability: Oblivious/Forewarn/Dry Skin (Dream World) Base Stats: 65 HP / 50 Atk / 35 Def / 115 SAtk / 95 SDef / 95 Spd Pros: Excellent sp. attack, learns Lovely Kiss Cons: Low HP and terrible Defense, Stealth Rock and Pursuit weakness Jynx @Leftovers EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature Ability: Dry Skin -Ice Beam -Lovely Kiss -Nasty Plot -Substitute A sweeper Jynx moveset. Put your foes to sleep with Lovely Kiss, then boost your Special Attack with Nasty Plot. Set up a Sub to prevent status effects from messing you up. Ice Beam is the only attack you need since nothing is immune to it and many are weak to it. This works best in a Rain team so that Dry Skin can restore plenty of health every turn. Jynx @Life Orb EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature Ability: Dry Skin -Ice Beam -Focus Blast/Hidden Power [Ground] -Lovely Kiss -Nasty Plot This set is a more offensive sweeper set, though it works similarly to the first one. Put an enemy to sleep, set up Nasty Plot, then attack. Ice Beam is your main move. Focus Blast covers Steels and Darks, though HP Ground is a more accurate alternative against Steels and is more effective against Fire-types as well. Jynx @Choice Specs EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature Ability: Forewarn -Ice Beam -Psychic/Psyshock -Focus Blast/Hidden Power [Fire] -Trick Jynx can now go all out thanks to Choice Specs. Ice Beam and Psychic for STAB, Grass Knot hits foes like Slowbro and Starmie. You can use Focus Blast for Dark types, or HP Fire for Steels like Scizor and Metagross. Special walls like Blissey and Chansey can be dealt with using Psyshock or Trick. ----------------------[PINSIR]---------------------------- Type: Bug Ability: Mold Breaker/Hyper Cutter/Moxie (Dream World) Base Stats: 65 HP / 125 Atk / 100 Def / 55 SAtk / 70 SDef / 85 Spd Pros: Excellent Attack and great Defense Cons: Average Speed, Stealth Rock weakness Pinsir @Leftovers EVs: 98 HP / 252 Atk / 160 Spd Adamant Nature Ability: Hyper Cutter/Moxie -X-Scissor -Stone Edge -Close Combat/Earthquake -Swords Dance Set up with Swords Dance and kill things. X-Scissor for anything that isn't weak to Bug and Stone Edge for Flying-types. Close Combat and Earthquake will both hurt Steels. Close Combat is stronger, but Earthquake doesn't decrease your good Defense stat and it's also effective against Poison-types like Nidoking and Toxicroak. Pinsir @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Mold Breaker/Moxie -X-Scissor -Stone Edge -Close Combat -Earthquake Without the need to setup with Swords Dance, you use a Choice item to hit things harder or faster. Mold Breaker is pretty useful for foes with Levitate that try to switch in on your Earthquake. Moxie is still great for additional Attack boosts which could improve your sweeping potential. ----------------------[TAUROS]---------------------------- Type: Normal Ability: Intimidate/Anger Point/Sheer Force (Dream World) Base Stats: 75 HP / 100 Atk / 95 Def / 40 SAtk / 70 SDef / 110 Spd Pros: Great Attack and Speed, solid Defense with Intimidate Cons: Outclassed by most physical sweepers, can't make good use of Sheer Force Tauros @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly/Adamant Nature Ability: Intimidate -Return/Double-Edge -Earthquake -Pursuit -Stone Edge/Zen Headbutt Tauros has always been a powerful Normal-type sweeper. Its Attack and Speed aren't as amazing as a few other physical sweepers, but it can still hit very hard. Of course, any Normal-type needs a powerful STAB move like Return, though Double-Edge is stronger if you don't mind recoil. Earthquake is great for Rocks and Steels. Pursuit hits Ghosts and fleeing opponents. Stone Edge rounds out the set, but can be dropped for Zen Headbutt to deal with Fighting foes. ----------------------[GYARADOS]-------------------------- Type: Water/Flying Ability: Intimidate/Moxie (Dream World) Base Stats: 95 HP / 125 Atk / 79 Def / 60 SAtk / 100 SDef / 81 Spd Pros: Overall good stats including excellent Attack Cons: 4x Electric weakness, Stealth Rock weakness Gyarados @Life Orb EVs: 4 HP / 252 Atk / 252 Spd Adamant Nature -Waterfall -Stone Edge -Earthquake/Ice Fang/Bounce -Dragon Dance Life Orb Gyarados is extremely powerful after a Dragon Dance boost and has great coverage with the physical attacks it can learn. Waterfall and Stone Edge cover most of the opponents in the game. Earthquake is your best bet against Empoleon, Poliwrath, Toxicroak with Dry Skin, and especially Ferrothorn. However Breloom resists all three moves mentioned, so use Ice Fang if Breloom is bothering you a lot. Bounce is an option since it's actually your strongest move, but it's illegal with Moxie and it gives your opponent a free turn to switch. Gyarados @Leftovers EVs: 252 HP / 252 Def / 6 Spd Impish Nature -Waterfall -Dragon Tail -Rest -Sleep Talk Gyarados may not look like a physical wall, but it's actually able to take a lot of physical hits with Intimidate and a good set of resistances to common attacks. Rest keeps Gyarados alive and free of status while Sleep Talk allows you to attack during your slumber. Waterfall is your main attack, but Dragon Tail is great for dealing damage and forcing opponents to switch. This means opponents can't stat boost without worrying about getting hit by a strong Water move or being forced to switch. Gyarados @Leftovers Evs: 212 HP / 16 Atk / 180 Def / 100 Spd Adamant Nature -Waterfall -Stone Edge/Earthquake -Taunt -Dragon Dance Nicknamed "BulkyGyara", this is a more conservative approach to sweeping. Its EV spread may seem defensive, but this allows it to switch in easily against foes like Water, Fire, and Fighting types. From there, it can wreak havoc on your team by Dragon Dancing up, hitting hard, and Taunting your attempts to mess it up with status or phazing moves. ----------------------[LAPRAS]---------------------------- Type: Water/Ice Ability: Shell Armor/Water Absorb/Hydration (Dream World) Base Stats: 130 HP / 85 Atk / 80 Def / 85 SAtk / 95 SDef / 60 Spd Pros: Awesome HP and good defenses, good special movepool Cons: Stealth Rock weakness Lapras @Leftovers EVs: 252 HP / 6 Atk / 252 SDef Careful Nature Ability: Hydration -Waterfall -Ice Shard -Curse -Rest For this to work well, you must have Rain weather activated so that Hydration will instantly cure any status including the sleep from Rest. Curse boosts your Attack and Defense while lowering Speed, but Ice Shard still lets you attack first. Waterfall gets a boost in the rain and can KO most opponents after a few Curses. Lapras @Leftovers/Life Orb EVs: 252 Atk / 80 Def / 176 Spd Adamant Nature Ability: Hydration -Waterfall -Return -Dragon Dance -Rest Lapras's physical movepool isn't as diverse as its special movepool, but at least it can learn Dragon Dance to boost its Attack and Speed. Rest is to cure status and lost HP while you are Dragon Dancing. When you are finished, you can hit opponents with a boosted Waterfall or Return. Again, you must have Rain activated for this to work effectively. Lapras @Leftovers EVs: 188 HP / 124 Def / 196 SAtk Modest Nature Ability: Water Absorb -Surf -Ice Beam -Thunderbolt -Toxic Lapras has lots of handy special moves for all kinds of opponents. The only Pokemon resistant to Surf, Ice Beam, and Thunderbolt are Lanturn, Shedinja, and Seaking with Lightning Rod. All three are ruined by Toxic. ----------------------[DITTO]----------------------------- Type: Normal Ability: Limber/Imposter (Dream World) Base Stats: 48 HP / 48 Atk / 48 Def / 48 SAtk / 48 SDef / 48 Spd Pros: One of the best revenge killers with Imposter Cons: Moves copied only have 5 PP Ditto @Choice Scarf EVs: 252 HP / 128 Def / 128 SDef Bold/Calm Nature Ability: Imposter -Transform Who knew that little Ditto could actually be good in battle? With the unique Imposter ability, Ditto instantly Transforms into the opponent without wasting a turn. With a Choice Scarf, it is guaranteed to be faster than the opponent as long as they aren't carrying a Scarf as well. Ditto also copies all stat boosts the opponent has gained and can use it to sweep the opponent's team as long as it doesn't switch out. ----------------------[VAPOREON]-------------------------- Type: Water Ability: Water Absorb/Hydration (Dream World) Base Stats: 130 HP / 65 Atk / 60 Def / 110 SAtk / 95 SDef / 65 Spd Pros: Amazing HP, Water immunity makes it a great Water counter, learns some handy support moves including Wish Cons: Defense is rather low (though somewhat made up by the high HP) Vaporeon @Leftovers EVs: 248 HP / 252 Def / 8 Spd Bold Nature Ability: Water Absorb -Scald -Wish -Protect/Heal Bell -Ice Beam/Hidden Power [Electric]/Toxic A set based around team support. Ice Beam for Grass/Dragons, but HP Electric is for other Waters, especially Gyarados. Protect is used for scouting and to ensure that Wish always heals you. Heal Bell is very useful for curing nasty status effects. Toxic can go in the last slot to weaken opponents. In a Rain team, you can replace Water Absorb with Hydration for protection against status conditions. Vaporeon @Leftovers EVs: 248 HP / 252 Def / 8 Spd Bold Nature Ability: Water Absorb -Scald -Wish -Substitute/Acid Armor -Baton Pass Now Vaporeon is passing something else besides Wish. It can give your teammates huge Subs, a big boost in Defense, or an extra bit of healing with Aqua Ring. ----------------------[JOLTEON]--------------------------- Type: Electric Ability: Volt Absorb/Quick Feet (Dream World) Base Stats: 65 HP / 65 Atk / 60 Def / 110 SAtk / 95 SDef / 130 Spd Pros: Extremely fast, great Sp. Attack Cons: Frail defense, Movepool is limited Jolteon @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Volt Absorb -Thunderbolt -Hidden Power [Ice/Grass] -Shadow Ball -Volt Switch A typical Choice Specs set. Choose HP Ice for Grass types and Dragons like Salamence, or HP Grass for Pokemon like Swampert. Shadow Ball has coverage against Ghosts and Psychics like Chandelure and Reuniclus. Volt Switch is a great move for scouting and making a quick escape. Jolteon @Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Volt Absorb -Thunderbolt -Hidden Power [Ice/Grass] -Substitute -Baton Pass Jolteon is a great scout for your team due to its Speed and ability to set up and pass Subs to your teammates. With a Substitute, you can give your team members a free turn to attack or set up. Jolteon @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Volt Absorb -Thunderbolt -Hidden Power [Ice/Grass] -Shadow Ball -Charge Beam Use Charge Beam to hopefully boost your Sp. Attack then sweep with your other attacks. This set makes a great late game sweeper. ----------------------[FLAREON]--------------------------- Type: Fire Ability: Flash Fire/Guts (Dream World) Base Stats: 65 HP / 130 Atk / 60 Def / 95 SAtk / 110 SDef / 65 Spd Pros: High Attack Cons: Low HP and Speed, physical movepool is very limited and learns no strong physical fire move (not even Flare Blitz) Flareon @Toxic Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Guts -Flame Charge -Facade -Fire Fang -Quick Attack/Bite Poor Flareon. 5 generations and it still doesn't have a good physical Fire move. While Flame Charge is weak, it gives Flareon a needed speed boost. At the same time, Toxic Orb gives it an Attack boost so it can actually hurt things. Flareon @Leftovers EVs: 252 HP / 6 Def / 252 SDef Calm Nature Ability: Flash Fire -Lava Plume -Toxic -Wish -Protect People often forget Flareon has excellent Special Defense. It makes a decent special wall in NU with all the Bug and Grass-types in that tier. Your main way of damage will be in the form of Toxic, and you can stall with Wish and Protect Lava Plume hurts Steel types and you may be able to give them a Burn. ----------------------[OMASTAR]--------------------------- Type: Water/Rock Ability: Swift Swim/Shell Armor/Broken Armor (Dream World) Base Stats: 70 HP / 60 Atk / 125 Def / 115 SAtk / 70 SDef / 55 Spd Pros: Excellent Special Attack and great Defense Cons: Type combo gives it 4x Grass weak and weakness to Fighting/Ground making it rather frail despite its high Defense Omastar @Life Orb/Lum Berry EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature Ability: Swift Swim -Rain Dance -Surf/Hydro Pump -Ice Beam -Hidden Power [Electric/Grass] Take advantage of its first ability with this set meant to work in the Rain. It has excellent Sp. Attack and can deal a lot of damage with its Water moves (Surf for accuracy or Hydro Pump for power). Omastar @Life Orb/Lum Berry/Focus Sash EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature Ability: Swift Swim -Shell Smash -Surf/Hydro Pump -Ice Beam -Hidden Power [Electric/Grass] With a move like Shell Smash, you don't even need rain. Shell Smash doubles your Speed and boosts your Special Attack ridiculously high. You can still use this on a Rain team, where it will be even faster and more powerful. Omastar @Leftovers EVs: 252 HP / 132 Def / 120 SAtk Bold Nature Ability: Shell Armor -Scald/Surf -Stealth Rock -Spikes -Knock Off/Toxic Spikes A more defensive set. Omastar can set up Spikes, Toxic Spikes, or Stealth Rock (or even all three on the same set) and remove the opponent's items with Knock Off. Does especially well in the Sandstorm for a Special Defense boost. ----------------------[KABUTOPS]-------------------------- Type: Water/Rock Ability: Swift Swim/Battle Armor/Broken Armor (Dream World) Base Stats: 60 HP / 115 Atk / 105 Def / 65 SAtk / 70 SDef / 80 Spd Pros: High Attack, excellent sweeper in the Rain Cons: Rather frail, type combo has the same problems as Omastar's. Kabutops @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Swift Swim -Stone Edge -Waterfall -Low Kick/X-Scissor/Aqua Jet -Swords Dance A simple set where you Swords Dance up and sweep with whatever is most effective. Low Kick is the most effective attack against Ferrothorn, while X-Scissor handles other Grass-types better and Aqua Jet is good as a priority move. Use in the Rain for best results. Kabutops @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Swift Swim -Stone Edge -Waterfall -Low Kick -X-Scissor/Aqua Jet Kabutops is frail and won't always have time to set up, so a Choice Band gives it a power boost so it can attack right away. Again, use this in the Rain. ----------------------[AERODACTYL]------------------------ Type: Rock/Flying Ability: Rock Head/Pressure/Unnerve (Dream World) Base Stats: 80 HP / 105 Atk / 65 Def / 60 SAtk / 75 SDef / 130 Spd Pros: Extremely fast, great Attack, good physical movepool Cons: Frail for a Rock type, Stealth Rock weakness Aerodactyl @Focus Sash EVs: 4 HP / 252 Atk / 252 Spd Jolly Nature Ability: Unnerve -Stone Edge -Earthquake -Taunt -Stealth Rock Aerodactyl is the one of fastest of the "suicide leads". Unless your opponent is a Ninjask, Electrode, Accelgor, or Choice Scarfer, you'll usually be able to set up an early Stealth Rock while using Taunt to prevent your opponent from getting their own Rocks up. Aerodactyl @/Life Orb EVs: 4 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Unnerve -Stone Edge -Earthquake -Aqua Tail -Ice Fang/Fire Fang/Hone Claws Standard sweeper. Aerodactyl's extremely high speed makes it stand out amongst the many Rock-type sweepers in the game. Aqua Tail is your best bet vs. bulky Grounds like Hippowdon. Ice Fang hits Dragons, and Fire Fang is for Bronzong and Ferrothorn. Hone Claws can be use to boost your Attack as well as Stone Edge's shaky accuracy. ----------------------[SNORLAX]--------------------------- Type: Normal Ability: Immunity/Thick Fat/Gluttony (Dream World) Base Stats: 160 HP / 110 Atk / 65 Def / 60 SAtk / 110 SDef / 30 Spd Pros: Enormous HP, great Attack and Sp. Defense Cons: Low Speed, can't heal without Rest Snorlax @Leftovers EVs: 252 HP / 6 Def / 252 SDef Careful Nature Ability: Thick Fat -Return/Body Slam -Earthquake/Crunch/Fire Punch -Curse -Rest Good ol' CurseLax hasn't changed much through the generations, though sweepers in B/W can hit a lot harder now. You still have to decide whether you want to hit Tyranitar and Steel types with Earthquake, Ghosts like Gengar with Crunch, or Steels like Ferrothorn and Skarmory with Fire Punch. Choose Return for its power or Body Slam for its ability to paralyze, whichcan be a lifesaver in certain situations. Snorlax @Leftovers/Choice Band EVs: 6 HP / 252 Atk / 252 SDef Adamant/Brave Nature Ability: Immunity -Body Slam/Return -Earthquake -Selfdestruct/Crunch/Pursuit -Fire Punch Choice Band powers up Snorlax without the need for setting up. Obviously, this Snorlax cares more about offense than defense. Selfdestruct is from XD and is a great way to finish things off when you're low at health. This set works particularly well in a Trick Room team. If you do use it in Trick Room, give it a Brave nature. ----------------------[ARTICUNO]--------------------------- Type: Ice/Flying Ability: Pressure/Snow Cloak (Dream World) Base Stats: 90 HP / 85 Atk / 100 Def / 95 SAtk / 125 SDef / 85 Spd Pros: Great defenses Cons: 4x Stealth Rock weakness, limited movepool Articuno @Leftovers EVs: 252 HP / 124 Def / 132 SDef Calm Nature Ability: Pressure -Ice Beam -Substitute -Toxic -Roost Articuno can't do much, but it certainly can stall. Poison opponents with Toxic, then set up a Substitute and stall as much as you can. Roost keeps you healthy so you can create more Substitutes. Ice Beam anything that is immune to Toxic. Pressure can go a long way into draining an opponent's HP. ----------------------[ZAPDOS]----------------------------- Type: Electric/Flying Ability: Pressure/Lightning Rod (Dream World) Base Stats: 90 HP / 90 Atk / 85 Def / 125 SAtk / 90 SDef / 100 Spd Pros: Great Sp. Attack and Speed, has many great support moves, can work offensively or defensively Cons: Limited movepool, Stealth Rock weakness Zapdos @Leftovers EVs: 192 HP / 64 Def / 252 Spd Timid Nature Ability: Lightning Rod/Pressure -Thunderbolt -Toxic/Hidden Power [Ice] -Roost -Substitute Zapdos, unlike most Electric types, is actually pretty bulky and has access to instant recovery with Roost. At the same time, it has awesome Special Attack so it can dish out damage as well as take hits. This set is defensive and offensive just like Zapdos. Substitute blocks status while Roost keeps you healthy so you can continue to use Sub. Thunderbolt is your main attack and will do plenty of damage especially after a boost from Lightning Rod. Toxic helps with stalling, but you can also use HP Ice to deal with Ground types. Pressure as an alternate ability can wear opponents' PP down. Zapdos @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Pressure -Thunderbolt -Hidden Power [Ice/Grass] -Heat Wave -Roost Zapdos is an very powerful sweeper and has a great range of coverage with only three moves. The downside is that Heat Wave is illegal with Lighting Rod, so you won't be able to gain a free Sp. Attack boost. Roost keeps you alive and heals Life Orb damage. For Hidden Power, choose Ice for Dragons and Gliscor, or Grass for Swampert and friends. Zapdos @Leftovers EVs: 252 HP / 252 Def / 6 Spd Bold Nature Ability: Pressure -Thunderbolt -Toxic/Hidden Power [Ice] -Roost -Roar/Thunder Wave Zapdos is a great counter to many physical sweepers in the game, including Scizor, Metagross, and Conkeldurr. Most sweepers like to stat boost, but Roar will mess up their plans. Thunder Wave can also help cripple sweepers that rely on Speed. Roost keeps you alive as usual. Zapdos @Leftovers EVs: 252 HP / 6 Def / 252 Spd Timid Nature Ability: Lightning Rod -Thunderbolt -Agility -Baton Pass -Substitute/Hidden Power [Ice/Grass] Baton Pass from Pokemon XD is a great addition and makes Zapdos one of the best speed passers. Common phazers like Skarmory and Suicune will be afraid of getting hit by Thunderbolt. You can also pass Substitute if you want, but a good Hidden Power can come in handy if you don't want to be limited to only one move. Zapdos @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature Ability: Pressure -Thunderbolt -Hidden Power [Ice/Grass] -Heat Wave -Volt Switch Choice Specs gives Zapdos even more power, allowing it to KO a lot of foes. Volt Switch useful for scouting counters while hurting opponents at the same time. Choice Scarf makes Zapdos a great lead Pokemon due to the speed boost. ----------------------[MOLTRES]---------------------------- Type: Fire/Flying Ability: Pressure/Flame Body (Dream World) Base Stats: 90 HP / 100 Atk / 90 Def / 125 SAtk / 85 SDef / 90 Spd Pros: Excellent Sp. Attack Cons: 4x Stealth Rock weakness, limited movepool Moltres @Choice Specs/Choice Scarf EVs: 6 HP / 252 Spd / 252 SAtk Timid Nature -Overheat -Air Slash -Hidden Power [Ice/Grass] -Flamethrower/Fire Blast Moltres can hit hard with a Choice Specs or hit fast with a Choice Scarf. Overheat can do a ton of damage, but you may want a secondary fire move in case the Sp. Attack drop will put you at a disadvantage. HP Ice for Dragons or HP Grass for Waters and Rocks. Moltres @Life Orb EVs: 6 HP / 252 Spd / 252 SAtk Modest Nature -Fire Blast/Flamethrower -Air Slash -Hidden Power [Ice/Grass] -Agility/Flame Charge One Agility is all that is needed to turn Moltres into a fast and powerful special sweeper. Flame Charge won't raise your Speed as high, but it is able to do some damage. Since Moltres is so weak to Stealth Rock, make sure you pack a good Rapid Spinner to accompany this set. Moltres @Life Orb EVs: 6 HP / 252 Spd / 252 SAtk Timid Nature -Flamethrower/Fire Blast -Solarbeam -Air Slash -Roost/Hidden Power [Ice] This set revolves around Sunny weather. Solarbeam from Moltres's super high Sp. Attack will seriously hurt most Water and Rock types that think they can switch in. Roost heals off damage from Life Orb and Stealth Rock, but Hidden Power Ice can hurt Dragons. Moltres @Leftovers EVs: 248 HP / 148 Def / 112 Spd Bold Nature Ability: Pressure -Flamethrower -Toxic -Substitute -Roost Use Moltres's ability to the fullest to stall opponents with Pressure and Toxic. Substitute and Roost will make you nearly invulnerable. Steels who are immune to Toxic will be afraid to switch in since you have Flamethrower (With the exception of Heatran). Even then, Moltres can stall out most Heatrans. ----------------------[DRAGONITE]-------------------------- Type: Dragon/Flying Ability: Inner Focus/Multiscale (Dream World) Base Stats: 91 HP / 134 Atk / 95 Def / 100 SAtk / 100 SDef / 80 Spd Pros: Amazing Attack, better defenses than most Dragons, diverse movepool Cons: 4x Ice weakness, Stealth Rock weakness, mediocre Speed Dragonite @Life Orb EVs: 252 Atk / 252 SAtk / 6 Spd Rash Nature Ability: Inner Focus -Draco Meteor -Superpower -Fire Blast/Flamethrower -Extremespeed/Roost Dragonite is an excellent wall-breaker and can do the job even better than Salamence due to its ability to learn Superpower to take down special walls like Blissey. Draco Meteor is your most powerful attack for anything that doesn't resist it. Use Fire attacks for Steel types. Extremespeed finishes off weakened opponents while Roost keeps you alive and heals Life Orb damage. For an ability, Inner Focus is best if you want to use this as a lead since it prevents you from getting flinched by Fake Out. Dragonite @Leftovers/Yache Berry EVs: 252 HP / 6 Atk / 252 Spd Adamant Nature Ability: Multiscale -Outrage -Fire Punch -Earthquake/Roost -Dragon Dance If you can get it set up, Dragon Dance and Outrage is a nearly unstoppable combo (except by certain Steels). Earthquake and Fire Punch take care of all the types resistant to Dragon. Roost keeps you healthy which is especially important for your Multiscale ability, which halves all damage if you are at 100% HP. Max HP also goes a long way towards your bulk and survivability. Dragonite @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Multiscale -Outrage -Earthquake -Fire Punch -Waterfall/Extremespeed No set up required with the physical Choice sweeper. Your standard moves are there to deal lots of damage. Waterfall 2HKOs bulky Ground types like Gliscor and Hippowdon. Extremespeed is also an option for a powerful priority move. Dragonite @Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Multiscale -Hurricane -Surf -Thunder -Roost/Dragon Pulse This Dragonite is meant to go on a Rain team. It has three powerful moves that all get boosted in the Rain. Hurricane and Thunder gain 100% accuracy Hurricane has a high chance of causing confusion while Thunder can cause paralysis. Together, these moves can be very devestating. Surf takes care of Ground, Rock, and Steel types and also gets a power boost in the Rain. Dragon Pulse is an option for handling enemy Dragons. ----------------------[MEWTWO]----------------------------- Type: Psychic Ability: Pressure/Unnerve (Dream World) Base Stats: 106 HP / 110 Atk / 90 Def / 154 SAtk / 90 SDef / 130 Spd Pros: Incredible Sp. Attack and Speed, great all around stats, extremely diverse movepool, one of the best special sweepers in the game Cons: Pursuit weakness Mewtwo @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Pressure -Psystrike -Aura Sphere -Shadow Ball/Ice Beam -Calm Mind Calm Mind Mewtwo is super scary. You can laugh in the face of special walls like Blissey because of your signature move Psystrike hitting its weaker Defense instead of Sp. Defense. Aura Sphere takes care of Steels and Darks who resist Psystrike. Shadow Ball is for opponent Psychic types as well as Giratina. You can also use Ice Beam for all the Dragon types that are on Uber teams. Mewtwo @Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Pressure -Psystrike -Aura Sphere -Shadow Ball -Grass Knot/Trick Mewtwo is fast, but faster Choice Scarfers like Kyogre and Palkia can revenge kill it. With a Choice Scarf of its own, Mewtwo will pretty much outspeed all opponents and defeat them with its diverse arsenal of moves. Grass Knot does huge amounts of damage against both Kyogre and Groudon. Trick can cripple a wall like Lugia or Giratina. ----------------------[MEW]-------------------------------- Type: Psychic Ability: Synchronize Base Stats: 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spd Pros: Learns every TM/HM in the games, which gives it an incredibly diverse movepool (second only to Smeargle). Cons: Pursuit weakness Mew @Leftovers EVs: 252 HP / 6 Def / 252 Spd Timid Nature -Nasty Plot -Baton Pass -Taunt -Rock Polish/Substitute/Psychic Mew is one of the few Pokemon that can Baton Pass Nasty Plot boosts. Along with Nasty Plot, Mew can also pass Substitutes, speed boosts with Rock Polish, or Taunt to prevent foes from setting up. If you really prefer to have an attacking move, Psychic is a STAB move that can deal with most opponents. Mew @Leftovers EVs: 252 HP / 6 SDef / 252 Spd Jolly Nature -Swords Dance -Baton Pass -Taunt -Rock Polish Similar to the first set, but this time you're passing Attack with Swords Dance. Otherwise, the idea is the same. Mew @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Psyshock -Aura Sphere -Nasty Plot -Shadow Ball/Roost Mew has good Special Attack, and can boost it even higher with Nasty Plot. Psyshock is for your Psychic STAB and deals with Blissey and Chansey. Aura Sphere hurts Darks and Steels and Shadow Ball complements it by hitting Psychics and Ghosts. You can also choose Roost for extra longevity. Of course Mew's movepool is so huge that you can work in a different special attack if you want. The moves listed are simply there because they provide good coverage =============================================================================== [14] MOVESETS - JOHTO =============================================================================== ----------------------[MEGANIUM]--------------------------- Type: Grass Ability: Overgrow/Leaf Guard Base Stats: 80 HP / 82 Atk / 100 Def / 83 SAtk / 100 SDef / 80 Spd Pros: Good defenses, learns userful support moves Cons: Outside of support moves, its movepool isn't very interesting. Meganium @Leftovers EVs: 252 HP / 78 Def / 180 SDef Bold Nature -Energy Ball -Aromatherapy -Leech Seed -Reflect/Light Screen As mentioned, support is the way to go with Meganium. Status healing with Aromatherapy, extra recovery with Leech Seed, and boosted defenses with Reflect or Light Screen can really help your team out. If you want to use Meganium in a Sun team, use its Leaf Guard ability to block status. You can also use Synthesis in the last slot to take advantage of the Sun. ------------------------[TYPHLOSION]--------------------- Type: Fire Ability: Blaze/Flash Fire (Dream World) Base Stats: 78 HP / 84 Atk / 78 Def / 109 SAtk / 85 SDef / 100 Spd Pros: Great Sp. Attack and high Speed, learns Eruption Cons: Stealth Rock weakness Typhlosion @Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Blaze -Eruption -Focus Blast -Hidden Power [Ice] -Overheat Eruption is a great attack because Typhlosion has the speed to attack before taking damage from most opponents, which basically means you'll be hitting them with a Blast Burn that doesn't need recharging. When you are at low HP and Eruption no longer does much, Blaze kicks in and you can still hit enemies hard with Overheat. Focus Blast for Rock types while HP Ice is for Dragons. Typhlosion @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Flash Fire -Flamethrower/Fire Blast -Focus Blast -Hidden Power [Ice] -Overheat This is more of your traditional Fire-type sweeper. You can use Flash Fire as an ability to switch into predicted Fire attacks and boost your power even further. ------------------------[FERALIGATR]--------------------- Type: Water Ability: Torrent/Sheer Force (Dream World) Base Stats: 85 HP / 105 Atk / 100 Def / 79 SAtk / 83 SDef / 78 Spd Pros: Great Attack and Defense Cons: Mediocre Speed. Feraligatr @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Sheer Force -Waterfall -Ice Fang -Earthquake -Dragon Dance Dragon Dance makes Feraligatr a good Water-type physical sweeper. It stands out from Gyarados with its awesome Sheer Force ability, powering up both Waterfall and Ice Fang (Ice Punch is unfortunately illegal with Sheer Force). Earthquake hits Electric types. Feraligatr @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Sheer Force -Waterfall -Ice Fang -Superpower -Aqua Jet As with any Pokemon with good Attack, Feraligatr can use a Choice Band if you want a simple physical sweeping set. Superpower is a strong Fighting move that will deal major damage to Ferrothorn. Aqua Jet is a good STAB priority attack that can finish off faster opponents like Blaziken or Excadrill. ------------------------[FURRET]------------------------- Type: Normal Ability: Run Away/Keen Eye/Frisk (Dream World) Base Stats: 85 HP / 76 Atk / 64 Def / 45 SAtk / 55 SDef / 90 Spd Pros: Good movepool, pretty good Speed Cons: Mediocre attack and low defenses Furret @Choice Band/Choice Scarf EVs: 4 HP / 252 Atk / 252 Spd Jolly Nature Ability: Frisk -Return -Shadow Claw/Sucker Punch -U-Turn -Trick Trick saves this set from being just another Choice sweeper since you can mess up walls like Skarmory or Blissey. Return is STABed and can deal decent damage. Shadow Claw or Sucker Punch are needed for Ghosts. U-Turn lets you make a quick escape and scout the opponent's team. The Frisk ability is useful to find out what the opponent is holding before you Trick it. ------------------------[NOCTOWL]------------------------ Type: Normal/Flying Ability: Insomnia/Keen Eye/Tinted Lens (Dream World) Base Stats: 100 HP / 50 Atk / 50 Def / 76 SAtk / 96 SDef / 70 Spd Pros: Good HP and Sp. Defense Con: Rather slow, low offensive stats, small movepool Noctowl @Leftovers EVs: 252 HP / 252 SDef / 6 Spd Calm Nature Ability: Insomnia -Air Slash -Hypnosis -Reflect -Roost Support Noctowl is the most you'll get out of it. Put something to sleep with Hypnosis, set up a shield with Reflect, and switch out. Roost keeps you healthy and Air Slash is just there for a damaging move. ------------------------[LEDIAN]------------------------- Type: Bug/Flying Ability: Swarm/Early Bird/Iron Fist (Dream World) Base Stats: 55 HP / 35 Atk / 50 Def / 55 SAtk / 110 SDef / 85 Spd Pros: Excellent Sp. Defense, great support moves Cons: Very frail due to low HP, terrible offensive stats, many weaknesses due to bad type combo, 4x Stealth Rock weakness Ledian @Focus Sash EVs: 252 HP / 4 Atk / 252 Spd Jolly Nature -Agility -Swords Dance -Substitute -Baton Pass Baton Passing is one of Ledian's talents (and probably its only talent). Ninjask and Scizor can do it better, but this is Ledian's moveset, not their's. Ledian @Light Clay EVs: 252 HP / 4 Def / 252 SDef Calm Nature -Bug Buzz -Reflect -Light Screen -Knock Off More general support. Reflect and Light Screen help defend the team while Knock Off can mess up some opponents. ------------------------[ARIADOS]------------------------ Type: Bug/Poison Ability: Insomnia/Swarm/Sniper (Dream World) Base Stats: 70 HP / 90 Atk / 70 Def / 60 SAtk / 60 SDef / 40 Spd Pros: Spider Web and Baton Pass combo Cons: Terribly slow, frail defenses, overall mediocre stats Ariados @Focus Sash EVs: 252 HP / 6 Atk / 252 Spd Jolly Nature Ability: Insomnia -Poison Jab -Agility -Spider Web -Baton Pass Try to trap something and Baton Pass it to someone more sturdy. Agility can let you pull this strategy off more easily. There's really not much else it can do. Ariados @Focus Sash EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Insomnia -Toxic Spikes -Sucker Punch -Shadow Sneak -Disable Being able to learn Toxic Spikes while also being immune to Sleep is actually a pretty neat trick. When you are done setting up, you can hit opponents with a priority move or Disable their attack. ------------------------[CROBAT]------------------------- Type: Poison/Flying Ability: Inner Focus/Infiltrator (Dream World) Base Stats: 85 HP / 90 Atk / 80 Def / 70 SAtk / 80 SDef / 130 Spd Pros: Amazing Speed. Excellent Fighting and Grass counter. Cons: Unimpressive offensive stats, easily walled by Steel-types Crobat @Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Jolly Nature -Super Fang -U-Turn -Taunt -Roost With Super Fang, Crobat can deal large amounts of damage to anything that's not a Ghost-type. Taunt prevents opponents from healing themselves. U-Turn provides additional damage as well as the ability to scout. Roost keeps you healthy. Crobat @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Brave Bird -U-Turn -Pursuit -Quick Attack With one of the highest speeds of any non-legendary Pokemon, Crobat rushes in with a powerful Brave Bird to strike opponents. U-Turn to switch out from opponents you're afraid of (like Steel types) or Pursuit to hit opponents who are switching out from you. Quick Attack is there for priority. Crobat @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Air Slash -Heat Wave -Sludge Bomb/Hidden Power [Ground] -Nasty Plot Crobat's Sp. Attack is lower, but still not bad, and it can use Nasty Plot to quickly boost it. With a special set, it can finally use Heat Wave to hit Steel types supereffectively. HP Ground is good against Rocks and Electrics. ------------------------[LANTURN]------------------------ Type: Water/Electric Ability: Volt Absorb/Illuminate/Water Absorb (Dream World) Base Stats: 125 HP / 58 Atk / 58 Def / 76 SAtk / 76 SDef / 67 Spd Pros: Excellent HP Cons: It's other stats are unimpressive Lanturn @Leftovers EVs: 64 HP / 192 SAtk / 252 SDef Calm Nature Ability: Volt Absorb -Scald -Thunderbolt -Ice Beam -Thunder Wave/Heal Bell A standard set for Lanturn, utilizing its good variety of resistances and decent special bulk. Scald is used over Surf for the high chance of Burn. Thunderbolt and Ice Beam cover opponents that resist Water. Thunder Wave can be a good move against potential counters and makes up for Lanturn's poor speed. Heal Bell is also an option to cure status from the rest of the team. ------------------------[XATU]---------------------------- Type: Psychic/Flying Ability: Early Bird/Synchronize/Magic Bounce (Dream World) Base Stats: 65 HP / 75 Atk / 70 Def / 95 SAtk / 70 SDef / 95 Spd Pros: Excellent support movepool, Magic Mirror Cons: Stealth Rock and Pursuit weakness Xatu @Leftovers EVs: 252 HP / 252 Def / 6 Spd Bold Nature Ability: Magic Bounce -Hidden Power [Fire] -Thunder Wave -Reflect/Light Screen -Roost Xatu stands out from the other Magic Mirror user, Espeon, by having a wider range of support moves as well as instant recovery with Roost. Being resistant to Grass also lets it counter Ferrothorn and Breloom more easily as it can take them down with HP Fire. Xatu @Light Clay EVs: 252 HP / 252 Def / 6 SDef Bold Nature Ability: Magic Bounce -Reflect -Light Screen -U-Turn -Roost/Wish Xatu is a great dual screener since it can't be stopped by opponents who use Taunt or status moves. U-Turn can give your teammates a free switch in and Wish can restore their health. ------------------------[AMPHAROS]------------------------ Type: Electric Ability: Static/Plus (Dream World) Base Stats: 90 HP / 75 Atk / 75 Def / 115 SAtk / 90 SDef / 55 Spd Pros: Excellent Sp. Attack, good defenses for an Electric type Cons: Rather limited movepool, slow Ampharos @Leftovers EVs: 148 HP / 184 Atk / 176 SAtk Quiet Nature Ability: Static -Thunderbolt -Substitute -Focus Punch -Hidden Power [Ice] Ampharos is too slow to sweep like other Electrics, but its good HP and defenses allow it to sit back and attack while being able to take hits. It also learns the powerful Focus Punch to hit special walls. Set up a Substitute so you can use Focus Punch without worry. Hidden Power Grass deals with Ground, Grass, and Dragon opponents. Ampharos @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Static -Thunderbolt -Focus Blast -Hidden Power [Ice] -Agility Ampharos gets Agility as an egg move in Gen V. This move fixes up its low Speed and allows it to act as a fast sweeper. Focus Blast handles Steel-types like Ferrorthorn, Excadrill, and Steelix. ------------------------[BELLOSSOM]----------------------- Type: Grass Ability: Chlorophyll/Healer (Dream World) Base Stats: 75 HP / 80 Atk / 85 Def / 90 SAtk / 100 SDef / 50 Spd Pros: Good Sp. Defense Cons: Slow, limited movepool Bellossom @Leftovers EVs: 252 HP / 6 SAtk / 252 SDef Calm Nature -Giga Drain -Sleep Powder -Stun Spore -Synthesis Bellossom has above average defenses, so it works well with a defensive moveset. Sleep Powder and Stun Spore are used to spread status and can really mess the opponent's team up. Giga Drain restores some of your health and Synthesis can also do the job though Rain and Sandstorm weather can limit its effectiveness. ------------------------[AZUMARILL]----------------------- Type: Water Ability: Huge Power/Thick Fat/Sap Sipper (Dream World) Base Stats: 100 HP / 50 Atk / 80 Def / 50 SAtk / 80 SDef / 50 Spd Pros: Huge Power, good HP and defenses Cons: Poor speed Azumarill @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Huge Power -Waterfall -Ice Punch -Superpower -Aqua Jet Choice Band increases Azumarill's Attack to even more impressive levels. A Waterfall coming from an Attack of 654 will pretty much OHKO or 2HKO everything that doesn't resist it. Ice Punch takes care of the Dragons and Grass types that do resist Water. Superpower is needed for Ferrothorn and most Water opponents. Aqua Jet is a great priority move that can stop faster sweepers like Excadrill, Blaziken, Chandelure, and Landorus. Azumarill @Leftovers EVs: 252 HP / 252 Atk / 6 SDef Adamant Nature Ability: Huge Power -Waterfall -Substitute -Focus Punch -Ice Punch Azumarill is a great SubPuncher. It has high HP and good enough defenses to take a hit while using Substitute. Once it gets set up, it will do enormous damage with Focus Punch. ------------------------[SUDOWOODO]----------------------- Type: Rock Ability: Rock Head/Sturdy/Rattled (Dream World) Base Stats: 70 HP / 100 Atk / 115 Def / 30 SAtk / 65 SDef / 30 Spd Pros: Great Attack and Defense Cons: Terribly slow Sudowoodo @Choice Band EVs: 252 HP / 252 Atk / 6 SDef Adamant Nature Ability: Rock Head -Stone Edge -Earthquake -Wood Hammer -Sucker Punch Though Sudowoodo doesn't have the most impressive Attack, it can learn four strong moves that can all deal plenty of damage to the opponent. Stone Edge and Earthquake are standard moves for Rock Pokemon. Wood Hammer however, is very special since Sudowoodo is the only Rock type that learns it. It is a great weapon against Water and Ground types. Sucker Punch is a good priority move that bypasses its low Speed. Sudowoodo @Custap Berry EVs: 252 HP / 252 Atk / 6 SDef Adamant Nature Ability: Sturdy -Stealth Rock -Magic Coat -Sucker Punch -Stone Edge With Sturdy, Sudowoodo makes a pretty good lead since it can survive any attack and set up Stealth Rock. Magic Coat reflects status effects and entry hazards back to the opponent. Sucker Punch hits offensive leads and can finish off opponents that have been weakened by Stone Edge. ------------------------[POLITOED]------------------------ Type: Water Ability: Water Absorb/Damp/Drizzle (Dream World) Base Stats: 90 HP / 75 Atk / 75 Def / 90 SAtk / 100 SDef / 70 Spd Pros: Good Sp. Def, Drizzle Cons: Mediocre Speed Politoed @Leftovers EVs: 252 HP / 6 SAtk / 252 SDef Calm Nature Ability: Drizzle -Scald -Ice Beam/Focus Blast -Hypnosis/Toxic/Perish Song -Protect Politoed is super popular this generation due to the amazing Drizzle ability. As the key member of any Rain team, you want it to last as long as possible. Fortunately, Politoed's stats tell you that it has nice defensive capabilities, so use this set as such. Scald is great due to its Burn side effect. Ice Beam is good for Grass types, but you need Focus Blast if you hope to beat Ferrothorn. Hypnosis can put an opponent to sleep, but it's inaccurate. Toxic is a more reliable status move. You can also use Perish Song to prevent opponents from setting up on you. Protect is great for stalling and goes well with Toxic or Perish Song. Politoed @Choice Scarf/Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature -Surf/Hydro Pump -Ice Beam -Focus Blast -Hidden Power [Electric] One annoying thing about using a Rain team is when the opponent changes the weather using their own auto-weather abilities. Politoed has enough power to defeat opponent weather Pokemon with the moves it has. Water attacks take out Ninetales, Hippowdon, and Tyranitar. Focus Blast takes out Abomasnow. You can even use HP Electric for opponents who use their own Politoed. -----------------------[JUMPLUFF]------------------------- Type: Grass/Flying Ability: Chlorophyll/Leaf Guard/Infiltrator Base Stats: 75 HP / 55 Atk / 70 Def / 55 SAtk / 85 SDef / 110 Spd Pros: Very fast, good support moves Cons: Terribly attacking stats Jumpluff @Leftovers EVs: 252 HP / 6 Def / 252 Spd Jolly Nature -Sleep Powder -Substitute -Leech Seed -Encore/U-Turn With high Speed and a sleep move, Jumpluff's specialty is using the SubSeed combo to drain health from opponents while preventing them from doing any damage. Encore forces opponents to repeat a non-damaging move so you can get a few extra turns to set up. U-Turn can scout for switches and prevents you from being shut down by Taunt. -----------------------[SUNFLORA]------------------------- Type: Grass Ability: Chlorophyll/Solar Power Base Stats: 75 HP / 75 Atk / 55 Def / 105 SAtk / 85 SDef / 30 Spd Pros: Great Sp. Attack Cons: Extremely slow, frail defenses, limited movepool Sunflora @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Chlorophyll/Solar Power -Giga Drain -Sludge Bomb -Hidden Power [Fire] -Growth A simple Sunny Day set which can take advantage of either of Sunflora's abilities, depending on what stat you want to boost. Sunflora learns Growth which is great for boosting its Sp. Attack. Giga Drain is needed to restore your health especially if you are using Solar Power. Sludge Bomb deals with Grass types and HP Fire is for Steels. -----------------------[QUAGSIRE]------------------------- Type: Water/Ground Ability: Water Absorb/Damp/Unaware (Dream World) Base Stats: 95 HP / 85 Atk / 85 Def / 65 SAtk / 65 SDef / 35 Spd Pros: Good HP/Atk/Def, immunity to Ground and Electric attacks Cons: Vey slow, outclassed by Swampert Quagsire @Leftovers EVs: 252 HP / 252 Def / 6 SDef Bold Nature Ability: Unaware -Scald -Toxic -Recover -Protect Quagsire's defensive stats aren't any special, but it does learn a fairly unique ability - Unaware. With this ability, it can wall most physical sweepers no matter how many Attack boosts they gain. Swords Dance Excadrill, Bulk Up Conkeldurr, Shell Smash Cloyster, etc. are all stopped by this set. Scald can give physical sweepers a nasty Burn. Toxic weakens those that resist Water. Recover is essential to keep Quagsire alive. Finally, Protect is used for stalling and scouting for any Grass attacks the opponent may have. Quagsire @Leftovers EVs: 252 HP / 6 Def / 252 SDef Careful Nature Ability: Unaware -Curse -Earthquake -Waterfall -Recover Quasire can boost two of its highest stats with Curse without worrying about the opponent setting up as well. Waterfall and Earthquake have good coverage together and can defeat most opponents after several Curses. -----------------------[ESPEON]--------------------------- Type: Psychic Ability: Synchronize/Magic Bounce (Dream World) Base Stats: 65 HP / 65 Atk / 60 Def / 130 SAtk / 95 SDef / 110 Spd Pros: Excellent Sp. Attack and Speed, Magic Bounce Cons: Low HP and Defense, limited movepool, Pursuit weakness Espeon @Light Clay EVs: 252 HP / 6 Def / 252 Spd Timid Nature Ability: Magic Bounce -Psychic -Reflect -Light Screen -Wish Espeon's job is to switch in on entry-hazard users like Ferrothorn and Skarmory to reflect their entry hazards back on them. Since no status moves or Taunt can bother Espeon, it is free to set up dual screens to bolster the team's defenses. Wish provides the team with some healing, or you can use a Hidden Power to deal with certain opponents like Steel or Dark types. Espeon @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Magic Bounce -Psychic/Psyshock -Shadow Ball -Hidden Power [Fighting/Fire] -Calm Mind This is the offensive Calm Mind set and shows off Espeon's special sweeping abilities. Psyshock means special walls like Blissey can't wall it, but Psychic is slightly stronger. Shadow Ball hits opponent Psychics as well as Ghost. Hidden Power Fighting is for Dark types, while HP Fire hits Steels especially Scizor. -----------------------[UMBREON]-------------------------- Type: Dark Ability: Synchronize/Inner Focus (Dream World) Base Stats: 95 HP / 65 Atk / 110 Def / 60 SAtk / 130 SDef / 65 Spd Pros: Good HP and excellent defenses Cons: A complete bait for Fighting and Bug types to switch in Umbreon @Leftovers EVs: 252 HP / 252 Def / 6 SDef Bold Nature Ability: Synchronize -Mean Look -Baton Pass -Taunt/Charm -Wish Umbreon is another Pokemon that hasn't changed much through the generations. Trap the opponent with Mean Look and pass the effect to a team mate. Taunt and Charm aid in this process. Taunt prevents Roar and Whirlwind from forcing you to switch while Charm hampers physical attackers (especially Fighters). Wish is Umbreon's best healing move and is more useful than Moonlight since it can heal other team members and isn't affected by weather conditions. Umbreon @Leftovers EVs: 252 HP / 6 Def / 252 SDef Careful Nature Ability: Synchronize -Curse -Payback -Baton Pass -Taunt/Wish Curse is another good move that Umbreon can pass. It can personally benefit from this move by increasing its physical stats so it can wall better and hit harder with Payback. Of course, if the going gets tough, Baton Pass to another teammate who can use the boosts. -----------------------[SLOWKING]------------------------- Type: Water/Psychic Ability: Oblivious/Own Tempo/Regenerator (Dream World) Base Stats: 95 HP / 75 Atk / 80 Def / 100 SAtk / 110 SDef / 30 Spd Pros: Great SAtk and SDef Cons: Considered inferior to Slowbro, who makes a better bulky water due to its better Defense. Slowking @Leftovers EVs: 252 HP / 252 SAtk / 6 SDef Modest Nature Ability: Regenerator -Surf -Ice Beam / Fire Blast/Psychic -Nasty Plot -Slack Off Nasty Plot sets Slowking apart from Slowbro, who most consider the better of the two. Still, Slowking can act as one of those bulky sweepers, who are slow but possess great Sp. Atk and good defenses. Surf is practically mandatory as a good STABed move. Your second attacking move depends on whatever you want to cover. Ice Beam for Dragons/Grass, Fire Blast for Grass (especially enemy Ferrothorn), or Psychic for Fighting types. Regenerator and Slack Off restore plenty of health to keep you healthy. Slowking @Leftovers EVs: 212 HP / 44 SAtk / 252 SDef Calm Nature Ability: Regenerator -Scald -Fire Blast/Ice Beam -Thunder Wave -Slack Off This defensive set is practically the same as Slowbro's defensive set, except it is geared toward Special Defense instead of Defense. The idea is basically the same. Hit opponents with your special moves or cripple them with paralysis while using Slack Off to stay healthy. -----------------------[UNOWN]---------------------------- Type: Psychic Ability: Levitate Base Stats: 48 HP / 72 Atk / 48 Def / 72 SAtk / 48 SDef / 48 Spd Pros: Ummm...it comes in multiple forms. That's kinda neat, right? Cons: Poor stats, only learns one move Unown @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Hidden Power [Fighting/Ice/Psychic] Just choose whatever Hidden Power you think would be most effective. It's not like Unown can do anything else. -----------------------[WOBBUFFET]------------------------ Type: Psychic Ability: Shadow Tag/Unnerve (Dream World) Base Stats: 190 HP / 33 Atk / 58 Def / 33 SAtk / 58 SDef / 33 Spd Pros: Third highest HP of any Pokemon and of course, SHADOW TAG! Cons: Can't heal itself, can't deal direct damage Wobbuffet @Leftovers EVs: 6 HP / 252 Def / 252 SDef Bold Nature -Counter -Mirror Coat -Encore -Charm/Safeguard The infamous Wobbuffet. This set is so annoying that it caused Wobbuffet to get banned from standard play in Gen 3 and 4. In Gen 5, it's somewhat overshadowed by Shadow Tag Chandelure, but it's still effective in its own way. Your opponent will feel helpless once it's been trapped with Shadow Tag and Encored to use its last move over and over again. Once you've found out what the foe is using, use Counter for physical attacks and Mirror Coat for special. Charm makes physical sweepers nearly useless while Safeguard prevents nasty status effects from crippling you. -----------------------[GIRAFARIG]------------------------ Type: Normal/Psychic Ability: Inner Focus/Early Bird/Sap Sipper (Dream World) Base Stats: 70 HP / 80 Atk / 65 Def / 90 SAtk / 65 SDef / 85 Spd Pros: Great support movepool Cons: Stats are rather unimpressive, especially its defenses Girafarig @Leftovers EVs: 252 HP / 6 SDef / 252 Spd Timid Nature Ability: Sap Sipper -Agility -Baton Pass -Calm Mind/Substitute -Psychic Girafarig can learn a stat-boosting moves, but it's too frail to use most of them. Agility is the one real stat-booster it uses well. The speed boost can really come in handy since you'll be faster than all your opponents on the turn you Baton Pass. If you have time, try setting up with Calm Mind or Sub. -----------------------[FORRETRESS]----------------------- Type: Bug/Steel Ability: Sturdy Base Stats: 75 HP / 90 Atk / 140 Def / 60 SAtk / 60 SDef / 40 Spd Pros: Amazing Defense, many resistances, good Spiker and Spinner Cons: 4x Fire weakness, lacks reliable recovery. Forretress @Leftovers/Shed Shell EVs: 252 HP / 252 Def / 6 SDef Impish Nature Ability: Sturdy -Stealth Rock/Toxic Spikes -Spikes -Rapid Spin -Payback Forretress hasn't changed much. It's still a good physical wall whose talents reside in being able to lay down entry hazards and Rapid Spin opponent entry hazards away. Payback hurts Ghost types who come in and try to block its Rapid Spin. If you have other entry hazard users on your team, you can put another attacking move in this set. Earthquake can hurt Fire types while Volt Switch lets you escape from Chandelure and Magnezone if you aren't using Shed Shell. Forretress @Leftovers/Shed Shell EVs: 252 HP / 6 Def / 252 SDef Careful Nature Ability: Sturdy -Stealth Rock/Toxic Spikes -Spikes -Rapid Spin -Payback Almost the same as the set above, except this one focuses on Sp. Defense. Since Forretress has such high Defense, most Pokemon will target it with special attacks. This set works particularly well in the Ubers tier where there are lots of Draco Meteors flying around. -----------------------[DUNSPARCE]------------------------ Type: Normal Ability: Serene Grace/Run Away/Rattled (Dream World) Base Stats: 100 HP / 70 Atk / 70 Def / 65 SAtk / 65 SDef / 45 Spd Pros: Serene Grace and large movepool makes it very fun to use. Cons: All stats besides HP are rather low, now outclassed by Togekiss Dunsparce @Leftovers EVs: 252 HP / 252 Atk / 6 SDef Adamant Nature -Glare -Headbutt -Bite/Rock Slide -Roost/Coil The paraflinch set. Paralyze your opponent with Glare. Then make your foe flinch with Headbutt. Bite is for Ghost types while Rock Slide can also flinch and is effective against Fire, Ice, and Flying. Roost keeps you healthy and you can use Coil to boost your physical stats. If you do use Coil, invest in more Special Defense EVs. Dunsparce @Leftovers EVs: 252 HP / 252 SAtk / 6 SDef Modest Nature -Charge Beam -Ice Beam -Ancientpower/Flamethrower -Roost Special Dunsparce. Charge Beam does damage and will always boost your Sp. Attack due to Serene Grace. Dunsparce learns a lot of moves that have additional side-effects, so choose a couple and have fun! Ice Beam can Freeze and goes well with Charge Beam. Ancient Power can boost all your stats which can be incredible. Flamethrower hurts Steel and can Burn them. -----------------------[STEELIX]-------------------------- Type: Steel/Ground Ability: Sturdy/Rock Head/Sheer Force (Dream World) Base Stats: 75 HP / 85 Atk / 200 Def / 55 SAtk / 65 SDef / 30 Spd Pros: Massive defense, large amount of resistances/immunities, 4x resistance to Stealth Rock Cons: Mediocre Attack, no reliable recovery Steelix @Leftovers EVs: 252 HP / 6 Def / 252 SDef Impish/Relaxed Nature Ability: Sturdy -Stealth Rock -Roar/Toxic -Earthquake -Gyro Ball/Stone Edge Steelix is obviously a defensive Pokemon. Setting up a Stealth Rock is its first priority. After that, you can force switches with Roar or Toxic. Earthquake is a great STABed move and the fourth attack is up to you. Gyro Ball can do tons of damage due to Steelix's slow speed, and Stone Edge covers Flying types. Steelix @Leftovers/Chesto Berry EVs: 252 HP / 6 Atk / 252 SDef Sassy Nature Ability: Sturdy -Curse -Gyro Ball -Earthquake -Rest Curse and Gyro Ball work great together to make Steelix a slow, but powerful sweeper. Rest lets you survive longer and you can use Chesto Berry to wake up immediately so you can attack right away. -----------------------[GRANBULL]------------------------- Type: Normal Ability: Intimidate/Quick Feet/Rattled (Dream World) Base Stats: 90 HP / 120 Atk / 75 Def / 60 SAtk / 60 SDef / 45 Spd Pros: Excellent Attack, good physical movepool Cons: Very slow Granbull @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Intimidate -Return -Earthquake -Crunch -Close Combat If it wasn't so slow, it would be an excellent physical sweeper. But it learns plenty of good physical moves and getting hit with a STABed Return will hurt a lot. Earthquake and Close Combat deal with Steel and Rock types while Crunch is for Ghosts. Granbull @Toxic Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Quick Feet -Facade -Crunch -Close Combat -Fire Punch With Toxic Orb and Quick Feet, Granbull's Speed is increased to 310. This still isn't fast enough to outrun some of the major threats, but it's still a vast improvement. With a base power of 210 due to poison and STAB, Facade will do huge amounts of damage. Fire Punch is for Steels like Skarmory, Scizor, and Bronzong. -----------------------[QWILFISH]------------------------- Type: Water/Poison Ability: Poison Point/Swift Swim/Intimidate (Dream World) Base Stats: 65 HP / 95 Atk / 75 Def / 55 SAtk / 55 SDef / 85 Spd Pros: Nice Attack, learns some fun support moves Cons: Overal mediocre stats, rather frail Qwilfish @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Ability: Swift Swim Adamant Nature -Waterfall -Poison Jab -Return/Explosion -Swords Dance A simple and standard Rain sweeper set. Being immune to poison is quite handy, since Toxic and Toxic Spikes weaken the sweeping ability of most other Swift Swimmers. Use Swords Dance to increase your attack and hit opponents with a Rain-boosted Waterfall. Poison Jab is for Grass types. Return is for everything else. You can also use Explosion as a suicide move when you are at low health. Qwilfish @Leftovers/Focus Sash EVs: 252 HP / 6 Def / 252 Spd Jolly Nature Ability: Intimidate -Spikes -Thunder Wave -Destiny Bond -Waterfall It's not the most sturdy Spiker in the world, but it does a nice job of supporting the team by paralyzing opponents with Thunder Wave or taking down tough foes with Destiny Bond. -----------------------[SCIZOR]--------------------------- Type: Bug/Steel Ability: Swarm/Technician/Light Metal (Dream World) Base Stats: 70 HP / 130 Atk / 100 Def / 55 SAtk / 80 SDef / 65 Spd Pros: Amazing Attack, good Defense, good variety of resistances Cons: 4x Fire weakness Scizor @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Technician -Bullet Punch -Bug Bite -Brick Break/Roost -Swords Dance Scizor is one of the deadliest sweepers in the game since it doesn't have to worry about Speed most of the time. A Bullet Punch boosted by Technician, Life Orb, and Swords Dance can take out most opponents in one hit. Bug Bite is a more powerful STABed move for slower opponents like Reuniclus or Vaporeon. Roost is useful for staying alive especially after Life Orb damage. Brick Break is is a must to hit Steel types, especially Heatran and Magnezone. Scizor @Leftovers EVs: 252 HP / 40 Atk / 216 SDef Adamant Nature Ability: Technician -Bullet Punch -Bug Bite -Roost -Swords Dance/Pursuit Scizor is often used to counter Dragon, Grass, Ghost, and Psychic types like Latios, Gengar, and Reuniclus. However its mediocre Special Defense may make it hard to switch into attacks from these powerful sweepers. By investing in HP and Sp. Defense EVs, Scizor is a lot bulkier on the special side and has an easier time setting up Swords Dance or using Pursuit to KO fleeing foes. Scizor @Choice Band EVs: 248 HP / 252 Atk / 8 Spd Adamant Nature Ability: Technician -Bullet Punch -Superpower -U-Turn -Pursuit CB Scizor has the ability to deal damage while switching out with U-Turn, or deal damage to your opponents switching out with Pursuit. It's a great way of forcing Psychics like Reuniclus and Celebi into a corner since they'll take major damage whether they stay in or switch out. Superpower is your strongest move against Steel types and if you predict well, you can OHKO an incoming Heatran or Magnezone. Bullet Punch is there for a strong priority like always. Scizor @Leftovers EVs: 252 HP / 110 Def / 148 Spd Impish/Careful Nature -Agility -Substitute/Swords Dance/Iron Defense -Bullet Punch/Roost -Baton Pass Even though most use it as a sweeper, Scizor is still a great Baton Passer with the ability to boost three of its stats. Substitute can protect you from powerful hits while you Baton Pass to a teammate. Roost lets you recover health lost as you set up. Careful Nature can be used if you're using Iron Defense. -----------------------[SHUCKLE]-------------------------- Type: Bug/Rock Ability: Sturdy/Gluttony/Contrary (Dream World) Base Stats: 20 HP / 10 Atk / 230 Def / 10 SAtk / 230 SDef / 5 Spd Pros: The highest Defense and Sp. Defense of any Pokemon Cons: Terrible HP, almost no speed or attacking power, no reliable recovery, Stealth Rock weakness Shuckle @Leftovers EVs: 252 HP / 252 Def / 4 SDef Careful/Impish Nature Ability: Sturdy -Knock Off -Encore -Toxic -Protect/Rest Toxic is Shuckle's most reliable form of damage since it can't really attack. Knock Off is handy for removing items that your opponents may rely on. Encore forces opponents to repeat any non-damaging moves they may have, which prevents them from attacking. Protect goes with Toxic for some stalling. You can use Rest, but be careful, because a strong opponent may defeat you during the turns you sleep. Shuckle @Leftovers EVs: 252 HP / 252 Def / 4 SDef Bold/Calm Nature Ability: Sturdy -Power Split -Earthquake -Toxic -Protect/Stone Edge One problem with the first set is that Steel and Poison types wall it forever. Power Split averages the Attack of you and your opponent. With Shuckle's Attack being as low as it is, you gain a huge Attack boost while the opponent's Attack decreases by nearly half. Now you can use Earthquake to beat Steel and Poison types that are immune to Toxic. Stone Edge can also be used to take advantage of your Rock STAB and hurt Skarmory. -----------------------[HERACROSS]------------------------ Type: Bug/Fighting Ability: Guts/Swarm/Moxie (Dream World) Base Stats: 80 HP / 125 Atk / 75 Def / 40 SAtk / 95 SDef / 85 Spd Pros: Excellent Attack, extremely powerful STABed moves Cons: 4x Flying weakness, mediocre Speed Heracross @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Guts -Megahorn -Close Combat -Stone Edge -Pursuit The Choice Band set that makes Heracross such scary force. A STABed Banded Megahorn or Close Combat will do tons of damage. Even some Flying Pokemon will take a major chunk of damage from those two attacks. As if that wasn't enough, Heracross still has Stone Edge for any Fliers. Many Pokemon are scared of Heracross and will immediately switch out when they see it. Pursuit catches those Pokemon as they try to escape and can do a lot of damage that way. Heracross @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Moxie -Megahorn -Close Combat -Stone Edge -Pursuit The Choice Scarf set won't do as much damage, but the item gives it a big Speed boost that allows it to outrun most opponents including ones that would normally give it trouble. Moxie is a pretty good ability for gaining extra Attack boosts without worrying about Speed issues that the Choice Band set sometimes has. Heracross @Flame Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Guts -Megahorn -Close Combat -Facade -Swords Dance This set takes longer to set up since it uses Swords Dance. But it has the potential to deal more damage than the CBer if you can get it properly set up. It also allows you the ability to switch moves, unlike the Choice sets. Heracross @Salac Berry EVs: 12 HP / 244 Atk / 252 Spd Adamant Nature Ability: Swarm -Megahorn -Stone Edge -Swords Dance -Substitute A SubSalac sweeper. Swords Dance up and bring your HP down until Salac Berry activates. At that stage, Swarm also kicks in and boosts your Megahorn's power. Having an HP number divisible by 4 is required for this set, since Salac will activate upon using your third Sub. After you're all set up, sweep your foes to death. This is rather tricky to set up but the pay off is great and it can catch your opponent off guard. -----------------------[URSARING]------------------------- Type: Normal Ability: Guts/Quick Feet Base Stats: 90 HP / 130 Atk / 75 Def / 75 SAtk / 75 SDef / 55 Spd Pros: Amazing attack, large physical movepool Cons: Slow speed and only mediocre defenses Ursaring @Toxic Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Quick Feet -Facade -Close Combat -Crunch -Swords Dance Speed is Ursaring's worst stat, but once Quick Feet is activated due to Toxic Orb, it becomes one of Ursaring's best stats. Being poisoned also doubles the power of Facade which allows you to hit extra hard. Close Combat deals with Rock and Steel types and Crunch is for Ghosts. Swords Dance boosts your Attack to astounding levels so you can sweep with ease. -----------------------[MAGCARGO]------------------------- Type: Fire/Rock Ability: Flame Body/Magma Armor/Weak Armor (Dream World) Base Stats: 50 HP / 50 Atk / 120 Def / 80 SAtk / 80 SDef / 30 Spd Pros: Great Defense Cons: 4x Ground and Water weakness, terribly slow, horrible HP, mediocre offensive stats Magcargo @Leftovers EVs: 252 HP / 252 Def / 6 SDef Bold Nature Ability: Flame Body -Lava Plume -Stealth Rock -Yawn -Recover/Reflect/Light Screen Support Magcargo. It's the most it can do. Use Stealth Rock and force switches with Yawn. Set up a shield if you have time or Recover if you think you can last longer. Lava Plume is used for its high chance of Burn rather than its power, since Magcargo can't really hurt much anyways. -----------------------[CORSOLA]-------------------------- Type: Water/Rock Ability: Hustle/Natural Cure/Regenerator (Dream World) Base Stats: 55 HP / 55 Atk / 85 Def / 65 SAtk / 85 SDef / 35 Spd Pros: Great support movepool Cons: 4x Grass weak. Overall stats are unimpressive and rather low. Corsola @Leftovers EVs: 252 HP / 252 Def / 6 SDef Bold/Calm Nature Ability: Regenerator -Scald -Stealth Rock -Reflect/Light Screen -Toxic/Recover Corsola learns a lot of interesting moves. But it's unable to use most of them effectively due to its low stats. This set is meant for support. Set up a Stealth Rock, a shield of your choice, then keep away opponent Water types with Toxic, or heal yourself with Recover. Scald can score a Burn if you are lucky. -----------------------[OCTILLERY]------------------------ Type: Water Ability: Suction Cups/Sniper/Moody (Dream World) Base Stats: 75 HP / 105 Atk / 75 Def / 105 SAtk / 75 SDef / 45 Spd Pros: Great Attack and Sp. Attack, diverse special movepool Cons: Very slow, mediocre defenses Octillery @Life Orb EVs: 252 HP / 252 SAtk / 6 Spd Modest Nature Ability: Suction Cups -Surf -Ice Beam -Flamethrower/Fire Blast -Energy Ball Octillery has a very nice special movepool. Surf and Ice Beam are standard among Water-types. However it has has the ability to learn Energy Ball and Fire attacks. This gives it coverage against many types of opponents. Energy Ball is great for opponent Water Pokemon and Fire attacks prevent Ferrothorn from walling you. Its ability Suction Cups mean that its a great Pokemon for receiving Speed and Sp. Attack boosts from any Baton Passers on your team. Octillery @Life Orb EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature -Waterfall -Return -Bullet Seed -Flamethrower/Fire Blast Octillery's physical movepool isn't as impressive, but it still has a great Attack stat. Waterfall and Return have great coverage together. Bullet Seed lets you handle Jellicent. A Fire attack is needed to defeat Skarmory and Ferrothorn. Again, passing this guy Speed boosts will really help it out. -----------------------[DELIBIRD]------------------------- Type: Ice/Flying Ability: Hustle/Vital Spirit/Insomnia (Dream World) Base Stats: 45 HP / 55 Atk / 45 Def / 65 SAtk / 45 SDef / 75 Spd Pros: Not much. Hustle + Aerial Ace is sort of cool. Cons: Terrible stats and terrible movepool, many weaknesses, 4x Stealth Rock weakness Delibird @Choice Band EVS: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Hustle -Aerial Ace -Ice Shard -Ice Punch -Seed Bomb With Hustle, the power of its physical attacks are boosted at the cost of its accuracy. By using Aerial Ace, you get the attack boost while still retaining the ability to always hit your opponent. While its not going to do tons of of damage, its the only notable thing Delibird can do. Ice Shard is a decent priority move and Seed Bomb can deal with Rock-types. Delibird @Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Hasty Nature Ability: Vital Spirit -Counter -Thief -Quick Attack -Seismic Toss Predict a powerful physical attack coming from your opponent, survive it with Focus Sash, and Counter it back for the KO. If they haven't been KOed by Counter, finish them off with Quick Attack or Seismic Toss. When the next opponent switches in, steal their item with Thief before you go down. -----------------------[MANTINE]-------------------------- Type: Water/Flying Ability: Water Absorb/Swift Swim/Water Veil (Dream World) Base Stats: 65 HP / 40 Atk / 70 Def / 80 SAtk / 140 SDef / 70 Spd Pros: Amazing Sp. Defense Cons: Other stats are mediocre, 4x Electric weakness, Stealth Rock weakness Mantine @Leftovers EVs: 252 HP / 6 SAtk / 252 SDef Calm Nature Ability: Water Absorb -Scald -Haze -Toxic -Ice Beam/Protect Mantine would be a great special wall if it wasn't 4x weak to Electric. But still, it does a good job of walling most special sweepers. Haze prevents opponents like Volcorona from setting up, Toxic weakens other Water types. Ice Beam is good against Grass and Dragon. Protect can stall for a couple turns and allow Leftovers to heal you since you don't have any other recovery move. Mantine @Life Orb EVs: 148 HP / 252 SAtk / 110 Spd Modest Nature Ability: Swift Swim -Hydro Pump -Ice Beam -Hidden Power [Electric] -Signal Beam This set takes advantage of its Swift Swim ability and is nothing out of your ordinary Rain Dance sweeper set. Because Mantine's Sp. Attack isn't very impressive, you should use Hydro Pump over Surf for the extra power. Hidden Power Electric takes care of other Water types. Signal Beam is filler, but it hurts Psychics like Celebi. -----------------------[SKARMORY]------------------------- Type: Steel/Flying Ability: Keen Eye/Sturdy/Weak Armor (Dream World) Base Stats: 65 HP / 80 Atk / 140 Def / 40 SAtk / 70 SDef / 70 Spd Pros: Eexcellent Defense, large number of resistances and support moves Cons: Has trouble with powerful Rock and Fighting attacks Skarmory @Leftovers/Shed Shell EVs: 252 HP / 252 Def / 4 Spd Impish Nature Ability: Sturdy -Brave Bird -Spikes -Roost -Whirlwind Here is what's considered one of the best physical walls in the game. Many Pokemon have trouble penetrating the sky-high Defense of this bird, even with super effective attacks. It specializes in setting up Spikes and forcing switches with Whirlwind. Roost keeps it alive and can temporarily remove its Flying type, giving it resistance to Rock and neutrality to Electric (but watch out, since you'll gain a Ground and Fighting weakness for that turn). Brave Bird is your best bet for an offensive move and the recoil damage can easily be Roosted away. Leftovers provides additionally healing, but Shed Shell lets you switch out from Magnezone and Shadow Tag Chandelure. -----------------------[HOUNDOOM]------------------------- Type: Fire/Dark Ability: Flash Fire/Early Bird/Unnerve (Dream World) Base Stats: 75 HP / 90 Atk / 50 Def / 110 SAtk / 80 SDef / 95 Spd Pros: Excellent Sp. Attack Cons: Frail defenses, Stealth Rock weakness Houndoom @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Flash Fire -Flamethrower/Fire Blast -Dark Pulse -Nasty Plot -Substitute/Hidden Power [Ice/Fighting] Houndoom can quickly set up and sweep by using Nasty Plot. Choose Flamethrower for accuracy or Fire Blast for power. Dark Pulse is your most powerful Dark move. The Hidden Power can cover Pokemon that normally give Houndoom trouble. Ice for Dragons, and Fighting for Tyranitar/Heatran. Substitute can prevent status effects and scouts for counters. Houndoom @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Flash Fire -Overheat -Dark Pulse -Hidden Power [Ice/Fighting] -Flamethrower Like any special sweeper, Houndoom has the option of going with a hard-hitting Choice sweeper set. With Flash Fire, you can come in on any predicted Fire move, grab a boost, and hit back hard with your own Fire attacks. -----------------------[KINGDRA]-------------------------- Type: Water/Dragon Ability: Swift Swim/Sniper/Damp (Dream World) Base Stats: 75 HP / 95 Atk / 95 Def / 95 SAtk / 95 SDef / 85 Spd Pros: Overall solid stats, only one weakness (Dragon) Cons: Rather limited movepool Kingdra @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Swift Swim -Hydro Pump -Draco Meteor -Dragon Pulse -Hidden Power [Fighting] Kingdra works like most other Swift Swim Rain sweepers in the game. However Kingdra's claim to fame is its bulky defenses and only one weakness backed up by powerful STAB moves that are resisted by very few Pokemon. Hydro Pump will do enormous amounts of damage and even OHKOs Pokemon that normally resist it. Draco Meteor deals with almost everything else that resists Water. Dragon Pulse is a safer alternative for opponents who have already been weakened. Hidden Power Fighting is for Ferrothron and the rare Empoleon. Kingdra @Life Orb EVs: 76 Atk / 252 SAtk / 180 Spd Rash/Mild Nature Ability: Swift Swim -Waterfall -Surf/Hydro Pump -Draco Meteor -Outrage/Hidden Power [Fighting] If you hate Blissey and Chansey, this set is for you. Waterfall in the rain will deal massive damage to special walls and also serves as a powerful attack for anything else that doesn't resist Water. Special attacks are always there to break through physical walls. Outrage serves as another powerful physical attack, but HP Fighting is always there if you dislike Ferrothorn. Kingdra @Leftovers/Lum Berry EVs: 252 Atk / 6 SAtk / 252 Spd Adamant Nature -Dragon Dance -Outrage -Waterfall -Substitute Kingdra's Attack is just as good as its physical attack. Outrage and Waterfall cover everything except for Ferrothorn, Empoleon, and Shedinja. Use Substitute to prevent status and gain an extra turn to Dragon Dance. -----------------------[DONPHAN]-------------------------- Type: Ground Ability: Sturdy/Sand Veil (Dream World) Base Stats: 90 HP / 120 Atk / 120 Def / 60 SAtk / 60 SDef / 50 Spd Pros: Excellent Attack and Defense, great Spinner and physical wall Cons: Slow, low Sp. Defense Donphan @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish Nature Ability: Sturdy -Earthquake -Ice Shard -Rapid Spin -Knock Off/Stealth Rock/Roar Donphan is one of the better Spinners in the game, can switch in easily against a lot of physical sweepers, and still packs enough punch to hit many Pokemon hard. Earthquake is its best move, of course, and Ice Shard is great for Flying and Dragon opponents. It has quite a lot of support options which you can choose for your fourth move. Knock Off can remove items from opponents, Stealth Rock gives you the ability to lay down some entry hazards, and Roar is good for phazing. Donphan @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Sturdy -Earthquake -Ice Shard -Stone Edge/Assurance -Rapid Spin Donphan can sweep with Choice Band while still doing a good job of walling physical threats. One advantage of an offensive Donphan is that it can surprise Ghost-types who switch in expecting a more defensive set. Stone Edge works well on this set to hit Flying and Bug Pokemon that resist Earthquake. However Assurance is also an option since it can OHKO Ghosts like Mismagius and Gengar who are immune to Earthquake. Once the Ghost is gone, you can freely Rapid Spin when you switch in again. -----------------------[STANTLER]------------------------- Type: Normal Ability: Intimidate/Frisk/Sap Sipper (Dream World) Base Stats: 73 HP / 95 Atk / 62 Def / 85 SAtk / 65 SDef / 85 Spd Pros: Good Attack Cons: Other stats are mediocre Stantler @Choice Band/Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Sap Sipper -Return -Earthquake -Zen Headbutt -Wild Charge If you can grab an Attack boost by switching into any Grass attack, you have the potential to do alot of damage with your physical moves. Return is your best choice for STAB. Earthquake for Rock and Steel types. Zen Headbutt takes care of Fighting while Wild Charge is for Skarmory who would otherwise wall you. Stantler @Leftovers EVs: 252 HP / 6 Atk / 252 Spd Jolly Nature Ability: Intimidate -Return/Headbutt -Thunder Wave -Confuse Ray -Disable With a bit of luck, Stantler can be pretty annoying. Thunder Wave and Confuse Ray can prevent your opponent from attacking. Disable provides even more annoyance by preventing them from using one of their moves. Return can be used for damage, but Headbutt has a high chance of flinching. -----------------------[SMEARGLE]------------------------- Type: Normal Ability: Own Tempo/Technician/Moody (Dream World) Base Stats: 55 HP / 20 Atk / 35 Def / 20 SAtk / 45 SDef / 75 Spd Pros: Capable of learning every attack in the game Cons: Stats are too low to use the vast majority of these moves, limiting it to being a support Pokemon. Smeargle @Focus Sash EVs: 252 HP / 6 Def / 252 Spd Jolly Nature Ability: Own Tempo -Spore -Spikes -Stealth Rock -Magic Coat Smeargle is a good lead Pokemon since it can put opponents to Sleep then set up some entry hazards. Focus Sash saves you from powerful attacks that can KO you. Magic Coat is important for Taunt leads like Thundurus as well as Pokemon who try to use status moves on you. Smeargle @Focus Sash EVs: 252 HP / 6 Def / 252 Spd Jolly Nature Ability: Own Tempo -Spore -Tail Glow/Quiver Dance/Shell Break/Shift Gears/Belly Drum -Magic Coat -Baton Pass Smeargle can learn every stat-boosting move in the game and the best ones are listed above. Choose which move you want depending on which Pokemon you want to pass to. Tail Glow is for special sweepers. Quiver Dance for special sweepers who need a Speed boost. Shell Break for either physical or special sweepers. Shift Gears for physical sweepers who need a major boost in Speed. And Belly Drum for physical sweepers who favor Attack more than Speed (usually ones with priority moves). Smeargle @ Leftovers EVs: 252 HP / 6 Def / 252 Spd Jolly Nature Ability: Own Tempo -Spore -Ingrain -Substitute/Mean Look -Baton Pass This set is meant specifically for Baton Pass teams who have other Pokemon dedicated to stat-boosting moves. Smeargle is the only Pokemon that learns both Ingrain and Baton Pass. Ingrain prevents any phazers from forcing you to switch thereby ruining your stat boosting strategy. Sub to prevent status and critical hits or Mean Look to trap a sleeping opponent while you set up. -----------------------[HITMONTOP]------------------------ Type: Fighting Ability: Intimidate/Technician/Steadfast (Dream World) Base Stats: 50 HP / 95 Atk / 95 Def / 35 SAtk / 110 SDef / 70 Spd Pros: Good defenses, learns Rapid Spin Cons: Terrible HP, mediocre Speed Hitmontop @ Life Orb EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Technician -Fake Out -Mach Punch -Bullet Punch/Sucker Punch -Close Combat This Hitmontop relies on priority moves to deal damage. Flinch your opponents with Fake Out, then follow it up with a Mach Punch. Bullet Punch or Sucker Punch hit Ghosts, who are immune to your other attacks. Close Combat is for slower opponents, who tend to be more bulky. Hitmontop @ Leftovers EVs: 252 HP / 252 Def / 6 SDef Adamant Nature Ability: Intimidate -Close Combat -Sucker Punch -Rapid Spin -Foresight With Stealth Rock resistance, it makes a great Spinner. Intimidate and good defenses allow it to switch in on many opponents, especially Rock types. Use Foresight so Ghosts can't block your Rapid Spin or your Fighting moves. You can also defeat Ghosts with Sucker Punch if you predict an attack move. -----------------------[MILTANK]-------------------------- Type: Normal Ability: Thick Fat/Scrappy/Sap Sipper (Dream World) Base Stats: 95 HP / 80 Atk / 105 Def / 40 SAtk / 70 SDef / 100 Spd Pros: Great Defense and Speed Cons: Outclassed as a cleric by Blissey and as a tank by Snorlax Miltank @Leftovers EVs: 252 HP / 252 Def / 6 SDef Impish Nature Ability: Thick Fat -Body Slam -Milk Drink -Heal Bell -Earthquake It's not going to replace Blissey anytime soon, but Miltank still works great as a cleric. Heal the team of status moves and stay alive with Milk Drink. Unlike Blissey, it can utilize its physical Attack well, so take advantage of this by giving the cow one or two physical moves. Body Slam is good because it can paralysis opponents. Earthquake for Steel and Rock types. Miltank @Leftovers EVs: 252 HP / 6 Def / 252 SDef Careful Nature Ability: Scrappy -Return -Curse -Milk Drink -Earthquake/Heal Bell Miltank has Tank in its name, so this set is quite fitting. Curse up while healing any damage you take with Milk Drink. With Scrappy, you don't have to worry about Ghosts switching in easily. However if you don't want Steels to stop you, then carry Earthquake. Otherwise, use Heal Bell to prevent status like Poison and Burn from ruining your strategy. -----------------------[BLISSEY]-------------------------- Type: Normal Ability: Natural Cure/Serene Grace/Healer (Dream World) Base Stats: 255 HP / 10 Atk / 10 Def / 75 SAtk / 135 SDef / 55 Spd Pros: The highest HP of any Pokemon, amazing Sp. Defense, excellent support movepool, undoubtedly the best special wall in the game Cons: Slow, low Defense, easy to set up on Blissey @Leftovers EVs: 252 HP / 252 Def / 6 SDef Bold Nature Ability: Natural Cure -Seismic Toss -Flamethrower -Softboiled -Aromatherapy/Thunder Wave The standard set for the most overused special wall of all time and the bane of any special sweeper. Blissey overcomes her low offensive stats with the reliable Seismic Toss, dealing consistent damage to any non-Ghost opponent. Her Sp. Attack isn't too shabby and can hurt some things with Flamethrower. But her support moves are what makes Blissey really shine. Softboiled keeps her alive and Aromatherapy heals your entire team of nasty status effects. In the case that you're not too worried about status moves, you can opt for Thunder Wave to paralyze tough opponents and make them easier to finish off. Blissey @Leftovers EVs: 252 HP / 252 Def / 6 SDef Bold Nature Ability: Natural Cure -Seismic Toss -Toxic -Wish -Protect Wish is only available as an event move. Blissey is great at passing Wish around to heal any injured Pokemon on your team. She has massive HP and will pretty much restore all or most of the health of your other party members. Use Protect to ensure that Blissey will get healed during the turn Wish activates. Protect also goes well with Toxic, which can gradually weaken the opponent. -----------------------[RAIKOU]--------------------------- Type: Electric Ability: Pressure/Volt Absorb (Dream World) Base Stats: 90 HP / 85 Atk / 75 Def / 115 SAtk / 100 SDef / 115 Spd Pros: Excellent Sp. Attack and Speed Cons: Limited movepool Raikou @Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Volt Absorb -Thunderbolt -Hidden Power [Ice/Grass] -Substitute -Calm Mind To start this set, find an oppurtunity to set up against your opponent. Slower special-based Pokemon like Vaporeon are the perfect targets. Calm Mind boosts your special stats while Sub prevents status from messing you up. After a couple of boosts, Thunderbolt will hurt a lot and enable Raikou to easily sweep. HP Ice is important for Dragons like Flygon, but HP Grass hits Swampert and Rhyperior harder. Raikou @Life Orb/Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Rash Nature Ability: Pressure -Thunderbolt -Aura Sphere -Shadow Ball -Volt Switch The shiny event Raikou has Aura Sphere which would make normal Raikous very jealous. With Aura Sphere it can handle a much wider range of opponents including Tyranitar, Magnezone, and Ferrothorn. It makes a great sweeper. Shadow Ball has perfect coverage with Aura Sphere. Volt Switch is great for scouting especially on a Choice set. -----------------------[ENTEI]---------------------------- Type: Fire Ability: Pressure/Flash Fire (Dream World) Base Stats: 115 HP / 115 Atk / 85 Def / 90 SAtk / 75 SDef / 100 Spd Pros: Excellent HP and Attack Cons: Limited movepool, Stealth Rock weakness Entei @Leftovers/Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Pressure -Flare Blitz -Extremespeed -Stone Edge -Howl/Iron Head Shiny event Entei is the best Entei since it gets two awesome moves that take advantage of its excellent Attack stat. The first is Flare Blitz which is its strongest physical move and will deal a lot of damage. The second is Extremespeed, which is a great priority move for finishing off weakened foes. Stone Edge is also a powerful move for dealing with opponent Fire types. You can boost your Attack with Howl or use Iron Head for Rock types. Entei @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Pressure -Flare Blitz -Stone Edge -Extremespeed -Iron Head Like most powerful Pokemon, Entei's Attack or Speed can be greatly increased with the use of a Choice item. Choice Band boosts its Attack stat up to 541 and from there it can do a lot of damage with its powerful physical moves. -----------------------[SUICUNE]-------------------------- Type: Water Ability: Pressure/Water Absorb (Dream World) Base Stats: 100 HP / 75 Atk / 115 Def / 90 SAtk / 115 SDef / 85 Spd Pros: Excellent HP and defenses Cons: Limited movepool. Suicune @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature Ability: Pressure -Surf -Calm Mind -Rest -Sleep Talk Unchanged since Gen III, Calm Mind up whenever you have the chance and use Rest to completely heal yourself from any damage or status you take. You will be vulnerable during your sleep, so use Sleep Talk to make sure you can still attack or set up. With Suicune's huge defenses on both sides, it should be pretty easy to rack up a few Calm Minds. Just make sure you defeat any opponent who is immune to Water due to their ability (Water Absorb, etc.). Suicune @Life Orb EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature Ability: Water Absorb -Surf -Ice Beam -Hidden Power [Electric/Fire] -Calm Mind Don't think that Suicune is only good defensively. It can make a fantastic sweeper as well and lasts longer than most other sweepers due to its high defenses. After one or two Calm Minds, Suicune is ready to sweep. Surf and Ice Beam are standard, though Hydro Pump provides more power at the cost of some accuracy. Hidden Power Electric is for Water-types like Vaporeon, but Fire can be useful for Ferrothorn. Suicune @Leftovers EVs: 252 HP / 172 SAtk / 84 Spd Modest/Timid Nature -Surf/Scald -Ice Beam -Substitute -Calm Mind This set isn't as defensive as the first one nor is it as offensive as the second. It's a little bit of both and seeks to turn Suicune into a bulky sweeper. Substitute blocks status and gives you an extra chance to set up Calm Minds. Surf is strong, but Scald can Burn opponents and reduce their Attack, which brings you even more chances to set up. -----------------------[TYRANITAR]------------------------ Type: Rock/Dark Ability: Sandstream/Unnerve (Dream World) Base Stats: 100 HP / 134 Atk / 110 Def / 95 SAtk / 100 SDef / 61 Spd Pros: Amazing attack and great defenses, Sandstorm automatically boosts its Sp. Defense by 50%, great physical movepool Cons: 4x Fighting weakness, slow Tyranitar @Choice Band EVs: 180 HP / 252 Atk / 76 Spd Adamant Nature Ability: Sandstream -Stone Edge -Earthquake/Aqua Tail -Crunch -Pursuit A STABed Choice Banded Stone Edge from over 600 Attack hits incredibly hard if you're not a Steel, Fighting, or Ground. Steel and Fighting types get hit hard by Earthquake and Aqua Tail does a nice chunk of damage against Ground types. Only a few Pokemon with good Defense can switch in on any of CB Tyranitar's moves. For the last slot, you can choose the move Pursuit. With so many Pokemon afraid of Tyranitar, they will surely want to switch out as soon as they see it. Pursuit gives opponents a "farewell present" and can KO them before they even make it back into their PokeBalls. Tyranitar @Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Sandstream -Stone Edge -Superpower -Crunch -Pursuit Speed is always an issue for Tyrantar, however with a Choice Scarf, it can be a lot faster. With the speed boost, Tyranitar can defeat many opponents that it couldn't before. For instance, with Superpower it can beat Terrakion, Lucario, and other Tyranitars. Stone Edge and Crunch are still there for STAB and Pursuit hurts any fleeing Psychic or Ghost types. Tyranitar @Leftovers EVs: 252 HP / 180 SAtk / 76 SDef Sassy Nature Ability: Sandstream -Crunch -Fire Blast/Flamethrower -Ice Beam -Stealth Rock/Superpower While many people expect Tyranitar to be offensive and physical, Tyranitar can also be defensive and use special moves to surprise the opponent. A Fire attack is great for Steel types that switch in, especially Scizor, Lucario, and Excadrill. Ice Beam is for Ground-types like Hippowdon and Gliscor. Tyranitar can lay down Stealth Rock, but if you already have a Stealth Rock user on your team, you can opt for Superpower to take down Blissey and other Tyranitars. The EVs here help buff up Tyranitar's ability to take special hits. Tyranitar @Leftovers EVs: 252 HP / 68 Spd / 188 SAtk Quiet Nature Ability: Sandstream -Focus Punch -Substitute -Fire Blast -Ice Beam/Crunch This is a classic set frm Gen III which is still usable in Gen V. Protect yourself with a sturdy Substitute while hitting opponents with a powerful Focus Punch or one of your special attacks. This set helps ease prediction so you won't have to worry about using the wrong attack at the wrong time. Tyranitar @Chople Berry EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Sandstream -Stone Edge -Dragon Dance -Earthquake/Fire Punch -Crunch It takes some set up like any Dragon Dancing set, but it can still hit hard even without the stat-boosts. Raising Tyranitar's Speed along with its Attack means almost nothing can stand in its way. Chople Berry is important for survivng Mach Punches from Pokemon like Conkeldurr and Breloom. -----------------------[LUGIA]------------------------ Type: Psychic/Flying Ability: Pressure/Multiscale (Dream World) Base Stats: 106 HP / 90 Atk / 130 Def / 90 SAtk / 154 SDef / 110 Spd Pros: Amazing defenses and great speed, able to wall just about anything Cons: Vulnerable to Taunt and Toxic Lugia @Leftovers EVs: 252 HP / 54 Def / 204 Spd Bold/Timid Nature -Reflect -Whirlwind -Roost -Toxic/Ice Beam Lugia takes hits like no other and is great at providing support for the team. Reflect protects the team from physical Ubers while Whirlwind blows away those that try to stay in and boost their stats. Roost is the move that keeps Lugia alive and is better than Recover since it temporarily eliminates its weakness to Rock, Electric, and Ice. Toxic is a good option since Lugia is great at stalling, but you can choose Ice Beam for the sake of an attacking move. For an ability, Pressure works great for stalling to drain the enemy's PP. But if you can keep Lugia constantly 100% healthy, Multiscale will halve all damage it takes which can be a lifesaver. -----------------------[HO-OH]------------------------ Type: Fire/Flying Ability: Pressure/Regenerator (Dream World) Base Stats: 106 HP / 130 Atk / 90 Def / 110 SAtk / 154 SDef / 90 Spd Pros: Excellent Attack and Sp. Defense, unique Sacred Fire move Cons: 4x Stealth Rock weakness, mediocre speed Ho-oh @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Regenerator -Sacred Fire -Earthquake -Brave Bird -Thunder Ho-oh's excellent Attack couples nicely with the powerful Sacred Fire. When faced with Dialga or Heatran, hit it with an Earthquake. Punishment works on those who like to stat boost. It's particularly effective on Psychic types who have at least one Calm Mind boost. Brave Bird is a powerful STAB Flying move that can OHKO threats like Kyogre. ----------------------[CELEBI]-------------------------- Type: Grass/Psychic Ability: Natural Cure Base Stats: 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spd Pros: Great overall stats, great movepool especially in support moves Cons: 4x Bug weakness, Pursuit weakness Celebi @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Psychic -Giga Drain -Hidden Power [Fire]/Earth Power/Recover -Nasty Plot Celebi is one of the few Grass-types that learns Nasty Plot (although only the movie event Celebi can learn it). With the ability to sharply increase its Sp. Attack backed by its bulky defenses, it can be a great sweeper. Giga Drain restores health and is your main Grass attack. Psychic covers takes advantage of your second STAB. You need a way to deal with Steels so choose HP Fire for Scizor and Ferrothorn or Earth Power for Heatran. You can also use Recover to heal away the Life Orb damage. Celebi @Leftovers EVs: 252 HP / 220 Def / 36 Spd Bold Nature -Psychic/Giga Drain -Recover -Heal Bell -Leech Seed/Hidden Power [Fire] A cleric set that Celebi can pull off very effectively. Keep yourself alive with Recover and Leech Seed and keep the team status-free with Heal Bell. Psychic is the standard attacking move for this set, but if you don't want to be completely stopped by Dark types, Giga Drain is also an option and can also restore your health. If you do use Giga Drain, you can try Hidden Power Fire to hit Steels like Scizor as well as opponent Grass types. Celebi @Choice Specs EVs: 6 HP / 252 SpAtk / 252 Spd Timid Nature -Psychic -Leaf Storm -Hidden Power [Fighting/Fire]/Earth Power -Shadow Ball/Trick Celebi can pull off an all out attacking set with Choice Specs. Leaf Storm can do a lot of damage and fits the hit-and-run tactic of this set. Shadow Ball hits Ghosts and enemy Psychics. HP Fighting for Dark types or Fire for Steels. Earth Power also hits Steels and OHKOs Heatran. You can also Trick your Specs if a wall like Blissey or Ferrothorn tries to switch in. =============================================================================== [15] MOVESETS - HOENN =============================================================================== -----------------------[SCEPTILE]------------------------ Type: Grass Ability: Overgrow/Unburden (Dream World) Base Stats: 70 HP / 85 Atk / 65 Def / 105 SAtk / 85 SDef / 120 Spd Pros: Excellent speed, great Sp. Attack, good movepool Cons: Rather frail Sceptile @Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Overgrow -Giga Drain -Leech Seed -Substitute -Hidden Power [Fire/Ice] Sceptile is the fastest non-Uber Pokemon that can use the Substitute + Leech Seed combo. SubSeeding can drive your opponents mad by gradually draining their HP and restoring yours. Giga Drain will restore even more of your health so you can create even more Subs. Any Grass types that try to come in will get hit with a supereffective Hidden Power. Fire is also effective against Steels while Ice is for Dragons and Flying types. Sceptile @Absorb Bulb EVs: 6 HP / 252 SAtk / 252 Spd Timid/Modest Nature Ability: Unburden -Giga Drain -Dragon Pulse -Hidden Power [Fire/Rock] -Focus Blast Here's Sceptile's best chance at sweeping that makes it stand out from every other Grass-type sweeper. Switch into a Water attack and gain an Sp. Attack boost with Absorb Bulb. After you use it up, Unburden will double your Speed and make you faster than everything in the game. Use Dragon Pulse for Dragon opponents, HP Fire for Bug and Grass, and Focus Blast for Steel types. HP Rock can be used over Fire to hit Volcorona and Flying-types harder. Sceptile @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Overgrow -Leaf Storm -Dragon Pulse -Focus Blast -Hidden Power [Fire/Rock] The fastest Grass in OU is now ready to hit harder than ever before with this set. Leaf Storm is your hit-and-run move and will deal a huge amount of damage to most opponents. Dragon Pulse for Dragons, Focus Blast for Steels and Blissey, HP Fire for other Grass-types or HP Rock for Fire-types. Sceptile @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Overgrow -Leaf Blade -Dragon Claw -Earthquake/Thunderpunch -Swords Dance A lot of Sceptile's good moves are physical and Leaf Blade is much stronger than Giga Drain. Its Attack stat isn't shabby and after a Swords Dance, it can do plenty of damage. Earthquake covers Steel and Fire types, while Dragon Claw is for Dragons. Thunderpunch gives you a chance against Flying opponents like Skarmory. ----------------------[BLAZIKEN]------------------------ Type: Fire/Fighting Ability: Blaze/Speed Boost (Dream World) Base Stats: 80 HP / 120 Atk / 70 Def / 110 SAtk / 70 SDef / 80 Spd Pros: Excellent Attack and Sp. Attack, diverse physical movepool Cons: Mediocre speed, rather frail defenses Blaziken @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Speed Boost -Flare Blitz/Blaze Kick -Hi Jump Kick -Stone Edge -Protect/Swords Dance/Hone Claws Speed Boost raises Blaziken's lackluster Speed and makes it the fast, powerful sweeper it always wanted to be. Flare Blitz is its strongest physical Fire move but the recoil might be too much. Blaze Kick is an alternate Fire attack. Hi Jump Kick is Blaziken's strongest Fighting moves and handles most opponents resistant to Fire. Stone Edge helps you against Flying-types like Salamence as well as things like Chandelure and Volcorona. Protect gives you a free Speed Boost, while Swords Dance gives you a massive Attack increase. Hone Claws can also be used for extra accuracy, but won't increase your Attack as much. Blaziken @Life Orb EVs: 6 Atk / 252 SAtk / 252 Spd Rash/Naive Nature Ability: Speed Boost -Fire Blast -Hidden Power [Ice] -Hi Jump Kick -Protect/Work Up Physical Blaziken has trouble with certain physical walls like Gliscor and Hippowdon. This set uses its high Special Attack to break through physical walls while still retaining some Attack power. Use Fire Blast for a special Fire attack. HP Ice will destroy bulky Ground and Dragon opponents. Work Up can be used to increase both your Attack and Special Attack at the same time. -----------------------[SWAMPERT]------------------------ Type: Water/Ground Ability: Torrent/Damp (Dream World) Base Stats: 100 HP / 110 Atk / 90 Def / 85 SAtk / 90 SDef / 60 Spd Pros: Great HP and defenses, Rock resistance, makes an excellent bulky Water Cons: 4x weakness to Grass Swampert @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish Nature -Earthquake -Waterfall -Protect -Stealth Rock/Roar Swampert is a great bulky Water that does a good job at both defense and offense. Earthquake is your main move here and it's also your strongest move. Waterfall is good for a second STAB move. Stealth Rock is always a good option since Swampert can reliably lay them down when given the opportunity. Protect is good for scouting for any Grass moves your opponent may have. It also gives you an extra turn of Leftovers recovery. Roar is another choice for phazing. Swampert @Leftovers EVs: 252 HP / 6 SAtk / 252 Def Relaxed Nature -Earthquake -Surf/Hydro Pump/Ice Beam -Stealth Rock -Protect/Roar MixPert is an old set from Gen III and uses both physical and special moves. The advantage to this set is that it can hit foes like Gliscor, Skarmory, and Hippowdon harder since they have lower Sp. Defense than Defense. You also won't have to worry about opponents cutting your attack with Intimidate. Otherwise, this set basically works the same as the above set. Swampert @Leftovers EVs: 252 HP / 6 Def / 252 SDef Careful Nature -Earthquake -Avalanche -Curse -Rest Swampert can use a Cursing set if you want to attempt a sweep. Boost up your stats then Rest up if you take too much damage while using Curse. Earthquake for STAB. Avalanche works well with this set since going last will double its power. It also helps you hit Grass-types which can give you trouble. -----------------------[MIGHTYENA]----------------------- Type: Dark Ability: Intimidate/Quick Feet/Moxie (Dream World) Base Stats: 70 HP / 90 Atk / 70 Def / 60 SAtk / 60 SDef / 70 Spd Pros: Good Attack Cons: Overall mediocre stats, limited movepool Mightyena @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Moxie -Sucker Punch -Return -Fire Fang -Pursuit/Ice Fang/Thunder Fang Mightyena is glad to have the Moxie ability since any Attack boosts it gains are very valuable. Sucker Punch is a priority move which helps with the fact that it has very mediocre Speed. Return is its best bet against Fighting types since it doesn't learn Flying or Psychic attacks. Fire Fang covers Steels. You can use Pursuit to hit fleeing opponents or another elemental Fang for coverage. Mightyena @Toxic Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Quick Feet -Protect/Howl -Facade -Crunch -Fire Fang This set takes advantage of its Quick Feet ability. Start with a reliable Protect or a helpful Howl to boost your Attack. Toxic Orb will then activate and you'll be able to outspeed a lot of Pokemon and hit them hard. Facade takes advantage of the poison by doubling in power and becoming your strongest attack. Crunch is for STAB and Fire Fang hits Steel-types. -----------------------[LINOONE]------------------------- Type: Normal Ability: Pick-Up/Gluttony/Quick Feet (Dream World) Base Stats: 78 HP / 70 Atk / 61 Def / 50 SAtk / 61 SDef / 100 Spd Pros: High Speed Cons: Mediocre Attack, frail defenses, limited movepool Linoone @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Gluttony -Extremespeed/Return -Shadow Claw -Seed Bomb -Belly Drum Gluttony is a great ability that really lets the Belly Drumming set take off. With one Belly Drum, your Attack will be all maxed out, Salac Berry will activate, and you'll be ready to sweep. Extremespeed is what makes this moveset shine, unfortunately Extremespeed is only available as a special move from Pokemon Box for the Gamecube. If you don't have access to it, you can still use Return. It's stronger, but won't have priority. Shadow Claw for Ghost types and Seed Bomb hits Rock types. Linoone @Toxic Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Quick Feet -Facade -Shadow Claw -Rock Smash -Protect A boosted Facade is extremely powerful even if Linoone's Attack is rather below average. Toxic Orb also boosts your Speed due to Quick Feet. Shadow Claw for Ghost opponents. Rock Smash is your best bet against Steel and Rock types. Protect ensures that Toxic Orb will activate. -----------------------[BEAUTIFLY]----------------------- Type: Bug/Flying Ability: Swarm/Rivalry (Dream World) Base Stats: 60 HP / 70 Atk / 50 Def / 90 SAtk / 50 SDef / 65 Spd Pros: Good Sp. Attack Cons: Other stats are terrible, limited movepool, 4x Stealth Rock Weakness Beautifly @Focus Sash/Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Swarm -Bug Buzz -Shadow Ball -Hidden Power [Fire] -Quiver Dance It has a nice Sp. Attack and Quiver Dance can boost it higher along with its terrible Speed and Sp. Defense stats. Bug Buzz is its most powerful move and Shadow Ball can handle most things that Bug Buzz can't. Hidden Power Fire is for Steels and opponent Bug-types. -----------------------[DUSTOX]-------------------------- Type: Bug/Poison Ability: Shield Dust/Compoundeyes (Dream World) Base Stats: 60 HP / 50 Atk / 70 Def / 50 SAtk / 90 SDef / 65 Spd Pros: Good Sp. Defense Cons: Terrible stats overall, limited movepool, 4x Stealth Rock weakness Dustox @Leftovers EVs: 252 HP / 6 Def / 252 SDef Calm Nature -Toxic -Protect -Roost -Hidden Power [Ground] It will be a miracle if you can KO any opponent. The most you can do is Toxic an opponent and hope to stall them until they faint from poison. Protect helps with stalling and Roost keeps you alive. HP Ground for an offensive move so you will be able to do at least some damage to Steel and Poison types. -----------------------[LUDICOLO]----------------------- Type: Water/Grass Ability: Swift Swim/Rain Dish/Own Tempo (Dream World) Base Stats: 80 HP / 70 Atk / 70 Def / 90 SAtk / 100 SDef / 70 Spd Pros: High Sp. Defense, unique type combo Cons: Limited special movepool Ludicolo @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Swift Swim -Hydro Pump/Surf -Ice Beam -Giga Drain -Focus Blast The Swift Swim sweeper, which obviously needs Drizzle support to work. Get the speed boost from the Rain and then hit the opponent with whatever is most effective. Hydro Pump's power makes up for Ludicolo's less than stellar Sp. Attack. But missing can be costly, so use Surf if you don't want to risks it. For your Grass move, choose Giga Drain to heal recoil damage from Life Orb. Ice Beam is for opponent Grass and Dragons. Focus Blast is needed to hit Ferrothorn. Ludicolo @Leftovers EVs: 252 HP / 6 SAtk / 252 SDef Calm Nature Ability: Rain Dish -Scald -Leech Seed -Substitute -Toxic/Ice Beam The more defensive set which also benefits from the Rain. Scald is used over other Water moves for its high chance of Burn. Leech Seed is a key move here and you can pair it with Substitute to stall and heal some more HP. You can also use Toxic for additional damage. Ice Beam is used to hit Grass-types who are immune to Leech Seed. -----------------------[SHIFTRY]------------------------- Type: Grass/Dark Ability: Early Bird/Chlorophyll/Pickpocket (Dream World) Base Stats: 90 HP / 100 Atk / 60 Def / 90 SAtk / 60 SDef / 80 Spd Pros: Good offensive stats Cons: 4x Bug weakness, frail defenses Shiftry @Life Orb EVs: 48 Atk / 252 SAtk / 204 Spd Rash Nature Ability: Chlorophyll -Giga Drain -Brick Break -Dark Pulse/Hidden Power [Fire/Ice] -Growth Shiftry has great stats in both offenses so don't waste either of them. Use Sunny weather to double your Speed and use Growth to double your Attack and Special Attack. Giga Drain is your main Grass move. Solarbeam can be used, but it's not advised because of weather changers. Brick Break deals with special walls like Blissey and Ferrothorn, as well as Heatran. Dark Pulse can be used for a second STAB or you can use a Hidden Power. HP Fire gets a boost in the sun, but HP Ice can hit Dragons like Salamence and Dragonite. Shiftry @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Chlorophyll -Swords Dance -Sucker Punch -Low Kick -Seed Bomb The Swords Dance set can work well with the Sun or without it. Its mediocre speed isn't an issue when it has the powerful priority move Sucker Punch. Low Kick or Brick Break cover Steel types. Seed Bomb is your best option for a physical Grass move. ----------------------[SWELLOW]-------------------------- Type: Normal/Flying Ability: Guts/Scrappy (Dream World) Base Stats: 60 HP / 85 Atk / 60 Def / 50 SAtk / 50 SDef / 125 Spd Pros: Excellent speed, Guts ability Cons: Very frail, easily walled by Steel and Rock types Swellow @Flame Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Facade -Brave Bird -U-Turn -Protect Guts is what makes Swellow stand out from being just another boring Normal/ Flying type. Protect on the first turn to activate Flame Orb and check what your opponent does. Use your boosted Facade on opponents who aren't resistant to Normal, or use Brave Bird if they're a Ghost type. U-Turn out if Swellow can't handle something like an opponent Rock or Steel-type. ----------------------[PELIPPER]------------------------- Type: Water/Flying Ability: Keen Eye/Rain Dish (Dream World) Base Stats: 60 HP / 50 Atk / 100 Def / 85 SAtk / 70 SDef / 65 Spd Pros: Good defense Cons: Other stats are low or mediocre, limited movepool Pelipper @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature Ability: Rain Dish -Scald -Roost -Toxic -Knock Off/Protect Pelipper can't do much, but it can try to be a decent bulky Water in the Rain. Scald can Burn opponents. Roost will keep your health up. Toxic can help in weakening opponents. Knock Off is a useful move for removing items. You can also go with Protect to stall with Toxic and gain additional healing from Rain Dish and Leftovers. ---------------------[GARDEVOIR]------------------------- Type: Psychic Ability: Trace/Synchronize/Telepathy (Dream World) Base Stats: 68 HP / 65 Atk / 65 Def / 125 SAtk / 115 SDef / 80 Spd Pros: Excellent Sp. Attack and Sp. Defense, diverse movepool Cons: Low HP and Defense, mediocre Speed Gardevoir @Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Trace -Psychic -Thunderbolt -Focus Blast -Trick Gardevoir is one of the few Pokemon that gets the Trace ability. This lets it copy other useful abilities like Water Absorb, Volt Absorb, Swift Swim, and even Wonder Guard. With Choice Scarf, it can outspeed many threats, copy their abilities, and defeat them with one of its powerful special attacks. Psychic is your main move. Thunderbolt gives you coverage against opponents like Starmie and Skarmory. Focus Blast for Steel and Dark types. If you find yourself getting walled by Blissey and friends, use Trick to cripple them. Gardevoir @Leftovers EVs: 252 HP / 6 Def / 252 Spd Calm Nature Ability: Trace -Psychic -Wish -Heal Bell -Will-o-wisp/Thunder Wave Though Gardevoir won't be outclassing Blissey when it comes to Special Defense it can still use a support set well especially if it Traces a useful ability like Magic Guard. Wish and Heal Bell keep the rest of the team healthy. You can also inflict status on the opponent's team. Gardevoir @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Psychic -Thunderbolt -Focus Blast -Shadow Ball/Calm Mind It's not the fastest sweeper around, but it can use Trace to help it switch in easier. From there, it can deal major damage to most opponents with its vast array of special attacks. Shadow Ball handles opponent Psychics like Reuniclus. Calm Mind can also be used to boost your special stats and hit even harder. ---------------------[MASQUERAIN]------------------------ Type: Bug/Flying Ability: Intimidate/Unnerve (Dream World) Base Stats: 70 HP / 60 Atk / 62 Def / 80 SAtk / 82 SDef / 60 Spd Pros: Intimidate ability, 4x Fighting resistance Cons: All stats are mediocre or poor, 4x Stealth Rock weakness Masquerain @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Intimidate -Bug Buzz -Hydro Pump -Air Slash/Ice Beam -Quiver Dance Masquerain learns better special moves than most Bug/Flying Pokemon, but it really needs the boost from Quiver Dance. Otherwise it's just too slow and its Sp. Attack isn't that great. Bug Buzz is its best Bug move. Hydro Pump is good for Rock and Fire types. Air Slash can fill the role of Flying STAB, while Ice Beam covers Flying opponents. Masquerain @Leftovers EVs: 252 HP / 6 SAtk / 252 Spd Timid Nature Ability: Intimidate -Quiver Dance -Baton Pass -Bug Buzz -Substitute Use Quiver Dance and Baton Pass the boosts to a team mate. Heatran and Chandelure are great receivers since they appreciate the Speed boosts above anything else. You can also try to pass a Substitute while you're at it. ---------------------[BRELOOM]--------------------------- Type: Grass/Fighting Ability: Effect Spore/Poison Heal/Technician (Dream World) Base Stats: 60 HP / 130 Atk / 80 Def / 60 SAtk / 60 SDef / 70 Spd Pros: Excellent Attack, learns Spore Cons: 4x Flying weakness, mediocre speed Breloom @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Technician -Spore -Mach Punch -Bullet Seed -Swords Dance With Technician, STAB, and Swords Dance, Breloom can turn normally weak moves into extremely powerful attacks. Put an opponent to sleep with Spore, then set up with Swords Dance. Mach Punch is a priority move and will help you defeat faster opponents despite your mediocre speed. Bullet Seed is sure to deal major damage to any opponent not resistant to Grass. Even if it only hits twice, it will still have a base power of 112.5 due to Technician and STAB. If it hits all five times, it will have an incredible total power of 281.25, which will surely KO most opponents you'll face. Breloom @Toxic Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Poison Heal -Spore -Focus Punch -Substitute -Leech Seed/Stone Edge/Seed Bomb Breloom can still use its classic Spore + Focus Punch combo. This moveset can be quite devastating. Breloom can use Substitute as much as it wants since it will heal the HP lost through Poison Heal and Leech Seed. While that is going on, Breloom can smack opponents with a powerful Focus Punch. Seed Bomb is useful for a second STAB move to hit Ghost types. Stone Edge will hurt Flying opponents. ---------------------[SLAKING]--------------------------- Type: Normal Ability: Truant Base Stats: 150 HP / 160 Atk / 100 Def / 95 SAtk / 65 SDef / 100 Spd Pros: Incredible Attack, excellent stats all around Cons: Truant ability Slaking @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Return -Earthquake -Shadow Claw/Pursuit -Fire Punch Slaking's only goal is to hit hard and fast whenever it is allowed to attack. Choice Band gives Slaking's already godly Attack an even more massive boost so that almost nothing can stand in its way (as long as it isn't loafing around of course). Choice Scarf is a nice item too if you prefer surprising faster opponents. Return is your main attack. Don't use Giga Impact because it prevents you from switching after you attack. Earthquake for Steel and Rock types. Shadow Claw hits Ghosts and Pursuit nails fleeing opponents. Fire Punch is for things like Skarmory and Ferrothorn. ---------------------[NINJASK]--------------------------- Type: Bug/Flying Ability: Speed Boost/Infiltrator (Dream World) Base Stats: 61 HP / 90 Atk / 45 Def / 50 SAtk / 50 SDef / 160 Spd Pros: Incredible Speed Cons: Very frail, 4x Stealth Rock weakness Ninjask @Leftovers/Liechi Berry EVs: 60 HP / 252 Atk / 198 Spd Jolly Nature -X-Scissor -Substitute -Swords Dance -Baton Pass Ninjask is best used as a Baton Passer. It automatically gets free speed boosts with its special ability and in the meantime, it can Swords Dance or Sub. When you're ready, Baton Pass to a physical sweeper on your team. X-Scissor is a reliable Bug move and prevents you from being useless if you get Taunted. ---------------------[SHEDINJA]-------------------------- Type: Bug/Ghost Ability: Wonder Guard Base Stats: 1 HP / 90 Atk / 45 Def / 30 SAtk / 30 SDef / 40 Spd Pros: Unique ability in Wonder Guard Cons: Low Speed, only 1 HP, easily taken out by indirect damage including Sandstorm/Hail, Spikes/Stealth Rock, Poison/Burn/Confusion, etc. Shedinja @Focus Sash/Lum Berry EVs: 255 Atk / 255 Spd Adamant Nature -Shadow Sneak -X-Scissor -Will-o-wisp -Swords Dance/Protect Use Shedinja at your own risk since even with the awesome Wonder Guard, there are still many things that can kill you. Choose Shadow Sneak to bypass your terrible Speed and attack first. X-Scissor is there for Bug STAB. Will-o-wisp cripples physical sweepers. For your fourth move, use Swords Dance if you want Shedinja to take on an offensive role or go with Protect if you prefer defense. Protect also scouts for any supereffective moves the opponent may have. As for items, Focus Sash will save you from any hit while Lum Berry will cure damaging status effects. ---------------------[EXPLOUD]--------------------------- Type: Normal Ability: Soundproof/Scrappy (Dream World) Base Stats: 104 HP / 91 Atk / 63 Def / 91 SAtk / 63 SDef / 68 Spd Pros: Good HP, Atk, and great movepool Cons: Low speed and frail defenses Exploud @Life Orb EVs: 252 Atk / 104 SAtk / 152 Spd Lonely/Naughty Nature -Return -Earthquake -Fire Blast -Work Up/Crunch/Ice Beam Exploud has pretty good offenses on both sides of the attacking spectrum, which is further backed up by an extensive list of powerful physical and special moves. A mixed sweeping set is a great way to take advantage of this. Return is your main move for STAB. Earthquake will hurt Steel and Rock types. Fire Blast hits other Steels like Ferrothorn. You can use Work Up to boost both your attacking stats, but you may want another attack for coverage. Crunch is for Ghost types while Ice Beam is for bulky physical walls like Gliscor or Hippowdon. Exploud @Choice Band EVs: 252 Atk / 6 SAtk / 252 Spd Adamant Nature Ability: Scrappy -Return -Earthquake -Crunch -Overheat Typical hard hitting Choice Band set. Return is your most powerful move, and the other three attacks cover opponents resistant to Normal. Despite being a special move, Overheat will deal more damage to walls like Skarmory and Ferrothorn than any other physical Fire move you have. Scrappy is the ability to choose so that Ghosts won't be immune to your Normal attacks. Exploud @Choice Specs EVs: 6 HP / 252 Atk / 252 Spd Modest Nature Ability: Scrappy -Hyper Voice -Shadow Ball -Surf -Fire Blast Exploud's Sp. Attack is equal to its physical Attack plus it has an amazing special movepool and gets a STABed Hyper Voice. Shadow Ball for Ghosts, Surf for Rocks, and Fire Blast for Steels. ---------------------[HARIYAMA]-------------------------- Type: Fighting Ability: Thick Fat/Guts/Sheer Force (Dream World) Base Stats: 144 HP / 120 Atk / 60 Def / 40 SAtk / 60 SDef / 50 Spd Pros: Amazing HP, excellent Attack, great abilities Cons: Low Speed Hariyama @Leftovers EVs: 86 HP / 172 Atk / 252 Def Impish Nature Ability: Thick Fat -Force Palm -Stone Edge -Knock Off -Whirlwind Hariyama is one of the most defensive Fighting-types in the game and can survive attacks that most other Fighting Pokemon can't. A support based set is the best way to take advantage of Hariyama's bulkiness. Force Palm may be weak, but it has a high chance of paralysis which is useful due to your low Speed. Stone Edge hits Flying opponents. Whirlwind gives it the ability to phaze and Knock Off removes items that opponents may rely on. This set works great if you have a Pokemon that can set up entry hazards like Stealth or Spikes since Hariyama can force a lot of switches. Hariyama @Leftovers EVs: 48 HP / 252 Atk / 208 Def Adamant/Impish Nature Ability: Thick Fat -Substitute -Focus Punch -Stone Edge -Payback Hariyama has plenty of HP to make a huge Substitute. While it's behind the big fat Sub, it can safely use Focus Punch to deal lots of damage. Stone Edge for Flying-types. Payback takes advantage of your low Speed to strike after the opponent with double the power while your Sub takes the opponent's hit. For an ability, Thick Fat is the way to go since it gives you two additional resistances. Hariyama @Flame Orb/Toxic Orb EVs: 252 Atk / 212 Atk / 44 Spd Adamant Nature Ability: Guts -Fake Out -Close Combat -Stone Edge -Bullet Punch Hariyama can inflict status on itself to make it even stronger. Fake Out will always go first and flinch the opponent which gives your status orb a chance to activate. From there, you can hit opponents with your boosted Attack. This set makes a good lead since Fake Out can break Focus Sashes and Bullet Punch can finish off opponent leads. Hariyama @Choice Band EVs: 252 Atk / 212 Def / 44 Spd Adamant Nature Ability: Guts -Close Combat -Stone Edge -Ice Punch -Thunderpunch Though all out offense may be better left to other Fighting types, Hariyama still makes a sturdy Choice Bander and Guts let's it absorb status to make it even stronger. Close Combat is the strongest Fighting move for this set. While Stone Edge handles most Flying-types, Ice Punch and Thunderpunch can handle an even wider variety of opponents like Gyarados and Gliscor. ---------------------[DELCATTY]-------------------------- Type: Normal Ability: Cute Charm/Normalize/Wonder Skin (Dream World) Base Stats: 70 HP / 65 Atk / 65 Def / 55 SAtk / 55 SDef / 70 Spd Pros: Diverse movepool Cons: Overall stats are mediocre or terrible Delcatty @Leftovers EVs: 252 HP / 6 Def / 252 Spd Jolly Nature Ability: Cute Charm -Calm Mind/Work Up -Substitute -Baton Pass -Body Slam With those stats, it can't do much, but at least it can Baton Pass. Get a few boosts with Work Up or Calm Mind, then pass it to a team member who can actually sweep. Use Substitute to block status. Body Slam can paralyze opponents which can give you more chances to set up. Delcatty @Leftovers EVs: 252 HP / 6 Def / 252 Spd Jolly Nature Ability: Normal Skin -Thunder Wave -Heal Bell -Wish -Protect/Return/Body Slam Support Delcatty. Normalize lets you paralyze Ground types with Thunder Wave, which is pretty cool. Delcatty can also use Wish or Heal Bell to heal the team and keep party members healthy. However many better Normal types can also use those moves. You can try and use an attacking move somewhere, but don't expect to do much damage. ---------------------[SABLEYE]--------------------------- Type: Ghost/Dark Ability: Keen Eye/Stall/Prankster (Dream World) Base Stats: 50 HP / 75 Atk / 75 Def / 65 SAtk / 65 SDef / 50 Spd Pros: No weaknesses, diverse support movepool Cons: Overall poor stats Sableye @Leftovers EVs: 252 HP / 128 Def / 128 SDef Careful/Impish Nature Ability: Prankster -Will-o-wisp/Toxic -Taunt/Substitute -Recover -Night Shade Sableye is one of the more annoying users of Prankster and unlike Whimsicott, it has the advantage of having no weaknesses and a reliable recovery move. Inflict status with Will-o-wisp and Toxic. Taunt prevents opponents from healing or setting up, but you can also use Substitute to stall. Recover is essential to keep you healthy. Night Shade lets you deal consistent damage so you don't have to worry about having poor offensive stats. Overall this set is great at defeating walls like Blissey and Skarmory, but watch out for Magic Bounce and Magic Coat. ---------------------[MAWILE]---------------------------- Type: Steel Ability: Intimidate/Hyper Cutter/Sheer Force (Dream World) Base Stats: 50 HP / 85 Atk / 85 Def / 55 SAtk / 55 SDef / 50 Spd Pros: Diverse movepool Cons: Overall stats are poor and unimpressive Mawile @Leftovers EVs: 252 HP / 252 Def / 6 SDef Impish Nature Ability: Intimidate -Swords Dance -Baton Pass -Taunt -Iron Head/Substitute One thing that Mawile can do pretty well is Baton Pass. Intimidate, decent Defense, and many resistances let it switch in easily on many physical attackers. Swords Dance up and Baton Pass the boosts to another team member. Taunt prevents it from getting phazed. Iron Head gives you an attacking move and Substitute gives you another useful thing to pass. Mawile @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Sheer Force -Iron Head -Fire Fang -Crunch/Sucker Punch -Ice Fang/Brick Break A simple Choice Bander set. With Sheer Force, Mawile gets a boost in several attacks it learns including its main Steel move Iron Head. Fire Fang also gets a boost and lets you hit Steels like Scizor and Skarmory. Crunch is also boosted by Sheer Force, but Sucker Punch has priority and can finish off faster foes. Ice Fang is for Ground types like Gliscor. Brick Break doesn't get boosted, but it lets you deal with Heatran. ---------------------[AGGRON]---------------------------- Type: Steel/Rock Ability: Rock Head/Sturdy/Heavy Metal (Dream World) Base Stats: 70 HP / 110 Atk / 180 Def / 60 SAtk / 60 SDef / 50 Spd Pros: Great Attack and amazing Defense, Head Smash + Rock Head Cons: 4x Fighting and Ground weakness, low Speed Aggron @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Rock Head -Head Smash -Earthquake -Aqua Tail -Iron Head/Fire Punch Aggron is a great sweeper that can still wall a lot of things. The key here is a STABed Head Smash which is extremely powerful and won't deal recoil damage due to Rock Head. Head Smash and Earthquake together cover the majority of opponents. Aqua Tail covers Ground types like Hippowdon and Gliscor. Iron Head is good for a second STAB move. Fire Punch is effective against Ferrothorn. Aggron @Life Orb EVs: 4 HP / 252 Atk / 252 Spd Jolly Nature Ability: Rock Head -Head Smash -Earthquake -Aqua Tail -Rock Polish Rock Polish boosts Aggron's lowest stat and makes it a fast and powerful sweeper. With one Rock Polish, it can reach up to 348 Speed with a Jolly nature which is only a few points slower than Pokemon with base 110 Speed. Head Smash is insanely powerful while Earthquake covers Steel and Aqua Tail covers Ground. Aggron @Custap Berry/Lum Berry EVs: 252 HP / 252 Atk / 6 Def Brave/Relaxed Nature Ability: Sturdy -Metal Burst -Taunt/Protect -Endeavor -Stealth Rock There are plenty of Pokemon with the Sturdy ability, but Aggron is one of only a few Pokemon to learn Metal Burst. Use Protect to scout for your opponent's moves or Taunt to force them to use only offensive attacks. Then use Metal Burst to retaliate while Sturdy lets you survive even the strongest hits. Afterwards, set up some Stealth Rock or hit them with an Endeavor before you go down. Custap Berry activates when you're at low health and lets you attack first. Lum Berry can prevent status like Sleep from ruining your strategy. ---------------------[MEDICHAM]-------------------------- Type: Fighting/Psychic Ability: Pure Power/Telepathy (Dream World) Base Stats: 60 HP / 60 Atk / 75 Def / 60 SAtk / 75 SDef / 80 Spd Pros: Pure Power gives it amazing Attack Cons: Frail defenses, mediocre speed Medicham @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Pure Power -Hi Jump Kick/Drain Punch -Zen Headbutt -Thunderpunch -Ice Punch Medicham's unique Pure Power ability makes it stand out as a Fighting-type. Hi Jump Kick's increased power makes Medicham an even more powerful fighting force than before. But people switching in their Ghost types on it will make Medicham crash and hurt itself. Use the weaker Drain Punch if you don't want this to happen. Zen Headbutt is another great physical STAB, while Thunderpunch and Ice Punch take care of all the Flying types you'll face. Use Choice Band for a massive power boost or Choice Scarf to increase your lackluster Speed stat. ---------------------[MANECTRIC]-------------------------- Type: Electric Ability: Static/Lightning Rod/Minus (Dream World) Base Stats: 70 HP / 75 Atk / 60 Def / 105 SAtk / 60 SDef / 105 Spd Pros: Good Sp. Atk/Speed Cons: Frail defenses, Special movepool is somewhat limited Manectric @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Lightning Rod -Thunderbolt -Flamethrower -Signal Beam/Charge Beam -Hidden Power [Ice] Switch into any Electric move and grab a Special Attack boost, then sweep with your attacks. Flamethrower is a great move that few Electric-types can learn and is a great option against Grass opponents. You can use Signal Beam for Psychic-types or try to boost your Sp. Attack even further by using Charge Beam. Hidden Power Ice covers Dragons and Ground types. ---------------------[PLUSLE]-[MINUN]----------------------- Type: Electric Ability: Plus (Plusle)/ Minus (Minun) Plusle Base Stats: 60 HP / 50 Atk / 40 Def / 85 SAtk / 75 SDef / 95 Spd Minun Base Stats: 60 HP / 40 Atk / 50 Def / 75 SAtk / 85 SDef / 95 Spd Pros: Good Speed COns: Limited movepool, overall mediocre stats Plusle/Minun @Salac Berry/Petaya Berry/Focus Sash EVs: 252 HP / 6 SAtk / 252 Spd Timid Nature -Thunderbolt -Nasty Plot -Baton Pass -Substitute/Agility Plusle and Minun are so similar that they get the same entry. These two are rather decent Baton Passers, especially with the ability to pass Nasty Plot. Substitute can also be passed and you can use it to activate a stat-boosting berry. If you want, you can use Agility instead to pass some Speed and use Focus Sash as an item. ---------------------[VOLBEAT]---------------------------- Type: Bug Ability: Swarm/Illuminate/Prankster (Dream World) Base Stats: 65 HP / 73 Atk / 55 Def / 47 SAtk / 75 SDef / 85 Spd Pros: Able to Baton Pass Tail Glow Cons: Overall mediocre stats, Stealth Rock weakness Volbeat @Focus Sash EVs: 252 HP / 6 Def / 252 Spd Timid Nature Ability: Prankster -Tail Glow -Baton Pass -Encore -Bug Buzz While Volbeat's Sp. Attack is terrible, it has the ability of being able to Baton Pass Tail Glows to special sweepers on your team. What makes this set stand out from other Baton Passers is the Prankster ability. In fact, it and Illumise are the only Baton Passers that get this ability and it makes Baton Passing so much easier since Speed isn't an issue. With just two Tail Glows, your Sp. Attack will be completely maxed out. You also have Encore which can be used to make opponents repeat non-damaging moves and give you more time to set up. ---------------------[ILLUMISE]------------------------- Type: Bug Ability: Oblivious/Tinted Lens/Prankster (Dream World) Base Stats: 65 HP / 47 Atk / 55 Def / 73 SAtk / 75 SDef / 85 Spd Pros: Tinted Lens Cons: Overall mediocre stats, Stealth Rock weakness Illumise @Leftovers EVs: 252 HP / 6 Def / 252 SDef Calm Nature Ability: Prankster -Thunder Wave -Wish -Charm/Protect -Bug Buzz Illumise can't learn Tail Glow like Volbeat can, but she can still make a decent support Pokemon with Prankster giving her support moves priority. Start by paralyzing foes with Thunder Wave or healing yourself or the rest of the team with Wish. Charm annoys physical attackers while Protect ensures Wish will always heal you. Bug Buzz is your best bet for an offensive move. Illumise @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Tinted Lens -Bug Buzz -Shadow Ball -Thunderbolt -Hidden Power [Fire] Being the special counterpart of Volbeat, Illumise has a decent special movepool to exploit. What makes this set work is Tinted Lens, which means that Pokemon normally resistant to her moves will get hit at full power. Thunderbolt handles Flying types, Shadow Ball for Ghosts, and Hidden Power Fire for Steels. ---------------------[SWALOT]-------------------------- Type: Poison Ability: Liquid Ooze/Sticky Hold/Gluttony (Dream World) Base Stats: 100 HP / 73 Atk / 83 Def / 73 SAtk / 83 SDef / 55 Spd Pros: High HP, good movepool Cons: Low speed, other stats are mediocre Swalot @Leftovers EVs: 252 HP / 6 Def / 252 SDef Calm Nature Ability: Sticky Hold -Yawn -Pain Split -Stockpile -Sludge Bomb/Ice Beam With high HP and above average defenses, it can survive more assaults than you expect. Yawn is great at forcing switches, otherwise the opponent will be put to Sleep. Pain Split is Swalot's main method of restoring health when it is weak. Stockpile boosts your defenses even further, although you can only use it three times maximum. Sludge Bomb is STABed and has a high chance of Poison, but Ice Beam can handle Ground types. Swalot @Leftovers EVs: 252 HP / 6 Atk / 252 SDef Careful Nature Ability: Sticky Hold -Gunk Shot -Earthquake -Curse -Pain Split This Cursing set sort of makes it a lesser version of Muk, though it at least learns Pain Split if you want to keep it healthy. Gunk Shot is your most powerful Poison attack, though it's inaccurate. Earthquake handles Steels that are immune to Poison moves. ---------------------[SHARPEDO]------------------------ Type: Water/Dark Ability: Rough Skin/Speed Boost (Dream World) Base Stats: 70 HP / 120 Atk / 40 Def / 95 SAtk / 40 SDef / 95 Spd Pros: Great Attack and good S. Atk and Speed Cons: Very frail defenses Sharpedo @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Speed Boost -Waterfall -Crunch -Earthquake/Ice Fang -Protect Sharpedo can be a fearsome sweeper with its excellent Attack and good Speed increased even further with Speed Boost. Waterfall is its most powerful physical Water move and Crunch fills the role of a Dark move. Earthquake will destroy most Electric types and is your best move against Ferrothorn. Ice Fang can be used to take on Dragons and Grass-types. Since Sharpedo can't take a hit, Protect is used to ensure you gain at least one Speed Boost in order to outrun your opponent. Sharpedo @Life Orb EVs: 6 Atk / 252 SAtk / 252 Spd Rash Nature Ability: Speed Boost -Surf/Hydro Pump -Ice Beam -Earthquake -Protect/Hidden Power [Fire] Sharpedo's special side is lower than its physical, but it still makes a good mixed sweeper since its special attacks are generally more powerful than its physical attacks. Water and Ice moves have good coverage together, Earthquake is still a reliable physical move, and HP Fire can be used to hurt Ferrothorn. ---------------------[WAILORD]------------------------- Type: Water Ability: Water Veil/Oblivious/Pressure (Dream World) Base Stats: 170 HP / 90 Atk / 45 Def / 90 SAtk / 45 SDef / 60 Spd Pros: Incredible HP Cons: Slow, very low defenses Wailord @Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Water Veil -Water Spout -Ice Beam -Hydro Pump -Hidden Power [Grass/Fire] Water Spout is the most powerful Water move in the game, but requires the user to be at maximum health to enjoy its full potential. This usually means being faster than the opponent before they can hit you. Wailord is pretty slow, so it needs Choice Scarf to boost its Speed to hit opponents with a full power Water Spout. When your health gets low, use Hydro Pump so you can still have a powerful Water move. Ice Beam covers Grass and Dragons. Hidden Power Grass handles other Waters while Fire covers Ferrothorn. ---------------------[CAMERUPT]------------------------ Type: Ground/Fire Ability: Magma Armor/Solid Rock/Anger Point (Dream World) Base Stats: 70 HP / 100 Atk / 70 Def / 105 SAtk / 75 SDef / 40 Spd Pros: Excellent offensive stats, Solid Rock ability Cons: Very slow, 4x Water weakness Camerupt @Air Balloon/Leftovers EVs: 252 HP / 252 SAtk / 6 Def Quiet Nature Ability: Solid Rock -Eruption -Earth Power -Hidden Power [Ice/Electric] -Fire Blast Camerupt has great Sp. Attack and learns the massively powerful Eruption, but it's way too slow to use it even with a Choice Scarf. However, it can take advantage of Trick Room conditions to benefit its low Speed. When your HP gets low, switch to Fire Blast as an alternate Fire move. Earth Power is your Ground move and hits Rocks and other Fire types. HP Ice takes care of Dragons while HP Electric is for Water-types. Camerupt @Choice Band EVs: 252 HP / 252 Atk / 6 Def Adamant/Brave Nature Ability: Solid Rock -Earthquake -Stone Edge -Overheat -Explosion Camerupt doesn't need to be in a Trick Room to deal lots of damage. A generic, but powerful Choice Band set will still work. Earthquake and Stone Edge handle most opponents. Overheat deals with physical walls like Skarmory and Ferrothorn. Explosion is a last resort move that can take down an opponent when you feel that Camerupt's time is up. Camerupt @Life Orb EVs: 252 Atk / 6 SAtk / 252 Spd Naughty/Rash Nature -Earthquake -Stone Edge -Fire Blast -Rock Polish Overcome your low Speed with Rock Polish. By doubling your Speed, you can reach 392 Speed, which is even faster than Keldeo. Afterwards, Camerupt can be a pretty threatening mixed sweeper with powerful physical and special attacks. ---------------------[TORKOAL]------------------------- Type: Fire Ability: White Smoke/Shell Armor (Dream World) Base Stats: 70 HP / 85 Atk / 140 Def / 85 SAtk / 70 SDef / 20 Spd Pros: Amazing Defense Cons: Very slow, Stealth Rock weakness Torkoal @Leftovers EVs: 252 HP / 252 Def / 6 SDef Bold Nature Ability: Shell Armor -Rapid Spin -Stealth Rock -Toxic/Yawn -Lava Plume Torkoal does a nice job of taking physical hits, so a defensive set lets it last for a while and potentially support the team. Rapid Spin is key here since Torkoal is the only Fire-type that learns it. It can also lay down some Stealth Rocks. Toxic weakens opponents, especially Water types, while Yawn can force switches unless the enemy wants to fall asleep. Lava Plume is nice for a chance to Burn and should be used over Flamethrower or Fire Blast for this reason. ---------------------[GRUMPIG]------------------------- Type: Psychic Ability: Thick Fat/Own Tempo/Gluttony (Dream World) Base Stats: 80 HP / 45 Atk / 65 Def / 90 SAtk / 110 SDef / 80 Spd Pros: Great Sp. Defense and good Sp. Attack Cons: Other stats are lackluster, Pursuit weakness Grumpig @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature Ability: Thick Fat -Psychic -Shadow Ball -Focus Blast -Trick Grumpig is one of several Psychic types that can hit hard with special moves and Trick a Choice item onto any opponent that gives them trouble (especially Blissey and Chansey). Psychic is your main move, Shadow Ball hurts other Psychics, and Focus Blast deals a lot of damage to enemy Steel and Dark Pokemon. Grumpig @Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Thick Fat -Psychic -Focus Blast -Calm Mind -Substitute/Shadow Ball Calm Mind, Thick Fat, and a high Sp. Defense mean Grumpig can take special hits very well and use the oppurtunity to set up for a sweep. Substitute prevents status and can give it an extra turn to Calm Mind. Psychic and Focus Blast have pretty good coverage together. If you want, you can use Shadow Ball for additional coverage versus Psychics. Grumpig @Leftovers EVs: 252 HP / 80 Def / 176 SDef Calm Nature Ability: Thick Fat -Psychic -Thunder Wave -Magic Coat/Heal Bell -Reflect Grumpig can be a pretty good supporter and special wall if you don't want to use something like Blissey. Thunder Wave cripples opponents and greatly lowers their Speed. Magic Coat can deflect status and entry hazards back at the opponent. Heal Bell gives you a chance to heal status from the rest of the team. Finally, Reflect softens physical attacks that target your weaker Defense stat. ---------------------[SPINDA]-------------------------- Type: Normal Ability: Own Tempo/Tangled Feet/Contrary (Dream World) Base Stats: 60 HP / 60 Atk / 60 Def / 60 SAtk / 60 SDef / 60 Spd Pros: Very diverse movepool Cons: All of its stats are bad Spinda @Leftovers EVs: 252 HP / 6 Def / 252 Spd Jolly Nature Ability: Own Tempo -Substitute -Calm Mind -Taunt/Magic Coat -Baton Pass Since Spinda can't really hurt anything, it might as well try to support the team. Block status with Substitute while you Calm Mind up and Baton Pass the boosts. Taunt any attempts to Roar or Whirlwind you away. Magic Coat also works against phazing moves and stops opponents from shutting you down with Taunt or Encore. Spinda @Focus Sash EVs: 252 HP / 252 Atk / 6 Spd Loenly Nature Ability: Own Tempo -Counter -Sucker Punch -Magic Coat -Flail Spinda's bad Defense actually comes in handy here. Allow the opponent to hit you while you Counter back their attack. If the opponent is still standing, finish them off with Sucker Punch. If they try to avoid it by using a status move, reflect it back with Magic Coat. Flail is filler, but it has amazing power when you're at 1 HP. ---------------------[FLYGON]-------------------------- Type: Ground/Dragon Ability: Levitate Base Stats: 80 HP / 100 Atk / 80 Def / 80 SAtk / 80 SDef / 100 Spd Pros: High Attack and Speed, Ground/Electric immunity Cons: Can't boost its Attack stat, slightly outclassed by Garchomp Flygon @Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Earthquake -Outrage -U-Turn -Fire Punch/Stone Edge U-Turn and Levitate both set Flygon apart from Garchomp. Although Flygon will never reach Garchomp's sheer power, it makes a far better scout. For this set, hit things with U-Turn so you can scout the enemy team. When you know what Pokemon your opponent is using, you can use your more powerful attacks to take them down. Fire Punch is effective against Steels without a Ground weakness like Skarmory, Scizor, and Ferrothorn. Stone Edge can hit Flying opponents like Gyarados and Zapdos, as well as opponents carrying an Air Balloon like Heatran. Flygon @Life Orb EVs: 6 Atk / 252 SAtk / 252 Spd Naive Nature -Draco Meteor -Fire Blast -Earthquake -Roost This is a Life Orb set focused towards Special Attack. It's more unexpected since most people won't expect Flygon to have special attacks. This surprise can take down physical walls that the opponent switches in. Earthquake is needed in order to prevent Blissey and other special walls from stopping you. Roost heals off damage including Life Orb recoil. Flygon @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Earthquake -Outrage -Stone Edge -Fire Punch This set seems very similar to the Choice Scarf set, but it plays the role of a powerful sweeper rather than a speedy scout and revenge killer. The combination of STAB Earthquake and Outrage can 2HKO just about every thing in the game. A Fire attack is needed again for a quick kill on things like Skarmory and Forretress. ---------------------[CACTURNE]------------------------ Type: Grass/Dark Ability: Sand Veil/Water Absorb (Dream World) Base Stats: 70 HP / 115 Atk / 60 Def / 115 SAtk / 60 SDef / 55 Spd Pros: Great offenses, Sandstorm immunity Cons: 4x Bug weakness, frail defenses, very slow Cacturne @Leftovers/Brightpowder EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Sand Veil -Substitute -Focus Punch -Sucker Punch -Swords Dance Substitute is the key to this set. With a Substitute up, you can safely use Focus Punch without worrying about getting hit in the process. It also forces your opponent to attack you to break your Sub, and when that happens, you can Sucker Punch them in their face. If your opponent decides not to attack, he will be giving you free chances to use Swords Dance. Use this set on a Sandstorm team because Sand Veil and Brightpowder will greatly reduce the accuracy of your opponent's moves and it can be difficult to take down despite its low defenses. Cacturne @Leftovers/Brightpowder EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Sand Veil -Substitute -Leech Seed -Sucker Punch -Focus Punch/Spikes This set trades offensive power for residual damage. You still need Substitute to block your opponent's moves. Substitute works great with Leech Seed to drain your opponent's health while restoring yours. Since Leech Seed causes switches, you can lay down some layers of Spikes to damage opponents that switch in. ---------------------[ALTARIA]------------------------- Type: Dragon/Flying Ability: Natural Cure/Cloud Nine (Dream World) Base Stats: 75 HP / 70 Atk / 90 Def / 70 SAtk / 105 SDef / 80 Spd Pros: Good Defense and Sp. Defense Cons: Mediocre stats everywhere else, 4x Ice weakness Altaria @Leftovers EVs: 252 HP / 120 Def / 136 SDef Calm Nature Ability: Natural Cure -Dragon Claw -Roost -Heal Bell -Haze/Perish Song Altaria isn't the most offensive Dragon type, but it does do a good job of supporting the team. Roost keeps it alive and can temporarily reduce its weakness to Ice during the turn you Roost. You can heal yourself and the rest of the team with Heal Bell. Haze and Perish Song are both used to stop opponents from stat-boosting. Perish Song works well with entry hazards since it will force your opponent to switch. Altaria @Leftovers EVs: 252 HP / 6 Def / 252 Spd Calm Nature -Toxic -Roost -Cotton Guard -Flamethrower This is Altaria's best set for stalling. Weaken opponents with Toxic, then keep yourself healthy with Roost. Cotton Guard gives your Defense a massive boost. It takes just two uses of it to fully max out your Defense. Flamethrower is needed for the various Steel types that are immune to Toxic. ---------------------[ZANGOOSE]------------------------ Type: Normal Ability: Immunity/Toxic Boost Base Stats: 73 HP / 115 Atk / 60 Def / 60 SAtk / 60 SDef / 90 Spd Pros: Excellent Attack and good Speed Cons: Frail defenses Zangoose @Toxic Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Toxic Boost -Facade -Shadow Claw -Close Combat -Swords Dance/Quick Attack Zangoose is the only Pokemon that gets the Wild Poison ability. When it gets poisoned, its Attack will be boosted and so with Facade's power. This is a deadly combination that will destroy everything that doesn't resist Normal. Being Poisoned also means it can't be affected by other status like Burn or Sleep. Shadow Claw covers Ghosts and Close Combat covers Rocks and Steels. If you have the chance, you can use Swords Dance to deal even more damage. However its always useful to have a priority move like Quick Attack especially since Zangoose isn't all that fast. ---------------------[SEVIPER]------------------------- Type: Poison Ability: Shed Skin/Infiltrator (Dream World) Base Stats: 73 HP / 100 Atk / 60 Def / 100 SAtk / 60 SDef / 65 Spd Pros: Good offensive stats, diverse movepool Cons: Slow, frail defenses Seviper @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant/Naughty Nature Ability: Shed Skin -Poison Jab -Earthquake -Crunch/Flamethrower -Glare Physical sweeping Seviper. Poison Jab is your strongest physical Poison move. Earthquake covers Steel and Rock types while Crunch takes care of Ghosts and Psychics. If you want to deal with physical walls like Skarmory and Forretress use Flamethrower with a Naughty nature and put some EVs into Sp. Attack. Glare is useful for paralysis, which makes up for Seviper's low speed. Seviper @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Modest Nature Ability: Shed Skin -Sludge Wave -Flamethrower -Giga Drain -Dark Pulse/Glare Seviper has access to several powerful special attacks. Sludge Wave for STAB, Flamethrower for Steel types and Giga Drain takes care of Ground opponents while restoring some of your health. Dark Pulse is for Psychics, but you may want to go for paralysis anyways. Seviper @Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Shed Skin -Poison Jab -Earthquake -Sucker Punch -Switcheroo/Final Gambit Choice Scarf boosts Seviper's low Speed and makes it a pretty decent revenge killer. Sucker Punch will go first and deal with most Psychic-type opponents. You can also use Switcheroo on walls to cripple them with your Scarf. Another trick Seviper can use is Final Gambit, a suicide move that deals damage based on how much remaining HP you have. It can be useful in taking down a really tough opponent, but it won't work on Ghosts. ---------------------[LUNATONE]------------------------ Type: Rock/Psychic Ability: Levitate Base Stats: 70 HP / 55 Atk / 65 Def / 95 SAtk / 85 SDef / 70 Spd Pros: Good Sp. Attack, good movepool Cons: Mediocre HP, Defense, and Spd Lunatone @Leftovers EVs: 252 HP / 252 Def / 6 Spd Bold Nature -Calm Mind/Charge Beam -Substitute/Cosmic Power -Rock Polish -Baton Pass Lunatone can make a really nice Baton Passer since it learns several stat- boosting moves that can benefit the team. Calm Mind boosts both your special stats, but you can also use Charge Beam with Cosmic Power power to achieve a similar effect. Rock Polish doubles your Speed which can make it easier to Baton Pass. Substitute protects you from status so you can set up more safely. Keep in mind that Baton Pass is only available from Pokemon XD. Lunatone @Leftovers/Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Psychic -Ice Beam -Earth Power -Shadow Ball/Calm Mind Lunatone isn't the best Psychic-type special sweeper out there, but it learns a few moves that most other Psychics don't get. First is Ice Beam, which has great type coverage against many opponents. Earth Power is another nice move which deals with Steel-types. In the last slot, you can use Shadow Ball for other Psychis, but you can also use Calm Mind to boost your special stats. ---------------------[SOLROCK]------------------------- Type: Rock/Psychic Ability: Levitate Base Stats: 70 HP / 95 Atk / 85 Def / 55 SAtk / 65 SDef / 70 Spd Pros: Good Attack, good movepool Cons: Mediocre HP, Sp. Defense, and Spd Solrock @Leftovers EVs: 252 HP / 6 Atk / 252 Def Relaxed Nature -Stone Edge -Earthquake -Stealth Rock -Trick Room Solrock is a great Trick Room user since it can also learn Stealth Rock and lay them down. Solrock @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish Nature -Stone Edge -Substitute/Cosmic Power -Rock Polish -Baton Pass Like Lunatone, Solrock can also get Baton Pass from Pokemon XD. It learns pretty much the same stat-boosting moves that Lunatone does. The only major difference is that Solrock is bulkier on the physical side. ---------------------[WHISCASH]------------------------ Type: Water/Ground Ability: Oblivious/Anticipation/Hydration (Dream World) Base Stats: 110 HP / 78 Atk / 73 Def / 76 SAtk / 71 SDef / 60 Spd Pros: High HP, Dragon Dance Cons: Overall mediocre stats Whiscash @Leftovers/Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Hydration -Earthquake -Waterfall -Stone Edge -Dragon Dance Whiscash is the only Water/Ground type that learns Dragon Dance and should use it to stand out from Swampert, Quagsire, Gastrodon, and Seismitoad. Dragon Dance boosts your low Speed and mediocre Attack so you can stand a chance of sweeping. Earthquake and Waterfall have great coverage and Stone Edge covers Flying opponents. Hydration is the best ability since it instantly heals any status effects as long as it's raining. This means Whiscash is best used on a Rain team. ---------------------[CRAWDAUNT]----------------------- Type: Water/Ground Ability: Hyper Cutter/Shell Armor/Adaptability (Dream World) Base Stats: 63 HP / 120 Atk / 85 Def / 90 SAtk / 55 SDef / 55 Spd Pros: Excellent Attack Cons: Slow and rather low defenses Crawdaunt @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Adaptability -Crabhammer -Crunch -X-Scissor/Brick Break -Dragon Dance Like the Whiscash set above, Crawdaunt can also use Dragon Dance. It will have an easier time to sweep not only because it has very high Attack, but also because of Adaptability which essentially doubles the power of its Water and Dark moves. Crabhammer is its most powerful physical Water move and has a massive 180 power with Adaptability. Crunch is also strong, reaching 160 power. X-Scissor helps you deal with Grass opponents, but Brick Break is needed to stand a chance against Ferrothorn and Empoleon. Crawdaunt @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Adaptability -Crabhammer -Crunch -X-Scissor -Superpower Crawdaunt won't always have the chance to set up with Dragon Dance, so a Choice Band set can help you deal damage right away. Superpower is your most powerful move against Ferrothorn and Empoleon and can potentially OHKO both. ---------------------[CLAYDOL]------------------------- Type: Ground/Psychic Ability: Levitate Base Stats: 60 HP / 70 Atk / 105 Def / 70 SAtk / 120 SDef / 75 Spd Pros: Great support movepool, great defenses Cons: Pursuit weakness Claydol @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature -Rapid Spin -Stealth Rock -Shadow Ball -Earth Power Claydol does a great job of supporting the team. It is one of the better Rapid Spinners in the game since it resists Stealth Rock and is immune to both Spikes and Toxic Spikes. Claydol can also lay down some entry hazards of its own. If a Ghost-type switches in to block your Rapid Spin, hit it with a Shadow Ball. Earth Power is there for STAB. Claydol @Light Clay EVs: 252 HP / 252 Def / 6 SAtk Bold Nature -Reflect -Light Screen -Earth Power -Stealth Rock/Rapid Spin Light Clay seems to have been made with Claydol in mind since Claydol does a great job of setting up dual screens to reduce damage to the rest of the team. You can also use Stealth Rock or Rapid Spin on this set if you don't have any other Pokemon that can use those moves. ---------------------[CRADILY]------------------------- Type: Grass/Rock Ability: Suction Cups/Storm Drain (Dream World) Base Stats: 86 HP / 81 Atk / 97 Def / 81 SAtk / 107 SDef / 43 Spd Pros: Great defenses, Grass typing gives it neutrality to Water and Ground Cons: Very Slow Cradily @Leftovers EVs: 252 HP / 164 Def / 94 SDef Careful/Impish Nature Ability: Suction Cups -Stone Edge/Rock Slide -Stockpile -Toxic -Recover Cradily makes a nice special wall and it does this even better in the Sandstorm. The sand boosts its Sp. Defense to well over 400. It can boost both of its defenses even further with Stockpile and it won't have to worry about phazing moves because of its Suction Cups ability. While it's doing this, it can use Toxic to stall and weaken opponents. Use Recover to keep it alive and healthy for a long time. Rock attacks give you a damaging move. Use Stone Edge for more power or Rock Slide for more PP. Cradily @Leftovers EVs: 252 HP / 6 Atk / 252 SDef Careful Nature Ability: Suction Cups -Rock Slide -Curse -Rest -Sleep Talk Despite this set having only one attack, it can actually sweep an unprepared team. The goal is to set up Curse to boost your physical Attack and Defense while your high Sp. Defense fends off special attacks. When you're low on health, use Rest and continue to set up or attack with Sleep Talk. Rest is used over Recover because it prevents status like Toxic from ruining you. After enough boosts, you'll be doing a lot of damage with Rock Slide while taking very little damage in return. Cradily @Leftovers/Life Orb EVs: 252 HP / 252 Atk / 6 SDef Adamant Nature Ability: Suction Cups -Stone Edge -Earthquake/Seed Bomb -Swords Dance -Recover This is the most offensive Cradily set. Although Cradily doesn't seem like much of a sweeper, it can deal a lot of damage after a Swords Dance boost. Stone Edge is your most powerful STAB move while Earthquake and Seed Bomb both provide good coverage along side. Recover away any damage you take. ---------------------[ARMALDO]------------------------- Type: Bug/Rock Ability: Battle Armor/Swift Swim (Dream World) Base Stats: 75 HP / 125 Atk / 100 Def / 70 SAtk / 80 SDef / 45 Spd Pros: High Attack, good Defense Cons: Very slow, Stealth Rock weakness Armaldo @Life Orb EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Battle Armor -Stone Edge -X-Scissor -Earthquake -Swords Dance The goal is simple. Swords Dance to boost your Attack, then sweep. Stone Edge is your most powerful move against most opponents. X-Scissor takes advantage of your Bug STAB. Earthquake hits the Steel-types that resist both Rock and Bug. Use this in a Sandstorm team so that your Sp. Defense will be buffed up. With bulky defenses on both sides and Battle Armor shielding it from critical hits, Armaldo won't be easy to take down. Armaldo @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Swift Swim -Stone Edge -X-Scissor -Earthquake -Swords Dance Here's a set that can be used on a Rain team. Swift Swim doubles Armaldo's worst stat. With a Speed in the upper 300s or lower 400s, it will be able to outrun a lot of opponents that would usually give it trouble. With STAB Bug and Rock moves, Armaldo can fend off other weather changers like Ninetales, Tyranitar, and Abomasnow. Hippowdon is the only weather Pokemon that can stand up to Armaldo's fierce physical assaults. Armaldo @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish Nature Ability: Battle Armor -Rock Blast -Stealth Rock -Rapid Spin -Knock Off Don't think that Armaldo can only be offensive. It does pretty well with a defensive set, especially as a lead. Lay down some Stealth Rock, then Rapid Spin away your opponent's entry hazards. Knock Off can remove any items your opponent relies on. Rock Blast is used to break through Substitutes and Focus Sashes. --------------------[MILOTIC]--------------------------- Type: Water Ability: Marvel Scale/Cute Charm (Dream World) Base Stats: 95 HP / 60 Atk / 79 Def / 100 SAtk / 125 SDef / 81 Spd Pros: Great defensive stats, unique ability Cons: Shallow movepool Milotic @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature Ability: Marvel Scale -Scald -Ice Beam -Recover -Toxic/Haze/Dragon Tail Milotic is a very durable Pokemon. Its high HP, good defenses, and ability to Recover means it can last quite a while. Scorch opponents with Scald and hopefully you'll be able to inflict a Burn. Ice Beam can take down Grass and Dragon opponents. Toxic is useful for weakening opponents especially other Water types. Haze removes stat boosts and prevents sweepers from setting up. Dragon Tail does the same thing, except it also deals damage and makes foes switch out. Milotic @Leftovers EVs: 252 HP / 252 Def / 6 SDef Calm Nature Ability: Marvel Scale -Scald -Dragon Tail -Rest -Sleep Talk Marvel Scale is activated when Milotic puts itself to sleep, so this set is capable of lasting extremely long. However you don't want to be vulnerable when you're sleeping, so be sure to use Sleep Talk so you can still attack while you slumber. --------------------[CASTFORM]-------------------------- Type: Normal Ability: Forecast Base Stats: 70 HP / 70 Atk / 70 Def / 70 SAtk / 70 SDef / 70 Spd Pros: Diverse special movepool, unique ability Cons: All around mediocre stats Castform @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature -Weather Ball -Thunder -Solarbeam -Blizzard Unlike some weather Pokemon who are reliant on only one type of weather, Castform can change forms and adapt to any weather. Weather Ball is its main move and can change type just like Castform can. Your other three moves are used depending on the current weather condition. Thunder always hits in the Rain, Blizzard always hits in the Hail, and Solarbeam needs no charging when the weather is Sunny. Although Castform has no Sandstorm form, Weather Ball still becomes a Rock-type. --------------------[KECLEON]--------------------------- Type: Normal Ability: Color Change Base Stats: 60 HP / 90 Atk / 70 Def / 60 SAtk / 120 SDef / 40 Spd Pros: Great Sp. Defense, very diverse movepool Cons: Slow, Color Change can be used against it Kecleon @Leftovers EVs: 252 HP / 252 Atk / 6 Def Adamant Nature -Focus Punch -Sucker Punch -Magic Coat -Snatch Kecleon is really slow, but has a lot of moves based on priority so its Speed doesn't really matter. Focus Punch and Sucker Punch have great coverage together and are especially effective if you're good at prediction. Sucker Punch your opponent if they try to attack you or Focus Punch them if they don't. If any status or entry hazards are coming your way, bounce them back with Magic Coat. And if they try to set up with stat-boosting moves or Substitute, Snatch will steal those moves and use them for your own benefit. Kecleon @Leftovers EVs: 252 HP / 6 Atk / 252 Def Careful Nature -Stealth Rock -Thunder Wave -Return -Recover Kecleon is a pretty decent support Pokemon with high Sp. Defense and a reliable recovery move. It can lay down entry hazards with Stealth Rock, then paralyze opponents with Thunder Wave. Return is good for a STAB move, but don't rely on it since your type is likely to change throughout the battle. Recover lets you stay healthy. --------------------[BANETTE]-------------------------- Type: Ghost Ability: Insomnia/Frisk/Cursed Body (Dream World) Base Stats: 64 HP / 115 Atk / 65 Def / 83 SAtk / 63 SDef / 65 Spd Pros: High Attack Cons: Slow, frail defenses, limited movepool Banette @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Insomnia -Will-o-wisp/Thunder Wave -Knock off -Destiny Bond -Shadow Sneak Banette has a limited movepool and though it looks like it should be a physical sweeper, it's more of a support Pokemon because it can't learn enough good physical moves. Inflict status with Thunder Wave or Will-o-wisp, Knock Off items, and use Destiny Bond to bring tough oppponents down with you. Shadow Sneak ignores your low Speed and always hits first. Banette @Focus Sash EVs: 252 HP / 252 Atk / 6 Def Brave Nature Ability: Insomnia -Trick Room -Shadow Claw -Magic Coat -Destiny Bond Banette is a good user of Trick Room since it is slow and immune to Sleep. If opponents try to shut you down with Taunt or set up entry hazards, reflect it back with Magic Coat. Otherwise Focus Sash should save you from most Attacks. Once you have Trick Room started, you can attack with Shadow Claw or bring opponents down with Destiny Bond if you're low on health. --------------------[TROPIUS]-------------------------- Type: Grass/Flying Ability: Chlorophyll/Solar Power/Harvest (Dream World) Base Stats: 99 HP / 68 Atk / 83 Def / 72 SAtk / 87 SDef / 51 Spd Pros: Good HP, Harvest ability Cons: Poor speed, mediocre offenses, 4x Ice weakness, Stealth Rock weak Tropius @Sitrus Berry EVs: 252 HP / 252 Def / 6 SDef Bold Nature Ability: Harvest -Leech Seed -Substitute -Air Slash -Protect/Giga Drain/Toxic Tropius and Exeggutor are the only two Pokemon in the game with the Harvest ability. This means that they can restore health with Sitrus Berry over and over again everytime they fall below half HP. Combine this with Leech Seed and you have a combination that will last as long as you still have PP. Unlike Exeggutor, Tropius has better defenses, fewer weaknesses, and can hit Grass types with a STAB Air Slash. For your last slot, use Protect for more stalling, Giga Drain for a second attack, or Toxic to weaken your opponent more quickly. Tropius @Lum Berry EVs: 6 HP / 252 SAtk / 252 Spd Jolly Nature Ability: Harvest -Leaf Blade -Earthquake -Return/Rest -Dragon Dance Tropius doesn't have to stall, it can also sweep after a couple of Dragon Dances. With Harvest, you are practically immune to status since Lum Berry will cure you and then regenerate afterwards. Leaf Blade is your best physical move and Earthquake will handle Steel, Fire, and Poison opponents. You can use Return for additional coverage against Flying and Grass foes. Or you can use Rest to fully heal yourself and instantly wake up. ---------------------[CHIMECHO]------------------------ Type: Psychic Ability: Levitate Base Stats: 65 HP / 50 Atk / 70 Def / 95 SAtk / 80 SDef / 65 Spd Pros: Nice support movepool Cons: Stats are overall mediocre Chimecho @Leftovers EVs: 252 HP / 252 SDef / 6 Spd Calm Nature -Psychic -Heal Bell -Wish -Thunder Wave/Reflect/Light Screen Chimecho makes a nice support Pokemon that can cure your teammate's status problems and restore their lost health. Thunder Wave is a reliable move for paralysis while Reflect or Light Screen can soften blows from the physical or special sides. Chimecho @Leftovers EVs: 252 HP / 252 SAtk / 6 Def Modest Nature -Psychic/Psyshock -Hidden Power [Fighting]/Shadow Ball -Calm Mind -Recover Chimecho is one of the few Psychic-types that can learn both Calm Mind and a reliable recovery move. Unlike Alakazam, it can actually take a hit which helps it set up. Psyshock can be used to hit special walls like Blissey harder than Psychic. Hidden Power Fighting hurts Darks and Steels while Shadow Ball hits other Psychic types. ---------------------[ABSOL]--------------------------- Type: Dark Ability: Pressure/Super Luck/Justified (Dream World) Base Stats: 65 HP / 130 Atk / 60 Def / 75 SAtk / 60 SDef / 75 Spd Pros: Excellent Attack, diverse movepool, great new ability Cons: Frail defenses, mediocre speed Absol @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly/Adamant Nature Ability: Super Luck -Sucker Punch -Superpower -Psycho Cut -Swords Dance Absol should be proud to have the strongest priority move in the game. STAB Sucker Punch backed by 130 base Attack will wipe out any frail sweeper that tries to get a jump on Absol. Superpower works wonderfully alongside Sucker Punch to destroy any Steel and Dark types that get in the way. Psycho Cut deals with the many Fighting types in the game. Of course, you can boost your Attack with Swords Dance to hit even harder Absol @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Super Luck -Night Slash -Swords Dance -Baton Pass -Taunt/Substitute/Magic Coat Baton Passing is one of Absol's tricks. Simply Swords Dance and Baton Pass the boost to a physical sweeper on your team. Taunt prevents phazers from messing you up. Substitute and Magic Coat deal with status users that can screw you up. Substitute can also be Baton Passed to your teammate. Absol @Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Super Luck -Night Slash/Sucker Punch -Psycho Cut -Superpower -Pursuit Absol makes a good revenge-killer and Choice Scarf boosts its unimpressive Speed. Night Slash will gain a critical hit very often, but Sucker Punch lets you hit opponents who are even faster than you. Use Pursuit if you predict that your opponent will try to switch out. Pursuit should be able to OHKO most Psychic and Ghost types that flee. ---------------------[GLALIE]-------------------------- Type: Ice Ability: Inner Focus/Ice Body/Moody (Dream World) Base Stats: 80 HP / 80 Atk / 80 Def / 80 SAtk / 80 SDef / 80 Spd Pros: It gets Spikes at least Cons: Completely mediocre - stats, movepool, and all Glalie @Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Inner Focus -Spikes -Taunt -Ice Shard -Super Fang/Explosion Spikes is the only real thing Glalie has going for it and even then, its female counterpart Froslass does the job a whole lot better. Lay down as many layers of Spikes as you can. Taunt prevents opponents from setting up their own entry hazards. Ice Shard is a useful priority move. Use Super Fang to deal damage to any non-Ghost opponents or use Explosion when you're finished. ---------------------[WALREIN]--------------------------- Type: Water/Ice Ability: Thick Fat/Ice Body/Oblivious (Dream World) Base Stats: 110 HP / 80 Atk / 90 Def / 95 SAtk / 90 SDef / 65 Spd Pros: Great HP and overall good stats (besides Speed) Cons: Weakness to Fighting, Rock, and Stealth Rock Walrein @Leftovers EVs: 220 HP / 240 Def / 48 Spd Bold Nature Ability: Ice Body -Substitute -Protect -Roar/Toxic -Blizzard/Surf/Super Fang This is known as "Stallrein" because that's what it excels at. It works best in a Hail team with an Abomasnow as a partner. The combination of Leftovers, Ice Body, Substitute, and Protect mean you can easily stall your opponents out of PP while recovering a lot of health each turn. Roar prevents opponents from setting up on you. Blizzard and Surf give you an offensive attack while Toxic takes advantage of your stall tactic. Super Fang lets it do major damage to everything that's not a Ghost. --------------------[HUNTAIL]---------------------------- Type: Water Ability: Swift Swim/Water Veil (Dream World) Base Stats: 55 HP / 104 Atk / 105 Def / 94 SAtk / 75 SDef / 52 Spd Pros: Great Attack and Defense Cons: Low HP and Speed, limited movepool Huntail @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Swift Swim -Waterfall -Ice Fang -Return/Crunch -Shell Smash After a Shell Smash, Huntail's Attack skyrockets up into the upper 600s while its low Speed reaches a more respectable number in the lower 400s. Afterwards you can slam opponents with your powerful physical moves. You can also use this set on a Rain Dance team to boost your Speed even higher and increase the power of your Waterfall. Huntail @Focus Sash/White Herb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Swift Swim -Waterfall -Ice Fang -Shell Smash -Baton Pass Huntail can Baton Pass the boosts it gains through Shell Smash to any other sweeper on the team. Focus Sash will allow you to survive at least one hit, but you may want to restore your lowered stats with White Herb so the reciever doesn't suffer from lowered defenses. --------------------[GOREBYSS]--------------------------- Type: Water Ability: Swift Swim/Hydration (Dream World) Base Stats: 55 HP / 84 Atk / 105 Def / 114 SAtk / 75 SDef / 52 Spd Pros: Excellent Sp. Attack and Defense Cons: Low HP and Speed, limited movepool Gorebyss @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Swift Swim -Surf/Hydro Pump -Ice Beam -Hidden Power [Electric] -Shell Smash Gorebyss actually makes a better Shell Smash sweeper than Huntail since its Sp. Attack stat is higher than Huntail's Attack stat. Whether you use this on a Rain team or not, Surf or Hydro Pump will deal a tremendous amount of damage after a Shell Smash. Ice Beam destroys Grass and Dragon opponents. Use HP Electric to hit Water types, who would otherwise have no problem countering this set. Gorebyss @Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Hydration -Surf -Ice Beam/Substitute -Shell Smash -Baton Pass This is similar to Huntail's Shell Smash + Baton Pass moveset, however, Gorebyss's Dream World ability helps protect it from all the major status effects as long as it's Raining. Substitute can be used if you're not using this on a Rain team. ----------------------[RELICANTH]------------------------ Type: Water/Rock Ability: Rock Head/Swift Swim/Sturdy (Dream World) Base Stats: 100 HP / 90 Atk / 130 Def / 45 SAtk / 65 SDef / 55 Spd Pros: Great HP and excellent Defense, Head Smash + Rock Head. Cons: 4x Grass weakness, slow Relicanth @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Rock Head -Head Smash -Waterfall/Aqua Tail -Earthquake -Double-Edge Relicanth gets no recoil from using Head Smash due to Rock Head. That means the fish can use the strongest Rock attack in the game every turn with no negative effects (except for Head Smash's low accuracy and PP). A Water attack covers Ground types while Earthquake handles Electrics. Double-Edge will also give you no recoil and though it's mostly filler, it can take on Water/Ground Pokemon like Swampert or Quagsire. Relicanth @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Rock Head -Head Smash -Waterfall/Aqua Tail -Rest -Sleep Talk Does Head Smash's low PP turn you off? With Sleep Talk, you can use more of the attack while still being fully healthy due to Rest. ----------------------[LUVDISC]-------------------------- Type: Water Ability: Swift Swim/Hydration (Dream World) Base Stats: 43 HP / 30 Atk / 55 Def / 40 SAtk / 65 SDef / 97 Spd Pros: It's pretty fast Cons: Terrible stats, terrible movepool, it even has a terrible design Luvdisc @Leftovers/Brightpowder EVs: 252 HP / 6 SDef / 252 Spd Timid Nature -Attract -Sweet Kiss -Toxic -Protect/Substitute Luvdisc should be renamed Luckdisc since you need a lot of it to use this. All you can do is annoy your opponent with luck-based moves and prevent them from hitting you. Attract and Sweet Kiss should hopefully make your opponent immobile while their health gets depleted by Toxic. ----------------------[SALAMENCE]------------------------ Type: Dragon/Flying Ability: Intimidate/Moxie (Dream World) Base Stats: 95 HP / 135 Atk / 80 Def / 110 SAtk / 80 SDef / 100 Spd Pros: Excellent in both Attack and Sp. Attack, great Speed, diverse movepool Cons: 4x Ice weakness, Stealth Rock weakness Salamence @Life Orb/Yache Berry/Lum Berry EVs: 252 Atk / 6 SAtk / 252 Spd Jolly/Naive Nature -Outrage -Earthquake -Fire Blast -Dragon Dance DDMence is such a huge threat that can easily sweep unprepared teams. An Outrage boosted by Dragon Dance and Life Orb can take out just about anything in two hits or less. Earthquake and Fire Blast hit Steel types, the only type that resists Dragon. Fire Blast is used over Fire Fang because it can OHKO Skarmory and Forretress, which is something Fire Fang can't do. Life Orb is the preferred item, but Yache and Lum Berry can give you insurance against Ice or status moves. Salamence @Life Orb EVs: 80 Atk / 252 SAtk / 176 Spd Naive/Rash Nature -Draco Meteor -Earthquake/Brick Break -Fire Blast -Outrage/Roost If people aren't using DDMence, then they are probably using a "MixMence". MixMence can be EVed many different ways, but the goal is the same - break as many walls as you can. Draco Meteor is a surprise for physically defensive Pokemon who are expecting a Dragon Dance set. Earthquake is for Steels, but Brick Break does more damage to Tyranitar, Blissey, and Chansey. Fire Blast hits bulky Steels like Ferrothorn. Outrage is another option for wall breaking if you choose Earthquake over Brick Break, since it will do more damage to Blissey. Roost can be used to heal your Life Orb damage. Salamence @Choice Specs EVs: 4 HP / 252 SAtk / 252 Spd Modest Nature -Draco Meteor -Flamethrower -Hydro Pump -Dragon Pulse SpecsMence can be a big surprise. Though its Sp. Attack is lower than its Attack, it can do incredible amounts of damage with the insanely powerful Draco Meteor. Very few Pokemon can survive a full power Draco Meteor and even fewer can survive the second round of this move. Only Steel types resist Dragon moves and those are taken care of by Flamethrower. Heatran is the only Pokemon that resists both Dragon and Fire attacks, so Hydro Pump is reserved especially for it. Dragon Pulse is your secondary Dragon move. Use it near the end of the battle when your opponents have already been weakened. Salamence @Choice Band EVs: 4 HP / 252 Atk / 252 Spd Adamant Nature -Outrage -Fire Blast -Earthquake -Stone Edge/Aqua Tail CBMence is still a powerful force. A STABed Outrage could be a nasty surprise to people who expect you to Dragon Dance. Earthquake hits Steel types. Fire Blast hits airbone Steels like Skarmory and Bronzong and will do more damage than Fire Fang. Stone Edge is for Fliers like Gyarados, but Aqua Tail will 2HKO bulky Ground-types like Gliscor or Hippowdon. Salamence @Choice Scarf EVs: 252 Atk / 80 SAtk / 176 Spd Naughty Nature -Outrage -Earthquake -Hydro Pump -Fire Blast ScarfMence is like a combination of the Specs and Band versions. Since you don't get any power boosts, you need a mix of physical and special attacks to hit a wide range of opponents. ------------------------[METAGROSS]------------------------ Type: Steel/Psychic Ability: Clear Body/Light Metal (Dream World) Base Stats: 80 HP / 135 Atk / 130 Def / 95 SAtk / 90 SDef / 70 Spd Pros: Excellent Attack and Defense, large number of resistances, great physical movepool Cons: Low Speed Metagross @Leftovers EVs: 60 HP / 252 Atk / 196 Spd Adamant Nature -Meteor Mash -Earthquake -Thunderpunch -Agility One of the most popular Metagross sets. Metagross's lowest stat is its Speed, but with one Agility, it can outrun virtually any opponent and wreak havoc with it's awesome Attack. Meteor Mash is your most powerful move and even better is that it has a high chance of boosting your Attack. Earthquake works wonderfully alongside Meteor Mash to combat Fire, Steel, and Electric foes. Thunderpunch is useful since it prevents Skarmory and Gyarados from walling you and can also be used against other Water-types. Metagross @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature -Meteor Mash -Earthquake -Thunderpunch -Pursuit/Bullet Punch Another popular set. Meteor Mash and Earthquake cover most of the threats in competitive battling. Thunderpunch for Flying and Water-types, Pursuit prevents foes from fleeing unscathed, and Bullet Punch is a nice surprise for weakened opponents who are faster than you. Metagross @Occa Berry/Lum Berry EVs: 252 HP / 252 Atk / 4 Def Adamant Nature -Stealth Rock -Bullet Punch -Earthquake -Meteor Mash/Explosion This Metagross is a commonly used lead since it can easily set up Stealth Rock while being able to counter other leads. You can defeat Focus Sash leads like Azelf, Aerodactyl, and Infernape by hitting them with Meteor Mash or Earthquake and then finishing them off with Bullet Punch. Occa Berry prevents you from getting KOed by Fire Blasts from Fire-types like Heatran. Meanwhile, Lum Berry gives you insurance against Sleep leads like Smeargle or Roserade. You can also choose to explode and potentially take out an opponent after you've laid down Stealth Rock. Metagross @Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Meteor Mash -Earthquake -Thunderpunch/Ice Punch/Stealth Rock -Trick This is another Metagross which can be used as a lead, but can also function well as a sweeper. Few people expect Metagross to be fast so you can surprise them with a Choice Scarf set. Trick can be a nasty surprise for anyone trying to switch in a wall on Metagross because they will receive a Scarf and lose whatever item they were holding. If you're using this as a lead, choose Stealth Rock. Otherwise go with an elemental punch for more coverage against a wider variety of opponents. ------------------------[REGIROCK]------------------------ Type: Rock Ability: Clear Body/Sturdy (Dream World) Base Stats: 80 HP / 100 Atk / 200 Def / 50 SAtk / 100 SDef / 50 Spd Pros: Massive Defense, great Attack and Special Defense Cons: Weaknesses to Ground, Fighting, and Water (all common types) lessen its walling potential. Regirock @Leftovers EVs: 252 HP / 6 Def / 252 SDef Careful Nature Ability: Clear Body -Stone Edge -Earthquake/Hammer Arm -Thunder Wave -Stealth Rock Regirock makes a great physical wall that can also take special hits. You have a choice between Earthquake and Hammer Arm. Earthquake hits Electrics and Steels, and won't reduce your Speed. Hammer Arm is more effective against Ice, Normal, and Dark types. Thunder Wave paralysis opponents and makes them even slower than you. Stealth Rock is a good entry hazard as always. Regirock @Choice Band EVs: 252 HP / 252 Atk / 6 SDef Adamant Nature Ability: Clear Body -Stone Edge -Earthquake -Superpower -Ice Punch Choice Band takes advantage of Regirock's high Attack. Most opponents won't like taking a STAB Stone Edge. Steels are hurt by Earthquake or Superpower. Ice Punch is used against Ground types like Hippowdon, Gliscor, and Garchomp. Regirock @Leftovers EVs: 252 HP / 6 Atk / 252 SDef Careful Nature Ability: Clear Body -Stone Edge/Rock Slide -Curse -Rest -Sleep Talk Having only a Rock move may not seem like a great idea, but keep in mind that nothing is immune to Rock. Use this set in the sandstorm so your Sp. Defense will be greatly increased. Curse can boost your physical stats and make you very hard to take down. Rest keeps Regirock alive to be able to take even more hits. With Sleep Talk, you can attack or Curse while you slumber. ------------------------[REGICE]-------------------------- Type: Ice Ability: Clear Body/Ice Body (Dream World) Base Stats: 80 HP / 50 Atk / 100 Def / 100 SAtk / 200 SDef / 50 Spd Pros: Massive Special Defense, great Special Attack and Defense Cons: Stealth Rock weakness, no good recovery move besides Rest Regice @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold/Calm Nature Ability: Ice Body -Ice Beam/Blizzard -Protect -Substitute -Toxic Take advantage of Regice's Dream World ability and make sure Hail weather is activated when you use this set. While Hail damages your opponent, it will restore a bit of your health every turn. Prevent opponents from hitting you with Protect and Substitute. Toxic is very effective with this set to deal even more damage while you stall. While Walrein is arguably better at using this sort of moveset, Regice has way better Special Defense and doesn't have an Electric or Grass weakness. Regice @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold/Calm Nature -Ice Beam -Thunderbolt -Rest -Sleep Talk Regice would make a better special wall if it had a better recovery move, but it's just stuck with Rest. Still, it's a very sturdy Pokemon and Ice Beam and Thunderbolt provide a wide range of type coverage. ------------------------[REGISTEEL]----------------------- Type: Steel Ability: Clear Body/Light Metal (Dream World) Base Stats: 80 HP / 75 Atk / 150 Def / 75 SAtk / 150 SDef / 50 Spd Pros: Excellent Defense and Special Defense, good number of resistances Cons: Mediocre offenses Registeel @Leftovers EVs: 252 HP / 252 Def / 6 SDef Impish/Careful Nature -Seismic Toss/Iron Head -Ice Punch -Thunder Wave -Stealth Rock Registeel makes a nice wall on both ends. Seismic Toss is for consistent damage since Registeel's offenses are weak. However, Iron Head is good for STAB. Ice Punch is for Dragons and Ground-types. Thunder Wave is always a reliable status move that can cripple opposing sweepers. It can also reliably set down some Stealth Rock. If you want Registeel to defend against Special Attacks, move the Defense EVs into its Special Defense. ------------------------[LATIAS]-------------------------- Type: Dragon/Psychic Ability: Levitate Base Stats: 80 HP / 80 Atk / 90 Def / 110 SAtk / 130 SDef / 110 Spd Pros: Excellent Speed, Sp. Attack, and Sp. Defense, gets bonus from, Soul Dew (for ubers), better defenses than her brother Cons: Pursuit weakness Latias @Leftovers EVs: 148 HP / 108 SAtk / 252 Spd Timid Nature -Dragon Pulse -Calm Mind -Recover -Refresh/Reflect/Substitute It only has one attacking move, but that's all it needs for this set to work. Calm Mind up, Recover when needed, and attack with Dragon Pulse. Refresh lets you heal status effects (so you won't have to worry about all those Thunder Waves and Toxics). Reflect gives you a boost in Defense which helps when Calm Minding. Substitute prevents status and can let you stall your opponent. Latias @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Dragon Pulse -Surf -Calm Mind/Thunderbolt/Hidden Power [Fire] -Recover This is a much more versatile sweeping set than the previous one. Dragon Pulse and Surf is a good offensive combo that is resisted only by Empoleon, which can be dealt with using Thunderbolt. Calm Mind can boost your Special power even higher, but you may want HP Fire for Steels like Scizor or Metagross. Latias @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Draco Meteor -Surf -Thunderbolt/Hidden Power [Fire] -Trick Choice Specs Latios is strong, but not as much as her brother. Draco Meteor will overwhelm most opponents. Surf handles Heatran and Tyranitar. Thunderbolt provides more coverage, but HP Fire is needed if you want to take on Ferrothorn. Trick screws over special walls like Blissey and Chansey. Latias @Soul Dew (Ubers Only) EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature -Ice Beam -Thunder -Calm Mind -Recover Soul Dew is essentially a free Calm Mind in Ubers and you can gain even more special boosts with this set. Ice Beam cover most of the ubers out there, especially Groudon and all the Dragons. Thunder is for Kyogre and Manaphy. Recover helps keep you alive. Latias @Soul Dew (Ubers Only) EVs: 252 HP / 6 SDef / 252 Spd Timid Nature -Dragon Pulse -Grass Knot -Wish -Protect Of the two Dragon twins, Latias is the more defensive one and she also learns Wish. This makes here a nice supporter for keeping the team healthy. Dragon Pulse for STAB and Grass Knot to heavily damage Kyogre and Groudon. Use Protect after Wish to ensure that you will get healed. ------------------------[LATIOS]-------------------------- Type: Dragon/Psychic Ability: Levitate Base Stats: 80 HP / 90 Atk / 80 Def / 130 SAtk / 110 SDef / 110 Spd Pros: Excellent Speed, Sp. Attack, and Sp. Defense, gets Soul Dew bonus, (in Ubers), better offenses than his sister Cons: Pursuit weakness Latios @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Draco Meteor -Surf -Thunderbolt/Hidden Power [Fire] -Trick Choice Specs Latios is so amazingly powerful. Draco Meteor will overwhelm most opponents. Even Steel-types that have low Sp. Defense will take a lot of damage. Surf handles Heatran and Tyranitar. Thunderbolt provides more coverage, but HP Fire is needed if you want to take on Ferrothorn. Trick screws over special walls like Blissey and Chansey. Latios @Life Orb/Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Dragon Pulse -Surf -Calm Mind -Recover/Thunderbolt/Hidden Power [Fire] This is similar to Latias's Calm Mind set, except Latio's high Special Attack means it can deal more damage. You can also use Recover to restore health, but you will sacrifice type coverage. You can always choose another offensive move to handle more opponents. Latios @Soul Dew (Ubers only) EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Dragon Pulse -Thunder -Calm Mind -Recover Soul Dew is essentially a free Calm Mind in Ubers and you can gain even more special boosts with this set. Ice Beam cover most of the ubers out there, especially Groudon and all the Dragons. Thunder is for Kyogre and Manaphy. Recover helps keep you alive. ------------------------[KYOGRE]-------------------------- Type: Water Ability: Drizzle Base Stats: 100 HP / 100 Atk / 90 Def / 150 SAtk / 140 SDef / 90 Spd Pros: Incredible Sp. Attack and amazing Sp. Defense, Drizzle boosts its sweeping abilities even higher Cons: Rather slow for an uber, walled by Shedinja, Ferrothorn, and Lanturn Kyogre @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Surf -Ice Beam -Thunder -Water Spout Choice Specs Kyogre is insanely powerful. Kyogre can absolutely devastate opponents with a STABed Rain boosted Water Spout, which can even 2HKO Blissey. However, Water Spout is only effective when Kyogre has near max HP. When it starts to get low on health, use Surf as your main Water attack. Thunder is always accurate in the rain and deals with other Water-types. Ice Beam hits Dragons and Grass types including Latios, Latias, and Shaymin-S. With these four powerful moves, only Shedinja and Lanturn resist all of them. Kyogre @Choice Scarf EVs: 4 HP / 252 SAtk / 252 Spd Modest/Timid Nature -Water Spout -Ice Beam -Thunder -Surf A fantastic Scarf sweeper and revenge killer for any uber team. With the ability to outspeed all non-Choice Scarfed opponents except Deoxys-S, Kyogre can destroy opponents with Water Spout without worrying about losing health by getting hit before it attacks. The other attacks are still there for coverage. Kyogre @Leftovers EVs: 252 HP / 252 SAtk / 6 Spd Modest Nature -Surf -Ice Beam -Thunder/Substitute -Calm Mind Kyogre can also sweep with a Calm Mind set. Due to the rain, Surf is powerful even without any Calm Minds. This Kyogre set favors defense over Speed, which helps it set up Calm Mind more easily. You can also use Substitute as an option over Thunder or Ice Beam, which helps you block status and lets you set up against Blissey and Chansey, who only have Seismic Toss as a damaging move. Kyogre @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature -Surf/Scald -Calm Mind -Rest -Sleep Talk This is the most defensive Kyogre set, meant to take hits while setting up. Although it doesn't have the type coverage that the other sets have, it can still be a dangerous set due to how bulky it is. Rest and Sleep Talk mean you don't have to worry about status and can Calm Mind or attack even while you sleep. Surf can be used for power, but Scald can give opponents a Burn which deals additional damage. ------------------------[GROUDON]------------------------- Type: Ground Ability: Drought Base Stats: 100 HP / 150 Atk / 140 Def / 100 SAtk / 90 SDef / 90 Spd Pros: Incredible Attack and amazing Defense, Drought eliminates Water weakness Cons: Rather slow for an uber Groudon @Leftovers/Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Earthquake -Dragon Claw -Stone Edge/Rock Polish -Swords Dance Groudon is one of the best physical sweepers in the game. Swords Dance makes your already incredible Attack even more ridiculously high. Always give him Earthquake, which will do massive amounts of damage to anything not resistant or immune to Ground moves. Use Stone Edge to take on Flying types. Dragon Claw is there to hit Latios and Latias, who are two very popular Groudon counters. You can even use Rock Polish as another stat-boosting move, which boosts your medicore Speed and makes you even more of a threatening sweeper. Groudon @Choice Band EVs: 252 HP / 252 Atk / 6 Def Adamant Nature -Earthquake -Stone Edge -Dragon Claw -Fire Punch A Choice Banded Groudon can be a very scary opponent since it can hit you right away with a massive 657 Attack. Even a bulky wall like Giratina will be afraid of a STAB Choice Banded Earthquake. Fire Punch is reserved for Steel-types that are immune to Earthquake, including Skarmory and Bronzong. Groudon @Leftovers/Lum Berry EVs: 252 HP / 6 Atk / 252 SDef Impish Nature -Earthquake -Stealth Rock -Thunder Wave -Dragon Tail This set takes advantage of Groudon's defensive abilities and makes it a good counter against physical attacking ubers. Even a powerful STAB Outrage won't hurt Groudon too much. Since it can stick around for a while, it can lay down entry hazards with Stealth Rock. A status move like Thunder Wave will cripple opponent sweepers who rely on their Speed. Dragon Tail deals damage and prevents opponents from setting up on you. Use Lum Berry if you use this set as a lead since it can counter Darkrai and its Dark Void. ------------------------[RAYQUAZA]------------------------ Type: Dragon/Flying Ability: Air Lock Base Stats: 105 HP / 150 Atk / 90 Def / 150 SAtk / 90 SDef / 95 Spd Pros: Amazing stats in both Attack and Sp. Attack Cons: 4x Ice weakness, Stealth Rock weakness Rayquaza @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Outrage -Earthquake -Overheat/Extremespeed/Stone Edge -Dragon Dance This Rayquaza set is insanely dangerous. With one Dragon Dance dance, it outspeeds all non-Choice Scarf Ubers and can hit them with a STABed Outrage. Only Steel types are truly safe from Rayquaza's Dragon-type wrath. Those Pokemon are taken care of by Earthquake or Overheat. Extremespeed is also a good option due to its high priorty, which can deal with faster opponents like Ninjask and Deoxys-S. Stone Edge is another option mainly for Lugia, who is bulky enough to survive one Outrage. Rayquaza @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Outrage -Earthquake -Extreme Speed -Overheat If you don't like stat boosting, you can always go with the Choice sweeper set. You can smash through all sorts of opponents with your brute force without having to worry about stat boosts. Extremespeed makes up for Rayquaza's less than stellar speed and is good for revenge-killing. Rayquaza @Life Orb EVs: 6 Atk / 252 SAtk / 252 Spd Adamant/Jolly Nature -Draco Meteor -Fire Blast -Outrage/Brick Break -Extremespeed Don't neglect Rayquaza's Special Attack stat, which is just as amazing as its physical Attack. Draco Meteor will slam any physical walls like Groudon who expect a physical move. Fire Blast deals with Steels like Skarmory and Forretress. The rest of the attacks are physical to ensure that Blissey and Chansey won't wall you. Outrage or Brick Break will deal with two pink eggs, while Extremespeed can finish off any weakened opponent. ------------------------[JIRACHI]------------------------- Type: Steel/Psychic Ability: Serene Grace Base Stats: 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spd Pros: Overall good stats, very diverse movepool Cons: Earthquake weakness Jirachi @Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Iron Head -Trick -Stealth Rock -U-Turn/Fire Punch Jirachi makes a fantastic lead. Iron Head breaks Focus Sashes and has a 60% chance of flinching, which is useful for preventing opponents from getting their Stealth Rocks down. If you encounter a wall like Bronzong or Hippowdon, feel free to Trick them your Choice Scarf. Of course, you can always lay down your own Stealth Rock. You have a couple options for your last move. A well timed U-Turn can prevent Magnezone or Chandelure from trapping you. Fire Punch handles Scizor and Ferrothron very well. Jirachi @Leftovers EVs: 240 HP / 56 Atk / 76 Def / 136 Spd Impish Nature -Iron Head -U-Turn -Wish -Reflect Jirachi makes a great supporter. Sturdy defenses make it a very effective Wish passer and it can also protect the team from physical sweepers by using Reflect. Iron Head is useful for flinching and using U-Turn lets you escape from Magnezone and Chandelure, since both are able to trap you with their abilities. Jirachi @Leftovers EVs: 252 HP / 6 SAtk / 252 Spd Timid Nature -Psychic/Psyshock -Thunderbolt -Calm Mind -Substitute/Wish Calm Mind Jirachi. Choose Psychic for its higher base power or go with Psyshock to deal more damage to special walls. Thunderbolt has good coverage and handles many opponents that resist Psychic. Substitute prevents you from getting statused and with max HP, it means Blissey, Chansey, and Dusclops can't break your Subs with one Seismic Toss. Wish is still useful for healing while you set up. Jirachi @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish Nature -Iron Head -Thunder Wave/Body Slam -Substitute -Wish This Jirachi is bent on taking down opponents with the sheer power of luck. Paralyze your opponent with Thunder Wave or Body Slam, then use Iron Head over and over again until the enemy faints. Substitute protects you from status and gives opponents another obstacle to deal with on top of paralysis and flinch. Wish keeps you healthly. ------------------------[DEOXYS]-------------------------- Type: Psychic Ability: Pressure Base Stats: 50 HP / 150 Atk / 50 Def / 150 SAtk / 50 SDef / 150 Spd See Deoxys-A, who does everything Deoxys can do but better. ------------------------[DEOXYS-A]------------------------ Type: Psychic Ability: Pressure Base Stats: 50 HP / 180 Atk / 20 Def / 180 SAtk / 20 SDef / 150 Spd Pros: Highest Attack and Sp. Attack of any Pokemon, very diverse movepool Cons: Terrible HP and defenses Deoxys-A @Life Orb EVs: 6 Atk / 252 SAtk / 252 Spd Rash/Naive Nature -Shadow Ball -Ice Beam -Superpower -Thunder Deoxys-A can rip apart teams with its amazing offenses. Its diverse movepool helps in covering just about every opponent it will face. Shadow Ball and Ice Beam hurt the majority of Ubers who are either Psychic-type or Dragon-type. Superpower covers the Dark and Steel types that resist it. However, Low Kick is also effective since most Ubers are big and heavy and it won't lower your stats. Thunder will destroy Kyogre and other Water-types. Deoxys-A @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Naughty/Naive Nature -Superpower -Thunderpunch -Ice Punch -Extremespeed Many ubers have rather low Defense so a Choice Band set hits them where it hurts. Superpower takes care of Blissey and various Dark and Steel types out there, Thunderpunch for Waters, Ice Punch for Dragons, and Extremespeed finishes off weakened opponents. Deoxys-A @Choice Specs EVs: 6 Atk / 252 SAtk / 252 Spd Rash/Naive Nature -Psycho Boost/Ice Beam -Shadow Ball -Superpower -Thunder Psychic attacks are normally discouraged in ubers, but Psycho Boost is an exception coming from Deoxys's incredible Sp. Attack which can potentially OHKO most opponents. If you don't choose Psycho Boost, then go with Ice Beam to destroy Groudon and Dragons. ------------------------[DEOXYS-D]------------------------ Type: Psychic Ability: Pressure Base Stats: 50 HP / 70 Atk / 160 Def / 70 SAtk / 160 SDef / 90 Spd Pros: Very high defenses, diverse support movepool Cons: Low HP, Pursuit weakness Deoxys-D @Leftovers EVs: 252 HP / 98 Def / 160 SDef Careful/Bold Nature -Spikes -Knock Off -Recover -Stealth Rock/Reflect/Light Screen/Toxic The defensive form of Deoxys is an awesome support Pokemon. Deoxys is the only Psychic-type that learns Spikes, so use that to your advantage. Knock Off cripples Pokemon that rely on their items. Recover is important to keep you alive. You have a lot of options for your last move. Stealth Rock adds extra damage along with Spikes, a protective shield can be very useful for you and the rest of the team, and Toxic weakens opponent walls. ------------------------[DEOXYS-S]------------------------ Type: Psychic Ability: Pressure Base Stats: 50 HP / 95 Atk / 90 Def / 95 SAtk / 90 Def / 180 Spd Pros: Highest Speed of any Pokemon, very diverse movepool Cons: Low HP Deoxys-S @Focus Sash EVs: 252 HP / 6 SAtk / 252 Spd Timid Nature -Stealth Rock/Spikes -Taunt -Magic Coat -Shadow Ball Deoxys-S is the fastest non-Choice Scarfed Pokemon and works fantastically as a lead for any team. You can easily set up Spikes or Stealth Rock before the opponent can attack. If they do attack, you'll be saved by Focus Sash. Taunt prevents other leads from setting up Stealth Rock or other hazards. Prankster users are some Pokemon that can cause you trouble due to their ability, so you can use Magic Coat to reflect their attacks back at them. Shadow Ball is for Magic Bounce Espeon and Xatu, who can also screw up this moveset. Deoxys-S @Light Clay EVs: 252 HP / 6 SDef / 252 Spd Timid Nature -Reflect -Light Screen -Taunt -Stealth Rock Another great lead. The goal of this set is to set up some screens to help protect the team from hard hitting attacks. Light Clay extends the duration of the screens to 8 turns. Taunt and Stealth Rock are still there for extra support. Deoxys-S @Life Orb EVs: 6 Atk / 252 SAtk / 252 Spd Naive Nature -Psychic -Ice Beam -Superpower -Shadow Ball Everyone expects Deoxys-S to be a support Pokemon, but most overlook its above average Sp. Attack and Attack stats. It makes an excellent revenge killer since it can outspeed even most Choice Scarfers. The moves listed give you perfect coverage against every Pokemon in the game. =============================================================================== [15] MOVESETS - SINNOH =============================================================================== ------------------------[TORTERRA]------------------------ Type: Grass/Ground Ability: Overgrow/Shell Armor (Dream World) Base Stats: 95 HP / 109 Atk / 105 Def / 75 SAtk / 85 SDef / 56 Spd Pros: Great Attack and Defense, resistance to both Ground and Rock Cons: Slow, 4x Ice weakness Torterra @Choice Band EVs: 252 HP / 252 Atk / 6 Def Adamant Nature -Earthquake -Wood Hammer -Stone Edge -Superpower Torterra has the highest Attack stat of any Grass starter in the game and also has great Defense. It can switch in on many physical sweepers including Tyranitar, Landorous, and Excadrill. Once it's in, it can deal some major damage with its powerful STABed Attacks. Earthquake and Wood Hammer are strong and have good coverage against most Pokemon except for Grass and Flying. Stone Edge is for Flying types. Superpower deals with Ferrothorn. Torterra @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Wood Hammer -Earthquake -Stone Edge -Swords Dance Rock Polish allows you the freedom of switching moves while boosting your terrible Speed. After a Rock Polish, you'll achieve up to 422 Speed which is enough to outrun most opponents as long as they aren't carrying a Choice Scarf. From there, you can hit opponents with your powerful physical moves. Torterra @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish Nature -Leech Seed -Stealth Rock -Earthquake/Wood Hammer -Stone Edge Torterra can take a lot of physical hits as long as they aren't Ice type. This set lets you use some useful support moves like Leech Seed and Stealth Rock. These two moves go nicely together since Leech Seed can force switches while Stealth Rock damages the Pokemon that switches in. Leech Seed can also go with Wood Hammer to heal the recoil damage you take. ------------------------INFERNAPE----------------------- Type: Fire/Fighting Ability: Blaze/Iron Fist (Dream World) Base Stats: 76 HP / 104 Atk / 71 Def / 104 SAtk / 71 SDef / 108 Spd Pros: Excellent speed, great offenses, diverse movepool Cons: Frail defenses Infernape @Life Orb EVs: 4 Atk / 252 SAtk / 232 Spd Naive Nature -Fire Blast -Close Combat -Grass Knot -Hidden Power [Ice] This is the mixed sweeping Infernape, a popular set that shows off Infernape's versatility on both sides of the offensive spectrum. Fire Blast and Close Combat are very powerful and have great coverage together. Grass Knot hits hard against bulky Water types like Swampert and Suicune. Hidden Power Ice is important for Dragons like Salamence, Garchomp, and Dragonite. Infernape @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Iron Fist -Close Combat -Flare Blitz/Fire Punch -Stone Edge/Thunderpunch/Mach Punch -Swords Dance Infernape has one of the most diverse physical movepools of any Fire Pokemon. and works great as a Swords Dancer. In fact, it's difficult to choose only three moves when Infernape learns so many. Close Combat and Flare Blitz can do a ton of damage to anything not resistant. However, the recoil from Flare Blitz and Life Orb can take its toll, so Fire Punch is an alternative. Stone Edge and Thunderpunch both handle Flying-types. Stone edge is better for Salamence while Thunderpunch is better for Gyarados and other Water types. Mach Punch can also be used to revenge kill faster opponents. If you're using more than one punch attack, use Iron Fist as an ability to increase the power of these moves. Infernape @Focus Sash EVs: 6 HP / 252 SAtk / 252 Spd Naive Nature Ability: Blaze -Fake Out -Stealth Rock -Fire Blast/Overheat -Close Combat This set is another example of one of those "suicide leads" meant to lay down Stealth Rock as quickly as possible. What makes Infernape special is that it gets Fake Out to break the Focus Sashes of other leads like Azelf or Deoxys. Afterwards, you can hit them with a powerful Close Combat or Fire attack. -----------------------[EMPOLEON]------------------------ Type: Water/Steel Ability: Torrent/Defiant (Dream World) Base Stats: 84 HP / 86 Atk / 88 Def / 111 SAtk / 101 SDef / 60 Spd Pros: Good variety of resistances, high Sp. Attack and Sp. Defense Cons: Slow, Ground and Fighting weakness Empoleon @Petaya Berry EVs: 12 HP / 252 SpA / 244 Spe Modest Nature Ability: Torrent -Surf -Ice Beam/Grass Knot -Substitute -Agility This is Empoleon's best set for late game sweeping. Switch in on something that can't hurt you much, then boost your Speed with Agility. Substitute to lower your health down until you activate both Petaya Berry and Torrent, then sweep with a boosted STAB Surf that is powerful enough to destroy most opponents in the game. Choose Ice Beam for Dragons and Grass foes, or Grass Knot for opponent Water-types. Make sure your HP stat is divisible by 4 or else this strategy won't fully work. Empoleon @Leftovers EVs: 252 HP / 6 SAtk / 252 SDef Calm Nature Ability: Torrent -Scald -Stealth Rock -Roar/Yawn -Ice Beam/Grass Knot Empoleon makes a good special wall and support Pokemon all in one. The ability to learn Stealth Rock lets it stand out from other special defensive Water types like Milotic and Jellicent. After setting up Stealth Rock, it can force switches with Roar or Yawn. Ice Beam or Grass Knot gives you additional coverage against opponents. Empoleon @Choice Specs EVs: 252 HP / 252 SAtk / 6 Spd Modest Nature -Surf -Ice Beam -Grass Knot -Hidden Power [Fire] Choice Specs Empoleon can hit very hard with its high Sp. Attack and needs no time to set up like the Agility set does. Hidden Power Fire is needed to take care of Ferrothorn. -----------------------[STARAPTOR]------------------------ Type: Normal/Flying Ability: Intimidate/Reckless(Dream World) Base Stats: 85 HP / 120 Atk / 70 Def / 50 SAtk / 50 SDef / 100 Spd Pros: Excellent Attack and high Speed, Intimidate, learns Close Combat Cons: Stealth Rock weakness, rather frail Staraptor @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Brave Bird -Return/Double-Edge -Close Combat -U-Turn Staraptor is a pretty standard Normal/Flying bird, but it is still the best of the bunch with the ability to learn Close Combat to take care of Rock and Steel-types. Its Brave Bird is extremely powerful especially if you choose Reckless as an ability. Return is your best bet for a second STAB move, however you can go with Double-Edge for another attack to take advantage of Reckless. U-Turn lets you escape from opponents you can't beat while still dealing damage to them. Quick Attack lets you revenge-kill and finish off weakened opponents. Staraptor @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Brave Bird -Return/Double-Edge -Close Combat -Roost Staraptor will take major recoil damage from Life Orb and Brave Bird/Double- Edge. Fortunately it can learn Roost to heal off any damage it takes. This set gives Staraptor greater freedom in being able to switch moves to handle a variety of opponents. ------------------------[BIBAREL]------------------------- Type: Normal/Water Ability: Unaware/Simple/Moody (Dream World) Base Stats: 79 HP / 85 Atk / 60 Def / 55 SAtk / 60 SDef / 71 Spd Pros: Unique abilities Cons: Poor stats overall Bibarel @Liechi Berry/Leftovers EVs: 252 HP / 252 Atk / 6 Def Adamant Nature Ability: Simple -Curse -Quick Attack -Waterfall -Taunt/Return Due to Bibarel's Simple ability, all stat changes that affect it will have double the effect. This means a single Curse will double your Attack and Defense. Quick Attack is used to overcome the Speed drop to strike first. Waterfall takes care of most opponents that resist Normal. Taunt prevents Roar or Whirlwind from forcing you to switch, while Return is an option for a stronger Normal attack. ----------------------[KRICKETUNE]------------------------ Type: Bug Ability: Swarm/Technician (Dream World) Base Stats: 77 HP / 85 Atk / 51 Def / 55 SAtk / 51 SDef / 65 Spd Pros: Above average Attack Cons: Overall bad stats, limited movepool Kricketune @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Technician -Bug Bite -Brick Break -Aerial Ace -Swords Dance Kricketune can't do much, so at least take advantage of its rather decent Attack and it's Technician ability. Bug Bite gets a fairly significant boost with Technician. Brick Break for Steels. Aerial Ace for enemy Bugs and also gets a boost from Techician. You probably won't have time to use Swords Dance, but it's there if you need it. ----------------------[LUXRAY]---------------------------- Type: Electric Ability: Intimidate/Rivalry/Guts (Dream World) Base Stats: 80 HP / 120 Atk / 79 Def / 95 SAtk / 79 SDef / 70 Spd Pros: Excellent Attack Cons: Below average speed Luxray @Flame Orb/Toxic Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly/Adamant Nature Ability: Guts -Wild Charge -Ice Fang -Fire Fang -Facade Luxray's mighty Attack can be boosted even further with the help of a status orb. Wild Charge is its best physical Electric attack despite the recoil. Ice Fang is great for Ground and Grass types. Fire Fang for Steels like Ferrothorn, Steelix, and Excadrill. Facade doubles in power when you're statused and can deal more damage that your elemental fang attacks. --------------------[ROSERADE]---------------------------- Type: Grass/Poison Ability: Natural Cure/Poison Point/Technician (Dream World) Base Stats: 60 HP / 70 Atk / 55 Def / 125 SAtk / 105 SDef / 90 Spd Pros: Excellent Special Attack Cons: Low HP and Defense Roserade @Focus Sash EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Natural Cure -Leaf Storm -Hidden Power [Fire/Ice] -Toxic Spikes -Sleep Powder This set provides a great lead for the team. Roserade has the advantage over most other leads with Sleep Powder to put any counters to sleep. It can also lay down Toxic Spikes whenever it has the chance and can usually afford to lay down one layer due to Focus Sash. Leaf Storm deals heavy damage to opposing leads like Hippowdon and Tyranitar. HP Fire is for Steel leads like Jirachi and Metagross, but Ice can let you handle Dragons. Roserade @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Natural Cure -Leaf Storm -Sludge Bomb/Shadow Ball -Hidden Power [Fire/Ice] -Sleep Powder It can do incredible amounts of damage with Leaf Storm thanks to its high Sp. Attack and STAB on Grass moves. Sludge Bomb gives it a second STAB move. Shadow Ball hits Ghosts and HP Fire or Ice is for Grass resists like Steel and Dragon opponents. Sleep Powder may seem odd on a Choice set, but it is very useful especially on the Scarf set which outspeeds most opponents. -------------------[RAMPARDOS]---------------------------- Type: Rock Ability: Mold Breaker/Sheer Force (Dream World) Base Stats: 97 HP / 165 Atk / 60 Def / 65 SAtk / 50 SDef / 58 Spd Pros: Incredibly high Attack COns: Slow, frail defenses Rampardos @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Stone Edge -Earthquake -Pursuit -Head Smash Magnify Rampardos's super high Attack even more with Choice Band, or boost its rather low Speed with Choice Scarf. Either way, Rampardos is able to hit extremely hard with its incredibly high Attack stat. Use Stone Edge as your main Rock move and Head Smash only as a last resort. If you use Head Smash too much, you'll end up KOing yourself with the massive recoil. Earthquake takes care of Steel-types while Pursuit hits fleeing opponents. Rampardos @Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Stone Edge -Earthquake -Head Smash/Crunch -Rock Polish Rampardos is slow, but with this set one Rock Polish is all it takes for Rampardos to outspeed most of the opponents you'll face. Focus Sash will buy you some time to boost your Speed. -------------------[BASTIODON]---------------------------- Type: Rock Ability: Sturdy/Soundproof (Dream World) Base Stats: 60 HP / 52 Atk / 168 Def / 47 SAtk / 138 SDef / 30 Spd Pros: Excellent Defense and Special Defense Cons: Slow, terrible offenses, 4x Ground and Fighting weakness Bastiodon @Leftovers EVs: 252 HP / 6 Atk / 252 SDef Sassy/Relaxed Nature Ability: Sturdy -Metal Burst -Stone Edge -Curse -Taunt Bastiodon would be a good wall if it didn't have quadruple weaknesses to two of the most common types in the game. Well, at least it gets the pretty cool Metal Burst move. Taunt opponents into attacking you then hit them back with Metal Burst. Sturdy will help you survive any attack so you can pull this strategy off at least once. Protect and Toxic go well together to weaken opponents who don't attack you directly. ---------------------[WURMADAM]------------------------ Type: Bug/Steel, Grass, or Ground Ability: Anticipation/Overcoat (Dream World) Steel form: 60 HP / 69 Atk / 95 Def / 69 SAtk / 95 SDef / 36 Spd Ground form: 60 HP / 79 Atk / 105 Def / 59 SAtk / 85 SDef / 38 Spd Grass form: 60 HP / 59 Atk / 85 Def / 79 SAtk / 105 SDef / 36 Spd Pros: Good defenses for all three Cons: All three have limited movepools and overall mediocre stats, Steel and Grass forms have 4x Fire weakness Wurmadam (Steel) @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Impish Nature -Stealth Rock -Metal Sound -Flash Cannon -Toxic Set up Stealth Rock, force switches with Toxic and Metal Sound. If they won't switch, hit them with Flash Cannon. Wurmadam (Ground) @Leftovers EVs: 252 HP / 252 Atk / 6 Def Adamant Nature -Earthquake -Rock Blast -Toxic -Protect Earthquake stuff, Rock Blast Flying types, and Toxic for general status. Protect helps you stall with Toxic as well as scout enemy moves. Wurmadam (Grass) @Choice Specs EVs: 252 HP / 252 SAtk / 6 Spd Modest Nature -Leaf Storm -Hidden Power [Ice/Fire] -Shadow Ball -Psychic/Energy Ball Grass Wurmadam is the most offensive of the three forms, though that's not saying much. HP Ice for Flying types or Fire for Steel types. Both are supereffective against enemy Grass-types. Shadow Ball for Ghosts and the last slot is basically filler. ---------------------[MOTHIM]-------------------------- Type: Bug/Flying Ability: Anticipation/Tinted Lens (Dream World) Base Stats: 70 HP / 94 Atk / 50 Def / 94 SAtk / 50 SDef / 66 Spd Pros: Good Sp. Attack Cons: 4x Stealth Rock weakness, low speed, frail defenses Mothim @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Tinted Lens -Bug Buzz -Air Slash -Hidden Power [Ground] -Quiver Dance Mothim is one of several Bugs that learn Quiver Dance. However, it is totally outclassed by Volcarona and even Venomoth who also gets Tinted Lens. Still Quiver Dance is the best reason to even consider using Mothim. Bug Buzz and Air Slash are for STAB and are an unresisted combination when used with Tinted Lens. Hidden Power Ground can hit certain Pokemon harder including Heatran. ---------------------[VESPIQUEN]----------------------- Type: Bug/Flying Ability: Pressure/Unnerve (Dream World) Base Stats: 70 HP / 80 Atk / 102 Def / 80 SAtk / 102 SDef / 40 Spd Pros: Good defenses Cons: Very slow, 4x Stealth Rock weakness, limited movepool Vespiquen @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish Nature Ability: Pressure -Attack Order -Defend Order -Toxic -Roost Vesiquen would make a pretty decent wall if it didn't have so many weaknesses to common types like Fire, Ice, and Rock. These weaknesses make it harder to set up and that's what this moveset is all about. Boost your defenses with Defend Order and use Toxic to weaken the opponent. Roost keeps you healthy and is better than Heal Order because it will temporarily remove some of your weaknesses during the turn you use it. Attack Order is a strong Bug move and is your best bet for an offensive attack. --------------------[PACHIRISU]----------------------- Type: Electric Ability: Pick Up/Run Away/Volt Absorb (Dream World) Base Stats: 60 HP / 45 Atk / 70 Def / 45 SAtk / 90 SDef / 95 Spd Pros: Super Fang, good speed Cons: Terrible offenses, limited movepool Pachirisu @Salac Berry EVs: 252 HP / 6 Def / 252 Spd Timid Nature Ability: Volt Absorb -Super Fang -Substitute -Thunder Wave -Covet Super Fang is the only thing Pachirisu has going for it. Paralyze opponents and cut their health as much as you can with Super Fang. You can also cut your own health down with Substitute to activate Salac Berry. After that happens, you can steal your opponent's item before dieing. It's really the only other semi-useful thing Pachirisu can do. --------------------[FLOATZEL]------------------------ Type: Water Ability: Swift Swim/Water Veil (Dream World) Base Stats: 85 HP / 105 Atk / 55 Def / 85 SAtk / 50 SDef / 115 Spd Pros: Excellent Speed and great Attack Cons: Very frail defenses Floatzel @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Swift Swim -Waterfall -Ice Fang -Brick Break -Crunch/Aqua Jet Floatzel can hit hard and fast with this set, and will hit even faster with Rain doubling its already high Speed. Waterfall has excellent power in the rain and the chance of flinch certainly doesn't hurt. Ice Fang hits Grass and Dragon opponents. Brick Break is for Empoleon and Ferrothorn, who can both wall Floatzel. Crunch can deal decent damage to enemy Starmie and Slowbro. You can also use Aqua Jet as a STABed priority move to finish off weakened opponents. Floatzel @Leftovers EVs: 40 HP / 252 Def / 216 Spd Jolly Nature -Substitute -Bulk Up -Baton Pass -Waterfall Floatzel doesn't have to be a sweeper. It is also quite good at Baton Passing. Set up a Substitute for protection while buffing up Floatzel's Defense and Attack with Bulk Up. If Skarmory or something comes in to force you to switch, prevent it from doing so with Taunt. Use Waterfall as an offensive move on frail enemies or those weak to Water. Otherwise, transfer your boosts to a different team mate with Baton Pass. ---------------------CHERRIM--------------------------- Type: Grass Ability: Flower Gift Base Stats: 70 HP / 60 Atk / 70 Def / 87 SAtk / 78 SDef / 85 Spd Pros: Unique ability that works great in 2 vs. 2 Cons: Very limited movepool, mediocre stats Cherrim @Hot Rock EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Sunny Day -Energy Ball -Hidden Power [Fire] -Protect This set is useable in 1 vs. 1 battles, but it works best in 2 vs. 2. Set up a Sunny Day to boost your stats and those of your partner. HP Fire for enemy Steels and Grass types. Protect wards off enemy attacks so you can survive for at least one more turn. ---------------------[GASTRODON]------------------------- Type: Water/Ground Ability: Storm Drain/Sticky Hold/Sand Force (Dream World) Base Stats: 111 HP / 83 Atk / 68 Def / 92 SAtk / 82 SDef / 39 Spd Pros: Excellent HP, good Sp. Attack Cons: 4x Grass weakness Gastrodon @Leftovers EVs: 252 HP / 6 Def / 252 SDef Calm Nature Ability: Storm Drain -Scald -Earth Power -Recover -Ice Beam/Toxic Gastrodon's Storm Drain ability gives it a very useful immunity to Water and lets it wall most opponent Water-types with its hefty HP and defenses. Scald and Earth Power are for STAB and can be pretty powerful after a boost from Storm Drain. Recover is needed to stay healthy. Ice Beam can deal with the Grass-types that give you trouble, as well as Dragon and Flying-types. Toxic can also be used to weaken opponents while you stall with Recover. Gastrodon @Leftovers EVs: 252 HP / 6 Atk / 252 SDef Careful Nature Ability: Sand Force -Earthquake -Stone Edge -Curse -Recover Gastrodon is the one of the few Pokemon to get the Sand Force ability and it's the only one that isn't weak to Water. It can take most special attacks with ease while its buffs up its physical stats with Curse. With a boost from Curse, Sand Force, and STAB, it's Earthquake will be extremely strong. Stone Edge covers what Earthquake doesn't and also gets a Sand Force boost. ---------------------[AMBIPOM]--------------------------- Type: Normal Ability: Pick Up/Technician/Skill Link (Dream World) Base Stats: 75 HP / 100 Atk / 66 Def / 60 SAtk / 66 SDef / 115 Spd Pros: Great Attack and excellent speed, diverse movepool Cons: Frail defenses Ambipom @Silk Scarf/Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Technician -Fake Out -U-Turn -Double Hit -Low Kick/Payback Ambipom is a very fun Pokemon to use and while its moves may not seem too strong, most of this set relies on Techician to increase the power of its attacks. Fake Out your opponent during your first turn, then determine if a Double Hit will KO it. If it can't, use U-Turn to do a bit more damage before switching to a teammate. Low Kick for Rock and Steel Pokemon who tend to be pretty heavy especially in the OU tier. Payback is for Ghosts. The dents you put in your opponent with Fake Out and U-Turn will add up and seriously weaken the enemy team. Ambipom @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Technician -Double Hit -U-Turn -Payback/Pursuit -Low Kick/Switcheroo If you do want to deal lots of damage, try the Choice Bander. Like any Choice Band set, it requires you to have good prediction skills especially since Ambipom is frail. U-Turn is particularly effective on this set for scouting the opponent's team. You can mess up walls by using Switcheroo and giving them your Choice Band. Ambipom @Leftovers/Focus Sash EVs: 252 HP / 6 Atk / 252 Spd Jolly Nature -Nasty Plot/Work Up/Hone Claws -Agility -Baton Pass -Substitute/Taunt Another one of Ambipom's talents is Baton Passing. Special Attack, Attack, Speed, and even Accuracy are all great stat boosts to pass. Substitute and Taunt can both prevent status moves from affecting you, but only Taunt will protect you from Roar, Whirlwind, and Haze. ------------------------DRIFBLIM------------------------ Type: Ghost/Flying Ability: Unburden/Aftermath/Flare Boost (Dream World) Base Stats: 150 HP / 80 Atk / 44 Def / 90 SAtk / 54 SDef / 80 Spd Pros: Amazing HP, unique Unburden ability, great Baton Passer Cons: Terrible defenses Drifblim @Petaya Berry/Starf Berry EVs: 252 Def / 56 SDef / 200 Spd Timid Nature Ability: Unburden -Substitute -Calm Mind -Magic Coat -Baton Pass Driftblim is a pretty unique Baton Passer. It can pass huge Substitutes and possibly Calm Mind if you like. Thunderbolt prevents Skarmory from ruining the strategy and Hypnosis can put other phazers to sleep. Once Drifblim gets the berry boost, its Speed will rise due to Unburden and you can safely Baton Pass away. Drifblim @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Aftermath -Shadow Ball -Thunderbolt -Hidden Power [Fighting] -Hypnosis HP Fighting covers all the enemies resistant to Shadow Ball - Normal, Dark, and Steel. Thunderbolt provides additional coverage, especially with all the Water and Flying Pokemon out there. Hypnosis can put any other potential counter to sleep. ------------------------[LOPUNNY]-------------------------- Type: Normal Ability: Klutz/Cute Charm/Limber (Dream World) Base Stats: 65 HP / 76 Atk / 84 Def / 54 SAtk / 96 SDef / 105 Spd Pros: Great Speed and Sp. Defense, good support moves Cons: Mediocre offensive stats Lopunny @Lagging Tail/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Klutz -Switcheroo -Encore -Magic Coat -Thunder Wave/Return Switcheroo with the Klutz ability is what makes Lopunny stand out. You can put basically any item you want onto the opponent to mess them up. Lagging Tail screws opponents who rely on Speed, while Choice Scarf messes up walls. Encore is a neat move that can mess with opponents who rely on setup moves, like Baton Passers. Magic Coat reflects status and entry hazards back at the opponent. Thunder Wave is a reliable status move, but Return can be used to actually cause damage. Lopunny @Flame Orb EVs: 252 HP / 6 Def / 252 Spd Jolly Nature Ability: Klutz -Agility -Baton Pass -Switcheroo -Substitute/Magic Coat Lopunny is an unusual Baton Passer, but it can be a very effective one. With Klutz, it doesn't have to worry about opponents screwing it up by Tricking Choice items onto it. In fact, if they do so they will get a nasty burn from the Flame Orb they receive. The general idea is to use Agility and pass it to a teammate. If you suspect the opponent will use Taunt or a status move, bounce it back with Magic Coat. ------------------------[MISMAGIUS]------------------------ Type: Ghost Ability: Levitate Base Stats: 60 HP / 60 Atk / 60 Def / 105 SAtk / 105 SDef / 105 Spd Pros: Great Sp. Attack, Sp. Defense, and Speed Cons: Low HP and Defensesm, Pursuit weakness Mismagius @Leftovers Evs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Shadow Ball -Hidden Power [Fighting]/Thunderbolt -Nasty Plot -Will-o-wisp/Substitute Mismagius faces stiff competition from Gengar as a special sweeper, but it does have something Gengar doesn't - a stat-boosting move in the form of Nasty Plot. With a couple of boosts, Mismagius can be a terrific special sweeper. Shadow Ball and Hidden Power Fighting provide perfect coverage against every opponent in the game. You can use Will-o-wisp to cover your rather low Defense or Substitute to prevent status effects. Mismagius @Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Shadow Ball -Hidden Power [Fighting] -Substitute -Calm Mind Calm Mind is another way Mismagius can boosts its Special Attack. Although it takes a bit longer to set up, the Special Defense boosts ensure that you can set up against special attackers. Substitute is needed on this set to prevent status conditions from ruining your strategy. It also helps you avoid attacks like Sucker Punch that would otherwise KO you. Mismagius @Leftovers EVs: 252 HP / 6 Def / 252 SDef Calm Nature -Mean Look -Perish Song -Protect -Taunt/Pain Split A PerishTrap set can be very effective if you use it right. Trap an opponent with Mean Look, begin the Perish Song, and try to stay alive with Protect and Pain Split. After the countdown reaches 1, switch out to prevent being KOed while your opponent will be unable to switch. Taunt is useful to prevent Whirlwind/Roar from messing with your plan. Mismagius @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Shadow Ball -Hidden Power [Fighting] -Thunderbolt -Trick As a special sweeper, Mismagius can use a Choice set quite effectively. Since many people expect Mismagius to be a setup sweeper, they will get a surprise with the power or speed boost that this set has. Thunderbolt covers the many Water and Flying opponents in the game. Trick is also a nice move that can cripple any walls that switch into Mismagius including Blissey, Chansey, and Snorlax. -----------------------HONCHKROW------------------------ Type: Dark/Flying Ability: Insomnia/Super Luck/Moxie (Dream World) Base Stats: 100 HP / 125 Atk / 52 Def / 105 SAtk / 52 SDef / 71 Spd Pros: Excellent Attack, Super Luck ability Cons: Frail defenses, Speed loss after evolving from Murkrow Honchkrow @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Insomnia -Brave Bird -Superpower -Sucker Punch -Roost Despite Honchkrow's frailty, its high Attack combined with its powerful moves means it can do a lot of damage to a variety of opponents. Brave Bird is its strongest Attack and hits many Pokemon hard. Superpower handles the Steel and Rock-types that resist Flying. Sucker Punch can be very powerful and makes up for Honchkrow's rather low Speed. Since Honchkrow will be racking up a lot of recoil damage, Roost can let it stick around longer. For an ability, Insomnia is preferred to help you switch in against Sleep attacks especially Breloom and Smeargle's Spore. Honchkrow @Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Insomnia -Night Slash -Brave Bird -Superpower -Sucker Punch This set tries to resolve one of Honckrow's problems - its mediocre Speed. With a Choice Scarf, you can achieve nearly 400 Speed and outrun many opponents who can normally defeat you, like Terrakion. Night Slash can be used as your main Dark move, but Sucker Punch is still useful for faster Choice Scarfers like Azelf and Chandelure. -----------------------[PURUGLY]--------------------------- Type: Normal Ability: Thick Fat/Own Tempo/Defiant (Dream World) Base Stats: 71 HP / 82 Atk / 64 Def / 64 SAtk / 59 SDef / 112 Spd Pros: Very fast Cons: Mediocre Attack, frail defenses, limited movepool Purugly @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Thick Fat -Return -Fake Out -Sucker Punch -U-Turn Purugly is very similar to Persian and not just because they're both cats. They're both fast and frail Normal-types that learn similar moves. Persian may have the upper hand with Technician, but Purugly gets a second priority move with Sucker Punch. Thick Fat gives it two extra resistances and it's also stronger than Persian. Fake Out is used to dent your opponent during your first turn. If they're too tough to handle with Return, dent them again with U-Turn before switching out. --------------------[SKUNTANK]------------------------ Type: Poison/Dark Ability: Aftermath/Stench/Keen Eye (Dream World) Base Stats: 103 HP / 93 Atk / 67 Def / 71 SAtk / 61 SDef / 84 Spd Pros: Good HP and Attack Cons: Other stats are mediocre Skuntank @Life Orb EVs: 252 Atk / 6 Atk / 252 Spd Adamant/Lonely Nature Ability: Aftermath -Sucker Punch -Poison Jab -Fire Blast -Explosion Skuntank's movepool isn't very extensive and it can't do much against Steel- types. Sucker Punch is a good Dark move and having a priority move is useful considering Skuntank's mediocre Speed. Poison Jab takes advantage of your second type. Fire Blast works off your lower Sp. Attack, but it is your best bet against Steels like Skarmory and Ferrothorn. Use Explosion when you've done as much as you can and hopefully deal a lot of damage to the opponent. --------------------[BRONZONG]------------------------ Type: Steel/Psychic Ability: Levitate/Heatproof/Heavy Metal (Dream World) Base Stats: 67 HP / 89 Atk / 116 Def / 79 SAtk / 116 SDef / 33 Spd Pros: Great defenses and excellent set of resistances, good support movepool Cons: No reliable recovery move Bronzong @Leftovers EVs: 252 HP / 84 Atk / 80 Def / 94 SDef Relaxed/Sassy Nature Ability: Levitate -Gyro Ball -Stealth Rock -Earthquake -Hypnosis/Reflect/Light Screen Bronzong makes a great support Pokemon due to its stats and type combination. It is an excellent user of Stealth Rock and can usually survive most attacks in order to lay them down. Gyro Ball combined with Bronzong's low speed can hurt fast opponents and is your best choice for an offensive move. Earthquake is another attack good against other Steels, especially Magnezone and Heatran. Hypnosis can be used to put something to Sleep, but it's not very accurate. Reflect or Light Screen can further help support the team. Bronzong @Light Clay EVs: 252 HP / 84 Atk / 80 Def / 94 SDef Relaxed/Sassy Nature Ability: Levitate -Gyro Ball -Reflect -Light Screen -Stealth Rock Dual Screen Bronzong supports the team by setting up screens that will lower the damage your team takes. It makes a great lead and allows your team members to pull off risky strategies that might not otherwise work. Light Clay extends the duration of both screens to eight turns, which should be plenty of time to get the task done. Bronzong @Leftovers/Macho Brace EVs: 252 HP / 84 Atk / 80 Def / 94 SDef Relaxed/Sassy Nature Ability: Levitate -Gyro Ball -Trick Room -Earthquake -Reflect/Light Screen People who run a Trick Room team should seriously consider including a Bronzong because it is one of the best users of Trick Room in the game. With very low Speed, good defenses, and great resistances, Bronzong can reliably set up Trick Room again and again. ----------------------[CHATOT]--------------------------- Type: Normal/Flying Ability: Keen Eye/Tangled Feet/Big Pecks (Dream World) Base Stats: 76 HP / 65 Atk / 45 Def / 92 SAtk / 42 SDef / 91 Spd Pros: Good Sp. Attack and Speed Cons: Limited movepool, very frail defenses, Stealth Rock weakness Chatot @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Keen Eye -Hyper Voice -Heat Wave/Hidden Power [Fighting] -Nasty Plot -Encore Switch in Chatot on a Ground attack like Earthquake, then force your opponent to repeat it with Encore. While that's going on, boost your Sp. Attack with Nasty Plot and then sweep. Hopefully you'll have taken out your opponent's Steel types by this point. If not, you can hope that Hidden Power Fighting or Heat Wave will do the job. ----------------------[SPIRITOMB]------------------------ Type: Ghost/Dark Ability: Pressure/Infiltrator (Dream World) Base Stats: 50 HP / 92 Atk / 108 Def / 92 SAtk / 108 SDef / 35 Spd Pros: Type combo gives it no weaknesses, great defenses Cons: Very slow, limited offensive movepool, low HP Spiritomb @Leftovers EVs: 252 HP / 144 Atk / 112 SDef Careful/Impish Nature Ability: Pressure -Sucker Punch -Pursuit -Taunt -Pain Split/Will-o-wisp This Spiritomb is a nightmare to other Ghost and Psychic types. If they try to escape, they'll get hit with Pursuit. If they stay in to attack, they'll get hit with Sucker Punch. Taunt prevents non-damaging moves from working and limits your opponent's options. Pain Split keeps it alive while Will-o-wisp takes care of any physical sweepers. Spiritomb @Leftovers EVs: 252 HP / 252 Def / 6 SDef Bold Nature Ability: Pressure -Shadow Ball -Hidden Power [Fighting] -Calm Mind -Pain Split/Rest Spiritomb can also go on the offensive. Calm Mind boosts your special stats, letting Spiritomb wall and sweep at the same time. Shadow Ball and HP Fighting take care of every Pokemon in the game. Pain Split can do a decent job of healing if you are at low health, but it's not always reliable. Rest can cure you of all damage and status, but gives your opponent a couple of free turns. Spiritomb @Leftovers EVs: 252 HP / 252 Def / 6 SDef Bold Nature Ability: Pressure -Dark Pulse -Calm Mind -Rest -Sleep Talk This is similar to the previous set in that it uses Calm Mind to boosts its stats. However, it relies more heavily on recovery to stay healthy. Sleep Talk lets you attack or set up even when you sleep. Dark Pulse is used because nothing is immune to it, so it works well as your only attack. ----------------------[GARCHOMP]----------------------- Type: Ground/Dragon Ability: Sand Veil/Rough Skin (Dream World) Base Stats: 108 HP / 130 Atk / 95 Def / 80 SAtk / 85 SDef / 102 Spd Pros: Overall great stats - Amazing Attack, great speed, and good defenses, strong physical movepool Cons: 4x Ice weakness Garchomp @Life Orb/Yache Berry/Haban Berry EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Outrage -Earthquake -Swords Dance -Fire Fang After a Swords Dance, Garchomp can rip teams to shreds with its powerful moves. Outrage and Earthquake will do a ton of damage to most Pokemon, and only Skarmory and Bronzong resist it. Fire Fang takes care of those two Steel Pokemon. Yache Berry weakens Ice attacks and Haban Berry weakens Dragon. Both of these types are common in both OU and Uber tiers. Garchomp @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Outrage -Earthquake -Stone Edge -Fire Fang/Fire Blast Of course, any strong physical sweeper like Garchomp can perform well with a Choice Band. Outrage is amazingly strong since it can destroy so many things. Just be sure to get rid of any defensive Steels on the other team first. Fire Blast can be used over Fire Fang. Being a special move, it will do more damage to Steel physical walls like Skarmory and Forretress. Stone Edge is mostly filler, but is good against things that carry Balloon like Heatran. Garchomp @Choice Scarf EVs: 16 HP / 252 Atk / 240 Spd Adamant Nature -Outrage -Earthquake -Stone Edge -Fire Fang Choice Scarf Garchomp may seem similar to the Choice Bander, but it works much differently. With Choice Scarf, you sacrifice Attack for Speed and so it makes a great revenge-killer by taking out weakened opponents, especially ones that are normally faster than it. ------------------------[LUCARIO]------------------------ Type: Steel/Fighting Ability: Inner Focus/Steadfast/Justified (Dream World) Base Stats: 70 HP / 110 Atk / 70 Def / 115 SAtk / 70 SDef / 90 Spd Pros: Excellent offenses, extremely diverse movepool Cons: Rather frail defenses Lucario @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Close Combat -Extremespeed -Crunch/Stone Edge/Ice Punch -Swords Dance This moveset has a simple objective: find an oppurtunity to use Swords Dance, then sweep. A STABed Swords Danced Close Combat puts a huge dent in most opponents. Ghost and Psychic foes are handled by Crunch while Stone Edge and Ice Punch takes care of Flying-types. Since Lucario isn't all that fast, Extremespeed can be very valuable in defeating faster foes or finishing off weakened opponents. Lucario's Dream World ability is great for grabbing a free Attack boost when switching into a Dark attack, but keep in mind you can't have Ice Punch and Justified on the same set. Lucario @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature -Aura Sphere -Shadow Ball -Vacuum Wave/Hidden Power [Ice] -Nasty Plot Lucario is one of those Pokemon who can go special as well as physical. A Nasty Plot-boosted Aura Sphere can 2HKO a Blissey with max HP EVs and can do a ton of damage to any Pokemon not resistant to Fighting attacks. Ghost and Psychic types will quickly fall to a Shadow Ball. Vacuum Wave is the only special priority move in the game and works well with Lucario's Fighting STAB. It is very helpful in taking down faster opponents. However you can use HP Ice as an alternative for Ground-types like Gliscor. Lucario @Life Orb EVs: 252 Atk / 6 SAtk / 252 Spd Hasty/Naive Nature -Close Combat -Crunch -Hidden Power [Ice] -Agility This set focuses on boosting Speed rather than offenses. Since Lucario often has problems with faster opponents like Salamence and Gliscor, gaining a speed boost can help it defeat them. With an Agility boost, you can even outspeed some Chlorophyll and Swift Swim Pokemon. Use both physical and special moves on this set to make you harder to wall. Lucario @Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Close Combat -Crunch -Stone-Edge -Ice Punch Another way of boosting Lucario's Speed is to give it a Choice Scarf. This turns Lucario into more of a revenge-killer than an all-out sweeper. With Lucario's many resistances, it can find plenty of opportunities to switch in and beat opponents with its diverse arsenal of attacks. ----------------------[HIPPOWDON]----------------------- Type: Ground Ability: Sandstream/Sand Force (Dream World) Base Stats: 108 HP / 112 Atk / 118 Def / 68 SAtk / 72 SDef / 47 Spd Pros: Excellent HP, Attack, and Defense, the only other Pokemon besides Tyranitar that has Sandstream Cons: Terrible Speed Hippowdon @Leftovers EVs: 252 HP / 4 Atk/ 252 Def Impish Nature -Earthquake -Slack Off -Stealth Rock -Roar/Ice Fang Hippowdon makes a great physical wall, especially with Slack Off to keep it constantly healthy. The ability to heal itself lets it stand out from most other bulky Ground-types. Hippowdon is most often used as a lead to set up Stealth Rock and get the sandstorm started. Earthquake is your most powerful move and takes advantage of your high Attack stat. Roar gives you the chance to phaze and stop opponents from setting up. However, Ice Fang is also important to hit Flying-types like Gliscor or Pokemon with Air Balloon like Excadrill and Heatran. ----------------------[DRAPION]-------------------------- Type: Poison/Dark Ability: Sniper/Battle Armor/Keen Eye (Dream World) Base Stats: 70 HP / 90 Atk / 110 Def / 60 SAtk / 75 SDef / 95 Spd Pros: Excellent Defense, good Speed and Attack Cons: Easily walled by Steel types Drapion @Life Orb/Scope Lens EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Sniper -Night Slash -Fire Fang -Earthquake/Aqua Tail -Swords Dance This is a fairly standard Swords Dance set. Night Slash provides STAB and because of your Sniper ability, can deal a lot of damage if it critical hits. Fire Fang hits Steel Pokemon that resist Dark moves. Earthquake also hits Steel-types and is a stronger choice against some like Heatran. If you want to combat Ground-types that get in your way, then go with Aqua Tail. Drapion @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish Nature Ability: Battle Armor -Toxic Spikes -Whirlwind -Knock Off -Taunt/Crunch This set takes advantage of Drapion's high Defense in order to set up some Toxic Spikes. Whirlwind can let you force the opponent to switch in order to poison the rest of the team. Knock Off can be a very handy move that ruins foes who rely on their items. Taunt can be used to stop status moves and prevent your opponent from healing, but Crunch is also a good choice if you just want an offensive move. ----------------------[TOXICROAK]----------------------- Type: Poison/Fighting Ability: Anticipation/Dry Skin/Poison Touch (Dream World) Base Stats: 83 HP / 106 Atk / 65 Def / 86 SAtk / 65 SDef / 85 Spd Pros: Great Attack, Dry Skin ability gives Water immunity Cons: Frail defenses, 4x Psychic weakness Toxicroak @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Dry Skin -Drain Punch -Sucker Punch -Substitute -Bulk Up Toxicroak loves the rain so use this on the same team as Politoed so the two frogs can help one another. Get behind a Substitute, then boost your stats with Bulk Up. The health you restore from Dry Skin and Leftovers will let you set up more Substitutes. Drain Punch will also restore some of your HP and after a few Bulk Ups, it will do a lot of damage. Sucker Punch hits Ghost and Psychic types and works well with a Substitute up since it forces opponents to attack you directly. Toxicroak @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Dry Skin -Poison Jab -Stone Edge -Cross Chop -Sucker Punch Simple Choice Band set. Sucker Punch can let you attack first and is useful against Ghost types. Toxicroak @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Dry Skin -Focus Blast -Dark Pulse -Vacuum Wave/Hidden Power [Flying] -Nasty Plot Its Sp. Attack is lower, but it can still boost it with Nasty Plot. Fighting and Dark provide great type coverage. Enemy Toxicroak and Heracross will still resist you, so you can take them on with HP Flying. But Vacuum Wave is also a great move, able to hit speedy Pokemon like Weavile or Aerodactyl. ----------------------[CARNIVINE]----------------------- Type: Grass Ability: Levitate Base Stats: 74 HP / 100 Atk / 72 Def / 90 SAtk / 72 SDef / 46 Spd Pros: Great Attack Cons: Mediocre defenses, terrible speed, limited movepool Carnivine @Leftovers EVs: 252 HP / 252 Atk / 6 Def Adamant Nature -Power Whip -Crunch -Sleep Powder -Swords Dance Carnivine gets Power Whip, which is an advantage over many other physical attacking Grass types. Still, its movepool is small and this is a simple Swords Dance set really. Sleep Powder is useful for disabling an opponent so you can buy some time to set up. Crunch deals with most opponents resistant to Grass, but can't handle Steels. ----------------------[LUMINEON]------------------------ Type: Water Ability: Swift Swim/Storm Drain/Water Veil (Dream World) Base Stats: 69 HP / 69 Atk / 76 Def / 69 SAtk / 86 SDef / 91 Spd Pros: Good Speed Cons: Overall stats are mediocre, limited movepool Lumineon @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Ability: Swift Swim Modest Nature -Surf -Ice Beam -Hidden Power [Electric/Grass] -Signal Beam A thoroughly uninteresting fish. You might as well take advantage of Swift Swim. Use with Drizzle support from Politoed. ----------------------[ABOMASNOW]------------------------ Type: Grass/Ice Ability: Snow Warning/Soundproof (Dream World) Base Stats: 90 HP / 92 Atk / 75 Def / 92 SAtk / 85 SDef / 60 Spd Pros: Has a unique ability Cons: Mediocre stats, 4x Fire weakness, Stealth Rock weakness Abomasnow @Choice Scarf EVs: 6 Atk / 252 SAtk / 252 Spd Naive Nature -Wood Hammer -Blizzard -Earthquake -Hidden Power [Fire] Abomasnow is the only Pokemon that can automatically set up Hail, but it faces competition from other Pokemon with auto-weather abilities. With a Scarf set, it can outspeed them and defeat them with its powerful moves. Wood Hammer will destroy Politoed and Tyranitar. Blizzard hits Hippowdon harder due to its lower Special Defense. Earthquake is for Ninetales and most Steel-types. Hidden Power Fire handles Ferrothron, Scizor, and other Abomasnow. Abomasnow @Leftovers EVs: 252 HP / 6 Def / 252 SDef Calm/Sassy Nature -Substitute -Leech Seed -Blizzard -Focus Punch/Protect Substitute is the key to this moveset. You can plant a Leech Seed on the enemy and annoy them with the SubSeed combo while they also take additional damage from the hail. If a Steel or Rock type shows up, you can welcome them with a Focus Punch to the face. Protect can be used to stall for at least one more turn, which may allow you to restore enough health to create another Substitute. ------------------------[WEAVILE]------------------------ Type: Dark/Ice Ability: Pressure/Pickpocket (Dream World) Base Stats: 70 HP / 120 Atk / 65 Def / 45 SAtk / 85 SDef / 125 Spd Pros: Excellent Speed and Attack, Cons: 4x Fighting weakness, low defense Weavile @Choice Band/Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Ice Shard -Pursuit -Ice Punch/Night Slash -Low Kick With high Speed and high Attack, Weavile is one of the better revenge-killers in the game. Anything with a weakness to Ice or Dark will fear this moveset. Ice Shard beats Dragon and Flying foes like Salamence, Garchomp, and Landorus no matter how much they boost their Speed. Pursuit is extremely useful for Psychic and Ghost types, dealing major damage and doubling in power if they switch out. Frail Pokemon like Gengar and Alakazam will often be OHKOed even if they don't switch. Ice Punch and Night Slash are more powerful STAB moves useful against more defensive Pokemon. Low Kick is absolutely essential to beat Steel-types. Most of the Steels in OU are big and heavy, so this attack will deal a lot of damage to them. Weavile @Life Orb/Expert Belt 6 HP / 252 Atk / 252 Spd Jolly Nature -Night Slash -Ice Shard/Ice Punch -Brick Break -Swords Dance Swords Dance Weavile is more risky to use, but its payoff is great. It's better to save this toward the end of the battle when your enemies have already been weakened and any counters have been eliminated. ---------------------[MAGNEZONE]------------------------ Type: Electric/Steel Ability: Magnet Pull/Sturdy/Analytic (Dream World) Base Stats: 70 HP / 70 Atk / 115 Def / 130 SAtk / 90 SDef / 60 Spd Pros: Great Defense and Excellent Sp. Attack, large variety of resistances Cons: Slow, 4x Ground weakness, limited movepool Magnezone @Leftovers/Air Balloon Timid Nature EVs: 40 HP / 252 SAtk / 216 Spd Ability: Magnet Pull -Thunderbolt -Hidden Power [Ice/Fire] -Charge Beam -Substitute Magnezone is well known for its ability to trap and kill most of the popular Steel-types in the game including Skarmory, Scizor, and Ferrothorn. Its high defense and large number of resistances let it switch in easily and set up a Substitute. Thunderbolt will hit opponents very hard, while Discharge can make up forMagnezone's low Speed by having a good chance of paralyzing opponents.HP Grass for Swampert/Rhyperior or HP Ice for Garchomp and Grass types. Substitute lets you check for potential counters, including Electivire, Volt- Absorb Pokemon, or Ground types. Magnet Rise erases you Ground weakness while Thunder Wave is good for paralysis if you're not using Discharge. Magnezone @Choice Specs/Choice Scarf EVs: 172 Atk / 252 SAtk / 84 Spd Mild Nature Ability: Magnet Pull -Thunderbolt/Discharge -Hidden Power [Grass/Ice] -Flash Cannon -Explosion Despite its limited movepool, Magnezone still makes a great Choice item user. Choice Specs gives you a huge boost in power, while Choice Scarf fixes Magnezone's below average Speed and can turn it into a decent revenge killer especially against Steel-types. ----------------------[LICKILICKY]----------------------- Type: Normal Ability: Own Tempo/Oblivious/Cloud Nine (Dream World) Base Stats: 110 HP / 85 Atk / 95 Def / 80 SAtk / 95 SDef / 50 Spd Pros: Excellent HP, great defenses, gets STABed Explosion Cons: Slow, outclassed by Snorlax Lickilicky @Leftovers EVs: 160 HP / 176 Atk / 174 Def Impish Nature Ability: Own Tempo -Body Slam -Knock Off -Earthquake -Wish/Explosion Lickilicky is a fun Pokemon that does a nice job of supporting your team. Body Slam paralyzes opponents and gets STAB in the process. Knock Off removes a opponent's item, which can put them at a disadvantage. Earthquake is for Rock and Steel types. If you can get a Lickitung from the NYPC, it can get the special Wish move which is great for healing yourself and the team. If you can't get it, then use Explosion to do a ton of damage to an opponent. Lickilicky @Leftovers EVs: 160 / 64 Atk / 98 Def / 188 SDef Sassy Nature Ability: Own Tempo -Curse -Return -Gyro Ball -Wish/Earthquake Curse lets Lickilicky make use of Gyro Ball. Lower your Speed while buffing your Attack and Defense. After a couple Curses, Gyro Ball should have max power against most speedy opponents. Keep yourself healthy with Wish if you can get it. Otherwise, use Earthquake for Steel types. Lickilicky @Leftovers EVs: 252 HP / 252 Atk / 6 Def Brave/Adamant Nature Ability: Own Tempo -Swords Dance -Body Slam/Return -Earthquake -Gyro Ball/Explosion Lickilicky can also boost its Attack with Swords Dance. Choose Return for its power or Body Slam for its ability to paralyze. Gyro Ball is your only means of doing lots of damage to Gengar and Mismagius. Lickilicky @Choice Band EVs: 252 HP / 252 Atk / 6 Def Brave Nature Ability: Own Tempo -Body Slam/Return -Earthquake -Gyro Ball -Fire Blast/Explosion A Choice Band set lets it deal a lot of damage without setting up. With an extra move slot for an offensive attack, you can use Fire Blast to take on Skarmory and Bronzong. Lickilicky @Leftovers EVs: 160 HP / 176 Atk / 174 Def Impish Nature Ability: Own Tempo -Body Slam -Earthquake -Rest -Sleep Talk Rest is its only means of healing itself for those who can't get Wish. It helps Lickilicky stay alive for a long time, but you limit your remaining moves. ----------------------[RHYPERIOR]------------------------ Type: Ground/Rock Ability: Solid Rock/Lightning Rod/Reckless (Dream World) Base Stats: 115 HP / 140 Atk / 130 Def / 55 SAtk / 55 SDef / 40 Spd Pros: Amazing Attack and Defense, Excellent HP, Solid Rock Cons: Speed and Sp. Defense are very low Rhyperior @Leftovers EVs: 252 HP / 252 Atk / 6 Def Adamant Nature Ability: Solid Rock -Earthquake -Stone Edge -Megahorn/Avalanche/Substitute -Swords Dance With one Swords Dance, Rhyperior achieves well over 800 Attack. Combine this with a powerful STABed Earthquake or Stone Edge and you've got an awesome, but slow, physical sweeper. Megahorn hurts bulky Psychic-types like Uxie, Cresselia, and Bronzong, who may not mind your first two moves. Avalanche is for Ground-types like Gliscor as well as Dragon types. Substitute can protect you from status moves like Will-o-wisp and gives you a free chance to set up. Use this set in the Sandstorm so you can get a Special Defense boost. Rhyperior @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish Nature Ability: Solid Rock -Earthquake -Stone Edge -Megahorn/Avalanche -Stealth Rock/Roar Rhyperior makes a great defensive tank with this set. And while many walls have low offenses, this guy comes with over 300 Attack to put a big dent into many opponents. Stealth Rock and Roar are both good support options should your team be lacking in either of those moves. Rhyperior @Choice Band EVs: 252 HP / 252 Atk / 6 Def Adamant Nature Ability: Solid Rock -Earthquake -Stone Edge -Megahorn -Avalanche With Choice Band, you can take advantage of using both Megahorn and Avalanche on the same set. ----------------------[TANGROWTH]------------------------ Type: Grass Ability: Chlorophyll/Leaf Guard/Regenerator (Dream World) Base Stats: 100 HP / 100 Atk / 125 Def / 110 SAtk / 50 SDef / 50 Spd Pros: HP/Attack/Defense/Sp. Attack, great support movepool Cons: Low Speed and Sp. Defense Tangrowth @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish/Relaxed Nature Ability: Regenerator -Leech Seed -Sleep Powder -Knock Off -Power Whip/Giga Drain One of the most recommended Tangrowth sets. This guy can survive so many physical hits, even supereffective ones. Plus, it's got an array of annoying support moves to help you out. Leech Seed and Sleep Powder are very annoying together and with Knock Off, you can ruin so many Pokemon that rely on their item. Power Whip is your most powerful physical Grass move and will hurt most opponents who aren't resistant to Grass. However, if you don't think Leech Seed and Regenerator are enough, you can use Giga Drain for even more healing potential. Tangrowth @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Naughty/Rash Nature Ability: Chlorophyll -Power Whip/Giga Drain -Hidden Power [Fire] -Earthquake/Rock Slide -Growth This revolves around Tangrowth's Chlorophyll ability. Tangrowth can learn Growth like many other Chlorophyll sweepers, however it can also learn Earthquake and Rock Slide. Earthquake is great against Fire opponents while Rock Slide hits Flying and Dragon foes. Choose a Grass move depending on whether you want power or healing ability. HP Fire gets a boost in the Sun and helps against Steel and enemy Grass types. Sleep Powder can be used over Growth if you don't care about setting up. It can disable anything that tries to counter you. ---------------------[ELECTIVIRE]----------------------- Type: Electric Ability: Motor Engine/Vital Spirit (Dream World) Base Stats: 75 HP / 123 Atk / 67 Def / 95 SAtk / 85 SDef / 95 Spd Pros: Diverse movepool for an Electric type, excellent Attack Cons: Base speed lowered upon evolving from Electabuzz Electivire @Life Orb/Expert Belt EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Motor Drive -Wild Charge -Ice Punch -Earthquake -Cross Chop/Fire Punch Electivire has a supereffective move against most of the common opponents you'll face. Wild Charge is your most powerful move and can take down Flying and Water opponents with ease. Ice Punch has good coverage with Electric moves and is needed to combat Ground, Grass, and Dragon-types. Earthquake hits the Electric types that you can easily switch into. Cross Chop and Fire Punch are both useful for Ferrothorn. Cross Chop also covers any Dark or Normal Pokemon you'll face. Electivire @Life Orb EVs: 40 HP / 252 SAtk / 216 Spd Mild/Rash Nature Ability: Motor Drive -Thunderbolt -Hidden Power [Ice] -Flamethrower -Cross Chop Electivire's Sp. Attack is lower than its physical Attack, but this set can work just as well. This is because many of the opponents Electivire will face have high Defense, but lower Special Defense. For instance, Gliscor will take more damage from HP Ice than Ice Punch, despite Ice Punch being slightly stronger. Cross Chop is useful on this set to take down special walls like Chansey and Blissey. ---------------------[MAGMORTAR]----------------------- Type: Fire Ability: Flash Fire/Vital Spirit (Dream World) Base Stats: 75 HP / 95 Atk / 67 Def / 125 SAtk / 95 SDef / 83 Spd Pros: Excellent Sp. Attack, diverse movepool Cons: Base speed has been lowered upon evolving from Magmar, Stealth Rock weakness Magmortar @Life Orb EVs: 40 Atk / 252 SAtk / 216 Spd Timid/Hasty Nature -Flamethrower/Fire Blast -Thunderbolt -Focus Blast/Cross Chop -Hidden Power [Ice/Grass] Magmortar is a heavy Special hitter with a diverse arsenal of moves. A STABed Flamethrower or Fire Blast will do a lot of damage especially when backed by Life Orb. The ability to learn Thunderbolt lets it stand out from other Fire- types. Focus Blast is an option, but Magmortar will do more damage with Cross Chop to special walls like Blissey, Chansey, or Snorlax than it can with Focus Blast. Ground types like Garchomp or Swampert are handled by a supereffective Hidden Power of your choice. Magmortar @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Mild Nature -Flamethrower/Fire Blast -Thunderbolt -Hidden Power [Grass/Ice] -Cross Chop A Choice set is a standard option for most sweepers. Choice Scarf is especially recommended since Magmortar's base Speed isn't that impressive. Again, use Cross Chop for special walls. -----------------------[TOGEKISS]------------------------ Type: Normal/Flying Ability: Serene Grace/Hustle/Super Luck (Dream World) Base Stats: 85 HP / 50 Atk / 95 Def / 120 SAtk / 115 SDef / 80 Spd Pros: Excellent Sp. Attack and Sp. Defense, very diverse movepool, one of the few Pokemon that get Serene Grace Cons: Stealth Rock weakness Togekiss @Leftovers EVs: 252 HP / 188 Def / 68 SDef Modest Nature Ability: Serene Grace -Air Slash -Thunder Wave -Aura Sphere -Roost Paraflinch Togekiss is very annoying. It can drive you mad by paralyzing your Pokemon, flinching them 60% of the time with a Serene Grace boosted Air Slash, and simply recovering off any damage when it gets hit. Aura Sphere has great coverage against Rock and Steel types. Roost keeps it healthy and can also remove its Rock, Ice, and Electric weaknesses for one turn. Togekiss @Leftovers EVs: 252 HP / 4 SAtk / 252 Spd Calm/Timid Nature Ability: Serene Grace -Air Slash -Wish/Roost -Nasty Plot -Baton Pass Togekiss is one of those few Pokemon that learns both Nasty Plot and Baton Pass. The special sweepers on your team will love you when you pass them a doubled Sp. Attack boost. Togekiss @Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Serene Grace -Air Slash -Flamethrower -Aura Sphere -Tri-Attack/Trick Like any Pokemon with good Sp. Attack and a diverse special movepool, Togekiss works great as a Choice sweeper. This lets Togekiss spam Air Slash without having to slow opponents down with Thunder Wave. It also gives it more variety of attacks for better coverage. -----------------------[YANMEGA]------------------------- Type: Bug/Flying Ability: Speed Boost/Tinted Lens/Frisk (Dream World) Base Stats: 86 HP / 76 Atk / 86 Def / 116 SAtk / 56 SDef / 95 Spd Pros: Excellent Sp. Attack, Speed Boost is a very useful ability Cons: 4x Stealth Rock weakness, terrible Sp. Defense Yanmega @Focus Sash/Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Speed Boost -Protect -Bug Buzz -Air Slash -Hidden Power [Fire/Ground] Yanmega makes a great lead for the team. After one Protect, your Speed boost will allow you to outrun almost every opponent you'll face. Bug Buzz and Air Slash are great STAB moves that can help you take on common leads like Azelf. HP Fire is handy for things like Ferrothorn and Forretress. Ground is better for Heatran and other Fire-types. A Focus Sash will allow to to survive any attack so you can handle more opponents, but a Life Orb will allow you to sweep more easily after boosting your Speed. Yanmega @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid/Modest Nature Ability: Tinted Lens -Bug Buzz -Air Slash -Hidden Power [Fire/Ground] -Shadow Ball/Giga Drain Tinted Lens doubles the power of an attack if the opponent resists it. This means most Pokemon who can normally counter the Speed Boost set won't work as well against this set. Shadow Ball is one of Yanmega's stronger attacks and hits Ghost types hard. Giga Drain is effective against Rock opponents that often give Yanmega trouble. It can also heal damage taken from Stealth Rock, since this set will force you to switch around a lot. -----------------------[LEAFEON]-------------------------- Type: Grass Ability: Leaf Guard/Chlorophyll (Dream World) Base Stats: 65 HP / 110 Atk / 130 Def / 60 SAtk / 65 SDef / 95 Spd Pros: Excellent Defense, great Attack Cons: Limited movepool Leafeon @Leftovers EVs: 252 HP / 6 Atk / 252 Spd Jolly Nature Ability: Leaf Guard -Leaf Blade -Swords Dance -Baton Pass -Wish Leafeon excels at Baton Passing Swords Dance. It has great Speed to pull it off and unlike certain other Swords Dance passers (i.e. Ninjask) it can take plenty of physical hits with its great Defense. Wish keeps it alive and can also be transfered to a teammate. Leafeon @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Chlorophyll -Leaf Blade -X-Scissor -Return -Swords Dance Leafeon has great Attack power, but a bad movepool. Still, you can make some use of a Chlorophyll set for sweeping in the sun. X-Scissor takes care of enemy Grass types, Return is just a general filler for everything else. It's also your best choice against Flying and Poison types. Leafeon can't learn Growth like many Grass-types, but a boost from Swords Dance works just as well since you wouldn't be using special moves anyways. Leafeon @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish Nature Ability: Leaf Guard -Leaf Blade -Wish -Protect -Heal Bell/Yawn Leafeon is a good physical wall for a Sun team, able to wall opponent Water types without worrying about status due to Leaf Guard. It can act as a cleric to pass Wish or cure team members with Heal Bell. You can also use Yawn to either put foes to sleep or force a switch. -----------------------[GLACEON]-------------------------- Type: Ice Ability: Snow Cloak/Ice Body (Dream World) Base Stats: 65 HP / 60 Atk / 110 Def / 130 SAtk / 95 SDef / 65 Spd Pros: Excellent Sp. Attack, great defenses Cons: Limited movepool, slow, Stealth Rock weakness Glaceon @Leftovers EVs: 252 HP / 252 SAtk / 6 Spd Modest Nature -Ice Beam -Hidden Power [Fighting] -Wish -Fake Tears Ice Beam and HP Fighting together provide great coverage, though they are pretty much the only good moves it learns. Fighting hits the Steel and Ice types that are resistant to Ice moves. Wish is good for support for both Glaceon and the rest of the team. Fake Tears lets Glaceon hit harder by sharply reducing the opponent's Special Defense. Even a special wall like Blissey will take a ton of damage after her Special Defense has been lowered. Glaceon @Choice Specs EVs: 252 HP / 252 SAtk / 6 Spd Modest Nature -Ice Beam -Hidden Power [Fighting] -Shadow Ball -Blizzard Like its Eeveelution cousins, Glaceon doesn't have the most diverse movepool when it comes to offensive attacks. But its amazing Sp. Attack stat makes up for this. Shadow Ball hits Starmie and Slowbro, who resist the combination of Ice Beam and HP Fighting. Blizzard is mostly filler but is a great choice if it is Hailing since it becomes 100% accurate and will surely do a great deal of damage. -----------------------[GLISCOR]------------------------- Type: Ground/Flying Ability: Sand Veil/Hyper Cutter/Poison Heal (Dream World) Base Stats: 75 HP / 95 Atk / 125 Def / 45 SAtk / 75 SDef / 95 Spd Pros: Excellent Defense, good physical and support movepool, reliable counter against Excadrill and most Fighting-types Cons: 4x Ice weakness Gliscor @Toxic Orb EVs: 252 HP / 184 Def / 72 Spd Impish Nature Ability: Poison Heal -Earthquake -Fling -Acrobat -Protect/Taunt As one of the only two Pokemon with Poison Heal, Gliscor can use it to its adavantage by restoring plenty of HP each turn while becoming immune to all other status conditions. Wear your opponent down with poison by Flinging your Toxic Orb to badly poison them. When your item is gone, Acrobat doubles in power and is your main weapon against Fighting-types. Protect lets you stall and give you an extra turn of recovery. Taunt shuts down walls and prevents them from healing. Gliscor @Toxic Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Poison Heal -Earthquake -Ice Fang -Swords Dance -Taunt/Protect/Facade Gliscor has above average Attack and Speed, so don't overlook its potential to sweep. Earthquake is your main attack and Ice Fang handles the Pokemon that resist Ground. Facade is an interesting alternative since it becomes incredibly strong when you are poisoned and is even stronger than a supereffective Ice Fang. Taunt prevents phazers like Skarmory from forcing you to switch and also stops opponents from recovering or setting up. Protect lets Poison Heal restore some more health and is good for scouting. Gliscor @Yache Berry EVs: 252 HP / 196 SDef / 60 Spd Jolly/Timid Nature Ability: Hyper Cutter -Rock Polish -Swords Dance -Taunt -Baton Pass Gliscor also makes a great Baton Passer. It doesn't fear most phazers since it is fast and has Taunt to stop Roar/Whirlwind. Find an oppurtunity to boost your Attack and Speed, then transfer those boosts to a physical attacking teammate. Hyper Cutter is the ability to go with since it prevents opponents with Intimidate from messing you up. A Yache Berry can save you from Ice attacks to give you a chance to stat boost or Baton Pass. -----------------------[MAMOSWINE]----------------------- Type: Ground/Ice Ability: Snow Cloak/Oblivious/Thick Fat (Dream World) Base Stats: 110 HP / 130 Atk / 80 Def / 70 SAtk / 60 SDef / 80 Spd Pros: Great HP and excellent Attack, gets STAB on two very useful types Cons: Poor Sp. Defense, mediocre Speed Mamoswine @Life Orb/Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Thick Fat -Earthquake -Icicle Crash -Ice Shard -Stone Edge Mamoswine is incredibly powerful and gains STAB on two great types of moves. Earthquake is an excellent attack as well as its strongest attack. Icicle Crash fulfills its Ice STAB and is also a very powerful move. Ice Shard is another good move that has priority and will be a sure OHKO on most Dragon opponents (as well as other Pokemon with 4x Ice weakness). Stone Edge is for Flying-types without Ice weaknesses, like Gyarados. This set works best with the Thick Fat ability, reducing its Fire-type weakness and giving it a resistance to Ice moves. Mamoswine @Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Thick Fat -Stealth Rock -Endeavor -Ice Shard -Earthquake This set makes an excellent lead. You can set up a Stealth Rock when the oppurtunity comes. But you can also surprise the enemy with Endeavor if they decide to attack you and get you to a very low health. Once that happens, finish them off with a quick Ice Shard. Being immune to Hail and Sandstorm lets you pull this strategy off without having to worry about dieing from weather damage. Earthquake can kill or scare off Steel type leads like Heatran, Metagross, and Jirachi. Mamoswine @Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Thick Fat -Earthquake -Icicle Crash -Stone Edge -Superpower Mamoswine's Speed is only average, so most people don't expect it to be very fast. By giving it a Choice Scarf, you can surprise your opponents and outrun them. Superpower is there to do major damage to walls like Ferrothorn and Porygon2. This set is great for those who want a powerful and unconventional revenge killer on their team. -----------------------[PORYGON-Z]----------------------- Type: Normal Ability: Download/Adaptability/Analytic (Dream World) Base Stats: 85 HP / 80 Atk / 70 Def / 135 SAtk / 75 SDef / 90 Spd Pros: Amazing Sp. Attack, diverse movepool Cons: Lackluster Speed and no priority moves Porygon-Z @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Timid Nature Ability: Adaptability -Tri-Attack -Thunderbolt/Dark Pulse -Ice Beam/Hidden Power [Fighting] -Nasty Plot With a Nasty Plot and Life Orb, Porygon-Z will have an incredibly high Special Attack. Combine this with its wide special movepool and Adapatability doubling the power of its Tri-Attack and you have an extremely powerful sweeper. The question is, what other moves do you choose to provide the best coverage? Thunderbolt and Ice Beam are strong moves that are only resisted by a few Pokemon. Dark Pulse and Hidden Power Fighting are weaker, but provide better coverage and are supereffective against the types resistant to Normal (Ghost, Steel, and Rock). Porygon-Z @Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature Ability: Adaptability -Tri-Attack -Thunderbolt -Ice Beam -Dark Pulse Porygon-Z's biggest issue is that its Speed isn't that high and it lacks any sort of priority move to make up for it. A Choice Scarf fixes this issue and can turn it into a speedy revenge-killer with powerful special attacks to KO most opponents. If you encounter something trying to wall you, you can give it a surprise by Tricking your Scarf onto it. -----------------------[GALLADE]------------------------- Type: Psychic/Fighting Ability: Steadfast/Justified (Dream World) Base Stats: 68 HP / 125 Atk / 65 Def / 65 SAtk / 115 SDef / 80 Spd Pros: Excellent Attack and Sp. Defense, diverse movepool Cons: Mediocre Speed, frail Defense Gallade @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Steadfast -Close Combat -Ice Punch -Shadow Sneak -Swords Dance Gallade is a pretty special Fighting type. It has a great physical movepool, it can take plenty of special hits, and it isn't weak to Psychic attacks. The combination of Fighting, Ice, and Ghost moves in this set cover every Pokemon in the game. Swords Dance boosts its Attack to massive levels and from there you can sweep with Close Combat. Ice Punch covers Flying opponents as well as all those Dragons. Shadow Sneak is a nice priority move that strikes speedy Ghost and Psychic foes like Gengar and Alakazam. Gallade @Leftovers EVs: 252 HP / 6 Atk / 252 SDef Careful Nature Ability: Steadfast -Drain Punch -Ice Punch -Shadow Sneak -Bulk Up Gallade has excellent Attack, but it also excels in Special Defense. It's Defense stat is lacking, however it can boost it with Bulk Up. By investing EVs into your Special Defense while buffing up your Defense and Attack, Gallade can be a bulky physical sweeper that can be difficult to take down. With Drain Punch, Gallade can heal itself while dealing damage to the opponent at the same time. -----------------------[PROBOPASS]----------------------- Type: Rock/Steel Ability: Magnet Pull/Sturdy/Sand Force (Dream World) Base Stats: 60 HP / 55 Atk / 145 Def / 75 SAtk / 150 SDef / 40 Spd Pros: Amazing Defense and Sp. Defense Cons: 4x Ground and Fighting weakness, low offensive stats Probopass @Leftovers EVs: 252 HP / 98 Def / 104 SAtk / 56 SDef Quiet Nature Ability: Magnet Pull -Thunder -Taunt -Earth Power -Thunder Wave Probopass makes a decent trapper for any Steel type that don't carry Ground or Fighting moves (such Magnezone, Skarmory, or Jirachi). Thunder takes care of Skarmory while Taunt prevents it from Whirlwinding you away. Earth Power for other Steel-types. Once you've disposed of them, your job is basically done. You can use Thunder Wave to paralyze as many opponents as you can before you go down. -----------------------[DUSKNOIR]------------------------ Type: Ghost Ability: Pressure Base Stats: 45 HP / 100 Atk / 135 Def / 65 SAtk / 135 SDef / 45 Spd Pros: Excellent defenses and good Attack, great at blocking Rapid Spin Cons: Very low HP, slow, lacks a strong STAB move Dusknoir @Leftovers EVs: 252 HP / 76 Def / 180 SDef Careful/Impish Nature -Shadow Sneak -Earthquake -Will-o-wisp -Pain Split Dusknoir makes an all around good wall and is a threat to most Rapid Spinners out there. Shadow Sneak bypasses its low Speed and allows it to attack first. Earthquake is important for countering Steels and also hits Tyranitar. Will-o-wisp cripples physical attackers, including the ones most threatening to Dusknoir like Weavile and Tyranitar. Pain Split is an interesting healing move that can also lower the opponent's HP, but it can backfire if your opponent has less HP than you. Dusknoir @Leftovers EVs: 252 HP / 252 Atk / 6 Def Adamant Nature -Substitute -Focus Punch -Thunderpunch -Ice Punch Dusknoir has surprisingly good Attack for a wall and it can take advantage of that with the less expected, but still effective SubPunch set. This works because pretty much all of Dusknoir's initial counters are Dark or Steel-types who would hate to eat a Focus Punch. Ice Punch and Thunderpunch pair nicely together, hitting the many types of opponents including Ground, Grass, Water, and Dragon types that are resistant. -----------------------[FROSLASS]------------------------ Type: Ice/Ghost Ability: Snow Cloak/Cursed Body (Dream World) Base Stats: 70 HP / 80 Atk / 70 Def / 80 SAtk / 70 SDef / 110 Spd Pros: Great Speed, the only Spiker immune to Rapid Spin Cons: All stats besides Speed are mediocre, Weakness to Stealth Rock and Pursuit Froslass @Focus Sash EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Ice Beam -Thunderbolt -Spikes -Taunt Spikes is Froslass's speciality. You can set up the full three layers of Spikes without worrying about the opponent Spinning them away. Hit opponents with one of your offensive moves if they are weak to it. Ice Beam and Thunderbolt provide great coverage if you want some offensive moves to use. Since Froslass is fast, it can usually get the chance to Taunt other setup leads before they have the time to act. Froslass @Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Ice Beam -Thunderbolt -Spikes -Trick This set can also be used as a lead, but it focuses on the Speed boost from Choice Scarf. This makes you faster than pretty much every lead out there, including Deoxys-S. You can Trick your Choice Scarf onto the opponent when ever you want to cripple your opponent for the rest of the battle. Froslass @Brightpowder EVs: 252 HP / 6 Def / 252 Spd Timid Nature -Substitute -Thunder Wave -Confuse Ray -Blizzard This Froslass wants to be as annoying as possible, but it only works during Hail weather. You'll gain an automatic evasion boost due to Snow Cloak and another due to Brightpowder. This means you'll have a 28% chance of avoiding all attacks. When the combination of paralysis and confusion, your opponent will have an even fewer chance of landing a hit. And with a Substitute, you can survive attacks if they do hit. -----------------------[ROTOM]--------------------------- Type: Electric/Ghost Ability: Levitate Base Stats: 50 HP / 50 Atk / 77 Def / 95 SAtk / 77 SDef / 91 Spd Pros: Unique type combo, good Sp. Attack Cons: Overall stats are mediocre, poor HP, limited movepool Rotom @Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Thunderbolt -Shadow Ball -Substitute -Will-o-wisp/Pain Split With a unique type combination, Rotom has several key resistances to common attacks including Fighting, Ground, and Electric. Thunderbolt and Shadow Ball take advantage of your two types and offer decent coverage together. Substitute can be used to block status and scout your opponent's team. If a physical sweeper shows up, give them a nasty Burn with Will-o-wisp. If you prefer longevity, you can use Pain Split when you are low on health in order to heal yourself. Rotom @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Thunderbolt -Shadow Ball -Hidden Power [Ice/Fire] -Trick Fire away with your special attacks and if a wall like Blissey shows up, mess it up by Tricking it your Choice Specs or Choice Scarf. Hidden Power Ice is for Ground types and also takes care of Dragons. However without Hidden Power Fire, you'll have trouble taking down Ferrothorn. -----------------------[ROTOM-FREEZE]--------------------------- Type: Electric/Ice Ability: Levitate Base Stats: 50 HP / 50 Atk / 106 Def / 105 SAtk / 106 SDef / 86 Spd Pros: Unique type combo, good Sp. Attack, great defenses Cons: Poor HP, Stealth Rock weakness Rotom-F @Leftovers EVs: 252 HP / 168 Def / 88 Spd Modest/Timid Nature -Thunderbolt -Blizzard -Hidden Power [Ground] -Will-O-wisp This is the standard set if you want to use Rotom-F as a bulky sweeper. Thunderbolt and Blizzard are both powerful moves that take advantage of your dual STABs and provide great coverage together. Will-o-wisp serves to Burn opponents and lower the amount of damage that physical sweepers can do to you. Hidden Power Ground or Fighting are your best bets against Steel and Rock type. Ground is better against Fire-types like Heatran while Fighting will do more damage to Tyranitar. Use this in a Hail team with Abomasnow if you want to improve Blizzard's accuracy. Rotom-F @Choice Specs/Choice Scarf EVs: 6 HP / 252 SpA / 252 Spd Modest/Timid Nature -Thunderbolt -Blizzard -Trick -Hidden Power [Ground] Rotom-F's ability to learn Blizzard means it has a powerful attack to hit Grass and Dragons and Grounds resistant to Electric. Trick is reserved for any walls that try to switch in. Rotom-F @Light Clay EVs: 252 HP / 136 Def / 120 SDef Calm/Bold Nature -Blizzard -Thunderbolt/Discharge -Reflect -Light Screen Dual Screen is another strategy that Rotom-F can perform well. The two screens greatly aid your team in being able to take hits. Discharge can be used here to cause paralysis while dealing damage. Paralysis can be useful in giving your team members an easier time to set up. -----------------------[ROTOM-WASH]--------------------------- Type: Electric/Water Ability: Levitate Base Stats: 50 HP / 50 Atk / 106 Def / 105 SAtk / 106 SDef / 86 Spd Pros: Only one weakness, good Sp. Attack, great defenses Cons: Poor HP Rotom-W @Leftovers EVs: 128 HP / 252 SAtk / 128 Spd Modest/Timid Nature -Thunderbolt -Hydro Pump -Will-O-wisp -Hidden Power [Fire] This is the standard set if you want to use Rotom-W as a bulky sweeper. Thunderbolt and Hydro Pump are both powerful moves that take advantage of your dual STABs and provide good coverage together. Will-o-wisp serves to Burn opponents and lower the amount of damage that physical sweepers can do to you. Without any Ice or Fire moves, Hidden Power Fire is your best bet against Grass-type especially Ferrothorn. Rotom-W @Choice Specs/Choice Scarf EVs: 6 HP / 252 SpA / 252 Spd Modest/Timid Nature -Thunderbolt -Hydro Pump -Hidden Power [Fire] -Trick Give yourself some extra power or speed with a Choice set to take advantage of Rotom-W's very nice Special Attack stat. Trick is reserved for any walls that try to switch in. Rotom-W @Light Clay EVs: 252 HP / 136 Def / 120 SDef Calm/Bold Nature -Hydro Pump -Thunderbolt/Discharge -Reflect -Light Screen Dual Screen is another strategy that Rotom-W can perform well. The two screens greatly aid your team in being able to take hits. Discharge can be used here to cause paralysis while dealing damage. Paralysis can be useful in giving your team members an easier time to set up. -----------------------[ROTOM-HEAT]--------------------------- Type: Electric/Fire Ability: Levitate Base Stats: 50 HP / 50 Atk / 106 Def / 105 SAtk / 106 SDef / 86 Spd Pros: Unique type combo, good Sp. Attack, great defenses, good Steel counter Cons: Poor HP, Stealth Rock weakness Rotom-W @Leftovers EVs: 252 HP / 168 Def / 88 Spd Modest/Timid Nature -Thunderbolt -Overheat -Hidden Power [Ice] -Will-O-wisp This is the standard set if you want to use Rotom-H as a bulky sweeper. Thunderbolt and Overheat are both powerful moves that take advantage of your dual STABs and provide good coverage together. Will-o-wisp serves to Burn opponents and lower the amount of damage that physical sweepers can do to you. Hidden Power Ice is your best bet against Dragons like Garchomp. Rotom-H @Choice Specs/Choice Scarf EVs: 6 HP / 252 SpA / 252 Spd Modest/Timid Nature -Thunderbolt -Overheat -Hidden Power [Ice] -Trick Give yourself some extra power or speed with a Choice set to take advantage of Rotom-H's very nice Special Attack stat. Trick is reserved for any walls that try to switch in. Rotom-H @Light Clay EVs: 252 HP / 136 Def / 120 SDef Calm/Bold Nature -Overheat -Thunderbolt/Discharge -Reflect -Light Screen Dual Screen is another strategy that Rotom-H can perform well. The two screens greatly aid your team in being able to take hits. Discharge can be used here to cause paralysis while dealing damage. Paralysis can be useful in giving your team members an easier time to set up. -----------------------[ROTOM-CUT]--------------------------- Type: Electric/Grass Ability: Levitate Base Stats: 50 HP / 50 Atk / 106 Def / 105 SAtk / 106 SDef / 86 Spd Pros: Unique type combo, good Sp. Attack, great defenses, learns Leaf Storm Cons: Poor HP Rotom-C @Leftovers EVs: 252 HP / 168 Def / 88 Spd Modest/Timid Nature -Thunderbolt -Leaf Storm -Hidden Power [Fire] -Will-O-wisp/Reflect This is the standard set if you want to use Rotom-C as a bulky sweeper. Thunderbolt and Leaf Storm are both powerful moves that take advantage of your dual STABs and provide good coverage together. Will-o-wisp serves to Burn opponents and lower the amount of damage that physical sweepers can do to you. Hidden Power Fire is your best bet against Steels and opponent Grass-types. Rotom-C @Choice Specs/Choice Scarf EVs: 6 HP / 252 SpA / 252 Spd Modest/Timid Nature -Thunderbolt -Leaf Storm -Hidden Power [Fire] -Trick Give yourself some extra power or speed with a Choice set to take advantage of Rotom-C's very nice Special Attack stat. Trick is reserved for any walls that try to switch in. Rotom-C @Light Clay EVs: 252 HP / 136 Def / 120 SDef Calm/Bold Nature -Leaf Storm -Thunderbolt/Discharge -Reflect -Light Screen Dual Screen is another strategy that Rotom-C can perform well. The two screens greatly aid your team in being able to take hits. Discharge can be used here to cause paralysis while dealing damage. Paralysis can be useful in giving your team members an easier time to set up. -----------------------[ROTOM-SPIN]--------------------------- Type: Electric/Flying Ability: Levitate Base Stats: 50 HP / 50 Atk / 106 Def / 105 SAtk / 106 SDef / 86 Spd Pros: Good Sp. Attack, great defenses, learns Air Slash Cons: Poor HP, Useless ability, outclassed by other Rotoms Rotom-S @Leftovers EVs: 252 HP / 168 Def / 88 Spd Modest Nature -Discharge/Thunder Wave -Confuse Ray -Air Slash -Hidden Power [Ground] Poor Rotom-Spin got the short end of the stick. Not only is Air Slash the weakest move that Rotom can learn, but its Levitate ability is useless since it's already a Flying-type. A parafusion set is the most effective set Rotom can use. Paralyze your opponents, then inflict them with confusion. Air Slash can also make them flinch, reducing their ability to attack even more. Hidden Power Ground hits Steel and other Electric types. Rotom-S @Choice Specs/Choice Scarf EVs: 6 HP / 252 SpA / 252 Spd Modest/Timid Nature -Thunderbolt -Air Slash -Hidden Power [Ground] -Trick Give yourself some extra power or speed with a Choice set to take advantage of Rotom-S's very nice Special Attack stat. Trick is reserved for any walls that try to switch in. Rotom-S @Light Clay EVs: 252 HP / 136 Def / 120 SDef Calm/Bold Nature -Air Slash -Thunderbolt/Discharge -Reflect -Light Screen Dual Screen is another strategy that Rotom-S can perform well. The two screens greatly aid your team in being able to take hits. Discharge can be used here to cause paralysis while dealing damage. Paralysis can be useful in giving your team members an easier time to set up. -----------------------[UXIE]---------------------------- Type: Psychic Ability: Levitate Base Stats: 75 HP / 75 Atk / 130 Def / 75 SAtk / 130 SDef / 95 Spd Pros: Excellent Defense and Special Defense Cons: Pursuit weakness, lack of reliable recovery Uxie @Choice Scarf EVs: 252 HP / 80 Def / 172 Spd Impish Nature -Stealth Rock -Trick -U-Turn -Reflect/Thunder Wave Uxie makes a good lead that is bulky and full of support moves. Setting up an early Stealth Rock is important and with the Speed boost from Choice Scarf, you can usually use it before the opponent has a chance to Taunt you. Choice Scarf can also be Tricked onto the opponent which can cripple any walls that Uxie meets, like Hippowdon or Ferrothorn. Reflect and Thunder Wave are both support useful options. U-Turn is used for scouting and breaking Focus Sashes that some leads may carry. Uxie @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature -U-Turn -Stealth Rock -Yawn -Heal Bell/Magic Coat This set features moves that set Uxie apart from Cresselia, who has a similar role as a bulky, levitating Psychic-type. Stealth Rock is for general support and Yawn combines nicely with it, forcing opponents to switch or else they'll fall asleep. U-Turn lets you scout and escape from tough opponents. You can also use Heal Bell to rid the team of any status ailments. If you don't need a cleric or already have another Pokemon that fills the role, you can go with Magic Coat to bounce status and Taunt back at the opponent. Uxie @Light Clay EVs: 252 HP / 252 Def / 6 SAtk Bold Nature -Reflect -Light Screen -U-Turn -Memento A sturdy Dual Screen set. Use Reflect and Light Screen to boost the defenses of your team for several turns. U-Turn can let you freely switch to another team member. When Uxie is low on health, it can use Memento to sacrifice itself and decrease the opponent's Attack and Special Attack. With Reflect, Light Screen, and Memento all in effect, your opponent's attacks will do barely any damage to your Pokemon. -----------------------[MESPRIT]------------------------- Type: Psychic Ability: Levitate Base Stats: 80 HP / 105 Atk / 105 Def / 105 SAtk / 105 SDef / 80 Spd Pros: Overall good stats, especially Sp. Attack and defenses Cons: Pursuit weakness, lack of reliable recovery Mesprit @Leftovers/Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature -Psychic -Thunderbolt -Ice Beam -Calm Mind Mesprit's advantage over the other two pixies is that it can learn Calm Mind and back it up with a good Special Attack stat as well as a diverse special movepool. Boost your special stats then fire away with your attacks. Psychic for STAB while Thunderbolt and Ice Beam provide great coverage against all sorts of opponents. Mesprit @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature -Psychic -Thunderbolt -Ice Beam -Grass Knot If you don't care about setting up, a special Choice set will let you attack right away. Choose Specs for a significant power boost or Scarf to increase your mediocre Speed and turn you into a potent revenge killer. Grass Knot is for the ever threatening Tyranitar as well as other Pokemon with major Grass weaknesses. Mesprit @Leftovers EVs: 252 HP / 180 Def / 76 SDef Bold Nature -Psychic -Thunderbolt/Ice Beam -Thunder Wave/Reflect -Stealth Rock This set lets Mesprit play a defensive role similar to that of Cresselia and Uxie. However, Mesprit has far better Sp. Attack and access to stronger moves. This lets it take down threats like Gyarados and Garchomp more easily. Paralyzing opponents with Thunder Wave makes them easier to take down. Setting up a Reflect can support the rest of the team. Finally Stealth Rock is always a useful entry hazard to have. Mesprit @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Zen Headbutt -Fire Punch -Ice Punch -U-Turn/Trick Mesprit's Attack power is often overlooked since its special moves are generally stronger. However it works well from the physical side as well. Zen Headbutt is a reliable physical Psychic move and Fire Punch handles the Steel-types that like to get in your way. Ice Punch defeats Dragon opponents and U-Turn damages Dark types while making a quick getaway. You can also choose to use Trick to ruin any walls that try to stop you. -----------------------[AZELF]--------------------------- Type: Psychic Ability: Levitate Base Stats: 70 HP / 125 Atk / 70 Def / 125 SAtk / 70 SDef / 115 Spd Pros: Excellent offenses and Speed Cons: Frail defenses, Pursuit weakness Azelf @Focus Sash EVs: 4 HP / 252 SAtk / 252 Spd Naive Nature -Stealth Rock -Taunt -U-Turn -Fire Blast/Psychic If you're looking for a lead that is very fast and can set up Stealth Rock, you can't go wrong with Azelf. Taunt is useful as well for stopping opponent Stealth Rockers like Hippowdon or Ferrothorn. When you have your rocks set up, it's generally a good time to U-Turn to another member on your team. However if the opponent is weak to one of your moves, feel free to attack. Fire Blast is for common Steel leads like Metagross or Jirachi, while Psychic gives you a strong STAB move and is useful against Fighting leads like Mienshao. Azelf @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Psychic/Psyshock -Fire Blast -Hidden Power [Fighting] -Nasty Plot Azelf can be a very dangerous special sweeper if you let it set up a Nasty Plot or two. Even Blissey is threatened if Azelf chooses to use Psyshock instead of Psychic to hit her weaker Defense stat. Fire Blast takes care of Steel types as well as Weavile. HP Fighting covers other Dark types like Tyranitar, and also Heatran. Azelf @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Timid/Modest Nature -Psychic/Psyshock -Fire Blast -Hidden Power [Fighting] -Thunderbolt/Trick A special Choice set opens up your last move slot for another offensive move. Since you no longer have Nasty Plot, this is the move to counter whatever Pokemon you may have trouble with. Thunderbolt can take care of Water-types like Starmie or Slowbro who resist your other moves. Trick will mess up walls like Blissey, making them much less useful for the rest of the battle. Physical sweepers also won't enjoy receiving a Choice Specs. Azelf @Choice Band/Choice Scarf EVs: 4 HP / 252 Atk / 252 Spd Jolly/Adamant Nature -Zen Headbutt -Fire Punch -Ice Punch -U-Turn/Trick With an Attack stat equal to its Special Attack, physical sweeping Azelf can give your opponents a big surprise if they expect a special attacker. Zen Headbutt is your main move and has a decent chance to flinch. Fire Punch is your move to hit Steel opponents. Ice Punch handles those pesky Dragon-types. For your last slot, use U-Turn to scout or Trick to cripple a wall or a special attacker. -----------------------[DIALGA]-------------------------- Type: Dragon/Steel Ability: Pressure/Telepathy (Dream World) Base Stats: 100 HP / 120 Atk / 120 Def / 150 SAtk / 100 SDef / 90 Spd Pros: Excellent Sp. Attack, great type combo which gives it many resistances Cons: Slow, no reliable recovery, can't boost its Special stats Dialga @Lum Berry EVs: 252 HP / 140 SAtk / 116 SDef Modest Nature -Stealth Rock -Thunder Wave -Draco Meteor -Fire Blast Dialga is a versatile Pokemon with several different movesets to choose from. This set is listed first because it is meant to be used as a lead for your Uber team. Dialga is bulky and can take hits quite easily, so it is a reliable user of Stealth Rock. Thunder Wave is used to paralysis other leads, especially faster ones like Deoxys-S and Darkrai. With a Lum Berry, you don't have to worry about Darkrai's Dark Void. Draco Meteor is a powerful move used to damage opponents once you've finished setting up. Fire Blast takes care of Steel-types like Forretress and Ferrothorn. Dialga @Life Orb/Expert Belt EVs: 136 Atk / 252 SAtk / 120 Spd Mild/Quiet Nature -Draco Meteor -Fire Blast -Thunder -Brick Break/Outrage Mixed Dialga has extremely high offensive stats and is very difficult to wall due to how much damage it can deal. Draco Meteor is your most powerful move and will destroy most opponents except for Steel-types. Fire Blast easily deals with most Steels and has good coverage overall. If it's raining, Thunder is a good choice against Kyogre, Lugia, and Ho-oh. It can also cause paralysis, which is good considering Dialga's mediocre Speed. Brick Break is used to prevent Blissey and Chansey from walling you. You can also use Outrage, which is even more powerful than Brick Break despite the negative side effects. Dialga @Choice Specs EVs: 6 HP / 252 Spd / 252 SAtk Timid Nature -Draco Meteor -Overheat -Aura Sphere -Thunder/Dragon Pulse With a Choice Specs set, Dialga can tear through many opponents with a super powerful Draco Meteor. Any Steel types that try to stand up to it will get hit by Overheat. Aura Sphere is for enemy Dialgas, who aren't weak to either of the above moves. It's also for Blissey and Heatran, should anyone choose to use them. Thunder is for Kyogre while Dragon Pulse is a more reliable Dragon move for opponents who have already been weakened. Dialga @Leftovers EVs: 252 HP / 6 Atk / 252 SDef Careful Nature -Dragon Claw -Earthquake -Stone Edge/Shadow Claw -Bulk Up Being a Steel type, Dialga is resistant to a variety of different types. Therefore, a defensive set up works well. Bulk Up Dialga's Attack and Defense, then hit enemies with a Dragon Claw. Earthquake is there for other Steel types - Dialga and Metagross mostly. Stone Edge and Shadow Claw both hit Lugia hard. -----------------------[PALKIA]-------------------------- Type: Dragon/Water Ability: Pressure/Telepathy (Dream World) Base Stats: 90 HP / 120 Atk / 100 Def / 150 SAtk / 120 SDef / 100 Spd Pros: Excellent Sp. Attack, no weaknesses besides Dragon, works great when it's raining Cons: Can't boost its Special Attack Palkia @Lustrous Orb EVs: 6 HP / 252 SpAtk / 252 Spd Hasty Nature -Spacial Rend -Surf/Hydro Pump -Thunder -Aqua Tail Spacial Rend is Palkia's signature move and it's one of the best Dragon moves in the game. Even better is the fact that no Pokemon is immune to Dragon and many ubers are weak to it. Surf is Palkia's other STABed move. If it is raining Surf will prove to be super strong against all sorts of opponents. Hydro Pump from HG/SS has less accuracy, but is a much more powerful attack. Thunder is there for Kyogre. Aqua Tail may seem out of place on an all special set, but it's there to take care of Blissey. In the rain, Aqua Tail can easily defeat Blissey in two hits. Palkia @Choice Scarf EVs: 6 Atk / 252 SpAtk / 252 Spd Hasty Nature -Surf/Hydro Pump -Spacial Rend/Draco Meteor -Outrage -Thunder/Fire Blast Palkia's good Speed stat combined with a Choice Scarf lets it outrun and revenge kill most of the Pokemon in ubers. It is very versatile and can OHKO or 2HKO most opponents with its arsenal of powerful moves. Palkia @Choice Specs EVs: 6 Atk / 252 SpAtk / 252 Spd Timid/Modest Nature -Draco Meteor -Surf/Hydro Pump -Thunder -Spacial Rend With a Choice Specs, Palkia is ridiculously powerful and its Draco Meteor will deal a huge amount of damage. If you don't mind sacrificing some Speed, you can use a Modest nature for maximum damage potential. Palkia @Lustrous Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Outrage -Aqua Tail -Earthquake -Bulk Up Palkia can work just as well with a physical set. Its lower physical Attack is made up by the fact that it can boost it with Bulk Up and that most ubers have lower Defense than Sp. Defense. Outrage and Aqua Tail for STAB and Earthquake is there for Steels like Dialga and Metagross. -----------------------[HEATRAN]------------------------- Type: Fire/Steel Ability: Flash Fire/Flame BOdy (Dream World) Base Stats: 91 HP / 90 Atk / 106 Def / 130 SAtk / 106 SDef / 77 Spd Pros: Excellent Sp. Attack, great defenses, the only Pokemon that resists the Dragon+Fire combo Cons: 4x Ground weakness, mediocre speed Heatran @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Timid/Modest Nature -Flamethrower/Fire Blast/Overheat -Dragon Pulse -Earth Power -Hidden Power [Electric] Heatran has quite a few usable Fire moves. Choose Flamethrower for its consistency, Fire Blast for power, or Overheat for a super strong hit-and-run move. Dragon Pulse covers Dragon types, who are resistant to Fire. Nothing else resists the combination of Fire and Dragon except for enemy Heatrans, who are taken care of by Earth Power. HP Electric is for Gyarados and other Water types. Choice Scarf doesn't give you a SpAtk boost, but it allows you to outspeed and revenge kill other dangerous foes. Heatran @Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature -Fire Blast -Earth Power -Will-o-wisp -Substitute This set gives a nasty surprise to all physical attackers in the form of Will-o-wisp. Dragons, Tyranitar, Gyarados, and even special based Water types don't enjoy getting Burned. Use Earth Power for Fire types. Substitute lets you see what your opponent does. Heatran @Shuca Berry/Air Balloon EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Stealth Rock -Fire Blast -Earth Power -Dragon Pulse Heatran is another good Stealth Rock lead and doesn't have to rely on Focus Sash since it already has good defenses. After setting up your Rocks, you can attack the opponent. Shuca Berry lets you survive most non-STAB Earthquakes as well as Earth Powers from enemy Heatran. Air Balloon makes you immune to Ground, but breaks if you take any sort of direct damage. Shuca Berry will always stay in tact until you get hit by a Ground move. Heatran @Leftovers EVs: 244 HP / 40 SDef / 224 Spd Calm Nature -Lava Plume -Substitute -Protect -Torment Torment is a rarely used moved, but Heatran can show just how effective it can be. Send Heatran in on something that can't hurt it then set up a Substitute. Your opponent will probably switch to something with a Fighting, Ground, or Water move. Use Torment while they break your Sub then use Substitute again while your opponent is forced to use a different move. Most Pokemon, like Salamence or Blaziken, only carry one move effective against Heatran while the rest are resisted. Use Protect when your opponent attempts to use the super- effective move again. Then attack with Lava Plume. Repeat this process over and over again until your opponent is defeated. Toxic Spikes is needed before you use this set. Some Pokemon like Gyarados or Swampert can defeat this set because they carry two supereffective moves. -----------------------[REGIGIGAS]---------------------- Type: Normal Ability: Slow Start Base Stats: 110 HP / 160 Atk / 110 Def / 80 SAtk / 110 SDef / 100 Spd Pros: Great HP and Defenses, excellent Speed and amazing Attack if Slow Start is gone. Cons: Slow Starts makes it terribly slow and physically weak. Regigigas @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish Nature -Return -Substitute -Thunder Wave -Knock Off/Focus Punch/Confuse Ray With its Attack and Speed cut in half, the only real thing Regigigas can do is act as a wall. Substitute to protect yourself from status moves while inflicting your own status with Thunder Wave. Knock Off is great for general support while Focus Punch takes advantage of Sub to at least deal some damage to Rocks and Steels. Confuse Ray combines with Thunder Wave for some annoying Parafusion tactics. -----------------------[GIRATINA]----------------------- Type: Ghost/Dragon Ability: Pressure/Telepathy (Dream World) Base Stats: 150 HP / 100 Atk / 120 Def / 100 SAtk / 120 SDef / 90 Spd Pros: Excellent HP and great defenses Cons: No healing moves (besides Rest) Giratina @Leftovers EVs: 252 HP / 252 Def / 6 SDef Impish Nature -Dragon Tail -Will-o-wisp -Rest -Sleep Talk Giratina is one of the sturdiest physical walls in the game and makes a great team member for any Ubers stall team. Being a Ghost type means it can block Rapid Spin and prevent your entry hazards from being removed. Dragon Tail can force your opponents to switch, which prevents setup and also makes them rack up entry hazard damage. Will-o-wisp gives physical attackers something to fear and is very useful against opponents like Groudon and Zekrom. Rest is Giratina's only form of healing, so you might as well take advantage of it. Sleep Talk lets it attack even while sleeping. Giratina @Leftovers EVs: 252 Def / 6 SAtk / 252 SDef Bold Nature -Dragon Pulse -Calm Mind -Rest -Sleep Talk With Giratina's massive HP and Defense stats protecting it against physical attacks, it can use Calm Mind to boost its special stats. Dragon Pulse is the only attack you need on this set since no opponent is immune to Dragon. Like the previous set, Rest is needed to heal any damage it takes while setting up and Sleep Talk lets you attack during your slumber. -----------------------[GIRATINA-ORIGIN]---------------------- Type: Ghost/Dragon Ability: Levitate/Telepathy (Dream World) Base Stats: 150 HP / 120 Atk / 100 Def / 120 SAtk / 100 SDef / 90 Spd Pros: Excellent offenses and unique type combo Cons: No healing moves (besides Rest) Giratina-O @Griseous Orb EVs: 252 Atk / 252 SAtk / 6 Spd Lonely/Naughty Nature -Draco Meteor -Hidden Power [Fire] -Shadow Sneak -Aura Sphere/Magic Coat/Outrage Giratina-O is a fantastic sweeper from both sides of the spectrum. It's slightly less defensive than its alternate form Giratina, but it is still very bulky. Draco Meteor is your most powerful move and will destroy most opponents. Hidden Power [Fire] takes care of Steels like Forretress and Ferrothorn. Shadow Sneak is great priority move in the Ubers tier since many fast threats like Deoxys, Mewtwo, and Latios are weak to Ghost. For your last move, you can choose Aura Sphere to defeat foes like Dialga and Tyranitar. However if you choose to use this set as a lead, you can use Magic Coat to bounce back Darkrai's Dark Void as well as any sort of entry hazards. Finally, Outrage can be used to better handle Blissey and special defensive Kyogre who would otherwise wall this set. Giratina-O @Griseous Orb EVs: 6 HP / 252 Def / 252 SAtk Modest Nature -Dragon Pulse/Shadow Ball -Aura Sphere -Substitute -Calm Mind Rack up a few Calm Minds and unleash your special attacks on the opposing team. Dragon Pulse and Shadow Ball are both good special attacks that gain STAB. Dragon Pulse is slightly stronger, but Shadow Ball is more effective against certain opponents like Mewtwo and Lugia. Either way, Aura Sphere is needed to counter the Steel-types that resist both Dragon and Ghost. Substitute can be used to block status moves like Toxic from ruining your sweep. -----------------------[CRESSELIA]----------------------- Type: Psychic Ability: Levitate Base Stats: 120 HP / 70 Atk / 120 Def / 75 SAtk / 130 SDef / 85 Spd Pros: Excellent HP and defenses, great support movepool Cons: Pursuit weakness, Moonlight is hindered by the abundance of Sandstream Cresselia @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature -Ice Beam -Psychic/Thunder Wave -Reflect -Moonlight/Rest Cresselia makes such a great wall for both physical and special attacks. Ice Beam lets Cresselia easily counter Dragons like Garchomp and Salamence. Psychic is for all those Fighting types out there like Conkeldurr and Blaziken. However, a Dark or Steel type is more than likely to switch in to counter Cresselia so you can use Thunder Wave to cripple them with paralysis. Reflect lets Cresselia survive even more physical hits and helps out the rest of the team as well. Moonlight helps Cresselia stay alive, but Sandstorm will more often than not mess it up. So you can use Rest for a more reliable healing move, but watch out for opponents who like to set up while you sleep. Cresselia @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold/Modest Nature -Psychic -Hidden Power [Fighting] -Calm Mind -Moonlight/Grass Knot Calm Mind boosts Cresselia's mediocre Sp. Attack while letting it take more special hits. Psychic is for STAB and also hits most Fighting-types hard. HP Fighting for Steel and Dark types. You can Moonlight to stay healthy, but as mentioned above, Sandstorm will make it ineffective. So you can use Rest instead for instant recovery and curing any status effects. Cresselia @Light Clay EVs: 252 HP / 252 Def / 6 SDef Bold Nature -Reflect -Light Screen -Lunar Dance -Thunder Wave The Dual Screen strategy boosts your team's defenses, which allow your team members to take more hits and set up more easily. Light Clay means Reflect and Light Screen will last for a total of 8 turns after you use them. Use Lunar Dance when Cresselia is at low health. This move will sacrifice Cresselia in order to fully heal a team mate, which can proceed to set up for a sweep. -----------------------[PHIONE]------------------------- Type: Water Ability: Hydration Base Stats: 80 HP / 80 Atk / 80 Def / 80 SAtk / 80 SDef / 80 Spd Pros: Hydration...I guess Cons: Totally mediocre stats, limited movepool Phione @Leftovers/Damp Rock EVs: 252 HP / 252 SAtk / 6 Spd Modest Nature -Surf -Ice Beam/Grass Knot/Hidden Power [Electric] -Rest -Rain Dance A poor man's Manaphy. Oh well, at least it can put its ability to good use. Rain Dance to boost Surf's power and use Rest to instantly heal yourself when you need to. This can be pretty decent on a UU Rain Dance team. Ice Beam for Grass types and Altaria, Grass Knot for Quagsire/Gastrodon, or HP Electric for Mantine and other Waters. -----------------------[MANAPHY]------------------------ Type: Water Ability: Hydration Base Stats: 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spd Pros: Tail Glow and Hydration let it stand out from other Water types Cons: Despite its abilities, its stats are mediocre for an uber Manaphy @Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Surf -Ice Beam -Grass Knot -Tail Glow With two Tail Glows, Manaphy can reach max Sp. Attack and even defeat Blissey with ease, especially in the Rain. This is a testament to its power and why it's banned to Ubers. Ice Beam kills off all those Dragon types in that tier and Grass Knot can take down Kyogre and Groudon with no problem. Use this set on the same team as Kyogre so the rain can activate Hydration and prevent status moves from ever becoming a problem. Manaphy @Leftovers Evs: 252 HP / 6 SAtk / 252 Spd Timid Nature -Surf -Ice Beam/Grass Knot -Tail Glow/Calm Mind -Rest A more defensive set. Use this on the same team as a Kyogre. Using Hydration, the rain will instantly awaken you and you can sweep with a rain-boosted Surf. Blissey will have a hard time taking you down since any status effects she uses can be instantly cleared away. -----------------------[DARKRAI]------------------------ Type: Dark Ability: Bad Dreams Base Stats: 70 HP / 90 Atk / 90 Def / 135 SAtk / 90 SDef / 125 Spd Pros: Excellent Speed and Sp Atk, unique ability that combines great with its unique move (Dark Void), diverse movepool Cons: Rather low HP Darkrai @Leftovers/Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Dark Void -Dark Pulse -Substitute/Focus Blast -Nasty Plot Nothing is immune to Dark and many ubers are weak to it, which makes this a very dangerous set. Substitute blocks status moves from Blissey and friends, while its signature Dark Void puts foes to sleep. Both of these moves give you time to Nasty Plot up and fire away boosted Dark Pulses. Focus Blast takes care of Steel and other Dark Pokemon. Darkrai @Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Dark Pulse -Dark Void -Trick -Focus Blast/Nasty Plot Of course, any special sweeper does well with a Choice Scarf set and Darkrai is no different. You can outspeed virtually every Pokemon in the game and put them to sleep. Walls get crippled by Trick and you can set up Nasty Plot after you've Tricked your Scarf or you can continue attacking. -----------------------[SHAYMIN]-------------------------- Type: Grass Ability: Natural Cure Base Stats: 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spd Pros: Overall great stats, signature move Seed Flare Cons: Limited movepool Shaymin @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Seed Flare -Earth Power -Hidden Power [Fire/Ice] -Rest/Leech Seed This set takes an offensive approach to Shaymin. Its well-rounded stats and powerful special attacks make it a great sweeper. Seed Flare is the move that lets it stand out from other Grass-types. Its high power and chance of lowering opponents' Special Defense mean even its counters may have trouble defeating it. Earth Power is effective against Steel and Fire types. Fire away with Hidden Power Fire for Ferrothorn, Scizor, and friends or go with Ice for Dragons and other Grass-types. When your health gets low you can Rest and switch out to fully cure yourself of Sleep. You can also choose Leech Seed to gradually gain health back throughout the battle. Shaymin @Leftovers EVs: 252 HP / 76 SAtk / 180 Spd Timid Nature -Seed Flare -Substitute/Aromatherapy -Leech Seed -Earth Power Shaymin is very good at healing itself and annoying the opponent by using Leech Seed to sap health from opponents. Leech Seed can also be combined with Substitute for the SubSeed strategy. While that's going on, you can hit the opponent with a powerful Seed Flare or use Earth Power/Hidden Power if the opponent resists Grass attacks. -----------------------[SHAYMIN-SKY]------------------------- Type: Grass Ability: Serene Grace Base Stats: 100 HP / 103 Atk / 75 Def / 120 SAtk / 75 SDef / 127 Spd Pros: Excellent SpAtk and Speed, Serene Grace, signature move Seed Flare Cons: 4x Ice weakness, Stealth Rock weakness Shaymin-S @Choice Specs/Choice Scarf/Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid/Modest Nature -Seed Flare -Air Slash -Earth Power -Hidden Power [Fire/Ice] Shaymin-S has speed, power, and luck on its side with this set. Seed Flare and Air Slash can rip opponents apart with its massive chance of flinching and cutting Special Defense in half. Earth Power hits most Steel types who would otherwise wall you. HP Fire is for Steels like Ferrothorn, while HP Ice is for Dragons. Shaymin-S can choose from a variety of items to help it sweep. Choice Specs gives you a huge Sp. Attack boost, while Life Orb offers versatility. Choice Scarf may seem redudant on something already so fast, but it lets you outspeed Deoxys-S and other Choice Scarfers. Shaymin-S @Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Seed Flare -Air Slash/Earth Power -Substitute -Leech Seed Since it's the fastest Grass type in the game, it has no problem pulling off a SubSeed set. The Substitute gives you insurance against things that normally counter you and gives you an extra chance to go for a flinch or a Sp. Defense drop. -----------------------[ARCEUS]--------------------------- Type: Normal Ability: Multi-Type Base Stats: 120 HP / 120 Atk / 120 Def / 120 SAtk / 120 SDef / 120 Spd Pros: Highest base stat total of any Pokemon, extremely diverse movepool, unique ability and powerful signature move (Judgement) Cons: 120 isn't a stellar stat for an uber Pokemon, but having 6 of those makes up for it. Arceus @Life Orb/Silk Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Extremspeed -Earthquake -Shadow Claw/Shadow Force -Swords Dance With all the different types that Arceus can be, it's still very well off being a plain Normal type. This lets you take advantage of items that aren't Plates, like Life Orb or Silk Scarf for the boost in power. With the Swords Dance set, you can quickly boost your Attack while hitting enemies with a powerful Extremespeed. Since Extremespeed always goes first, it will destroy opponents who don't resist it. Beware of it's low PP though. Since many Ubers have the Pressure ability, they can quickly drain Extremespeed's PP until it becomes unuseable. Earthquake is for the various Steel-types in Ubers such as Dialga and Metagross. Shadow Claw hits Ghosts like Giratina. You can also use Shadow Force, which is far stronger, but is easier to counter. Arceus @Draco Plate EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Outrage -Earthquake -Extremspeed -Swords Dance Similar idea to the Normal-type moveset, except this one is Dragon-type. With the Draco Plate, Arceus becomes the fastest Dragon in the game. It also does not have a 4x weakness to Ice like Rayquaza and Garchomp. After a Swords Dance you can demolish the opposing team with Outrage. Earthquake hits any Steels who try to counter you. Extremespeed finishes off weakened opponents or faster, frail opponents like Deoxys and Shaymin-S. Arceus @Dread Plate/Draco Plate/Insect Plate/Iron Plate EVs: 252 HP / 6 SAtk / 252 Spd Timid Nature -Judgement -Calm Mind -Recover -Substitute/Earth Power Arceus's signature move Judgement is powerful and best used on a Calm Mind set. The four specific plates are chosen because there is nothing in the game that is immune to Dark, Dragon, Bug, or Steel. Furthermore, many ubers are Psychic or part Psychic, so becoming a Dark or Bug type will hit them where it hurts. Steel also has the benefit of being resistant to several different types commonly seen in Ubers. Recover lets you stay healthy while Substitute blocks status. By investing in HP EVs, you can ensure that Blissey and Chansey can't break your Subs with one Seismic Toss which lets you set up more easily. If you want additional coverage, you can use Earth Power since it is super effective against the Steel Pokemon that resist all four types. Arceus @Zap Plate EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Thunder -Ice Beam -Calm Mind -Recover Zekrom is a powerful Electric Uber, but Arceus has the advantage in being faster, bulkier, has a better movepool, and only one weakness. This set is best used on a Rain team with Kyogre. This makes Thunder an extremely powerful attack that will always hit and has a good chance of causing paralysis. Ice Beam complements Thunder by hitting the Ground and Dragon types that resist it. Recovers keeps you healthy. =============================================================================== [16] MOVESETS - UNOVA =============================================================================== -----------------------[VICTINI]--------------------------- Type: Fire/Psychic Ability: Victory Star Base Stats: 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spd Pros: Great base stats overall with extremely powerful signature move Cons: Stealth Rock weakness, Pursuit weakness Victini @Choice Scarf/Choice Band EVs: 4 HP / 252 Atk / 252 Spd Jolly/Adamant Nature -V-Create -Zen Headbutt -Wild Charge -U-Turn When V-Create gets released, there would be no reason not to use it on a physical Victini. 180 base power is ridiculously powerful, factor in STAB and you have 270 power which is stronger than an Explosion. Under the sun, it has a massive 405 power which can even OHKO Water-types. This move does lower your stats which is why it should only be used on a Choice set so you can hit and run. Its other moves are for coverage, but nothing can much up to V-Create's power. Victini @Choice Scarf/Choice Specs EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature -Fire Blast -Focus Blast -Psychic -U-Turn/Final Gambit A special set takes advantage of Victini's unique ability by boosting Fire Blastand Focus Blast's accuracy. They can still miss, just not as often. Psychic forasecond STAB and U-Turn for a quick escape. Final Gambit is a suicide move thatcantake out an opponent you may be having trouble with, like a Reuniclus spamming Calm Minds. -----------------------[SERPERIOR]--------------------------- Type: Grass Ability: Overgrow/Contrary (Dream World) Base Stats: 75 HP / 75 Atk / 95 Def / 75 SAtk / 95 SDef / 113 Spd Pros: High Speed, good defenses, Perversity is a fantastic ability Cons: Very small offensive movepool Serperior @Life Orb/Leftovers EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature Ability: Contrary -Leaf Storm -Hidden Power [Rock/Fire/Ice] -Substitute -Glare/Leech Seed/Taunt Contrary + Leaf Storm is the only real reason to use Serperior, but it's a match made in heaven. With every use, your mediocre Sp. Attack doubles in power. Hidden Power is a difficult choice. Rock is generally the best since it's supereffective versus Fire, Flying, and Bug while being neutral vs. Grass. Fire has an advantage against Scizor and Ferrothorn, while Ice is supereffective against Grass, Dragon, and Flying. Substitute and the fourth move are mostly filler, but can be useful at times. Serperior @Light Clay EVs: 252 HP / 16 Def / 240 Spd Timid Nature -Light Screen -Reflect -Taunt/Glare -Giga Drain If you don't have access to a Dream World Snivy, your best bet for a non- Contrary Serperior is a dual screener. It can make a pretty decent team supporter and Giga Drain can keep it healthy. -----------------------[EMBOAR]--------------------------- Type: Fire/Fighting Ability: Blaze/Reckless (Dream World) Base Stats: 110 HP / 123 Atk / 65 Def / 100 SAtk / 65 SDef / 65 Spd Pros: Excellent Attack, powerful moves Cons: Below-average Speed and defenses Emboar @Choice Band EVs: 252 HP / 252 Atk / 4 Spd Adamant Nature Ability: Reckless -Flare Blitz -Head Smash -Wild Charge -Superpower Reckless seems to have been made for Emboar since it learns three powerful recoil moves. Combine this with Choice Band and you'll be able to deal a huge amount of damage to most opponents. Superpower won't get boosted by Reckless, but it's still Emboar's most powerful Fighting attack. Emboar @Life Orb/Leftovers/Balloon EVs: 4 HP / 252 Atk / 252 Spd Jolly Nature Ability: Reckless -Flare Blitz -Head Smash -Wild Charge -Flame Charge If you want Emboar to actually be a fast sweeper, use Nitro Charge. You will outrun all Pokemon with 120 base Speed or less after you get a Speed boost. From there, just smash away with your other attacks. -----------------------[SAMUROTT]--------------------------- Type: Water Ability: Torrent/Shell Armor (Dream World) Base Stats: 95 HP / 100 Atk / 85 Def / 108 SAtk / 70 SDef / 70 Spd Pros: Good Attack and Special Attack Cons: Below-average Speed, small physical movepool Samurott @Life Orb EVs: 4 HP / 252 Atk / 252 Spd Adamant Nature -Swords Dance -Aqua Jet -Megahorn -Waterfall Swords Dance is the only stat-boosting move Samurott can get, but it works well with Aqua Jet, which bypasses its mediocre Speed to hit first. Megahorn is a great move that hits Grass-types for major damage. Samurott @Choice Specs EVs: 4 HP / 252 Atk / 252 Spd Timid Nature -Surf -Ice Beam -Hidden Power [Electric] -Grass Knot Use Choice Specs combined with Samurott's high Sp. Attack to inflict damage. Ice Beam for Grass and Dragons, HP Electric and Grass Knot for enemy Water-types. -----------------------[WATCHOG]--------------------------- Type: Normal Ability: Keen Eye/Illuminate/Analyze (Dream World) Base Stats: 60 HP / 85 Atk / 69 Def / 60 SAtk / 69 SDef / 77 Spd Pros: Super Fang, some support moves,...that's about it. Cons: Bad abilities, below average stats all around Watchog @Leftovers EVs: 252 HP / 4 Def / 252 Spd Jolly Nature Ability: Keen Eye -Swords Dance/Work Up -Baton Pass -Hypnosis/Substitute -Super Fang Being able to Baton Pass saves Watchog from being useless. It can boost its Attack then pass to any teammate. Hypnosis can buy you some time, but don't rely on its accuracy. Watchog @Leftovers EVs: 252 HP / 252 Def / 4 SDef Impish Nature Ability: Keen Eye -Super Fang -Thunder Wave -Confuse Ray -Light Screen Watchog just happens to learn two status moves that work great together, maybe even defeat an opponent if you are lucky. Paralyze and confuse stuff, hope you don't get hit, and Super Fang their health down. -----------------------[STOUTLAND]--------------------------- Type: Normal Ability: Intimidate/Sand Rush/Scrappy (Dream World) Base Stats: 85 HP / 100 Atk / 90 Def / 45 SAtk / 90 SDef / 80 Spd Pros: Good Attack, Sand Rush is a good ability Cons: Mediocre Speed outside of sand, rather limited movepool Stoutland @Life Orb EVs: 4 HP / 252 Atk / 252 Spd Adamant Nature Ability: Sand Rush -Return -Crunch -Fire Fang -Wild Charge/Work Up Stoutland is the only non-Ground type to get Sand Rush and can use it to its advantage since sandstorm is so common. The speed boost gives it great potential as a revenge killer and even as a sweeper if it can get in a few boosts from Work Up. Stoutland @Choice Band EVs: 4 HP / 252 Atk / 252 Spd Adamant Nature Ability: Sand Rush -Retaliate -Crunch -Fire Fang -Pursuit Did your opponent KO one of your Pokemon? Make them pay! Retaliate backed by Choice Band and STAB will do a huge amount of damage to any opponent that doesn't resist it. Pursuit takes down opponents that try to escape. -----------------------[LIEPARD]--------------------------- Type: Dark Ability: Limber/Unburden/Prankster (Dream World) Base Stats: 64 HP / 88 Atk / 50 Def / 88 SAtk / 50 SDef / 106 Spd Pros: High Speed, Prankster ability Cons: Terrible defenses, mediocre attack stats, bad movepool Liepard @Focus Sash EVs: 4 HP / 252 Atk / 252 Spd Jolly Nature Ability: Prankster -Fake Out -Sucker Punch -Taunt -Thunder Wave/Encore Prankster is the only real reason to use Liepard as it allows the cat to be a good lead for the team. All of the attacks on this set will have priority. Fake Out and Sucker Punch can take down frail opponents that try to attack you, while Taunt stops foes that try to use defensive moves. Taunt and Encore is also a nice combo. Force an opponent to repeat a non-damaging move then Taunt them and they'll be forced to Struggle. -----------------------[SIMISAGE]--------------------------- Type: Grass Ability: Gluttony/Overgrow (Dream World) Base Stats: 75 HP / 98 Atk / 63 Def / 98 SAtk / 63 SDef / 101 Spd Pros: High Speed Cons: Terrible defenses, mediocre attack stats, bad movepool Simisage @Life Orb EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature -Energy Ball/Grass Knot -Focus Blast -Hidden Power [Ice] -Nasty Plot Nasty Plot can turn Simisage into a decent special sweeper. Focus Blast is for Steel types while Hidden Power Ice hits Flying and Dragons. Simisage @Life Orb EVs: 4 HP / 252 Atk / 252 Spd Jolly Nature -Seed Bomb -Rock Slide -Brick Break -Hone Claws If you want to get physical, Simisage can certainly have a moveset that boosts its Attack stat. Hone Claws not only boosts your Attack, but also your accuracy so Rock Slide won't miss. -----------------------[SIMISEAR]--------------------------- Type: Fire Ability: Gluttony/Blaze (Dream World) Base Stats: 75 HP / 98 Atk / 63 Def / 98 SAtk / 63 SDef / 101 Spd Pros: High Speed Cons: Stealth Rock weakness, outclassed by most other Fire-types Simisear @Life Orb EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature -Fire Blast -Focus Blast -Hidden Power [Ice] -Nasty Plot/Grass Knot There's no way it can outshine the other fire monkey Infernape, but this set uses the strongest moves it can learn and has pretty decent coverage. -----------------------[SIMIPOUR]--------------------------- Type: Fire Ability: Gluttony/Torrent (Dream World) Base Stats: 75 HP / 98 Atk / 63 Def / 98 SAtk / 63 SDef / 101 Spd Pros: High Speed Cons: Terrible defenses, mediocre attack stats, bad movepool Simipour @Life Orb EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature -Hydro Pump/Surf -Ice Beam -Grass Knot -Nasty Plot Simipour can use a Nasty Plot set like its cousins, but it's actually pretty unique since it's the only Water type besides Slowking that can learn Nasty Plot. Plus it learns enough moves for good coverage on a variety of foes. -----------------------[MUSHARNA]--------------------------- Type: Psychic Ability: Forewarn/Sychronize/Telepathy (Dream World) Base Stats: 116 HP / 55 Atk / 85 Def / 107 SAtk / 95 SDef / 29 Spd Pros: High HP, good Special Attack and defenses, one of the few Unova Pokemon that learns Sleep Talk Cons: Pursuit weakness, lack of reliable recovery Musharna @Leftovers EVs: 252 HP / 252 Def / 6 SDef Bold Nature Ability: Synchronize -Psychic/Psycho Shock -Calm Mind -Baton Pass -Magic Coat While Musharna has high Sp. Attack, it's better team support than special sweeping. Baton Passing is one of its skills. Boost your special stats with Calm Mind then transfer them to a team mate. Magic Coat reflects status and phazing moves that can mess you up. -----------------------[UNFEZANT]--------------------------- Type: Normal/Flying Ability: Big Pecks/Super Luck/Rivalry (Dream World) Base Stats: 80 HP / 105 Atk / 80 Def / 65 SAtk / 55 SDef / 93 Spd Pros: Good Attack Cons: Stealth Rock weakness, very low movepool Unfezant @Choice Band/Choice Scarf EVs: 4 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Super Luck -Return -Aerial Ace -U-Turn -Steel Wing/Quick Attack Unfezant's Attack is pretty good, it just doesn't learn any interesting moves so it will never be something like Staraptor. It doesn't even learn Brave Bird so its most powerful move is Return. -----------------------[ZEBSTRIKA]--------------------------- Type: Electric Ability: Lightning Rod/Motor Drive/Sap Sipper (Dream World) Base Stats: 75 HP / 100 Atk / 63 Def / 80 SAtk / 63 SDef / 116 Spd Pros: High Speed and good Attack Cons: Frail defenses, low movepool Zebstrika @Life Orb EVs: 252 Atk / 4 SAtk / 252 Spd Hasty Nature Ability: Motor Drive/Sap Sipper -Wild Charge -Return -Overheat -Quick Attack/Volt Change Zebstrika is one of those Pokemon that has nice stats where it counts, but it has a very shallow movepool. However, it has two nice abilities that can boosts its stats if it switches into a certain type of attack. -----------------------[GIGALITH]--------------------------- Type: Rock Ability: Sturdy/Sand Force (Dream World) Base Stats: 85 HP / 135 Atk / 130 Def / 60 SAtk / 70 SDef / 25 Spd Pros: Excellent Attack and Defense, Sturdy ability Cons: Frail defenses, low movepool Gigalith @Custap Berry EVs: 252 HP / 252 Atk / 4 Def Adamant Nature Ability: Sturdy -Stealth Rock -Stone Edge -Earthquake -Explosion Being one of the few Unova Pokemon that learns Stealth Rock is one of the advantages of using Gigalith. With Sturdy, you can survive any attack and be able to set up some Stealth Rock. On your next turn, Custap Berry should activate and allow you to attack first or go out with a bang. Gigalith @Life Orb EVs: 252 HP / 252 Atk / 4 Def Brave Nature Ability: Sand Force -Stone Edge -Earthquake -Explosion -Return If you want to turn Gigalith into a sweeper, you'll need to provide it some support with Trick Room and Sandstorm. Once those conditions are met, this Pokemon can be a terrific sweeper with its massive Attack backed by Sand Force boosting the power of its moves. -----------------------[SWOOBAT]--------------------------- Type: Psychic/Flying Ability: Unaware/Klutz/Simple (Dream World) Base Stats: 67 HP / 57 Atk / 55 Def / 77 SAtk / 55 SDef / 114 Spd Pros: High Speed Cons: Frail defenses, Stealth Rock weakness, Pursuit weakness Swoobat @Leftovers EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature Ability: Simple -Calm Mind -Assist Power -Air Slash/Hidden Power [Fighting] -Roost Simple is a great ability. With one Calm Mind, you will double your mediocre special stats. Assist Power grows more and more powerful with each boost you accumulate. Use Air Slash or HP Fighting for coverage and Roost to keep you healthy. -----------------------[EXCADRILL]--------------------------- Type: Ground/Steel Ability: Sand Rush/Sand Force/Mold Breaker (Dream World) Base Stats: 110 HP / 135 Atk / 60 Def / 50 SAtk / 65 SDef / 88 Spd Pros: Excellent attack, great type combination, lots of resistances, very deadly in the Sandstorm Cons: Weakness to Fighting priority like Mach Punch Excadrill @Balloon EVs: 252 Atk / 4 Def / 252 Spd Jolly/Adamant Nature Ability: Sand Rush -Earthquake -Rock Slide -X-Scissor/Brick Break -Swords Dance Excadrill is the most terrifying physical sweeper in Gen V as long as Sandstorm is activated. Capable of reaching over 600 Speed and over 700 Attack after a Swords Dance, very few Pokemon will stand in its way. Earthquake and Rock Slide provide excellent coverage, while your third move is up to you. X-Scissor is for bulky Grass and Psychic types like Celebi and Slowbro, but Brick Break is needed for enemys who often carry a Balloon like Heatran, Terrakion, or even enemy Excadrills. -----------------------[AUDINO]--------------------------- Type: Normal Ability: Healer/Regenerator/Klutz (Dream World) Base Stats: 103 HP / 60 Atk / 86 Def / 60 SAtk / 86 SDef / 50 Spd Pros: Decent defenses, good range of support moves Cons: Bad offenses, outclassed by Chansey/Blissey Audino @Leftovers EVs: 252 HP / 252 Def / 4 SDef Bold Nature Ability: Regenerator -Wish -Heal Bell -Thunder Wave/Toxic -Protect/Reflect/Light Screen One look at this guys stats should tell you it's not an offensive Pokemon, so don't give it attack moves. Audino is all about team support with moves like Wish and Heal Bell to keep your team healthly. Status moves and screens round out its supportive abilities. -----------------------[CONKELDURR]--------------------------- Type: Fighting Ability: Guts/Sheer Force/Iron Fist (Dream World) Base Stats: 105 HP / 140 Atk / 95 Def / 55 SAtk / 65 SDef / 45 Spd Pros: Highest attack of any Fighting type, great physical defense Cons: Low Speed Conkeldurr @Leftovers EVs: 120 HP / 252 Atk / 136 SDef Adamant Nature Ability: Guts/Iron Fist -Drain Punch -Mach Punch -Payback/Stone Edge -Bulk Up Conkeldurr already has huge Attack and Defense, but it can boost them even higher with Bulk Up. With Drain Punch, it can restore any health lost while setting up and the stronger it gets, the more HP it will heal. Mach Punch is another great move that bypasses it's low Speed and can finish off faster opponents. Payback is for Ghosts and Psychics, while Stone Edge lets you hit Flying-types. Guts is a great ability since anyone who tries to cripple it with status will only make it stronger. Iron Fist is also a nice ability that can power up your punching attacks even further. Conkeldurr @Leftovers EVs: 252 HP / 252 Atk / 4 Def Adamant Nature Ability: Iron Fist -Substitute -Focus Punch -Mach Punch -Payback/Stone Edge With Iron Fist, Conkeldurr has the strongest Focus Punch in the game. Use Substitute to block status and allow you the chance to use Focus Punch to hit extremely hard. -----------------------[SEISMITOAD]--------------------------- Type: Water/Ground Ability: Swift Swim/Poison Hand/Water Absorb (Dream World) Base Stats: 105 HP / 85 Atk / 75 Def / 85 SAtk / 75 SDef / 74 Spd Pros: High HP, only one weakness Cons: Mediocre offenses, outclassed by most other Water/Ground types Seismitoad @Life Orb EVs: 128 Atk / 252 SAtk / 124 Spd Mild Nature Ability: Swift Swim -Surf -Sludge Wave -Grass Knot -Earthquake Swift Swim is Seismitoad's way of standing out from the many other Water/Ground Pokemon in the game. With rain support, it can be a pretty good mixed sweeper despite its average offenses. Sludge Wave is its main weapon against Grass- types, who resist all its other moves. -----------------------[THROH]--------------------------- Type: Fighting Ability: Guts/Inner Focus/Mold Breaker (Dream World) Base Stats: 120 HP / 100 Atk / 85 Def / 30 SAtk / 85 SDef / 45 Spd Pros: Excellent HP and good defenses Cons: Low Speed, lack of powerful Fighting moves Throh @Leftovers EVs: 6 HP / 252 Atk / 252 Def Impish/Careful Nature Ability: Guts -Circle Throw -Payback -Body Slam -Bulk Up Throh has a move called Circle Throw, which forces opponents to switch out. This can be a handy move for opponents who try to set up, especially Baton Passers. Payback takes care of Ghosts and Psychics. Body Slam can paralyze opponents which can be a nice thing considering your low speed. Bulk Up boosts your physical stats so you can take even more hits and deal even more damage. -----------------------[SAWK]--------------------------- Type: Fighting Ability: Sturdy/Inner Focus/Mold Breaker (Dream World) Base Stats: 75 HP / 125 Atk / 75 Def / 30 SAtk / 75 SDef / 85 Spd Pros: Very high Attack Cons: Mediocre Speed, small movepool Sawk @Salac Berry EVs: 4 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Sturdy -Close Combat -Stone Edge -Earthquake -Reversal Since Sturdy acts like an automatic Focus Sash, Sawk can use a moveset based around Reversal. At full health, you can use Close Combat as your main Fighting move. The defense drops let enemy attacks deal more damage and bring you to 1 HP quicker. At that stage, Salac Berry kicks in and Reversal reaches its full power of 200. Stone Edge and Earthquake provide coverage against things resistant to Fighting. -----------------------[LEAVANNY]--------------------------- Type: Grass/Bug Ability: Swarm/Chlorophyll/Overcoat (Dream World) Base Stats: 75 HP / 103 Atk / 80 Def / 70 SAtk / 70 SDef / 92 Spd Pros: Good Attack Cons: 4x Fire weakness, Stealth Rock weakness, small movepool Leavanny @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Chlorophyll -Leaf Blade -X-Scissor -Shadow Claw -Swords Dance Leavanny can be a pretty strong Swords Dance sweeper, especially on a Sun team. However, the lack of any Fighting or Ground moves means it will always be walled by Steel types. Leavanny @Leftovers EVs: 252 HP / 6 SDef / 252 Spd Jolly Nature Ability: Chlorophyll -Agility -Swords Dance/Hone Claws -Baton Pass -Leaf Blade/X-Scissor Leavanny can also play the role of team support by passing Speed and Attack boosts to another team member. -----------------------[SCOLIPEDE]--------------------------- Type: Bug/Poison Ability: Swarm/Poison Point/Quick Feet (Dream World) Base Stats: 60 HP / 90 Atk / 89 Def / 55 SAtk / 69 SDef / 112 Spd Pros: The fastest Pokemon to learn both Spikes and Toxic Spikes Cons: Frail defenses, Stealth Rock weakness Scolipede @Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Swarm -Spikes -Toxic Spikes -Megahorn -Earthquake While most spikers are bulky and slow, Scolipede is quite the opposite. With its Speed, it can usually set up a few layers before it faints. It also has decent attack and some powerful physical moves to damage other leads. -----------------------[WHIMSICOTT]--------------------------- Type: Grass Ability: Prankster/Infiltrator/Chlorophyll (Dream World) Base Stats: 60 HP / 67 Atk / 85 Def / 77 SAtk / 75 SDef / 116 Spd Pros: Very fast, great support movepool, the fastest user of Prankster Cons: Below average offenses Whimsicott @Leftovers EVs: 252 HP / 252 Def / 6 Spd Bold Nature Ability: Prankster -Leech Seed -Substitute -Taunt -Encore/Stun Spore/Toxic With an arsenal full of non-damaging moves, it will move first pretty much all the time and can be very annoying to face. Priority Leech Seed + Substitute is the highlight of this set. Taunt shuts down walls and entry hazard leads. Encore forces opponents to repeat a move and buy some time to set up a Sub. A priority status move can cripple opponents. -----------------------[LILLIGANT]--------------------------- Type: Grass Ability: Chlorphyll/Own Tempo/Leaf Guard (Dream World) Base Stats: 70 HP / 60 Atk / 75 Def / 110 SAtk / 75 SDef / 90 Spd Pros: Good Sp. Attack, fantastic Sun sweeper Cons: Very limited movepool Lilligant @Life Orb/Lum Berry EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature Ability: Chlorophyll -Giga Drain -Hidden Power [Fire/Rock] -Sleep Powder -Quiver Dance Lilligant loves the Sun and also happens to be the only non-Bug type to get the fantastic move Quiver Dance. Put an enemy to sleep, then set up with Quiver Dance. Giga Drain restores health you lost. HP Fire gets a boosts in the Sun and KOs Steel and Grass types, but Rock handles Flying and Fire opponents better. Lilligant @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature Ability: Own Tempo -Petal Dance -Hidden Power [Fire/Rock] -Sleep Powder -Quiver Dance Lilligant can be used outside of the sunlight since Quiver Dance will usually give it all the Speed it needs. By using Own Tempo, you will never be confused after using Petal Dance. Petal Dance will hit extremely hard, but many opponents resist Grass so you still need a Hidden Power for coverage. -----------------------[BASCULIN]--------------------------- Type: Water Ability: Adaptability/Reckless/Mold Breaker (Dream World) Base Stats: 70 HP / 92 Atk / 65 Def / 80 SAtk / 55 SDef / 98 Spd Pros: Good Speed, Adaptability Cons: Very limited movepool, frail defenses Basculin @Life Orb/Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Adaptability -Aqua Tail -Aqua Jet -Return/Double-Edge -Crunch Adapatability is an awesome ability, turning Aqua Tail into a base 180 move and Aqua Jet into a base 80 priority move. Unfortunately, that's the only thing Basculin has going for it. Its Attack isn't that amazing and it doesn't learn a lot of good moves. -----------------------[KROOKODILE]--------------------------- Type: Ground/Dark Ability: Intimidate/Moxie/Anger Point (Dream World) Base Stats: 95 HP / 117 Atk / 70 Def / 65 SAtk / 70 SDef / 92 Spd Pros: High Attack, good physical movepool, good abilities Cons: Lack of good Attack-boosting moves Krookodile @Choice Scarf/Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Moxie -Earthquake -Stone Edge -Crunch -Pursuit Send Krookodile in against a weakened opponent or one that you know you can defeat. After KOing it, your Attack will be boosted and allow you to sweep even easier. For natures, Adamant is better with Choice Scarf and Jolly is better with Choice Band. Krookodile @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Intimidate -Earthquake -Stone Edge -Crunch -Bulk Up Krookodile doesn't get a cool stat-booster like Swords Dance or Dragon Dance, but it does learn Bulk Up. Use Intimidate to weaken physical attacks to allow you the oppurtunity to use a Bulk Up or two before sweeping. -----------------------[DARMANITAN]--------------------------- Type: Fire Ability: Sheer Force/Zen Mode (Dream World) Base Stats: 105 HP / 140 Atk / 55 Def / 35 SAtk / 55 SDef / 95 Spd Pros: Amazing Attack, good Speed and HP Cons: Terrible defenses, Stealth Rock weakness Darmanitan @Choice Band/Life Orb EVs: 252 Atk / 6 Def / 252 Spd Jolly Nature Ability: Sheer Force -Flare Blitz -U-Turn -Rock Slide -Earthquake/Superpower Sheer Force is a great ability. Flare Blitz is already strong at 120 base power, but will get boosted even higher to an astounding 156 power! This combined with its massive Attack means even bulky Waters like Vaporeon will get 2HK0ed from this move. Its other moves are also pretty strong, handling Rock and Fire opponents like Heatran and Tyranitar, while U-Turn is great for scouting. Also, Sheer Force negates Life Orb recoil which is great since Flare Blitz's recoil can really take its toll. Darmanitan @Choice Scarf EVs: 252 Atk / 6 Def / 252 Spd Adamant Nature Ability: Sheer Force -Flare Blitz -U-Turn -Rock Slide -Earthquake/Superpower Almost the same set, but the extra boost in Speed makes Darmanitan a great offensive lead as well as a revenge killer. -----------------------[MARACTUS]--------------------------- Type: Grass Ability: Water Absorb/Chloropyll/Storm Drain (Dream World) Base Stats: 75 HP / 86 Atk / 67 Def / 106 SAtk / 67 SDef / 60 Spd Pros: Good Special Attack Cons: Every other stat is mediocre, limited movepool Maractus @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Chlorophyll -Giga Drain -Hidden Power [Fire/Rock] -Growth -Synthesis Maractus is outclassed by other Sun sweepers like Venusaur and Lilligant, but this set can still do well in the lower tiers. Growth doubles your Special Attack so you can attempt to sweep. Synthesis heals a large amount of your HP in the Sun. -----------------------[CRUSTLE]--------------------------- Type: Bug/Rock Ability: Sturdy/Shell Armor/Weak Armor (Dream World) Base Stats: 70 HP / 95 Atk / 125 Def / 65 SAtk / 75 SDef / 45 Spd Pros: Excellent defense, one of the few Unova Pokemon to learn Stealth Rock Cons: Low Speed Crustle @Lum Berry/Mental Herb EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Sturdy -Stealth Rock -Spikes -X-Scissor -Stone Edge Skarmory, Forretress, and Crustle all have the Sturdy + Spikes/Stealth Rock combo, but Crustle is the most offensive out of all of them. Its dual STAB moves can put a large dent in many common leads including Aerodactyl and Deoxys-S. Crustle can also handle Magic Mirror Espeon and Xatu better than most other spikers. Mental Herb blocks Taunt for a turn, allowing you at least one layer. Crustle @Custap Berry EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Sturdy -Shell Smash -X-Scissor -Stone Edge -Earthquake Shell Smash turns Crustle into a speedy, extremely powerful physical sweeper. X-Scissor, Stone Edge, and Earthquake provide perfect coverage that hits every Pokemon for at least neutral damage. -----------------------[SCRAFTY]--------------------------- Type: Dark/Fighting Ability: Shed Skin/Moxie/Weak Armor (Dream World) Base Stats: 65 HP / 90 Atk / 115 Def / 65 SAtk / 115 SDef / 45 Spd Pros: Excellent defenses, great offensive type-combination Cons: Low Speed and Fighting weakness Scrafty @Leftovers/Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Moxie/Shed Skin -Dragon Dance -Crunch -Drain Punch/Hi Jump Kick -Taunt/Ice Punch Dragon Dance is one way that Scrafty can sweep. Its high defenses lets it take hits while it boosts its Attack and low Speed. Hi Jump Kick is extremely powerful, but will hurt you if you miss. Drain Punch is an alternative and can restore lost health. Taunt prevents opponents from phazing or using status moves. Ice Punch is for Gliscor and other Fliers. Scrafty @Leftovers EVs: 252 HP / 6 Atk / 252 SDef Careful Nature Ability: Shed Skin -Bulk Up -Drain Punch -Crunch -Rest Bulk Up Scrafty focuses more on defense than Speed. Shed Skin is great for this set since it can heal you from Burn and other nasty status, as well as waking you up from Rest early. Drain Punch provides additional healing. -----------------------[SIGILYPH]--------------------------- Type: Psychic/Flying Ability: Wonder Skin/Magic Guard/Tinted Lens (Dream World) Base Stats: 72 HP / 58 Atk / 80 Def / 103 SAtk / 80 SDef / 97 Spd Pros: Magic Guard, good special and support movepool Cons: Pursuit weakness Sigilyph @Flame Orb EVs: 252 HP / Timid Nature Ability: Magic Guard -Cosmic Power -Stored Power -Roost -Psycho Shift Sigilyph may look weird, but it can be unstoppable after setting up. Flame Orb protects it from any other status and works well with Psycho Shift, allowing you transfer your Burn to any physical sweeper including Tyranitar and Scizor. Cosmic Power boosts your defenses so you can survive longer. It also powers up Assist Power, which gets stronger with every stat boost you have. After 6 Cosmic Powers, Assist Power has a massive 260 base power! -----------------------[COFAGRIGUS]--------------------------- Type: Ghost Ability: Mummy Base Stats: 58 HP / 50 Atk / 145 Def / 95 SAtk / 105 SDef / 30 Spd Pros: Highest Defense of any Ghost, unique ability Cons: Low HP, no instant recovery move Cofagrigus @Leftovers EVs: 252 HP / Def / SDef Bold Nature -Will-o-wisp -Shadow Ball/Hex -Rest -Sleep Talk Cofagrigus is great at walling physical sweepers and can Burn them with Will-o-wisp. Hex doubles in power if the opponent is statused and can deal a lot of damage with Cofagrigus's high Special Attack. Rest is its only good recovery move. Cofagrigus @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature -Shadow Ball -Calm Mind -Rest -Sleep Talk/Hidden Power [Fighting] You can use a Calm Mind set to turn Cofagrigus into a bulky sweeper. HP Fighting gives you coverage against Dark, Steel, and Normal Pokemon, but without Sleep Talk, you will be helpless when you are sleeping. -----------------------[CARRACOSTA]--------------------------- Type: Water/Rock Ability: Sturdy/Solid Rock/Swift Swim (Dream World) Base Stats: 74 HP / 108 Atk / 133 Def / 83 SAtk / 65 SDef / 32 Spd Pros: Excellent Defense, Great Attack Cons: Very slow Carracosta @Life Orb/Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Sturdy -Shell Smash -Waterfall -Stone Edge -Aqua Jet/Earthquake Carracosta has the highest Attack of any Shell Smash user, unfortunately it is also one of the slowest. Even then, it will still be able to outrun anything with base 110 Speed or less. Aqua Jet can be used hit faster opponents, who usually happen to be frail. Earthquake is your main weapon against foes like Ferrothorn and Toxicroak. Carracosta @Leftovers EVs: 252 HP / 6 Atk / 252 SDef Careful Nature Ability: Solid Rock -Curse -Aqua Jet -Stone Edge -Earthquake You can go the defensive route with a Curse set. With Sandstorm support and Solid Rock ability, you should be able to take most non-Grass special attacks while you boost your Defense and Attack. Aqua Jet ignores the Speed drops and lets you attack first. Carracosta @Choice Band EVs: 252 HP / 252 Atk / 6 Def Adamant Nature Ability: Solid Rock -Waterfall/Aqua Tail -Stone Edge -Aqua Jet -Earthquake If setting up isn't your style, you can attack head on with a Choice Band set. With Water, Rock, and Ground moves at your disposal, you'll be able to cover just about every opponent in the game. -----------------------[ARCHEOPS]--------------------------- Type: Rock/Flying Ability: Defeatist Base Stats: 75 HP / 140 Atk / 65 Def / 112 SAtk / 65 SDef / 110 Spd Pros: Amazing Attack, great Sp. Attack and Speed Cons: Bad ability, Stealth Rock weak Archeops @Flying Gem EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Acrobatics -Stone Edge -Earthquake -Hone Claws Archeops needs to deal as much damage as possible while it is still above half health. Flying Gem and Acrobatics is a great combo, since the gem powers up Acrobatics and is used up before you attack. This means Acrobatics will double in power while still gaining the power boost, turning into a 165 base power move. Stone Edge and Earthquake handle opponents resistant to Flying. Hone Claws increases your Attack and also boosts Stone Edge's accuracy. Archeops @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Stone Edge -Earthquake -U-Turn -Dragon Claw Archeops can use a Choice set very well. U-Turn is great for scouting and Dragon Claw takes down Dragon opponents. You need to make sure you can clear away Stealth Rock from your field or else it will take chunks off of it's HP which makes Defeatist kick in. -----------------------[GARBODOR]--------------------------- Type: Poison Ability: Stench/Weak Armor/Aftermath (Dream World) Base Stats: 80 HP / 95 Atk / 82 Def / 60 SAtk / 82 SDef / 75 Spd Pros: Good Attack Cons: Mostly mediocre stats, bad physical movepool Garbodor @Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Weak Armor -Toxic Spikes -Spikes -Gunk Shot -Explosion Garbodor is an interesting Pokemon to say the least. This may look like a typical entry hazard lead. However its Weak Armor ability increases its Speed when attacked. This Speed boost can be helpful, allowing it to lay down one more layer of entry hazards or go out with a bang. -----------------------[ZOROARK]--------------------------- Type: Dark Ability: Illusion Base Stats: 60 HP / 105 Atk / 60 Def / 120 SAtk / 60 SDef / 105 Spd Pros: Great Speed, excellent Sp. Attack, unique ability Cons: Low defenses, Illusion is easily broken Zoroark @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Night Daze -Focus Blast -Flamethrower/Extrasensory -Nasty Plot When using Zoroark, always have the last Pokemon in your party be a Psychic, Fighting, Ghost, or Poison type. This will trick opponents into using attacks that Zoroark resists. The Nasty Plot sweeper is its most effective set, taking advantage of its highest stat. Flamethrower for Bug-types or Extrasensory for Fighting-types. Zoroark @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Naive Nature -Sucker Punch/Night Slash -Low Sweep -Flamethrower -Swords Dance Zoroark has good Attack and learns Swords Dance as well. Low Sweep is weak, but it's the best physical Fighting attack it learns. Flamethrower prevents physical walls like Skarmory and Ferrothorn from stopping you. Zoroark @Choice Scarf EVs: 6 Atk / 252 SAtk / 252 Spd Naive/Timid Nature -Night Daze -Flamethrower -Focus Blast -U-Turn With a Choice Scarf, Zoroark can keep up the Illusion a bit longer by switching in to attack and then fleeing. U-Turn is good for scouting and easing prediction. -----------------------[CINCINNO]--------------------------- Type: Normal Ability: Cute Charm/Technician/Skill Link (Dream World) Base Stats: 75 HP / 95 Atk / 60 Def / 65 SAtk / 60 SDef / 115 Spd Pros: Great Speed, excellent Sp. Attack, unique ability Cons: Low defenses Cincinno @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Technician/Skill Link -Tail Slap -Bullet Seed -Rock Blast -Wake-Up Slap Cincinno focuses on moves that hit multiple times. All of its moves can hit five times in a row except for Wake-Up Slap, which is needed for Steels. The real question is which ability to use. Skill Link ensures you get 5 hits everytime, which is 125 base power for all three multi-hit moves. However Technician's power boost makes these moves stronger if you can get 4 or more hits in. It's really a question of reliability vs power. -----------------------[GOTHITHELLE]--------------------------- Type: Psychic Ability: Frisk/Shadow Tag (Dream World) Base Stats: 70 HP / 55 Atk / 95 Def / 95 SAtk / 110 SDef / 65 Spd Pros: Great Sp. Defense, good support movepool, Shadow Tag Cons: Low Speed, lack of reliable recovery Gothithelle @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature Ability: Shadow Tag -Psychic/Psyshock -Thunderbolt -Substitute/Rest -Calm Mind Trap an opponent that can't hurt you much then begain setting up Calm Minds. Substitute blocks status while you set up. Rest lets you stay healthy and you won't have to worry about your opponent switching while you sleep. Gothithelle @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature Ability: Shadow Tag -Psyshock -Tickle -Calm Mind -Substitute/Rest This set revolves around Tickle to reduce your opponent's Attack and Defense. Psyshock deals more damage the lower your opponent's Defense is. Another thing you can do is switch to a team member with Pursuit and use it on the opponent as they flee. With their Defense lowered a few times, Pursuit will usually OHKO them. Gothithelle @Light Clay EVs: 252 HP / 252 Def / 6 SAtk Bold Nature Ability: Shadow Tag -Psychic/Psyshock -Reflect -Light Screen -Thunder Wave Gothithelle can set up dual screens quite easily without having to worry about being countered. While you are at it, you can paralyze opponents with Thunder Wave to give your teammates an easier time to sweep. -----------------------[REUNICLUS]--------------------------- Type: Psychic Ability: Magic Guard/Overcoat (Dream World) Base Stats: 110 HP / 65 Atk / 75 Def / 125 SAtk / 85 SDef / 30 Spd Pros: Excellent Sp Attack, great HP, Magic Guard Cons: Pursuit weakness Reuniclus @Life Orb EVs: 252 HP / 252 Def / 6 SAtk Bold/Modest Nature Ability: Magic Guard -Psychic/Psyshock -Focus Blast -Calm Mind/Shadow Ball -Recover It's slow, but bulky and extremely powerful with an amazing ability in Magic Guard. After a couple boosts of Calm Mind, it can destroy entire times. If you want some extra coverage, you can use Shadow Ball for opponent Psychic-types, but the ability to set up Calm Mind, Recover off damage, and not worry about residual damage is the best reason to use Reuniclus. Reuniclus @Life Orb EVs: 252 HP / 252 Def / 6 SAtk Quiet Nature Ability: Magic Guard -Psychic/Psyshock -Focus Blast -Shadow Ball -Trick Room Turn the tables on fast sweepers by using Trick Room and using your low Speed to your advantage for the next four turns. Your three attack moves have perfect coverage against every opponent you will face. -----------------------[SWANNA]--------------------------- Type: Water/Flying Ability: Big Pecks/Keen Eye/Hydration (Dream World) Base Stats: 75 HP / 87 Atk / 63 Def / 87 SAtk / 63 SDef / 98 Spd Pros: High Speed Cons: Stealth Rock weakness, 4x Electric weakness, poor defenses Swanna @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Quiet Nature Ability: Hydration -Surf -Hurricane -Ice Beam -Hidden Power [Electric] If you want to bring the most out of Swanna (which isn't much), use it on a Rain team so you can take advantage of Hydration and the super strong Hurricane. HP Electric is for things like Empoleon. -----------------------[VANILLUXE]--------------------------- Type: Ice Ability: Ice Body/Weak Armor (Dream World) Base Stats: 71 HP / 95 Atk / 85 Def / 110 SAtk / 95 SDef / 79 Spd Pros: High Sp. Attack Cons: Stealth Rock weakness, mediocre Speed, terrible movepool Vanilluxe @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid/Modest Nature -Ice Beam -Hidden Power [Ground/Fighting] -Flash Cannon -Automotize You either love or hate Vanilluxe's design, but one thing is indisputable - its movepool is terribly shallow. Ice Beam is its only good move, the rest is just filler. Automotize doubles your Speed like an Agility. -----------------------[SAWSBUCK]--------------------------- Type: Grass/Normal Ability: Chloropyll/Sap Sipper/Serene Grace (Dream World) Base Stats: 80 HP / 100 Atk / 70 Def / 60 SAtk / 70 SDef / 95 Spd Pros: High Attack, good Speed Cons: Weak to Fighting and Ice priority Sawsbuck @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Chlorophyll -Horn Leech -Return -Jump Kick/Nature Power -Swords Dance Sawsbuck is a fantastic sweeper in the sun, especially after it sets up a Swords Dance. Horn Leech and Return are your main moves due to STAB. Jump Kick is for Steels, but might be fatal if you miss. In Wi-Fi, Nature Power always turns into Earthquake so it's a good alternative. Sawsbuck @Leftovers EVs: 252 HP / 6 Atk / 252 Spd Jolly Nature Ability: Sap Sipper -Horn Leech -Swords Dance/Work Up -Agility -Baton Pass Sawsbuck is a cool Baton Passer because it is completely immune to Spore and Sleep Powder. It can grab an Attack boost from these moves and boost its Attack even further along with its Speed before Baton Passing to an ally. -----------------------[EMOLGA]--------------------------- Type: Electric/Flying Ability: Static/Motor Drive (Dream World) Base Stats: 55 HP / 75 Atk / 60 Def / 75 SAtk / 60 SDef / 103 Spd Pros: High Speed Cons: Frail defeneses, Stealth Rock weakness, poor movepool Emolga @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Motor Drive -Thunderbolt -Air Slash -Hidden Power [Ground] -Volt Switch Grab a Speed boost by switching into an Electric attack, then try your best at hurting the opponent. Hidden Power Ground is for enemy Electrics like Magnezone and Jolteon. Volt Switch for damage and a quick escape. Emolga @Focus Sash EVs: 252 HP / 6 SAtk / 252 Spd Timid Nature Ability: Motor Drive -Charge Beam -Agility -Encore -Baton Pass Use Encore on a non-damaging move to force your opponent to repeat it. Then you can boost your Speed or Sp. Attack for the next few turns before Baton Passing to another team member. -----------------------[ESCAVALIER]--------------------------- Type: Bug/Steel Ability: Swarm/Shell Armor/Overcoat (Dream World) Base Stats: 70 HP / 135 Atk / 105 Def / 60 SAtk / 105 SDef / 20 Spd Pros: Excellent Attack, good defenses Cons: Extremely slow, 4x Fire weakness, poor movepool Escavalier @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Shell Armor -Megahorn -Iron Head -Pursuit -Rock Smash A Megahorn from this thing hits incredibly hard. Even Pokemon resistant to Bug will take a lot of damage. Iron Head for a second STAB and Pursuit to hit Psychics and Ghosts who try to flee. Rock Smash is weak, but it's your only hope against Steels like Heatran. -----------------------[AMOONGUSS]--------------------------- Type: Grass/Poison Ability: Effect Spore/Regenerator (Dream World) Base Stats: 114 HP / 85 Atk / 70 Def / 85 SAtk / 80 SDef / 30 Spd Pros: Great HP, learns Spore Cons: Mediocre offenses, no reliable recovery Amoonguss @Leftovers EVs: 252 HP / 48 Atk / 204 SDef Calm Nature Ability: Regenerator -Spore -Giga Drain -Clear Smog -Stun Spore/Toxic/Hidden Power [Fire] It may not look like much, but Amoonguss is a very bulky Grass type. Spore is its best move and shuts down an opponent for a few turns. Giga Drain keeps you healthy and Clear Smog stops any stat boosters in their tracks. You can inflict additional status with Stun Spore or Toxic. HP Fire is for Steels like Scizor or Ferrothorn. -----------------------[JELLICENT]--------------------------- Type: Water/Ghost Ability: Water Absorb/Cursed Body/Damp (Dream World) Base Stats: 100 HP / 60 Atk / 70 Def / 85 SAtk / 105 SDef / 60 Spd Pros: Great HP and Sp. Defense, unique type combo Cons: Pursuit weakness, medioce Defense Jellicent @Leftovers EVs: 252 HP / Def / SDef Calm Nature Ability: Water Absorb -Scald -Recover -Toxic/Will-o-wisp -Taunt/Protect/Ice Beam Having good overall defenses and being one of the few Water-types to learn Recover, Jellicent is a great bulky Water. Scald and Will-o-wisp can cripple an opponent physical sweeper. You can also use Toxic for gradual damage. Taunt prevents opponents from healing or setting. Protect for an extra round of stalling, or choose Ice Beam for Grass and Dragon types. -----------------------[ALOMOMOLA]--------------------------- Type: Water Ability: Healer/Hydration/Regenerator (Dream World) Base Stats: 165 HP / 75 Atk / 80 Def / 40 SAtk / 45 SDef / 65 Spd Pros: Massive HP Cons: Mediocre offenses, terrible Sp. Defense, small movepool Alomomola @Leftovers EVs: 104 HP / Def / SDef Impish Nature Ability: Regenerator -Waterfall/Aqua Jet -Wish -Toxic -Protect With an enormous HP stat, Alomomola excels at Wish passing to keep the rest of the team at full health. With Toxic, Wish, and Protect, it can also stall out opponents. Waterfall and Aqua Jet are your only good Water moves since its Special Attack is terrible. -----------------------[GALVANTULA]--------------------------- Type: Bug/Electric Ability: Compoundeyes/Unnerve/Swarm (Dream World) Base Stats: 70 HP / 77 Atk / 60 Def / 97 SAtk / 60 SDef / 108 Spd Pros: High Speed, good SAtk Cons: Frail defenses, Stealth Rock weakness Galvantula @Life Orb/Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Compoundeyes -Thunder -Bug Buzz -Energy Ball -Hidden Power [Ice/Fire]/Volt Switch Compoundeyes + Thunder is Galvantula's claim to fame, with Compoundeyes boosting Thunder's accuracy to 91%. Bug Buzz takes advantage of your second STAB. Energy Ball is for Ground types. Choose HP Ice for Dragons like Garchomp or HP Fire for Steels like Ferrothorn and Excadrill. Volt Switch is good for scouting. -----------------------[FERROTHORN]--------------------------- Type: Grass/Steel Ability: Iron Barbs Base Stats: 74 HP / 95 Atk / 131 Def / 54 SAtk / 116 SDef / 20 Spd Pros: Excellent defenses, unique type combo with lots of resistances Cons: 4x Fire weakness, no reliable recovery Ferrothorn @Leftovers/Shed Shell/Rocky Helmet EVs: 252 HP / Def / SDef Relaxed/Sassy Nature -Spikes -Stealth Rock/Leech Seed -Power Whip -Gyro Ball/Thunder Wave/Protect With high defeneses on both ends and plenty of resistances, Ferrothorn is one of the best walls in the game. It excels at laying down entry hazards and can drain the foe's health with Leech Seed. Power Whip is its main attack and Gyro Ball is also very strong due to its low speed. Thunder Wave cripples sweepers while Protect is for stalling as well as scouting for any Fire moves. As for items, Shed Shell lets you escape from Chandelure and Magnezone. Rocky Helmet goes well with Iron Barbs to deal major recoil damage to any physical sweeper. -----------------------[KLINKLANG]--------------------------- Type: Steel Ability: Plus/Minus/Clear Body (Dream World) Base Stats: 60 HP / 100 Atk / 115 Def / 70 SAtk / 85 SDef / 90 Spd Pros: Good Attack and Defense Cons: Small movepool, in-game abilities useless in 1vs1 battles Klinklang @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Clear Body -Gear Grind -Return -Volt Switch -Shift Gear Shift Gear is an amazing stat-boosting move. Every other physical sweeper would kill for a move that boosts Attack 1 stage and Speed TWO stages. But Klinklang would kill for a move that wasn't Steel, Normal, or Electric. With only Gear Grind and Return as physical moves, it is wall by Steel types. -----------------------[EELEKTROSS]--------------------------- Type: Electric Ability: Levitate Base Stats: 85 HP / 115 Atk / 80 Def / 105 SAtk / 80 SDef / 50 Spd Pros: High Attack, no weaknesses Cons: Low Speed, limited physical movepool Eelektross @Life Orb EVs: 252 Atk / 252 SAtk / 4 Spd Naughty/Rash Nature -Wild Charge/Thunderbolt -Flamethrower -Grass Knot -Brick Break/Hidden Power [Ice] Eelektross has good stats in both offeneses and learns some nice moves in both departments. Since you're so slow anyways, you don't have to worry about Speed EVs that most other mixed sweepers do. That means you can focus on your offenses. Flamethrower and Grass Knot are the best moves to handle opponents resistant to Electric. HP Ice is for Dragons like Haxorus while Brick Break handles Blissey and Chansey. Eelektross @Leftovers EVs: 252 HP / 6 Atk / 252 SDef Careful Nature -Coil -Wild Charge -Brick Break -Dragon Claw A more defensive set because its defenses are decent and it has no weaknesses to worry about. Coil is a great move learned by few Pokemon and Eelektross can put it to good use to make its high Attack even higher. -----------------------[BEEHEYEM]--------------------------- Type: Psychic Ability: Telepathy/Synchronize/Analytic (Dream World) Base Stats: 75 HP / 75 Atk / 75 Def / 125 SAtk / 95 SDef / 40 Spd Pros: Excellent Sp. Attack Cons: Slow, outclassed by Reuniclus Beeheyem @Leftovers EVs: 252 HP / 252 SAtk / 6 SDef Quiet Nature Ability: Analytic -Psychic/Psyshock -Focus Blast -Shadow Ball -Recover Its stats, moves, and attacks seem so similar to Reuniclus, who is better at special sweeping. But at least it as Analytic, which acts like a free Life Orb boost if you move last. Thanks to its poor Speed, Beeheyem will usually move after the opponent. -----------------------[CHANDELURE]--------------------------- Type: Ghost/Fire Ability: Flash Fire/Flame Body/Shadow Tag (Dream World) Base Stats: 60 HP / 55 Atk / 90 Def / 145 SAtk / 90 SDef / 80 Spd Pros: Incredible Sp. Attack, Shadow Tag Cons: Mediocre Speed, Stealth Rock weakness, Pursuit weakness Chandelure @Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Shadow Tag -Overheat/Fire Blast/Flamethrower -Shadow Ball -Energy Ball -Hidden Power [Ice/Fighting] Because of its amazing Shadow Tag ability, Chandelure is one of the best revenge-killers in the game. Choice Scarf boosts your mediocre Speed so you can beat most opponents. Anything with a weakness to Fire, Ghost, Grass, or Ice is easy prey for Chandelure. HP Fighting can be used over Ice if you don't like Heatran or Tyranitar. Chandelure @Leftovers/Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Shadow Tag -Shadow Ball -Hidden Power [Fighting] -Substitute -Calm Mind Switch in on a wall like Blissey, Chansey, or Ferrothorn, and set up a Sub immediately to block their status moves. Then you can use up to 6 Calm Minds while they are helpless and can't do anything. Shadow Ball and HP Fighting have perfect coverage against all opponents. You can use a Fire attack somewhere, but you sacrifice either coverage or immunity to status. This set absolutely destroys stall teams. -----------------------[HAXORUS]--------------------------- Type: Dragon Ability: Rivalry/Mold Breaker/Unnerve (Dream World) Base Stats: 76 HP / 147 Atk / 90 Def / 60 SAtk / 70 SDef / 97 Spd Pros: Incredible Attack, good Speed Cons: Poor movepool with no good Fire attack, mediocre defenses Haxorus @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Mold Breaker -Outrage -Earthquake -Dragon Dance -Taunt Dragon Dance is Haxorus's best stat boosting move, allowing it to outrun the majority of opponents and hit incredibly hard from its massive Attack stat. Dragon and Ground together have great coverage. Unfortunately, it doesn't get a good Fire move, so bulky Steels can give it trouble. Taunt stops opponents from messing up your sweep with status or phazing moves. Haxorus @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly/Adamant Nature Ability: Mold Breaker -Outrage -Earthquake -Brick Break -Dragon Claw A Choice item is great on a Pokemon with such incredible power. Brick Break is your best bet against Ferrothorn. You can use Dragon Claw at times when getting stuck in Outrage would put you at a disadvantage. -----------------------[BEARTIC]--------------------------- Type: Ice Ability: Snow Cloak/Swift Swim (Dream World) Base Stats: 95 HP / 110 Atk / 80 Def / 70 SAtk / 80 SDef / 50 Spd Pros: Good Attack Cons: Poor Speed, Stealth Rock weakness, rather poor movepool Beartic @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature -Icicle Crash -Brick Break/Superpower -Stone Edge -Night Slash/Shadow Claw Beartic can learn several stat-boosting moves, but its too slow to sweep after setting up so a Choice Band set is its best bet at dealing lots of damage. Icicle Crash is its most powerful move. A Fighting attack is needed for Steel and Rock types. Stone Edge hurts Fire opponents. Night Slash and Shadow Claw are mostly filler. -----------------------[CRYOGONAL]--------------------------- Type: Ice Ability: Levitate Base Stats: 70 HP / 50 Atk / 30 Def / 95 SAtk / 135 SDef / 105 Spd Pros: Good Speed, excellent Sp. Defense Cons: Poor Defense, Stealth Rock weakness, terrible movepool Cryogonal @Leftovers EVs: 252 HP / 6 SAtk / 252 SDef Calm Nature -Ice Beam -Recover -Rapid Spin -Toxic Cryogonal has good Sp. Attack, but it doesn't learn enough good moves to sweep so it is best used as a special wall. It is one of the few Unova Pokemon to learn Rapid Spin and can stall special sweepers with a combination of Toxic and Recover. Cryogonal @Light Clay EVs: 252 HP / 6 SDef / 252 Spd Timid Nature -Ice Beam -Reflect -Light Screen -Rapid Spin/Recover Cryogonal can use a dual screen set and has enough special bulk to take a few hits while setting it up. -----------------------[ACCELGOR]--------------------------- Type: Bug Ability: Hydration/Sticky Hold/Unburden (Dream World) Base Stats: 80 HP / 70 Atk / 40 Def / 100 SAtk / 60 SDef / 145 Spd Pros: Amazing Speed, good Sp. Attack Cons: Poor defenses, Stealth Rock weakness Accelgor @Focus Sash EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Sticky Hold -Bug Buzz -Spikes -Final Gambit -U-Turn/Encore Accelgor is FAST. It's the fastest Spiker after Deoxys so it makes a great entry hazard lead. With Sticky Hold, you don't have to worry about Choice Scarf users like Jirachi Tricking you. Besides laying down Spikes, you can also attack with Bug Buzz. Final Gambit is a suicide move that can take down an opponent with less HP than you, although you might want to invest in max HP EVs to make it more effective. U-Turn for scouting and Encoring a non- damaging move allows you time to set up some more Spikes. Accelgor @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Hydration -Bug Buzz -Focus Blast -Giga Drain -Hidden Power [Rock] High Speed and Sp. Attack makes it a good special sweeper. Focus Blast for Steel types, Giga Drain for Rocks, and Hidden Power Rock for Flying and Bug opponents. -----------------------[STUNFISK]--------------------------- Type: Ground/Electric Ability: Static/Limber/Sand Veil (Dream World) Base Stats: 109 HP / 66 Atk / 84 Def / 81 SAtk / 99 SDef / 32 Spd Pros: High HP and Sp. Defense Cons: Low Speed, mediocre offenses Stunfisk @Leftovers EVs: 252 HP / 252 Def / 6 SDef Bold Nature Ability: Sand Veil/Static -Discharge -Toxic -Earth Power/Protect -Pain Split Stunfisk is interesting to say the least. It's a pretty bulky Pokemon and can cripple the opponent's team with status like paralysis and poison. Protect for stalling or Earth Power to hit Steels and Poisons like Excradrill and Nidoking. Pain Split is your main method of healing, though it's not always reliable. -----------------------[MIENSHAO]--------------------------- Type: Fighting Ability: Inner Focus/Regenerator/Reckless (Dream World) Base Stats: 65 HP / 125 Atk / 60 Def / 95 SAtk / 60 SDef / 105 Spd Pros: Excellent Attack, great Speed and Sp. Atk Cons: Frail defenses Mienshao @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Regenerator -Fake Out -U-Turn -Hi Jump Kick -Stone Edge Unlike most sweepers, Mienshao doesn't have to worry about Life Orb recoil due to its awesome Regenerator ability restoring its health when it switches out. It can rack up plenty of damage with Fake Out and U-Turn, switching in and out while staying healthy. Hi Jump Kick is its strongest move and will do tons of damage. Even if it misses, Mienshao can recover most of the recoil damage by switching. Stone Edge for Flying opponents. Mienshao @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Regenerator -Swords Dance -Hi Jump Kick -Stone Edge -Baton Pass Swords Dance can boost its high Attack even higher, allowing it to sweep. However, it can also use Baton Pass to transfer those Attack boosts to other members on the team. Mienshao @Choice Scarf EVs: 252 Atk / 6 SAtk / 252 Spd Naive Nature Ability: Regenerator -Hi Jump Kick -Stone Edge -U-Turn -Hidden Power [Ice] Mienshao is fast and can outspeed most Choice Scarfers, allowing it to be an effective revenge killer. HP Ice is there to KO Gliscor. -----------------------[DRUDDIGON]--------------------------- Type: Dragon Ability: Rough Skin/Sheer Force/Mold Breaker (Dream World) Base Stats: 77 HP / 120 Atk / 90 Def / 60 SAtk / 90 SDef / 48 Spd Pros: Great Attack Cons: Low Speed, outclassed by other Dragons Druddigon @Life Orb/Choice Band EVs: 252 HP / 252 Atk / 6 Def Adamant Nature Ability: Rough Skin/Sheer Force -Outrage -Superpower/Earthquake -Sucker Punch -Fire Fang When you have high Attack, but are slow and can't boost your stats, an all out attacking set is really the only thing you can do. Outrage for a powerful STAB move. Superpower or Earthquake to take care of Steels. Fire Fang for Skarmory, Forretress, and the like. Sucker Punch is actually a pretty good move since most Dragons don't learn a priority move. -----------------------[GOLURK]--------------------------- Type: Ghost/Ground Ability: Iron Fist/Klutz/No Guard (Dream World) Base Stats: 89 HP / 124 Atk / 80 Def / 55 SAtk / 80 SDef / 55 Spd Pros: Excellent Attack Cons: Low Speed Golurk @Choice Band EVs: 252 HP / 252 Atk / 6 Def Adamant Nature Ability: Iron Fist -Earthquake -Shadow Punch -Hammer Arm -Stone Edge This is Golurk's best moveset for dealing lots of damage. Earthquake is its strongest move and will hurt a lot of opponents. Shadow Punch is weaker, but it gets STAB and is boosted by Iron Fist. Hammer Arm is also powered up by Iron Fist and handles opponents that resist Shadow Punch. Stone Edge hits Flying-types hard. Golurk @Life Orb EVs: 6 HP / 252 Atk / 252 Def Adamant Nature Ability: No Guard -Earthquake -Dynamicpunch -Stone Edge -Rock Polish Tired of going last? Boost your Speed with Rock Polish. Since Hammer Arm isn't good for this set, use Dyanamicpunch along with No Guard for perfect accuracy. No Guard also boosts the accuracy of Stone Edge. -----------------------[BISHARP]--------------------------- Type: Steel/Dark Ability: Inner Focus/Defiant/Pressure (Dream World) Base Stats: 65 HP / 125 Atk / 100 Def / 60 SAtk / 70 SDef / 70 Spd Pros: Excellent Attack Cons: Mediocre Speed, 4x Fighting weakness Bisharp @Life Orb/Leftovers EVs: 252 HP / 252 Atk / 6 Def Adamant Nature Ability: Defiant -Sucker Punch -Brick Break -Swords Dance -Substitute/Iron Head Bisharp is powerful, but rather slow. However it possesses one of the strongest priority moves in the game - Sucker Punch. After a Swords Dance, it will KO the majority of opponents faster than it. Brick Break deals with opponents resistant to Dark. Substitute protects you from status and works well with Sucker Punch by forcing opponents to attack you. Iron Head can be used as a second STAB move. -----------------------[BOUFFALANT]--------------------------- Type: Normal Ability: Reckless/Sap Sipper/Soundproof (Dream World) Base Stats: 95 HP / 110 Atk / 95 Def / 40 SAtk / 95 SDef / 55 Spd Pros: Great Attack, good defenses Cons: Low Speed Bouffalant @Choice Band EVs: 252 HP / 252 Atk / 6 Def Adamant Nature Ability: Sap Sipper/Reckless -Head Charge -Wild Charge -Earthquake -Megahorn/Payback Choice Band is this afro bull's best set. Head Charge is its signature move and does a huge amount of damage to anything not resistant to Normal. Wild Charge and Earthquake are other powerful moves it learns. Megahorn can be used for bulky Grass types like Celebi, but Payback is generally better for Ghost opponents. While Bouffalant can learn Work Up and Swords Dance its low Speed and lack of priority moves means it won't be able to sweep after setting up. As for abilities, Reckless powers up its recoil moves, but Sap Sipper gives it an extra immunity. -----------------------[BRAVIARY]--------------------------- Type: Normal/Flying Ability: Keen Eye/Sheer Force/Defiant (Dream World) Base Stats: 100 HP / 123 Atk / 75 Def / 57 SAtk / 75 SDef / 80 Spd Pros: Excellent Attack, good defenses Cons: Mediocre Speed, Stealth Rock weakness Braviary @Choice Scarf/Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Defiant -Brave Bird -Superpower -Return -U-Turn Braviary is powerful, but its mediocre Speed and lack of any stat boosting moves means all it can really do is attempt to sweep with a Choice set. Brave Bird can do a huge amount of damage to most foes, while Superpower is always a great move for Steel and Rock opponents. Return for a strong second STAB move and U-Turn is standard for most Flying types as it allows them to switch while scouting. -----------------------[MANDIBUZZ]--------------------------- Type: Dark/Flying Ability: Big Pecks/Overcoat/Weak Armor (Dream World) Base Stats: 110 HP / 65 Atk / 105 Def / 55 SAtk / 95 SDef / 80 Spd Pros: Excellent Attack, good defenses Cons: Poor offenses, Stealth Rock weakness Mandibuzz @Leftovers EVs: 252 HP / Def/ SDef Impish Nature Ability: Overcoat -Toxic -Whirlwind -Roost -Protect/Taunt/Knock Off Mandibuzz is very bulky, but she can't do much in the way of team support like setting up entry hazards or dual screens. Toxic is her main weapon for weakening opponents. Whirlwind to force opponents out and Roost is for healing. Protect can stall for a turn while Toxic goes to work. Taunt prevents foes from healing or setting up. Knock Off to remove items and prevents you from being useless against Xatu and Espeon with Magic Bounce. -----------------------[HEATMOR]--------------------------- Type: Fire Ability: Flash Fire/Gluttony/White Smoke (Dream World) Base Stats: 85 HP / 97 Atk / 66 Def / 105 SAtk / 66 SDef / 65 Spd Pros: Good Sp. Attack Cons: Poor Speed, Stealth Rock weakness, poor movepool Heatmor @Choice Specs EVs: 252 HP / 6 Atk / 252 SAtk Modest/Quiet Nature Ability: Flash Fire -Fire Blast/Overheat -Focus Blast -Hidden Power [Ice/Grass] -Sucker Punch If Heatmor had some way of boosting its Speed, it wouldn't be so bad, but it can't. The only real way for it to do much damage is to use a Choice Specs set with whatever its strongest moves are. It can also learn Sucker Punch, which is actually a pretty decent priority move -----------------------[DURANT]--------------------------- Type: Bug/Steel Ability: Hustle/Swarm/Truant (Dream World) Base Stats: 58 HP / 109 Atk / 112 Def / 48 SAtk / 48 SDef / 109 Spd Pros: Great Speed, Attack, and Defense Cons: 4x Fire weakness, terrible Sp. Defense Durant @Life Orb EVs: 252 Atk / 6 Def / 252 Spd Jolly Nature Ability: Hustle -X-Scissor -Stone Edge -Iron Head/Thunder Fang/Baton Pass -Hone Claws Hustle can be a great ability for a physical sweeper like Durant, but the lowered accuracy can be a real downer. Fortunately it learn Hone Claws to boost its Accuracy as well as its Attack. After that, its attacks will deal a lot of damage without worrying about missing. You can use Iron Head for a second STAB. Thunder Fang deals with Skarmory and bulky Waters better. You can also pass the boosts from Hone Claws to a team member. Durant @Choice Scarf EVs: 252 Atk / 6 Def / 252 Spd Jolly Nature Ability: Truant -Entrainment -X-Scissor -Stone Edge -Iron Head/Thunder Fang Truant is a terrible ability. But you can use Entrainment to give your opponent Truant, then switch to a Chandelure with Shadow Tag, Protect, and Calm Mind. Since the opponent can't switch, they'll be stuck with Truant while Chandelure can Protect on the turns they attack and Calm Mind on the turns they don't move. -----------------------[HYDREIGON]--------------------------- Type: Dragon/Dark Ability: Levitate Base Stats: 92 HP / 105 Atk / 90 Def / 125 SAtk / 90 SDef / 98 Spd Pros: Great stats overall including excellent Sp. Attack, diverse movepool Cons: Speed is slightly low compared to other Dragons Hydreigon @Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature -Draco Meteor -Flamethrower/Fire Blast -Surf -Dark Pulse/U-Turn Hydreigon has great offenses, but its Speed is just a tad underwhelming compared to many other Dragons who have at least 100 base Speed or can boost it with Dragon Dance. Choice Scarf solves Hydreigon's Speed issue and makes it a fast and powerful sweeper and revenge killer. Dragon and Fire attacks cover every opponent except Heatran, who is destroyed by Surf. Dark Pulse is for a second STAB move and deals with bulky Ghosts like Dusclops and Jellicent. U-Turn is an option for scouting. Hydreigon @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Draco Meteor -Flamethrower/Fire Blast -Surf -Dark Pulse/U-Turn Choice Specs lets Hydreigon focus on power over speed. Draco Meteor boosted by STAB and Choice Specs will to a ton of damage to most opponents and you still have your other moves for coverage Hydreigon @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid/Modest Nature -Draco Meteor -Flamethrower/Fire Blast -Surf -Taunt Even though it's powerful, Hydreigon can still be stopped by special walls like Blissey, Chansey, and Jellicent. Taunt shuts them down and prevents them from healing or using status moves on you. This set also works for other walls that rely on recovery or status. -----------------------[VOLCARONA]--------------------------- Type: Bug/Fire Ability: Flame Body/Swarm (Dream World) Base Stats: 85 HP / 60 Atk / 65 Def / 135 SAtk / 105 SDef / 100 Spd Pros: Excellent Sp. Attack, great Sp. Defense and Speed Cons: 4x Stealth Rock weakness Volcorona @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid/Modest Nature -Quiver Dance -Fiery Dance -Bug Buzz -Hidden Power [Ground/Rock] Volcorona is an incredible Pokemon and Quiver Dance is one of the best moves for any special sweeper. After a Quiver Dance, it's not only stronger and faster, but it's also harder to defeat with special attacks. Fiery Dance is its signature move and while it isn't as strong as Flamethrower or Fire Blast, the 50% chance of gaining another Sp. Attack boost makes it worthwhile. Bug Buzz is another powerful STAB move. Hidden Power Ground hits Fire-types especially Heatran, but Rock is more effective against Gyarados, Dragonite, and Salamence. Volcorona @Leftovers EVs: 248 HP / 252 SAtk / 20 Spd Timid Nature -Quiver Dance -Fiery Dance -Bug Buzz -Morning Sun Volcorona loves Sunny weather, but hates Stealth Rock. Morning Sun is the answer to both. It can recover any health it loses to set up Quiver Dance more easily. This set is more defensive than the first one and trades power for longevity. -----------------------[COBALION]--------------------------- Type: Fighting/Steel Ability: Justified Base Stats: 91 HP / 90 Atk / 129 Def / 90 SAtk / 72 SDef / 108 Spd Pros: Excellent Defense, great Speed, 4x Stealth Rock resistance Cons: Rather limited movepool Cobalion @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Close Combat/Sacred Sword -Stone Edge -X-Scissor -Swords Dance Cobalion's Attack isn't impressive, but it can boost it with Swords Dance. Close Combat is its strongest move here, but Sacred Sword can be used to preserve Cobalion's excellent Defense stat. Stone Edge covers Flying and Bug opponents. X-Scissor is for bulky Psychics like Celebi and Reuniclus. Cobalion @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Focus Blast -Flash Cannon -Hidden Power [Ice] -Calm Mind Cobalion's Sp. Attack is equal to its Attack and it can use Calm Mind to boost it, as well as its weaker Sp. Defense. A special set can be more of a surprise for opponents, though Cobalion's special movepool isn't as good. Focus Blast and Flash Cannon fill the role of STAB. HP Ice takes down Gliscor and other Flying foes. -----------------------[TERRAKION]--------------------------- Type: Fighting/Rock Ability: Justified Base Stats: 91 HP / 129 Atk / 90 Def / 72 SAtk / 90 SDef / 108 Spd Pros: Excellent Attack, great Speed, great offensive type combo Cons: Weak to Fighting and Water priority moves Terrakion @Life Orb/Air Balloon EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Close Combat -Stone Edge -Swords Dance -Rock Polish Attack and Speed are Terrakion's best qualities, but it can double those stats and become almost unstoppable. Close Combat and Stone Edge are powerful STAB moves that are a great offensive combination. Furthermore Terrakion's good defenses allow it to stat boost quite easily and you can use the Ground immunity provided by Air Balloon for more chances to set up. Terrakion @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Close Combat -Stone Edge -X-Scissor -Earthquake If setting up isn't your style, you can hit hard right away with a Choice set. Close Combat and Stone Edge are there as usual. Your other two moves cover opponents resistant to Fighting and Rock. X-Scissor is for Claydol and other Psychic-types while Earthquake hits Nidoqueen, Nidoking, and Toxicroak. -----------------------[VIRIZION]--------------------------- Type: Fighting/Grass Ability: Justified Base Stats: 91 HP / 90 Atk / 72 Def / 90 SAtk / 129 SDef / 108 Spd Pros: Excellent Sp. Defense, great Speed Cons: Rather limited movepool Virizion @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Giga Drain -Focus Blast -Calm Mind -Hidden Power [Ice]/Taunt Virizion's type combination makes it a great weapon against all the Water, Ground, and Rock opponents you'll face. Calm Mind makes it a good special sweeper. Giga Drain is its best option for a Grass attack since it restores lost health. Focus Blast is inaccurate, but its the only option for a special Fighting move. HP Ice is for Flying and Dragon foes, but Taunt can shut down walls like Blissey and prevent them from crippling you with status. Cobalion @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Close Combat/Sacred Sword -Stone Edge -Leaf Blade -Swords Dance Like the other two members of the trio, Virizion can use a Swords Dance set for physical sweeping. The one advantage that Virizion has is that it isn't walled by bulky Waters like Suicune and Swampert since it can learn Leaf Blade. -----------------------[TORNADUS]--------------------------- Type: Flying Ability: Prankster/Defiant (Dream World) Base Stats: 79 HP / 115 Atk / 70 Def / 125 SAtk / 80 SDef / 111 Spd Pros: Excellent Sp. Attack, Attack, and Speed Cons: Stealth Rock weakness, strongest moves are inaccurate Tornadus @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Hurricane/Air Slash -Focus Blast -Hidden Power [Ice]/U-Turn -Taunt Hurricane and Focus Blast are very powerful coming off of its Special Attack, but they are inaccurate. Rain weather fixes Hurricane's accuracy. If you're not using Tornadus on a Rain team, you can use Air Slash instead. HP Ice is for Zapdos, Thunderus, and enemy Tornadus. U-Turn can be used for scouting. Taunt takes advantage of Prankster and shuts down walls and set-up sweepers. Tornadus @Life Orb EVs: 32 Atk / 232 SAtk / 244 Spd Naive/Hasty Nature -Hurricane -Hammer Arm -Hidden Power [Ice] -Taunt/U-Turn Tornadus has great Attack as well and this moveset takes advantage of it. Hammer Arm is reserved for Blissey and Chansey. The Speed drop is bad, but two hits are all you need to defeat them. Hammer Arm also works better against Tyranitar. -----------------------[THUNDURUS]--------------------------- Type: Electric/Flying Ability: Prankster/Defiant (Dream World) Base Stats: 79 HP / 115 Atk / 70 Def / 125 SAtk / 80 SDef / 111 Spd Pros: Excellent Sp. Attack, Attack, and Speed, priority Nasty Plot Cons: Stealth Rock weakness Thundurus @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Thunderbolt -Grass Knot -Hidden Power [Ice] -Nasty Plot Having a priority Nasty Plot lets Thundurus stand out from Tornadus and Zapdos. Very few Pokemon can handle a sweeper with almost 700 Sp. Attack. Thunderbolt is your main move, Grass Knot hits Ground types, and Hidden Power Ice is for Grass, Dragons, and Gliscor. Thundurus @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Thunderbolt/Volt Switch -Hidden Power [Ice] -Taunt -Thunder Wave This set takes better advantage of Thundurus's Prankster ability and makes a great lead that can shut down other leads like Jirachi and Deoxys-S. Priority Taunt prevents any sort of set up while Thunder Wave can stop opponents from trying to sweep. Volt Switch is great for dealing damage while scouting and Hidden Power Ice provides good coverage. Thundurus @Life Orb EVs: 32 Atk / 232 SAtk / 244 Spd Naive/Hasty Nature -Thunderbolt -Hammer Arm -Hidden Power [Ice] -Taunt/U-Turn Like Tornadus, Thundurus can run a mixed sweeping set to destroy Blissey and Chansey. -----------------------[RESHIRAM]--------------------------- Type: Dragon/Fire Ability: Turboblaze Base Stats: 100 HP / 120 Atk / 100 Def / 150 SAtk / 120 SDef / 90 Spd Pros: Outstanding Sp. Attack, powerful STAB moves Cons: Stealth Rock weakness, rather low Speed Reshiram @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid/Modest Nature -Blue Flare -Dragon Pulse -Focus Blast -Flame Charge Reshiram is powerful, but its Speed is its lowest stat and that's not a good thing. With Flame Charge, its Speed issues can be fixed and allows it to outrun most opponents. Blue Flare is its signature move and it is extremely powerful, especially when backed by Groudon's Drought. Dragon Pulse is its other STAB move and provides great coverage with Blue Flare. Focus Blast hits Heatran and also does a lot of damage against Chansey and Blissey. Reshiram @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Timid/Modest Nature -Blue Flare -Dragon Pulse -Draco Meteor -Focus Blast/Flamethrower Choice sets are always a good option for powerful sweepers like Reshiram. Draco Meteor is now your strongest attack and will OHKO or 2HKO anything that doesn't resist it. Dragon Pulse and Flamethrower are there to provide more accurate alternatives once the opposing team has been weakened by your stronger attacks. Reshiram @Life Orb EVs: 6 Atk / 252 SAtk / 252 Spd Hasty Nature -Blue Flare -Dragon Pulse/Draco Meteor -Outrage -Flame Charge Don't ignore Reshiram's Attack stat, which is also very high. Any special wall that tries to switch into this set will be greeted with a powerful Outrage. -----------------------[ZEKROM]--------------------------- Type: Dragon/Electric Ability: Teravolt Base Stats: 100 HP / 150 Atk / 120 Def / 120 SAtk / 100 SDef / 90 Spd Pros: Outstanding Attack, powerful STAB moves Cons: Small movepool, rather low Speed Zekrom @Life Orb EVs: 252 Atk / 6 SAtk / 252 Spd Lonely/Naughty Nature -Bolt Strike -Outrage -Draco Meteor -Focus Blast Zekrom's best moves are extremely powerful, but it doesn't learn a wide variety of moves. Still Dragon and Electric will prove to be more than enough for most opponents in Ubers. Bolt Strike and Outrage are amazingly strong and will take down pretty much all enemies except for defensive Groudon and Ferrothorn. Draco Meteor can hit Groudon's weaker Sp. Defense and Focus Blast is useful for Ferrothorn. Zekrom @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Bolt Strike -Outrage -Dragon Claw -Volt Switch Zekrom is an ideal candidate for a Choice set, with Band boosting its Attack to epic levels or Scarf increasing its rather low Speed. Dragon Claw is there as an alternative to Outrage for times when being stuck in a move would be a bad thing. Volt Switch allows you to scout and is particularly effective on a Scarf set. -----------------------[LANDORUS]--------------------------- Type: Ground/Flying Ability: Sand Force/Sheer Force (Dream World) Base Stats: 89 HP / 125 Atk / 90 Def / 115 SAtk / 80 SDef / 101 Spd Pros: Excellent Attack, high Speed and Sp. Attack Cons: 4x Ice weakness Landorus @Life Orb EVs: 252 Atk / 6 SAtk / 252 Spd Naive/Naughty Nature Ability: Sand Force -Earthquake -Stone Edge -Hidden Power [Ice] -Rock Polish Landorous is very powerful, especially in a Sandstorm. Sand Force turns both Earthquake and Stone Edge into 130 base power moves. Landorus is also pretty fast, but having more Speed is always a good thing and that's where Rock Polish comes in. With the ability to hit 660 Speed, you will outspeed even Sand Rush Excadrill. Hidden Power Ice is for Gliscor, who would wall your other attacks. Landorus @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Sand Force -Earthquake -Stone Edge -Brick Break/U-Turn -Swords Dance This Landorus set favors power over Speed. With a Swords Dance and Sand Force boost, Hidden Power Ice isn't needed as Stone Edge will always 2HKO Gliscor. Brick Break is there to hit opponents who carry Air Balloon, especially Terrakion, Excadrill, Tyranitar, and Heatran. U-Turn can be used to hit bulky Grass types like Celebi, but you will lose your boosts when you switch. Landorus @Choice Scarf EVs: 252 Atk / 6 SAtk / 252 Spd Naive Nature Ability: Sand Force -Earthquake -Stone Edge -U-Turn -Hidden Power [Ice] Choice Scarf is always an option for people who don't like setting up. Scarf Landorus is a great revenge-killer for any offensive Sandstorm team. U-Turn is especially useful on this set since it will do quite a bit of damage and allow you to scout. -----------------------[KYUREM]--------------------------- Type: Dragon/Ice Ability: Pressure Base Stats: 125 HP / 130 Atk / 90 Def / 130 SAtk / 90 SDef / 95 Spd Pros: Excellent offenses and HP Cons: Stealth Rock weakness, poor movepool Kyurem @Choice Specs/Choice Scarf/Life Orb EVs: 252 SAtk / 6 SDef / 252 Spd Timid Nature -Draco Meteor -Ice Beam -Focus Blast -Hidden Power [Fire] Kyurem doesn't have a wide variety of moves like most other Dragons, but it can still hit hard with what it has. Its Draco Meteor is among the strongest in OU, tied with Latios. Ice Beam works off of its Ice STAB and is also powerful. Focus Blast is for Steel types that resist both Dragon and Ice. Hidden Power Fire for Steels with 4x Fire weaknesses like Ferrothorn, Scizor, and Forretress. If you're using Kyurem on a Hail team, feel free to replace Ice Beam with Blizzard. Kyurem @Lum Berry EVs: 252 SAtk / 6 SDef / 252 Spd Modest Nature -Glaciate -Draco Meteor -Ice Beam -Focus Blast/Hidden Power [Fire] Kyurem is not very fast and it doesn't have a way of boosting its Speed. But it can lower the opponent's Speed instead with its signature move Glaciate. Once the opponent is slower, it can finish it off with its other more powerful moves. This works well as an offensive lead. -----------------------[KELDEO]--------------------------- Type: Water/Fighting Ability: Justified Base Stats: 91 HP / 72 Atk / 90 Def / 129 SAtk / 90 SDef / 108 Spd Pros: Excellent Sp. Attack and Speed Cons: Rather shallow movepool Keldeo @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Surf/Hydro Pump -Focus Blast/Secret Sword -Hidden Power [Electric] -Calm Mind Keldeo has the highest Special Attack of any non-Uber Water Pokemon. It's also fast and this makes it a great special sweeper with Calm Mind. Choose Surf for accuracy or Hydro Pump for power. Focus Blast is your strongest move, though it is inaccurate. Secret Sword is its signature move and is more accurate, but it is unreleased as of now. Hidden Power Electric is for Pokemon like Gyarados and Starmie. Keldeo @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Aqua Tail -Close Combat -X-Scissor/Stone Edge -Swords Dance Don't laugh at physical Keldeo. Even though its Attack isn't that good, one Swords Dance boosts it to a respectable 489 Attack. Its physical movepool is also slightly better than its special. Aqua Tail and Close Combat are your main moves for STAB. Choose X-Scissor for Grass and Psychic-types or Stone Edge for Flying-types. -----------------------[MELOETTA]--------------------------- Type: Normal/Psychic (Aria Form), Normal/Fighting (Pirouette Form) Ability: Serene Grace Base Stats (A): 100 HP / 77 Atk / 77 Def / 128 SAtk / 128 SDef / 90 Spd Base Stats (P): 100 HP / 128 Atk / 90 Def / 77 SAtk / 77 SDef / 128 Spd Pros: Aria form has excellent Sp. Attack and Sp. Defense, Pirouette form has excellent Attack and Speed. Cons: Can't switch between forms without special move, Aria form has Pursuit weakness. Meloetta @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Relic Song -Close Combat -Shadow Claw -Return/Quick Attack As far as forms go, Meloetta's Pirouette form is its best form for sweeping. While the Aria form has unimpressive Speed, the Pirouette form has the highest Speed of any Normal or Fighting type. Relic Song is mandatory if you want to change into this form. Close Combat is its strongest move, while Shadow Claw hits Ghosts and Psychics. Return is for Normal STAB and Quick Attack can finish off weakened foes. Meloetta @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Psyshock/Psychic -Shadow Ball -Focus Blast -Calm Mind Changing forms can be a hassle, but Meloetta still works well in its Aria form. Calm Mind boosts its high special stats even higher. Psychic is strong, but Psyshock is more effective against special walls like Blissey. Shadow Ball and Focus Blast have perfect coverage against all other enemies. -----------------------[GENESECT]--------------------------- Type: Bug/Steel Ability: Download Base Stats: 71 HP / 120 Atk / 95 Def / 120 SAtk / 95 SDef / 99 Spd Pros: Great Special Attack and Attack, diverse special movepool Cons: 4x Fire weakness, bad physical movepool Genesect @Choice Scarf/Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Bug Buzz -Flamethrower -Ice Beam -Thunderbolt/U-Turn Genosect has a really nice arsenal of Special Attacks. Bug Buzz is its main attack due to STAB. Flamethrower hits Steels, Ice, and other Bugs. Ice Beam for Flying, Ground, and Dragon. Thunderbolt for Water-types. Overall, Genesect has an attack that is supereffective against most opponents it will face. You can always use U-Turn over Thunderbolt for scouting. U-Turn also takes advantage of Download if you get a boost in Attack instead of Sp. Attack. Genesect @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Bug Buzz -Flamethrower -Ice Beam/Thunderbolt -Rock Polish Genesect has another way of boosting its Speed without Choice Scarf. Rock Polish makes it super fast after you get a Special Attack boost with Download. From there, you can sweep with your other moves. ===========================FAQ=============================== Q: Hey, you don't have any Pokemon from 3rd/4th generation! A: Be patient, they will come in the following weeks. Check back for updates! Q: I have a moveset that's not on the list. Can you add it in? A: It depends. I'll have to see if your moveset can fit the potential of the Pokemon and actually work without being easily countered. I won't accept movesets if you don't provide all the necessary info (EVs, Nature, Ability, Item, at least 4 moves, and a description of how the moveset works). Also, I can't add every moveset to this guide. I'm trying to keep it somewhat simple, so if your moveset isn't different enough from the ones already on here, then it probably won't make it. Q: How can I get better at competitive battling? A: The best way to get good at anything is to practice, practice, practice! While there are lots of good guides on the net to help you get started, you'll never get good if you don't actually battle. And don't just battle your best friend or your little sibling. To be a good battler, you have to challenge a wide variety of people who are experienced, even if they are more experienced than you. Q: Can you rate my team/make me a team? A: While I'd love to help people, I don't always have the time. I have a job, college, and my own website to attend to. I may answer your team/moveset questions if I feel like it, but don't count on it. Q: How do I get [move/item/Pokemon]? A: I could probably tell you, but you're better off finding it out for yourself. A lot of the info you may be looking for is already on the rest of GameFAQs. If not, try asking it on the forums. Q: Can we battle sometime? A: Sure, I'm always up for a battle. To get my friend code, contact me in one of the following ways listed in the Contact Info section below. After we battle, I'll have to delete you from my Pal Pad since there's just not that much room on it. =============================================================================== [17] CLOSING REMARKS =============================================================================== THE THANK YOUS -Nintendo/GameFreak for creating an endearing series that has remained super popular even after an entire decade. -GameFAQs.com for providing an expansive reference database for Pokemon and every other game. -Smogon.com and its community for being the best center for competitive battling on the internet, providing a ton of knowledge on movesets/strategies. -Serebii.net for having one of the most thorough B/W Pokedexes ever, along with a wealth of other information. -Veekun.com for also having a great Pokedex (better looking than Serebii's) and providing easy at-a-glance info for the base stats -And of course, the readers (that's YOU) for checking out this guide. Whether you learned something or not, I still appreciate you for taking the time to look through this. CONTACT INFO Website: http://www.arkeis.com DeviantArt: arkeis-pokemon.deviantart.com Youtube: http://www.youtube.com/user/arkeisvid Email: aragornbird@yahoo.com - I only check my email twice a week so don't email me unless you can wait a few days for a response. Put Pokemon or Moveset in the title since I get a ton of spam that I delete without looking at. LEGAL INFO This document is copyright 2011 aragornbird of www.arkeis.com You may not copy, reproduce, modify, or distribute this document in any way without written permission from the owner.