=========================MOVESET GUIDE============================== --------------------Pokemon Diamond/Pearl/Platinum----------------------- VERSION 1.0 - TABLE OF CONTENTS Part 1: Overview Part 2: Format Part 3: The Movesets Part 4: Frequently Asked Questions Part 5: Closing Remarks (Credits, Contact Info, Legal Info) Part 6: Version History PART 1 ========================OVERVIEW============================== This all started back in September 2006, shortly after the release of Diamond/Pearl in Japan. I realized that the 4th generation would be the first chance for most people to get into competitive battling. The one thing that many people new to battling ask is "What moves should I use for my Pokemon?" So I decided to use my experience in battling and teambuilding to create a comprehensive guide of movesets in order to help everyone who is stuck in this area. This guide has gone under a lot of revisions over the months before the English release and it was all very interesting to see everything unfold. The effects of new moves and abilities were discovered and new changes in old moves caused a lot of stir. There was a lot of hype over which new Pokemon would dominate the battle scene and many strategies were created, theorized, tested, and approved (or disapproved). Such was the D/P world before the English version came out and the guide you are reading now looked very different back then. Flash forward two years and Platinum has changed the game once again with several significant changes in moves. It will continue to change as people battle and the metagame evolves over time. I'll be sure to keep you updated with what works and what's popular in the world of 4th generation competitive battling. PART 2 ========================FORMAT================================ 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. -Move 1 -Move 2 -Move 3 -Move 4 Brief summary of how the moveset works and when the moves should be used. ------------------------------------------------------------ And just for your reference, here is a mini-glossary with some the most common words that I'll be using in this guide. BL Borderline. These Pokemon can perform well in battle, but are often underpowered or don't compare with stronger OU Pokemon. Out of all the tiers, BL is the most controversial one. BL Pokemon include Staraptor, Abomasnow, Raikou, and Gallade. Counter A Pokemon that can switch in safely on an opponent and either defeat it or force it to switch out. Example of a counter: Gliscor is a Heracross counter. Gliscor resists Heracross's most powerful attacks (Close Combat and Megahorn), does not take much damage from Heracross's secondary attacks (Stone Edge, Pursuit, Night Slash, etc.), and can defeat it with one Aerial Ace. Example of not a counter: Jolteon is NOT a Gyarados counter because even though Jolteon is faster than Gyarados and can easily kill it with a Thuderbolt, it can not switch in on Gyarados's Earthquake (and will take a ton of damage from Waterfall too) Movepool The diversity of all the moves that a Pokemon can learn. This can be further broken down into three categories: Physical, Special, and Support. Examples of Pokemon with large movepools include Gengar, Mew, and Arceus. NU Never Used. Pokemon with bad stats and/or movepools that you will almost never see since they don't perform well in battle and there are much better choices. NU Pokemon include Beedrill, Spinda, Delibird, and Lumineon OU Over Used. This is considered the standard tier for competitive battling. Pokemon that gain the title of OU perform their roles extremely well. OU Pokemon include Salamence, Tyranitar, Blissey, and Skarmory. Scout To find out what moves or Pokemon your opponent is using without taking much damage in the process. Moves that are good for scouting include Protect, Substitute, and U-Turn. STAB Same Type Attack Bonus. If a Pokeon uses an attack that matches its type, it becomes 50% stronger. Support A Pokemon whose job is to help the rest of the team. This can be done through moves like Heal Bell, Wish, Reflect, Light Screen, Rapid Spin, status moves, and many more. Sweeper A Pokemon whose job is to attack. Can be physical (uses physical attacks), special (uses special attacks), or mixed (uses both physical and special attacks) Uber These are Pokemon that are considered too strong for standard (OU) competitive battling: Mew, Mewtwo, Lugia, Ho-oh, Latios, Kyogre, Groudon, Rayquaza, Deoxys, Palkia, Dialga Giratina, Darkrai, Arceus, Manaphy, Garchomp, and Wobbuffet. UU Under Used. Pokemon that can perform decently in competitive battles, but are not strong or useful enough to compete in OU, or are otherwise overshadowed by better Pokemon. Pokemon considered UU include Golem, Quagsire, Primeape, and Blastoise. Wall A Pokemon whose job is to defend. They can be defend against physical sweepers, defend against special sweepers, or defend against both physical and special sweepers. PART 3 ========================THE MOVESETS==================== 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 Apple+F) and type the Pokemon's name with a dash in front of it (like -Venusaur or -Mewtwo) **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. ------------------------VENUSAUR------------------------ Type: Grass/Poison Ability: Overgrow Base Stats: 80 HP / 82 Atk / 83 Def / 100 SAtk / 100 SDef / 80 Spd Pros: Good support movepool, overall solid stats Cons: Limited offensive movepool, lacks Ground resistance Venusaur @Black Sludge EVs: 252 HP / 108 Def / 148 SDef Calm Nature -Energy Ball/Grass Knot -Sludge Bomb/Hidden Power [Fire] -Leech Seed -Sleep Powder It can be very annoying with Leech Seed and Sleep Powder. Sludge Bomb is good for STAB, but HP Fire hits Steels and other Grass types. ------------------------CHARIZARD------------------------ Type: Fire/Flying Ability: Blaze 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, can't boost its Sp. Attack Charizard @Leftovers/Expert Belt EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Flare Blitz -Earthquake -Dragon Claw -Swords Dance/Dragon Dance Boost your Attack up to sweep. Fire + Dragon hits every Pokemon for at least neutral damage except for Heatran, who is taken care of by Earthquake. Charizard @Salac Berry EVs: 4 HP / 252 Atk / 252 Spd Adamant Nature -Belly Drum -Fire Punch -Dragon Claw -Earthquake You can actually use Stealth Rock to your advantage. Make sure your HP is an odd number and switch in against something that can't hurt you (i.e. Ground attack). SR takes away 50%, Belly Drum takes away another half, and you'll still have 1 HP left to activate Salac. Very risky, but payoff is great. Charizard @Salac Berry EVs: 4 HP / 252 Atk / 252 Spd Adamant Nature -Belly Drum -Fire Punch -Dragon Claw/Earthqauke -Substitute This is a much safer alternative to the above set. Sub + Belly Drum bring your health down to the level where Salac can activate (make sure your HP is divisible by 4!). However, you lack the type coverage that the previous set gives you. Charizard @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Hasty/Mild Nature -Flamethrower/Fire Blast/Overheat -Dragon Pulse -Focus Punch -Air Slash/Hidden Power [Grass/Electric] Utilizes the higher of Charizard's offensive stats. Focus Punch hits Blissey, Air Slash can flinch, HP Grass takes care of Swampert, and HP Electric is for Gyarados. ------------------------BLASTOISE------------------------ Type: Water Ability: Torrent 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, stats are rather mediocre, poor special movepool Blastoise @Leftovers EVs: 252 HP / 148 Def / 106 SDef Bold Nature -Surf -Rapid Spin -Roar/Haze -Toxic/Yawn/Counter/Mirror Coat/Ice Beam Blastoise is great as a support Pokemon. Choose any of the above moves to suit the needs of your team. Blastoise @Leftovers EVs: 252 HP / 252 Def / 6 SDef Bold Nature -Surf -Toxic -Rest -Sleep Talk A typical Rest+Sleep Talk set. Good for UU, but is otherwise outclassed by Milotic. ----------------------BUTTERFREE------------------------ Type: Bug/Flying Ability: Compoundeyes 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 EVs: 252 HP / 6 SAtk / 252 Spd Timid Nature -Sleep Powder -Stun Spore -Bug Buzz -Tail Wind Use your ability to sleep something and inflict paralysis on something else. Tail Wind is for team support before Butterfree goes down. Butterfree @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Bug Buzz -Shadow Ball -Energy Ball -Hidden Power [Fire]/Sleep Powder Butterfree's special attack is somewhat decent, but its poor speed kills it. ----------------------BEEDRILL--------------------------- Type: Bug/Poison Ability: Swarm Base Stats: 65 HP / 80 Atk / 40 Def / 45 SpA / 80 SpD / 75 Spd Pros: Its Attack is decent at least Cons: Low Speed limits sweeping potential, every other stat is poor Beedrill @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Poison Jab -X-Scissor/U-Turn -Brick Break -Aerial Ace Typical Choice sweeper. Beedrill @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Substitute/Endure -X-Scissor -Endeavor -Poison Jab Get yourself down to 1 HP and use Endeavor. Too bad Beedrill has no way of dealing with Ghosts. Beedrill @Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Agility -Baton Pass -X-Scissor -Swords Dance/Poison Jab Agility and Baton Pass away. You can Swords Dance if you have the chance, but you probably won't. ------------------------PIDGEOT-------------------------- Type: Normal/Flying Ability: Keen Eye/Tangled Feet Base Stats: 83 HP / 80 Atk / 75 Def / 70 SAtk / 70 SDef / 91 Spd Pros: Gets stronger moves in D/P 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. U-Turn scouts for counters and can get you out of trouble. ----------------------RATICATE-------------------------- Type: Normal Ability: Guts/Run Away Base Stats: 55 HP / 81 Atk / 60 Def / 50 SAtk/ 70 SDef / 97 Spd Pros: Super Fang, 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. Raticate @Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Guts -Counter -Reversal -Endeavor -Quick Attack/Crunch 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. ----------------------FEAROW---------------------------- Type: Normal/Flying Ability: Keen Eye 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/Flyers Fearow @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Drill Peck -Double-Edge -U-Turn -Quick Attack/Pursuit Fearow is near the lower end of Normal/Flying birds, but it's slightly better than Pidgeot with its nice Attack and Speed stats. It's a shame it doesn't get Brave Bird. ----------------------ARBOK----------------------------- Type: Poison Ability: Intimidate/Shed Skin 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 Arbok @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Intimidate -Gunk Shot -Crunch -Earthquake -Ice Fang The only real set for Arbok. Its defenses are bad and its Attack and Speed aren't anything special either, so you might as well hit things as hard as you can while you're still alive. ----------------------PIKACHU--------------------------- Type: Electric Ability: Static Base Stats: 35 HP / 55 Atk / 30 Def / 50 SAtk / 40 SDef / 90 Spd Pros: Attack AND Special Attack are doubled with Light Ball, Surf is a bonus Cons: Extremely low defenses, can't take a hit and has trouble switching into anything Pikachu @Light Ball EVs: 6 Atk / 252 SAtk / 252 Spd Timid/Hasty Nature -Thunderbolt -Focus Punch/Brick Break -Grass Knot/Hidden Power [Ice]/Surf -Substitute With Light Ball boosting both your offenses, it can strike hard with its special attacks while hitting Blissey with Fighting moves. Surf is only available from Pokemon Battle Revolution. ----------------------RAICHU---------------------------- Type: Electric Ability: Static 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 @Leftovers EVs: 6 Atk / 252 SAtk / 252 Spd Hasty Nature -Thunderbolt -Substitute/Nasty Plot -Focus Punch -Hidden Power [Ice]/Surf/Grass Knot Standard Raichu set, which can deal good damage on both special and physical fronts. There's a SubPunch combo in there, but if you're good at predicting, you don't need Sub and can use the chance to Nasty Plot. Keep in mind that there's no way to get Nasty Plot and Surf on the same set. Raichu @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Mild/Hasty Nature -Thunderbolt -Hidden Power [Ice] -Grass Knot/Surf -Focus Punch This Raichu just wants to go all out special attacking and uses prediction to beat Blissey with Focus Punch. ----------------------SANDSLASH------------------------- Type: Ground Ability: Sand Veil 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 @Leftovers EVs: 252 HP / 252 Atk / 6 Def Adamant Nature -Earthquake -Stone Edge -Swords Dance -X-Scissor/Counter It's a simple Swords Dance moveset. Not very special, but unfortunately, Sandslash doesn't have many moves that make it stand out. X-Scissor is for Grass-types, while Counter is great as a surprise. Sandslash @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish Nature -Earthquake -Stone Edge -Rapid Spin -Stealth Rock A more defensive set. Sandslash is a solid Spinner, though it is outclassed by Donphan and Claydol. ----------------------NIDOQUEEN------------------------- Type: Ground/Poison Ability: Poison Point/Rivalry Base Stats: 90 HP / 82 Atk / 87 Def / 75 SAtk / 85 SDef / 76 Spd Pros: Makes a nice Fighting-type counter, higher defenses than Nidoking. diverse movepool Cons: Offensive stats are rather mediocre Nidoqueen @Leftovers EVs: 252 HP / 6 Atk / 252 Def Relaxed Nature Ability: Poison Point -Earthquake -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. Fire Blast takes care of Skarmory, Bronzong, Forretress, and Scizor. Lay down field 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 field damage. Nidoqueen @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish Nature Ability: Poison Point -Earthquake -Ice Punch -Rest -Sleep Talk Nidoqueen gains extra survivability with a RestTalk set. Ice Punch works well with Earthquake to hit Flying and Grass types. ----------------------NIDOKING-------------------------- Type: Ground/Poison Ability: Poison Point/Rivalry 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 @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Poison Point -Earthquake -Stone Edge -Poison Jab/Megahorn -Sucker Punch Nidoking's higher Attack and ability to learn Megahorn makes him a far better physical sweeper than Nidoqueen. Earthquake and Stone Edge covers most opponents, Poison Jab or Megahorn hurt Grass types, and Sucker Punch hits faster opponents especially Psychic types. Nidoking Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Poison Point -Earth Power -Thunderbolt -Ice Beam -Sludge Bomb/Flamethrower/Focus Punch With an impressive array of special moves, Nidoking can use a special sweeping moveset as well. Nidoking @Leftovers/Life Orb EVs: 132 Atk / 240 SAtk / 136 Spd Lonely Nature Ability: Poison Point -Earthquake -Stone Edge -Ice Beam -Thunderbolt If the restrictions of Choice items aren't your thing, Nidoking makes a nice mixed sweeper with attacks that can hurt most of the Pokemon in the game. ----------------------CLEFABLE-------------------------- Type: Normal Ability: Cute Charm/Magic Guard Base Stats: 95 HP / 70 Atk / 73 Def / 85 SAtk / 90 SDef / 60 Spd Pros: Awesome new ability in 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 / 160 Def / 98 SAtk Bold Nature Ability: Magic Guard -Thunderbolt -Ice Beam -Calm Mind -Softboiled The standard set for Clefable, featuring BoltBeam as your offensive combo, Calm Mind to boost those two moves, and Softboiled to heal your lost HP. Clefable's unique Magic Guard ability is what makes it stand out from other Pokemon with a similar moveset. Clefable @Leftovers EVs: 252 HP / 80 Atk / 176 SAtk Brave Nature Ability: Magic Guard -Focus Punch -Substitute -Thunderbolt -Ice Beam If you want the BoltBeam combo, but still want to hurt Blissey, then this mixed sweeping set is for you. Clefable @Choice Specs EVs: 252 HP / 6 Def / 252 SAtk Modest Nature Ability: Magic Guard -Ice Beam -Thunderbolt -Flamethrower/Fire Blast -Grass Knot Clefable is not built like your standard special sweeper, but it can still hurt a variety of opponents with its large special movepool. Clefable @Leftovers EVs: 252 HP / 80 Def / 178 SDef Bold Nature Ability: Magic Guard -Counter -Wish/Softboiled -Light Screen -Seismic Toss Most people underestimate Clefable's defensive abilities and Counter punishes them for their oversight. Light Screen forces opponents to hit you with physical moves that you can Counter and afterwards, you can use a healing move to recover lost HP. Clefable @Leftovers EVs: 252 HP / 80 Def / 178 SDef Bold Nature Ability: Magic Guard -Encore -Wish -Thunder Wave/Ice Beam -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, or take them down with Ice Beam or Seismic Toss. ----------------------NINETALES------------------------- Type: Fire Ability: Flash Fire Base Stats: 73 HP / 76 Atk / 75 Def / 81 SAtk / 100 SDef / 100 Spd Pros: Has a more diverse movepool than in Advance, good Speed Cons: Outclassed by Infernape and other Fire types with better Sp. Attack Ninetales @Leftovers/Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Nasty Plot -Hypnosis -Flamethrower -Energy Ball Put an opponent to sleep, then Nasty Plot and sweep with your two special moves. Energy Ball covers all of Ninetales's weaknesses - Water, Rock, and Ground. Ninetales @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Overheat/Fire Blast -Energy Ball -Dark Pulse -Hidden Power [Ice/Electric] 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 HP Ice for Altaria or Electric for Mantine. ----------------------WIGGLYTUFF------------------------ Type: Normal Ability: Cute Charm 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 Impish 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 @Choice Specs EVs: 148 Def / 252 SAtk / 110 SDef Modest Nature -Hyper Voice -Ice Beam -Thunderbolt -Focus Blast Wigglytuff learns a ton of special attacks and since its Sp. Attack stat is higher than its Attack, you can put it to good use with a Choice Specs set. Wigglytuff @Choice Band EVs: 252 Atk / 148 Def / 110 SDef Brave Nature -Double-Edge/Return -Gyro Ball -Ice Punch -Focus Punch Gyro Ball makes Wigglytuff an interesting Choice Bander and it can learn a variety of other physical moves for this set. ----------------------VILEPLUME------------------------- Type: Grass/Poison Ability: Chlorophyll 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 @Heat Rock/Lum Berry EVs: 4 HP / 252 SAtk / 252 Spd Modest Nature -Sunny Day -Solarbeam -Sleep Powder -Sludge Bomb/Hidden Power [Fire/Ice] Goes along well with Vileplume's ability. Sludge Bomb works as a second STAB move, but HP Fire is the better choice since it also covers Steel types. HP Ice hits Dragon and Flying opponents. Vileplume @Leftovers EVs: 252 HP / 100 Def / 158 SDef Calm Nature -Sludge Bomb/Energy Ball/Grass Knot -Sleep Powder -Aromatherapy -Moonlight/Stun Spore A more defensive set. Choose an attacking move depending on what you want to hit. Sleep Powder disables counters, Aromatherapy rids the team of status moves, and Moonlight keeps you alive. Stun Spore is an option that gives you a chance at double status. ----------------------PARASECT-------------------------- Type: Bug/Grass Ability: Effect Spore/Dry Skin Base Stats: 60 HP / 95 Atk / 80 Def / 60 SAtk / 80 SDef / 30 Spd Pros: Learns Spore, 4x Ground resistance, Water immunity with Dry Skin Cons: Many weaknesses including a 4x Flying and Fire weakness, terribly slow Parasect @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Dry Skin -Spore -X-Scissor -Swords Dance/Aromatherapy -Stun Spore/Brick Break Spore is the most obvious reason to use Parasect, since it's one of the few Pokemon that gets this move. Support yourself with Swords Dance or support the team with Aromatherapy. Stun Spore for a chance at double status or use Brick Break to hit Rocks and Steels. Parasect @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Dry Skin -X-Scissor -Seed Bomb -Pursuit/Aerial Ace/Brick Break -Spore It's slow, but it has a nice Attack stat to take advantage of with Choice Band. Spore is still there to inflict a hit-and-run Sleep. ----------------------VENEMOTH-------------------------- Type: Bug/Poison Ability: Shield Dust/Tinted Lens Base Stats: 70 HP / 65 Atk / 60 Def / 90 SAtk / 75 SDef / 90 Spd Pros: Good Sp. Attack and Speed Cons: Frail defenses Venemoth @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Tinted Lens -Bug Buzz -Sludge Bomb -Psychic -Hidden Power [Fire]/Sleep Powder Good Sp. Attack and Speed means it can make a decent UU/NU special sweeper. Venemoth @Focus Sash/Leftovers EVs: 252 HP / 6 SAtk / 252 Spd Timid Nature Ability: Tinted Lens -Bug Buzz -Sleep Powder -Agility -Baton Pass Agility up and put something to sleep (or the other way around) and then pass to something that likes the Speed boost. ----------------------DUGTRIO--------------------------- Type: Ground Ability: Arena Trap/Sand Veil 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 Hasn't changed much from Advance besides getting Shadow Claw and a stronger Rock move. The main decision comes down to Choice Band or Life Orb. Dugtrio's Attack is only mediocre, so a big boost from CB is very important. But LO gives you diversity, where as CB lets enemies switch in and set up on you after you kill something. However, LO's power boost is too low compared to CB and you'll fail to OHKO or 2HKO many things. The choice is yours to make. ----------------------PERSIAN--------------------------- Type: Normal Ability: Technician/PickUp Base Stats: 65 HP / 70 Atk / 60 Def / 65 SAtk / 65 SDef / 115 Spd Pros: Very fast, learns Hypnosis, Technician Cons: Besides Speed, all its other stats are poor Persian @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Technician -Return -Bite -Aerial Ace -Hypnosis One of the main reasons to use Persian is that it learns Hypnosis. With its high speed, it is one of the fastest sleepers in the game. Persian @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Technician -Return -Fake Out -Bite -Aerial Ace/U-Turn With Technician, Fake Out becomes much stronger and Bite gains more power than Crunch. Use Aerial Ace for Fighting types or U-Turn to escape from tough opponents. Persian @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Technician -Swift -Water Pulse -Hypnosis -Nasty Plot Special sweeping Persian may seem unusual, but a Technicianed Swift is pretty strong. It can also put counters to sleep and use Nasty Plot to boost its Sp. Attack. Water Pulse for Rock types. ----------------------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, unique Cloud Nine ability Cons: Other stats are mediocre, limited movepool Golduck @Leftovers EVs: 30 HP / 252 SAtk / 228 Spd Modest Nature Ability: Cloud Nine -Surf -Ice Beam -Calm Mind -Hypnosis Not much has changed for special-attacking Golduck. Put counters to sleep, Calm Mind up, and sweep. ----------------------PRIMEAPE-------------------------- Type: Fighting Ability: Vital Spirit/Anger Nerve Base Stats: 65 HP / 105 Atk / 60 Def / 60 SAtk / 70 SDef / 95 Spd Pros: One of the fastest Fighting types (second only to Infernape) Cons: Frail defenses Primeape @Choice Band/Choice Scarf 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. U-Turn is handy for hitting Psychics and scouting for switch ins. Primeape @Salac Berry EVs: 82 HP / 252 Atk / 176 Spd Adamant Nature Ability: Anger Point -Reversal -Substitute -Stone Edge -Ice Punch Set up a Sub and hope that your enemy critical hits you while you're behind it. This will instantly max out your Attack for Reversal. With Sub, you have 4 chances of this happening. ----------------------ARCANINE-------------------------- Type: Fire Ability: Flash Fire/Intimidate Base Stats: 90 HP / 110 Atk / 80 Def / 100 SAtk / 80 SDef / 95 Spd Pros: Overall good stats, improved physical movepool Cons: Movepool is still rather shallow and it is easily countered by a variety of standard opponents. Arcanine @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Intimidate -Flare Blitz -Extremespeed -Crunch -Thunder Fang Arcanine has a lot more physical options then in previous generaions. Flare Blitz is obviously its best move, and now it has Thunder Fang to take on some Water types. Extremespeed strikes first and can finish off weakened opponents who are usually faster than you. You don't need this much on the Choice Scarf set though. Arcanine @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Rash Nature Ability: Intimidate -Overheat -Dragon Pulse -Hidden Power [Ground/Grass] -Extremespeed Arcanine's Sp. Attack is great as well so a special sweeping set is also effective. Fire and Dragon cover everything except Heatran, which is where HP Ground comes in. You can also choose Grass for Swampert and Rhyperior. Extremespeed is there again, since Arcanine's special movepool isn't quite that diverse. Arcanine @Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Adamant Nature Ability: Intimidate -Flare Blitz -Extremespeed -Howl -Thunder Fang If you want to boost your Attack, but still want the diversity of attacks, then use the Howl set. ----------------------POLIWRATH------------------------- Type: Water/Fighting Ability: Water Absorb/Damp Base Stats: 90 HP / 85 Atk / 95 Def / 70 SAtk / 90 SDef / 70 Spd Pros: Good counter to Tyranitar and most Water-types Cons: Overall stats are rather mediocre Poliwrath @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Water Absorb -Focus Punch -Waterfall/Ice Punch -Substitute -Hypnosis Set up a Sub, then Focus Punch anything that isn't resistant to Fighting. If it's too tough to beat, put it to sleep. Waterfall is for a second STAB, but Ice Punch hits Flying and Grass foes. Poliwrath @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Water Absorb -Belly Drum -Brick Break -Waterfall -Substitute/Rock Slide Much more risky to use. Make sure you have an HP number divisible by 4, then Sub and Drum to bring yourself down to exactly 75% health and prepare to sweep with your maxed out Attack. If you're feeling extra brave, you don't even need Sub and simply hope that your enemy won't do more than 50% damage when you use Belly Drum. ----------------------ALAKAZAM-------------------------- Type: Psychic Ability: Inner Focus/Synchronize Base Stats: 55 HP / 50 Atk / 45 Def / 135 SAtk / 85 SDef / 120 Spd Pros: Excellent Special Attack and Speed make it a great special sweeper Cons: Can't take a physical hit with low HP and Defense, Pursuit is especially effective Alakazam @Choice Specs EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature Ability: Synchronize -Psychic -Focus Blast -Shadow Ball/Grass Knot/Hidden Power [Fire] -Trick STABed Choice Specs Psychic hurts a lot. Focus Blast for Steels, Darks, and Blissey. Grass Knot is a more accurate alternative for Tyranitar as well as Pokemon 4x weak to Grass. Shadow Ball hits other Psychics. HP Fire for Steel/Psychics (Metagross, Bronzong, Jirachi). Trick screws up everything that tries to wall this set. Alakazam @Life Orb EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature Ability: Synchronize -Psychic -Focus Blast -Grass Knot/Shadow Ball/Hidden Power [Fire] -Calm Mind Starts off slower than the Specs set, but has the potential to hit harder with Calm Mind boosts. In fact, one Calm Mind anda Life Orb boost will nearly double your original Special Attack stat. Alakazam @Focus Sash EVs: 252 HP / 6 SAtk / 252 Spd Hasty Nature Ability: Inner Focus -Psychic -Focus Blast -Grass Knot/Shadow Ball/Hidden Power [Fire] -Counter CounterSash is a fun combo on frail Pokemon that can certainly surprise physical sweepers. ----------------------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: Slow Speed Machamp @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: No Guard -Dynamicpunch -Stone Edge -Ice Punch -Thunderpunch/Bulk Up This set takes advantage of its ability to boost the accuracy of its attacks. The confusion from Dynamicpunch can make even Flying and Psychic types afraid to switch in. Stone Edge also takes advantage of No Guard for a never- miss attack against Fliers. Machamp @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Guts -Close Combat -Stone Edge -Ice Punch -Thunderpunch/Facade Guts is preffered on the CBer so it can absorb status inflictions. Flying types won't stand a chance when Machamp has up to three supereffective moves against them. Facade can be used against Weezing if it tries to burn you. Machamp @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature -Close Combat/Dynamicpunch -Stone Edge -Rest -Sleep Talk The RestTalker lasts longer than the other versions. For the ability, choose Guts if you want boosted Attack while you sleep or No Guard so that its attacks will always hit. ----------------------VICTREEBEL------------------------ Type: Grass/Poison Ability: Chlorophyll Base Stats: 80 HP / 105 Atk / 65 Def / 100 SAtk / 60 SDef / 70 Spd Pros: Good offensive stats Cons: No strong physical moves to take advantage of its higher Attack, frail defenses Victreebel @Hot Rock/Lum Berry EVs: 122 HP / 252 SAtk / 136 Spd Modest Nature -Solarbeam -Sludge Bomb/Hidden Power [Fire] -Sunny Day -Sleep Powder A simple Sunny Day set. Sludge Bomb is good for STAB, but HP Fire provides more coverage. Sleep Powder anything you can't handle. Victreebel @Black Sludge EVs: 252 Spd Timid Nature -Energy Ball/Sludge Bomb -Knock Off -Sleep Powder -Stun Spore Less sweeper oriented, and more focused on messing up the enemy through status and the removal of their items. ----------------------TENTACRUEL------------------------ Type: Water/Poison Ability: Liquid Ooze/Clear Body 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 -Surf -Toxic Spies -Rapid Spin -Knock Off/Ice Beam/Sludge Bomb 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 Surf doesn't. Tentacruel @Life Orb EVs: 68 HP / 252 Atk / 188 Spd Jolly Nature Ability: Clear Body -Poison Jab -Waterfall -Swords Dance -Knock Off/Substitute Simply Swords Dance up and sweep. Sub prevents status effects from messing you up while Knock Off is very handy for disabling items. Tentacruel @Choice Specs EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature Ability: Liquid Ooze -Surf/Hydro Pump -Ice Beam -Sludge Bomb -Giga Drain / hidden Power [Electric] Its Sp. Attack is higher and it learns stronger special moves. However, it has no way of boosting its mediocre Sp. Attack stat without items. Giga Drain and HP Electric are both good for opponent Water types, with Giga Drain being more effective against Swampert and HP Electric for Gyarados. ----------------------GOLEM----------------------------- Type: Rock/Ground Ability: Sturdy/Rock Head Base Stats: 80 HP / 110 Atk / 130 Def / 55 SAtk / 65 SDef / 45 Spd Pros: Good Attack, Defense, and physical movepool Cons: Completely outclassed by Rhyperior Golem @Choice Band EVs: 252 HP / 252 Atk / 6 Def Adamant Nature Ability: Rock Head -Stone Edge -Earthquake -Double-Edge/Fire Punch -Explosion A simple CBer set. This set can hit every opponent except for Bronzong, which is why Fire Punch can be useful. ----------------------RAPIDASH-------------------------- Type: Fire Ability: Flash Fire Base Stats: 65 HP / 100 Atk / 70 Def / 80 SAtk / 80 SDef / 105 Spd Pros: Great Speed and Attack, gains excellent new physical moves in D/P Cons: Movepool is still limited Rapidash @Leftovers/Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Flare Blitz -Megahorn -Hypnosis -Will-o-wisp This set can both sweep and inflict double status on the opponent. Rapidash @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Flare Blitz -Agility -Baton Pass -Hypnosis Put counters to sleep to buy you time to Agility and pass to a recipient. ----------------------SLOWBRO--------------------------- Type: Water/Psychic Ability: Own Tempo/Oblivious Base Stats: 95 HP / 75 Atk / 110 Def / 100 SAtk / 80 SDef / 30 Spd Pros: Good combination of defensive and offensive power, now gains Slack Off Cons: Slow, of course. Bug and Dark weakness Slowbro @Leftovers EVs: 212 HP / 252 Def / 44 SAtk Bold Nature Ability: Own Tempo -Ice Beam -Hidden Power [Electric] -Surf/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. Ice Beam and HP Electric are important against the big physical attackers like Garchomp and Gyarados. Use Surf if you really want a STAB move since it will hurt Tyranitar and Rhyperior more than your other attacks. ----------------------FARFETCH'D------------------------ Type: Normal/Flying Ability: Keen Eye/Inner Focus 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, bad abilities Farfetch'd @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Inner Focus -Flail -Night Slash/Steel Wing -Endure/Substitute -Swords Dance The bird below does this way better. ----------------------DODRIO---------------------------- Type: Normal/Flying Ability: Run Away/Early Bird 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, outclassed by Staraptor 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 great CB Bird. Fast and strong, but Staraptor does this a lot better. Dodrio @Liechi Berry EVs: 122 HP / 252 Atk / 136 Spd Adamant Nature Ability: Early Bird -Flail -Endeavor/Drill Peck -Substitute/Endure -Agility Dodrio can do one thing Staraptor can't, and that is Flail. Agility when you can, Sub or Endure, get that Liechi boost, and then kill things with Flail. Endeavor Steels/Rocks that get in the way or use Drill Peck on Ghosts. ----------------------DEWGONG--------------------------- Type: Water/Ice Ability: Thick Fat/Hydration 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 / 252 SAtk / 6 SDef Modest Nature Ability: Hydration -Surf -Ice Beam/Encore -Rest -Rain Dance Taking advantage of Hydration is the only real thing it can do. Rain Dance and keep yourself healthy with Rest. Surf and Ice Beam for STAB, but Encore can annoy certain opponents. ----------------------MUK------------------------------- Type: Poison Ability: Stench/Sticky Hold Base Stats: 105 HP / 105 Atk / 75 Def / 65 SAtk / 100 SDef / 50 Spd Pros: Great HP, Attack, and Sp. Defense, makes a nice UU special tank Slow: Slow, lack of a really useful ability, has major trouble handling Ground types Muk @Black Sludge EVs: 212 HP / 252 Atk / 44 SDef Adamant Nature Ability: Sticky Hold -Focus Punch -Substitute -Gunk Shot/Poison Jab -Shadow Punch SubPunch is the name of the game and Muk has plenty of HP and Attack to pull it off. Choose Gunk Shot for Power or Poison Jab for accuracy. Shadow Punch hits Ghosts. Muk @Black Sludge EVs: 252 HP / 108 Atk / 150 SDef Careful Nature Ability: Sticky Hold -Curse -Gunk Shot/Poison Jab -Fire Punch/Brick Break/Ice Punch -Explosion 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, so when you're getting low on health, just explode. Fire Punch and Brick Break hurt Steels, but Ice Punch is useful for Grounds. Muk @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Sticky Hold -Gunk Shot/Poison Jab -Explosion -Shadow Punch/Ice Punch -Focus Punch/Fire Punch Unlike the previous two sets, this needs no set up and simply allows Muk to hit as hard as it can. ----------------------CLOYSTER-------------------------- Type: Water/Ice Ability: Shell Armor/Skill Link Base Stats: 50 HP / 95 Atk / 180 Def / 85 SAtk / 45 SDef / 70 Spd Pros: Amazing Defense, gets both Rapid Spin and Spikes Cons: Stealth Rock weakness, terrible HP and Sp. Defense, Fighting and Rock weakness make it a less successful physical wall Cloyster @Leftovers EVs: 252 HP / 58 Def / 200 SDef Impish Nature Ability: Shell Armor -Ice Shard/Ice Beam/Avalanche -Explosion -Spikes -Rapid Spin Spikes and Rapid Spin are your two most important moves, so use them when appropriate. You have no recovery move (besides Rest) so simply explode when you are done. Ice Shard can take care of faster Dragons like Salamence, or use Ice Beam/Avalanche if you don't care about going first. ----------------------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 SAtk / 252 Spd Timid Nature -Shadow Ball -Thunderbolt -Focus Blast -Hidden Power [Ice]/Hypnosis Gengar has a ton of choices for moves, but Shadow Ball will always be a constant. Thunderbolt is for Fliers like Gyarados, Focus Blast OHKOs Darks like Weavile/Tyranitar and HP Ice kills Dragons. Hypnosis is great for disabling potential counters, but you may not want to risk it missing. Gengar @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Hasty Nature -Shadow Ball -Thunderbolt -Explosion/Hidden Power [Ice] -Focus Punch/Focus Blast/Hypnosis Diversity is good, but Gengar can use Choice items if you have good prediction skills. Physical moves like Explosion and Focus Punch are very effective against Blissey. Gengar @Black Sludge EVs: 160 HP / 96 SAtk / 252 Spd Timid Nature -Hypnosis -Will-o-wisp -Shadow Ball -Thunderbolt Double status is the goal. Disable as many opponents as you can with Burn and Sleep. Gengar @Black Sludge/Expert Belt EVs: 200 Atk / 98 SAtk / 212 Spd Mild/Hasty Nature -Shadow Ball -Thunderbolt -Substitute -Focus Punch An old moveset from Advance can still work in D/P/P. Substitute makes prediction easier and can scout your enemy's attacks. Gengar @Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Hasty Nature -Counter -Hypnosis -Shadow Ball -Explosion A pretty fun set. Counter all those physical attackers who think they can beat you with one hit. Then put the next enemy to sleep and explode to take out another one. You can screw over multiple opponents with this set. --------------------- HYPNO----------------------------- Type: Psychic Ability: Insomnia/Forewarn Base Stats: 85 HP / 73 Atk / 70 Def / 73 SAtk / 115 SDef / 67 Spd Pros: High Special Defense, a great UU Special wall Hypno @Leftovers EVs: 252 HP / 80 Def / 176 Spd Calm Nature Ability: Insomnia -Psychic -Shadow Ball/Hidden Power [Fighting] -Nasty Plot -Baton Pass/Wish 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 XD) or heal yourself with Wish (only from NYPC) Hypno @Leftovers EVs: 252 HP / 80 Def / 176 Spd Calm Nature Ability: Insomnia -Seismic Toss -Wish -Reflect -Thunder Wave A set unchanged from the Advance games. It can be really hard to kill with Wish constantly healing it. However, Wish is only an NYPC move, so good luck getting it. Hypno @Choice Specs EVs: 134 HP / 252 SAtk / 124 Spd Modest Nature Ability: Insomnia -Psychic -Shadow Ball -Hidden Power [Fighting] -Switcheroo A more offensive Hypno. It has nice type coverage with the first three moves and can screw up anything else with Switcheroo. ----------------------KINGLER--------------------------- Type: Water Ability: Hyper Cutter Base Stats: 55 HP / 130 Atk / 115 Def / 50 SAtk / 50 SDef / 75 Spd Pros: Amazing Attack, finally gets some good physical moves in D/P Cons: Rather slow, HP and Sp. Defense are terrible, physical movepool is small Kingler @Leftovers EVs: 16 HP / 252 Atk/ 240 Spd Jolly Nature -Crabhammer -X-Scissor -Rock Slide/Knock Off -Swords Dance Swords Dance up and pound stuff with Crabhammer. X-Scissor hits Grass and Rock Slide covers Gyarados/Mantine. Knock Off is also an option that can be pretty annoying for your opponent. Kingler @Salac Berry EVs: 16 HP / 252 Atk/ 240 Spd Jolly Nature -Crabhammer -Flail -Substitute/Endure -Swords Dance Standard Flail set. Boost your Attack, get yourself to low HP to activate your Berry, and sweep with Flail while hitting opponents resistant to that move with Crabhammer. ----------------------ELECTRODE------------------------- Type: Electric Ability: Soundproof/Static Base Stats: 60 HP / 50 Atk / 70 Def / 80 SAtk / 80 SDef / 140 Spd Pros: Extremely fast Cons: Very limited movepool, Attack is too low to take full advantage of Explosion Electrode @Liechi Berry EVs: 46 Atk / 252 SAtk / 212 Spd Hasty Nature Ability: Soundproof -Thunderbolt -Explosion -Substitute -Hidden Power [Grass/Ice] The only real set viable on Electrode. Hit stuff with special moves if they are effective. Substitute to prevent status, scout for attacks and to activate Liechi when you are at low health to prepare for an Explosion. Electrode @Damp Rock EVs: 46 Atk / 252 SAtk / 212 Spd Hasty Nature Ability: Soundproof -Thunder -Explosion -Rain Dance -Taunt ----------------------EXEGGUTOR------------------------- Type: Grass/Psychic Ability: Chlorophyll Base Stats: 95 HP / 95 Atk / 85 Def / 125 SAtk / 65 SDef / 55 Spd Pros: Amazing Sp. Attack, ability offsets its low Speed Cons: Type combo gives it a ton of weaknesses, including 4x Bug weak; slow without Sunny Day and has bad Sp. Defense Exeggutor @Heat Rock/Lum Berry EVs: 34 HP / 252 SAtk / 224 Spd Modest Nature -Solarbeam -Sunny Day -Psychic/Hidden Power [Fire]/Sleep Powder -Explosion Sunny Day + Solarbeam is the basic strategy. Psychic is supereffective against Heracross, but so is HP Fire, which also hurts Weavile and Steels. Sleep Powder can disable almost any counter they bring out. Explosion when Exeggutor has finished its job. Exeggutor @Choice Specs EVs: 252 HP / 252 SAtk / 6 Spd Modest Nature -Leaf Storm -Psychic -Explosion -Hidden Power [Fire/Ice]/Grass Knot A Choice Specs Leaf Storm can put a major dent in many things. Psychic for Heracross and as a second STAB. Explosion takes out Blissey. HP Fire for Steels or Ice for Dragons. You can also use Grass Knot if you want a Grass move that doesn't lower your SAtk. ----------------------MAROWAK--------------------------- Type: Ground Ability: Rock Head/Lightning Rod Base Stats: 60 HP / 80 Atk / 110 Def / 50 SAtk / 80 SDef / 45 Spd Pros: Unique item doubles its Attack, making it extremely powerful Cons: Despite high Defense, low HP and Spd limit its sweeping ability 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 hits through Subs, but Earthquake has the same power and is more accurate. You can boost your Attack with Swords Dance if you have time, but Fire Punch prevents you from getting walled by Bronzong. ----------------------HITMONCHAN------------------------ Type: Fighting Ability: Keen Eye/Iron Fist Base Stats: 50 HP / 105 Atk / 79 Def / 35 SAtk / 110 SDef / 76 Spd Pros: Elemental punches are now physical, gains a useful new ability Cons: Very low HP and rather slow Hitmonchan @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant 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. Ice Punch for Flying foes and Mach Punch for speedy opponents. Thunderpunch gives further coverage and hits Mantine/Gyarados. Hitmonchan @Leftovers EVs: 58 HP / 252 Atk / 224 Spd Adamant Nature Ability: Iron Fist -Focus Punch -Substitute -Mach Punch -Ice Punch/Thunderpunch/Stone Edge Focus Punch is super strong after the Iron Fist boost. Your last slot takes care of Flying types and depends on what you want to hit. ----------------------HITMONLEE------------------------- Type: Fighting Ability: Limber/Reckless 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: Limber -Close Combat -Stone Edge -Blaze Kick -Mach Punch Close Combat is stronger and more accurate than any of Hitmonlee's kicking moves. Stone Edge for Flyers, Blaze Kick for Heracross, and Mach Punch to hit faster foes. Hitmonlee @Salac Berry/Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Limber -Reversal -Stone Edge -Substitute/Endure/Counter -Bulk Up There are two ways to prepare for a Reversal. The first is the traditional Sub/Endure + Salac method. The second relies on Counter + Focus Sash. The first way is more reliable since you'll get an automatic speed boost, but the second lets you kill a physical attacking opponent before you even use Reversal. Both fail in OU due to the popular Sandstream ability, so use this in UU. ----------------------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, great counter against Fighting types Cons: Lack of many physical resistances (compared to Steel types) Weezing @Black Sludge EVs: 252 HP / 252 Def / 6 SAtk Bold Nature -Sludge Bomb -Fire Blast/Thunderbolt/Will-o-wisp -Haze -Pain Split This is the defensive Weezing set. Haze is its specialty and it can keep itself alive with Pain Split. Fire Blast hits Steels and Thunderbolt hits Gyarados, who would otherwise Taunt and shut down most of Weezing's moves. W-o-w is for a crippling Burn, but watch out for Guts Pokemon (especially Heracross!) Weezing @Black Sludge EVs: 252 HP / 80 Def / 176 SAtk Relaxed Nature -Sludge Bomb -Fire Blast -Thunderbolt/Shadow Ball -Explosion This is the more offensive set. Choose Thunderbolt for Gyarados or Shadow Ball for Ghosts/Psychics. Explosion when you are done and it can also KO Blissey. ----------------------KANGASKHAN------------------------ Type: Normal Ability: Early Bird/Scrappy Base Stats: 105 HP / 95 Atk / 80 Def / 40 SAtk / 80 SDef / 90 Spd Pros: Overall solid stats, Scrappy is a useful new ability Cons: Outclassed by faster or stronger Normal sweepers like Tauros Kangaskhan @Leftovers EVs: 212 HP / 252 Atk / 46 Spd Adamant Nature -Return -Focus Punch -Sucker Punch -Substitute It looks like a typical SubPunch set, but Sucker Punch makes this set even more effective. Substitute forces your opponent to break it with an attacking move which is when they will get Sucker Punched in the face. Kangaskhan @Salac Berry EVs: 42 HP / 252 Atk / 216 Spd Adamant Nature Ability: Scrappy -Reversal -Endeavor -Return -Substitute/Endure Scrappy means you no longer need a Dark/Ghost move to take care of Ghost types. Kangaskhan @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Scrappy -Return -Earthquake -Focus Punch -Fake Out/Sucker Punch A CB set. Easy to use, as most CB sets are. ----------------------SEAKING--------------------------- Type: Water Ability: Swift Swim/Water Veil Base Stats: 80 HP / 92 Atk / 65 Def / 65 SAtk / 80 SDef / 68 Spd Pros: Good Attack Cons: Other stats are rather low, limited movepool Seaking @Liechi Berry EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Agility -Substitute/Endure -Flail -Waterfall A Flail set. Seaking can't boost its Attack, so simply boost its Speed and give it a Liechi Berry. At least it now has Waterfall as a second physical attack. Seaking @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Waterfall -Megahorn -Double-Edge -Flail/Hydro Pump Its limited movepool is apparent in this set. Waterfall and Megahorn are good, but the other two slots are just filler. ----------------------STARMIE--------------------------- Type: Water/Psychic Ability: Natural Cure/Illuminate 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, the most common Spiker. Starmie @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Natural Cure -Surf -Thunderbolt -Ice Beam -Grass Knot/Psychic An all out attack set if you don't care about Rapid Spin. Psychic gets STAB, but Grass Knot is more useful against bulky Waters like Swampert and Milotic. ----------------------MR. MIME-------------------------- Type: Psychic Ability: Soundproof/Filter Base Stats: 40 HP / 45 Atk / 65 Def / 100 SAtk / 120 SDef / 90 Spd Pros: Great support movepool, Filter means no weaknesses! Cons: Terrible HP and low Defense Mr. Mime @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Filter -Psychic -Thunderbolt -Trick -Focus Blast/Shadow Ball Mr. Mime has a special Trick up its sleeve for any non-special attacker that tries to counter it. Focus Blast for Dark types or Shadow Ball for Ghosts and enemy Psychics. Mr. Mime @Leftovers EVs: 252 HP / 6 SDef / 252 Spd Timid Nature Ability: Soundproof -Psychic -Calm Mind -Substitute/Hypnosis -Baton Pass Baton Passing is one of Mr. Mime's strong points. Pass Calm Minds to your team mates, along with Subs if you wish. However, Hypnosis disables counters and could buy you time for an extra Calm Mind. ----------------------SCYTHER--------------------------- Type: Bug/Flying Ability: Swarm/Technician Base Stats: 70 HP / 110 Atk / 80 Def / 55 SAtk / 80 SDef / 105 Spd Pros: Great Attack and Speed, both of its abilities are rather useful Cons: 4x Stealth Rock weakness Scyther @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly/Adamant Nature Ability: Technician -Aerial Ace -Night Slash -X-Scissor/U-Turn -Brick Break Standard Choice sweeper set. The EV spread is just a general one. Scyther does not need so much speed when it has a Choice Scarf, so feel free to shift some Speeds EVs into HP or Defense. Scyther @Salac Berry EVs: 42 HP / 252 Atk / 216 Spd Adamant Nature -Endure/Substitute -Swords Dance -Reversal -Night Slash/Aerial Ace/X-Scissor Reversal set number 1 is the standard method for setting up a Reversal. Scyther @Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Hasty Nature -Counter -Reversal -Aerial Ace -X-Scissor/Swords Dance Reversal set number 2, which relies on surviving a big physical hit and striking back with Counter, then pummeling other opponents with Reversal. Scyther @Leftovers EVs: 252 HP / 6 Atk / 252 Spd Jolly Nature Ability: Technician -Swords Dance -Agility/Substitute -Baton Pass -Aerial Ace Scyther can Baton Pass as well with Attack boosts, Speed boots, and Subs. ----------------------JYNX------------------------------ Type: Ice/Psychic Ability: Oblivious/Forewarn 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: Forewarn -Ice Beam -Lovely Kiss -Calm Mind -Substitute A classic Jynx moveset. Put your foes to sleep with Lovely Kiss, then boost your special stats with Calm Mind. 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. Jynx @Choice Specs EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature Ability: Forewarn -Ice Beam -Psychic -Grass Knot -Focus Blast/Hidden Power [Fire/Fighting] Jynx can now go all out thanks to Choice Specs. Ice Beam and Psychic for STAB, Grass Knot hits Slowbro, Starmie, and Tyranitar. You can use a special Fighting attack for Blissey and Dark types, or HP Fire for Steels like Bronzong and Metagross. Jynx @Leftovers EVs: 252 HP / 6 SDef / 252 Spd Timid Nature Ability: Forewarn -Mean Look -Perish Song -Lovely Kiss -Substitute Jynx can use the PerishTrap strategy quite well. Lovely Kiss and Substitute prevent the opponent from hitting you after the countdown begins. ----------------------PINSIR---------------------------- Type: Bug Ability: Mold Breaker/Hyper Cutter Base Stats: 65 HP / 125 Atk / 100 Def / 55 SAtk / 70 SDef / 85 Spd Pros: FINALLY gets a good physical Bug move, excellent Attack and great Defense Cons: Still overshadowed by Heracross Pinsir @Leftovers EVs: 98 HP / 252 Atk / 160 Spd Adamant Nature Ability: Hyper Cutter -X-Scissor -Stone Edge -Close Combat/Earthquake -Swords Dance Set up with Swords Dance and kill things. Close Combat and Earthquake will both hurt Steels. Close Combat is stronger, but Earthquake doesn't decrease your good Defense stat. Pinsir @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Mold Breaker -X-Scissor -Stone Edge -Close Combat -Earthquake Without the need to setup with Swords Dance, you can hit things faster. Mold Breaker is pretty useful for foes with Levitate that try to switch in on your Earthquake. Pinsir @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Mold Breaker -Endure/Substitute -Flail -Earthquake -Swords Dance Pinsir is yet another Pokemon that can use a Flail moveset (though it's one of the many Pokemon that doesn't get STAB from Flail). ----------------------TAUROS---------------------------- Type: Normal Ability: Intimidate/Anger Nerve Base Stats: 75 HP / 100 Atk / 95 Def / 40 SAtk / 70 SDef / 110 Spd Pros: Great Attack and Speed, solid Defense and Intimidate means it can switch in on physical sweepers without much problem, improved physical movepool Cons: Outclassed by physical sweepers with higher Attack or Speed (or both) Tauros @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Intimidate -Return/Double-Edge -Earthquake -Stone Edge -Pursuit Tauros has always been a great Normal-type sweeper. Its Attack and Speed aren't as amazing as a few other physical sweepers, but it can still hit very hard. Gaining Stone Edge and a physical Pursuit is a big plus. Tauros @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Anger Nerve -Return -Earthquake -Stone Edge -Substitute A set that really relies on luck. You actually WANT your opponent to critical hit you (as long as you have a Sub up). This activates Anger Nerve, maxes out Tauros's Attack in one go, and you can watch it absolutely destroy things. ----------------------GYARADOS-------------------------- Type: Water/Flying Ability: Intimidate Base Stats: 95 HP / 125 Atk / 79 Def / 60 SAtk / 100 SDef / 81 Spd Pros: Overall good stats including excellent Attack, gaining new physical moves in D/P is a big plus, can set up easily and sweep entire teams. Cons: 4x Electric weakness (but most Electrics have trouble switching in) Gyarados @Leftovers Evs: 212 HP / 16 Atk / 180 Def / 100 Spd Adamant Nature -Earthquake -Ice Fang/Waterfall -Taunt -Dragon Dance Nicknamed "BulkyGyara", this is one of the biggest threats in D/P competitive battling. Its EV spread may seem defensive, but this allows it to switch in easily against foes like Water types and Heracross. 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/phazing moves. Truly something to beware of. Gyarados @Life Orb EVs: 4 HP / 252 Atk / 252 Spd Adamant Nature -Waterfall -Stone Edge -Ice Fang/Earthquake -Dragon Dance Life Orb Gyarados is extremely powerful after a Dragon Dance boost and has great coverage with the physical attacks it can learn. Gyarados @Choice Band/Choice Scarf EVs: 76 HP / 252 Atk / 180 Spd Adamant Nature -Waterfall -Earthquake -Ice Fang -Stone Edge It may not have the same sweeping potential as the Dragon Dancers, but at least you don't have to worry about setting up and can just hit hard and fast. ----------------------LAPRAS---------------------------- Type: Water/Ice Ability: Shell Armor/Water Absorb Base Stats: 130 HP / 85 Atk / 80 Def / 85 SAtk / 95 SDef / 60 Spd Pros: Awesome HP and good defenses, good special movepool, great Water counter Cons: Ice type gives it Rock and Fighting weakness Lapras @Leftovers EVs: 188 HP / 124 Def / 196 Modest Nature Ability: Water Absorb -Surf -Ice Beam -Thunderbolt -Sing/Toxic Lapras has lots of handy special moves for all kinds of opponents. The only Pokemon resistant to the first three moves are Lanturn and Shedinja (the latter one is killed by Toxic). Lapras @Leftovers EVs: 74 HP / 252 Atk / 184 Spd Adamant Nature Ability: Water Absorb -Waterfall -Return -Dragon Dance -Substitute Lapras's physical movepool isn't as diverse, but at least it can learn Dragon Dance to boost its Attack and Speed. Sub to prevent status while you are DDing. Lapras @Leftovers EVs: 252 HP / 6 Atk / 252 SDef Careful Nature Ability: Shell Armor -Waterfall -Ice Shard -Curse -Rest Another physical set. Curse boosts your Attack/Defense while lowering Speed, but Ice Shard still lets you attack first. ----------------------DITTO----------------------------- Type: Normal Ability: Limber Base Stats: 48 HP / 48 Atk / 48 Def / 48 SAtk / 48 SDef / 48 Spd Pros: Can be fun if you don't care about winning Cons: Stats are terrible, learns only one move Ditto @Metal Powder EVs: 252 HP / 129 Def / 129 SDef Bold/Calm Nature -Transform Use Ditto only if you love gimmick Pokemon. There's not much to say about this. ----------------------VAPOREON-------------------------- Type: Water Ability: Water Absorb 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: 252 HP / 252 Def / 6 SAtk Bold Nature -Surf -Wish -Protect -Ice Beam/Hidden Power [Electric] A set based around Wish passing. Ice Beam for Grass/Dragons, but HP Electric is for other Waters, especially Gyarados. Vaporeon @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature -Surf -Wish -Substitute/Acid Armor -Baton Pass Now Vaporeon is passing something else besides Wish. It can give your teammates huge Subs or a big boost in Defense. ----------------------JOLTEON--------------------------- Type: Electric Ability: Volt Absorb Base Stats: 65 HP / 65 Atk / 60 Def / 110 SAtk / 95 SDef / 130 Spd Pros: Extremely fast, great Sp. Attack, SubPassing is very helpful for Jolteon's teammates Cons: Movepool is still limited Jolteon @Leftovers EVs: 42 HP / 252 SAtk / 216 Spd Timid Nature -Thunderbolt -Hidden Power [Ice/Grass] -Substitute -Baton Pass Unchanged from Advance, Jolteon is still a great lead for your team due to its Speed and ability to set up and pass Subs to your teammates. Choose HP Ice for Grass types and Dragons like Garchomp, or HP Grass for Rhyperior and Swampert. Jolteon @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Thunderbolt -Hidden Power [Ice/Grass] -Shadow Ball -Baton Pass A typical Choice Specs set. What may strike you as unusual is Baton Pass with nothing to pass. With Jolteon's high speed, you can use Baton Pass as a form of scouting to see what your opponent does and use it to switch to an appropriate counter no matter what Pokemon they bring in. Jolteon @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -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 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 @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature -Return -Iron Tail -Fire Fang -Quick Attack Poor Flareon. Fire Fang is its strongest physical STAB move and that's not saying much. Flareon @Choice Specs EVs: 252 HP / 252 SAtk / 6 Spd Modest Nature -Flamethrower -Shadow Ball -Hidden Power [Ice/Grass] -Overheat Its special movepool isn't much better, although its special Fire moves are much stronger. ----------------------OMASTAR--------------------------- Type: Rock/Water Ability: Swift Swim/Shell Armor 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 @Damp Rock/Lum Berry EVs: 34 HP / 252 SAtk / 224 Spd Modest Nature Ability: Swift Swim -Rain Dance -Surf/Hydro Pump -Ice Beam -Hidden Power [Electric/Grass] Take advantage of its first ability with the Rain Dance set. 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 @Choice Specs EVs: 252 HP / 252 SpAtk / 6 Spd Modest Nature -Surf/Hydro Pump -Ice Beam -Hidden Power [Electric/Grass] -Ancientpower Omastar's special movepool isn't stellar, but it still has nice coverage. Ancientpower hits Shedinja at least. Omastar @Leftovers EVs: 252 HP / 132 Def / 126 SAtk Bold Nature Ability: Shell Armor -Surf -Ice Beam -Spikes/Stealth Rock -Knock Off A more defensive set. Omastar can set up Spikes or Stealth Rock (or even both on the same set) and remove the opponent's items. Does especially well in the Sandstorm for a Sp. Defense boost. ----------------------KABUTOPS-------------------------- Type: Rock/Water Ability: Swift Swim/Battle Armor Base Stats: 60 HP / 115 Atk / 105 Def / 65 SAtk / 70 SDef / 80 Spd Pros: High Attack Cons: Rather frail, type combo has the same problems as Omastar's. Kabutops @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Rock Slide/Stone Edge -Waterfall -X-Scissor -Swords Dance A simple set where you Swords Dance up and sweep with whatever is most effective. Rock Slide has less power than Stone Edge, but due to Kabutops's frailness, Stone Edge's low accuracy may not be very appealing. Kabutops @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Stone Edge -Waterfall -X-Scissor -Aqua Jet Another simple set. You won't have to worry about Kabutops's mediocre Speed so much when you can hit things hard with Aqua Jet. Kabutops @Salac Berry EVs: 58 HP / 252 Atk / 200 Spd Jolly Nature -Swords Dance -Waterfall -Flail -Substitute/Endure It seems like all of Kabutops's sets are simple. This is nothing out of your ordinary Flail set. ----------------------AERODACTYL------------------------ Type: Rock/Flying Ability: Rock Head/Pressure Base Stats: 80 HP / 105 Atk / 65 Def / 60 SAtk / 75 SDef / 130 Spd Pros: Extremely fast, great Attack, gains better physical moves Cons: Frail for a Rock type, Stealth Rock weakness Aerodactyl @Focus Sash EVs: 4 HP / 252 Atk / 252 Spd Jolly Nature Ability: Pressure -Stone Edge -Earthquake -Taunt -Stealth Rock Aerodactyl is the fastest of the "suicide leads". Unless your opponent is a Ninjask, Electrode, 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 @Choice Band/Life Orb EVs: 42 HP / 252 Atk / 216 Spd Adamant/Jolly Nature Ability: Pressure -Stone Edge -Earthquake -Crunch/Pursuit -Aerial Ace/Ice Fang/Fire Fang Standard CB sweeper. Aerodactyl's extremely high speed makes it stand out amongst the many Rock-type sweepers that D/P has. Aerial Ace is for STAB, Ice Fang hits Dragons, and Fire Fang is for Bronzong. Double-Edge is no longer as useful, so Rock Head isn't a needed ability. Aerodactyl @Leftovers EVs: 252 HP / 6 Def / 252 Spd Jolly Nature Ability: Pressure -Substitute -Protect -Fly -Rock Slide/Earthquake PressureDactyl! A novelty set that can actually work. The goal is to stall the opponent out of as much PP as possible. Rock Slide can flinch, but Earthquake prevents you from getting walled by Steels. ----------------------SNORLAX--------------------------- Type: Normal Ability: Immunity/Thick Fat Base Stats: 160 HP / 110 Atk / 65 Def / 60 SAtk / 110 SDef / 30 Spd Pros: Enormous HP, great Attack and Sp. Defense, makes a good special wall that can still hit things hard. Cons: No longer able to take special hits as well due to special sweepers gaining new Sp. Attack boosters like Nasty Plot and Choice Specs Snorlax @Leftovers EVs: 82 HP / 40 Atk / 136 Def / 252 SDef Careful Nature Ability: Thick Fat -Return/Body Slam -Earthquake/Crunch -Curse -Rest Good ol' CurseLax hasn't changed much from Advance, though sweepers in D/P can hit a lot harder now. You still have to decide whether you want to hit Tyranitar and Steel types with Earthquake, or Ghosts like Gengar with Crunch. Choose Return for its power or Body Slam for its ability to paralyze, which can be a lifesaver in certain situations. Snorlax @Leftovers EVs: 160 HP / 40 Atk / 56 Def / 252 SDef Careful Nature Ability: Thick Fat -Double-Edge/Body Slam -Earthquake/Crunch -Rest -Sleep Talk Here's another moveset that hasn't changed much. Rest is important since it's Snorlax's only way of healing itself. Snorlax @Leftovers/Choice Band EVs: 6 HP / 252 Atk / 252 SDef Ability: Immunity -Body Slam/Return -Earthquake -Selfdestruct -Fire Punch/Pursuit/Crunch Whether you choose Leftovers for versatility or Choice Band for power is up to you. 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. ----------------------ARTICUNO--------------------------- Type: Ice/Flying Ability: Pressure Base Stats: 90 HP / 85 Atk / 100 Def / 95 SAtk / 125 SDef / 85 Spd Pros: Great defenses, excellent counter to Celebi and most Grass types, works especially well after Spikes/Stealth Rock have been set up. Cons: 4x Stealth Rock weakness, limited movepool Articuno @Leftovers EVs: 252 HP / 126 Def / 132 SDef Calm Nature -Ice Beam -Roar/Heal Bell -Rest -Sleep Talk The RestTalking set is an old standard for Articuno. Keep yourself alive with Rest and Sleep Talk while you slumber. Roar is great for phazing, but if you got Articuno from XD, you can teach it Heal Bell to instantly wake you up after you go to sleep. Articuno @Leftovers EVs: 252 HP / 126 Def / 132 SDef Calm Nature -Ice Beam -Reflect -Tail Wind/Heal Bell/Roar -Roost Articuno also gained Roost as a healing move and has a variety of moves to support the team. Boost Speed with Tail Wind, instant healing with Heal Bell, or force switches with Roar. ----------------------ZAPDOS----------------------------- Type: Electric/Flying Ability: Pressure 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 (but still has a wide variety of movesets despite that) Zapdos @Leftovers EVs: 252 HP / 220 SAtk / 36 Spd Bold Nature -Thunderbolt -Heat Wave -Roost -Roar/Hidden Power [Ice/Grass] Zapdos is a great counter to many physical sweepers in the game, including Scizor, Metagross, and Lucario. Heat Wave hits Grass types resistant to Thunderbolt. HP Ice or Grass does well against Ground types, the former for Dragons and the latter for Swampert and Rhyperior. Roost keeps you alive and Roar prevents opponents from setting up. Zapdos @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Thunderbolt -Hidden Power [Ice/Grass] -Heat Wave -Roost Zapdos is an very powerful sweeper and has a great range of coverage with those three moves. Roost keeps you alive and heals Life Orb damage. Zapdos @Leftovers EVs: 252 HP / 6 SAtk / 252 Spd Timid Nature -Thunderbolt -Agility -Baton Pass -Substitute/Hidden Power [Ice/Grass] Baton Pass from XD is a great addition and makes Zapdos one of the best speed passers. 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 @Leftovers EVs: 252 HP / 220 SDef / 36 Spd Calm Nature -Thunderbolt -Hidden Power [Ice/Grass]/Heat Wave -Rest -Sleep Talk Zapdos doesn't have the best Special Defense in the world, but it can still take a hit, has Pressure to stall enemies, (including Blissey), and can absorb Sleep and other status effects. Zapdos @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature -Thunderbolt -Hidden Power [Ice/Grass] -Heat Wave -U-Turn Choice Specs gives Zapdos even more power, but its special movepool is very limited. U-Turn doesn't get a boost from Choice Specs, but is still useful for scouting counters while hurting Grass types at the same time. Choice Scarf makes Zapdos a great lead and ----------------------MOLTRES---------------------------- Type: Fire/Flying Ability: Pressure 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 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 Rhyperior. Moltres @Hot Rock EVs: 6 HP / 252 Spd / 252 SAtk Modest/Timid Nature -Flamethrower/Fire Blast -Sunny Day -Solarbeam -Air Slash/Hidden Power [Ice] This set revolves around Sunny Day. Solarbeam from Moltres's super high Sp. Attack will seriously hurt most Water and Rock types that think they can switch in. ----------------------DRAGONITE-------------------------- Type: Dragon/Flying Ability: Inner Focus Base Stats: 91 HP / 134 Atk / 95 Def / 100 SAtk / 100 SDef / 80 Spd Pros: Amazing Attack, better defenses than most Dragons, diverse movepool, Fighting and support moves let it stand out from Salamence Cons: 4x Ice weakness, rather slow for a Dragon Dragonite @Life Orb EVs: 112 Atk / 200 SAtk / 196 Spd Rash Nature -Draco Meteor -Superpower -Fire Blast/Flamethrower -Roost/Thunderbolt 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 Snorlax and Blissey. Use Fire attacks for Steel types. Roost lets you recover damage from Life Orb, but Thunderbolt is useful for Gyarados Dragonite @Life Orb/Yache Berry EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Outrage -Earthquake -Fire Blast -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 Blast take care of all the types resistant to Dragon. Use this near the end of the battle. You don't want to get stuck in Outrage too early. Dragonite @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Outrage -Earthquake -Fire Punch -Aqua Tail No set up required with the physical Choice sweeper. Aqua Tail 2HKOs bulky Ground types like Gliscor, Donphan, and Hippowdon. Dragonite @Choice Specs/Choice Scarf EVs: 6 Atk / 252 SAtk / 252 Spd Mild Nature -Draco Meteor -Flamethrower -Focus Punch/Superpower -Dragon Pulse Salamence may be faster and stronger, but Dragonite gets Focus Punch or Superpower to take care of Blissey. Dragonite @Leftovers EVs: 64 Atk / 252 SAtk / 192 Spd Mild/Rash Nature -Substitute -Focus Punch -Dragon Pulse -Flamethrower Some of the same moves as above, but you're a bit safer with Substitute and you don't need to predict as much. Dragonite @Leftovers EVs: 248 HP / 216 SDef / 44 Spd Calm Nature -Dragon Pulse -Toxic/Thunder Wave -Roost -Light Screen/Heal Bell Dragonite can learn a fair bit of support moves and has good defenses to make use of them. ----------------------MEWTWO----------------------------- Type: Psychic Ability: Pressure 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: Not much. New ubers Darkrai and Arceus can now counter it, but even they won't always stand in its way. Mewtwo @Leftovers EVs: 42 HP / 252 SAtk / 216 Spd Timid Nature -Ice Beam -Thunderbolt/Recover -Taunt -Calm Mind Taunt Mewtwo was scary in Advance and is still scary in D/P since Taunt now lasts longer. You can laugh in the face of walls like Blissey and Lugia since they have no way of stopping you once they've been Taunted. Ice Beam is the one true move for this set since no Pokemon resist it and most ubers are weak against it. Thunderbolt gives you additional coverage, but Recover is useful for healing HP lost while you were using Calm Mind. Mewtwo @Life Orb/Choice Specs EVs: 76 Atk / 212 SAtk / 220 Spd Timid Nature -Shadow Ball -Ice Beam -Thunder -Focus Punch/Aura Sphere An all out attacker. This set takes advantage of Mewtwo's diverse movepool to cover every Pokemon in ubers, including Blissey. Thunder hits Kyogres. Move the Attack EVs into HP if you're not using Focus Punch. Mewtwo @Leftovers/Life Orb EVs: 42 HP / 252 Atk / 216 Spd Adamant Nature -Ice Punch -Earthquake/Fire Blast -Bulk Up -Brick Break/Selfdestruct You may think physical Mewtwo is silly, but it can be both surprising and devastating. Mewtwo already has a good Attack stat and many ubers lack Defense, so Mewtwo can hit them where it hurts. Ice Punch for Dragons, Earthquake or Fire Blast for Steels, Brick Break for Darkrai and Blissey, or Selfdestruct (from XD) to go out with a bang. ----------------------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: Outclassed as a sweeper by Mewtwo, so be sure to use its exclusive moves to your advantage. Mew @Leftovers EVs: 252 HP / 36 SDef / 220 Spd Timid Nature -Nasty Plot -Baton Pass -Hypnosis -Substitute/Taunt/Dark Pulse Mew is the only uber that can Baton Pass, and this is the special passing set. Along with Nasty Plot, Mew can also pass 101-HP Substitutes, put counters to sleep with Hypnosis or Taunt to prevent them from setting up. If you really prefer to have an attacking move, Dark Pulse is your best choice since nothing is immune to it and it can hit most ubers supereffectively. Mew @Leftovers EVs: 252 HP / 36 SDef / 220 Spd Jolly Nature -Swords Dance -Baton Pass -Substitute/Hypnosis -Taunt/Shadow Claw Similar to the first set, but this time you're passing Attack with Swords Dance. Otherwise, the idea is the same. Mew @Leftovers/Life Orb EVs: 36 HP / 252 SAtk / 220 Spd Timid Nature -Dark Pulse -Ice Beam/Grass Knot -Nasty Plot -Taunt/Baton Pass/Hypnosis Mew has good Sp. Attack as well, and can boost it even higher with Nasty Plot. As mentioned, Dark Pulse is effective against most ubers (who are Psychic), Ice Beam hits all the Dragon ubers, while Grass Knot is particularily effective against Kyogre and Groudon. Your last slot is reserved for moves that disable counters or in Baton Pass's case, escape from them. Mew @Leftovers/Life Orb EVs: 36 HP / 252 Atk / 220 Spd Jolly Nature -Earthquake -Shadow Claw -Swords Dance -Taunt/Baton Pass/Hypnosis Physical variant of above set. Earthquake and Shadow Claw cover a lot of opponents you may face in ubers, although you can work in other physical attacks into this set if you'd like. Mew @Leftovers EVs: 252 HP / 36 SDef / 220 Spd Timid/Jolly Nature -Transform -Hypnosis -Reflect/Light Screen -Softboiled This set is neither special nor physical, but is whatever opponent you turn into. Transform can be a really fun surprise against your opponent and the last three moves are used to help you survive longer ----------------------MEGANIUM--------------------------- Type: Grass Ability: Overgrow 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. ------------------------TYPHLOSION--------------------- Type: Fire Ability: Blaze Base Stats: 78 HP / 84 Atk / 78 Def / 109 SAtk / 85 SDef / 100 Spd Pros: Great Sp. Attack and high Speed, gains Eruption in D/P Cons: Offensive movepool is rather lacking compared to other Fires like Infernape, Blaziken, and Magmortar. Typhlosion @Choice Scarf EVs: 120 Atk / 252 SAtk / 138 Spd Mild Nature -Eruption -Focus Punch -Hidden Power [Ice] -Overheat Eruption is a great addition 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. HP Ice is for Dragons. Typhlosion @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Flamethrower/Fire Blast -Focus Punch -Hidden Power [Ice] -Overheat This is more of your traditional Fire-type sweeper, except Typhlosion has the arms to use Focus Punch for Blissey. Typhlosion @Heat Rock EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Flamethrower/Fire Blast -Solarbeam -Hidden Power [Ice] -Sunny Day Typhlosion also gets Solarbeam in D/P, so a Sunny Day set is viable. However, don't use this in OU since Sandstream will easily mess it up. ------------------------FERALIGATR--------------------- Type: Water Ability: Torrent Base Stats: 85 HP / 105 Atk / 100 Def / 79 SAtk / 83 SDef / 78 Spd Pros: Great Attack, learns Dragon Dance Cons: Largely outclassed by Gyarados and other OU Water types. Feraligatr @Leftovers EVs: 138 HP / 252 Atk / 120 Spd Adamant Nature -Waterfall -Ice Punch -Earthquake -Dragon Dance/Swords Dance Dragon Dance makes Feraligatr a good Water-type physical sweeper (though Gyarados does the job much better). Still, Gyarados doesn't learn Ice Punch and Feraligatr can use Swords Dance as an alternate Attack booster. Feraligatr @Choice Band EVs: 136 HP / 252 Atk / 122 Spd Adamant Nature -Waterfall -Ice Punch -Earthquake -Rock Slide As with any Pokemon with good Attack, Feraligatr can use a Choice Band if you want a simple sweeping set. ------------------------FURRET------------------------- Type: Normal Ability: Run Away/Keen Eye 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 Adamant/Jolly Nature -Return/Double-Edge -Focus Punch -Shadow Claw/Sucker Punch -Trick Trick saves this set from being just another Choice sweeper. It has good coverage with the attacks listed, but it doesn't have the power to pull them off effectively. ------------------------NOCTOWL------------------------ Type: Normal/Flying Ability: Insomnia/Keen Eye Base Stats: 100 HP / 50 Atk / 50 Def / 76 SAtk / 96 SDef / 70 Spd Pros: Can make 101-HP Substitutes for all its worth Con: Rather slow, low offensive stats, unimpressive 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, Reflect, and switch out. ------------------------LEDIAN------------------------- Type: Bug/Flying Ability: Swarm/Early Bird 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 Ledian @Focus Sash/Leftovers EVs: 252 HP / 4 Atk / 252 Spd Jolly Nature -Agility/Swords Dance -Substitute -Baton Pass -Ice Punch/Thunderpunch 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 @Focus Sash EVs: 252 HP / 4 SAtk / 252 Spd Timid 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 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: 6 HP / 252 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 aid in your escape. ------------------------CROBAT------------------------- Type: Poison/Flying Ability: Inner Focus Base Stats: 85 HP / 90 Atk / 80 Def / 70 SAtk / 80 SDef / 130 Spd Pros: Amazing Speed. Now with Hypnosis, it's the fastest Sleep inducer in the game. Excellent Fighting counter. Cons: Unimpressive offensive stats, easily walled by Steel-types Crobat @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Cross Poison -Brave Bird -U-Turn -Pursuit With one of the highest speeds of any non-legendary Pokemon, Crobat rushes in with a powerful Brave Bird or Cross Poison to strike opponents. U-Turn to switch out from opponents you're afraid of (like Steel types) or Pursuit to get opponents who are switching out from you. Crobat @Black Sludge EVs: 100 HP / 156 SAtk / 252 Spd Jolly Nature -Cross Poison -U-Turn -Hypnosis -Roost With Hypnosis, Crobat is now the fastest sleep-inducer in the game. Crobat @Black Sludge EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Sludge Bomb -Air Slash -Hypnosis/Hidden Power [Fighting] -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 a move to hit Steel types supereffectively. ------------------------LANTURN------------------------ Type: Water/Electric Ability: Volt Absorb/Illuminate 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 Modest/Calm Nature Ability: Volt Absorb -Surf -Thunderbolt -Ice Beam -Thunder Wave A standard set for Lanturn, utilizing its ability to cover just about every Pokemon out there (except for Shedinja). Thunder Wave can be a good move against potential counters and makes up for Lanturn's poor speed. Lanturn @Leftovers EVs: 64 HP / 192 SAtk / 252 SDef Calm Nature Ability: Volt Absorb -Surf -Thunderbolt/Ice Beam -Rest -Sleep Talk This set makes a nice special tank for UU, absorbing asleep and other status effects while still being able to attack. ------------------------XATU---------------------------- Type: Psychic/Flying Ability: Early Bird/Synchronize Base Stats: 65 HP / 75 Atk / 70 Def / 95 SAtk / 70 SDef / 95 Spd Pros: Good Sp. Attack and Speed, excellent support movepool Cons: Frail defenses and HP Xatu @Leftovers EVs: 252 HP / 6 Atk / 252 Spd Jolly Nature Ability: Synchronize -U-Turn -Thunder Wave -Reflect/Light Screen -Wish Xatu learns a lot of useful support moves and while it is pretty frail, it can still pull these moves off. Set up a shield of your choice, paralyze counters and use Wish if you have time and U-Turn away to a teammate. Xatu @Leftovers EVs: 252 HP / 6 SAtk / 252 Spd Timid Nature Ability: Synchronize -Calm Mind -Baton Pass -Roost/Wish -Psychic A Natu from XD can learn Baton Pass once purified, so this gives Xatu a chance at passing Calm Mind boosts to teammates. Xatu @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Synchronize -Psychic -Grass Knot -Hidden Power [Fighting] -Shadow Ball It's Sp. Attack and Speed are above average, so a Choice sweeper set works well. HP Fighting takes care of Darks and Steels, Shadow Ball for other Psychics, and Grass Knot for heavier brutes. ------------------------AMPHAROS------------------------ Type: Electric Ability: Static 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 -Thunderbolt -Substitute -Focus Punch -Hidden Power [Grass/Ice]/Signal Beam Ampharos is too slow to sweep like other Electrics, but its good HP and defenses allow it to sit back and attack while carrying Focus Punch in case Blissey gets in its way. ------------------------BELLOSSOM----------------------- Type: Grass Ability: Chlorophyll 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 -Energy Ball/Grass Knot -Sleep Powder -Stun Spore -Synthesis/Hidden Power [Fire/Ice]/Leech Seed Bellossom has above average defenses, so it works well with a defensive moveset. Double status effects can really mess a team up. Leech Seed is only obtainable from a NYPC event. Bellossom @Heat Rock/Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Sunny Day -Solarbeam -Hidden Power [Fire] -Sleep Powder Vileplume can do this better thanks to a higher Sp. Attack. But Bellossom's higher Sp. Def allows it to take a hit or something. Anyways, it's a simple SunnyBeam set. ------------------------AZUMARILL----------------------- Type: Water Ability: Huge Power/Thick Fat Base Stats: 100 HP / 50 Atk / 80 Def / 50 SAtk / 80 SDef / 50 Spd Pros: Huge Power boosts its Attack to impressive levels, good HP and defenses, gains good physical attacks in D/P Cons: Poor speed 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 Subbing and doing enormous damage with Focus Punch. Azumarill @Choice Band EVs: 212 HP / 252 Atk / 44 Spd Adamant Nature Ability: Huge Power -Waterfall -Ice Punch -Focus Punch -Body Slam/Aqua Jet Choice Band increases Azumarill's Attack to even more impressive levels. Body Slam can paralyze opponents, making up for Azumarill's low speed. Aqua Jet can also do that since it always goes first. ------------------------SUDOWOODO----------------------- Type: Rock Ability: Rock Head/Sturdy Base Stats: 70 HP / 100 Atk / 115 Def / 30 SAtk / 65 SDef / 30 Spd Pros: Great Attack and Defense, gains better physical moves in D/P Cons: Terribly slow Sudowoodo @Choice Band EVs: 252 HP / 252 Atk / 6 SDef Adamant Nature Ability: Rock Head -Stone Edge -Earthquake -Wood Hammer -Explosion Though Sudowoodo doesn't have the most impressive Attack, it can get 4 strong moves that all have at least 100 power. Wood Hammer is a great addition for Water types thinking they can switch in safely. ------------------------POLITOED------------------------ Type: Water Ability: Water Absorb Base Stats: 90 HP / 75 Atk / 75 Def / 90 SAtk / 100 SDef / 70 Spd Pros: Good Sp. Def, nice special and support movepool Cons: Very mediocre, outclassed by many better Water types. Politoed @Leftovers EVs: 252 HP / 6 SAtk / 252 SDef Calm Nature -Surf -Ice Beam -Hypnosis -Hidden Power [Electric]/Counter/Toxic Politoed's stats tell you that it's a special based Pokemon with nice defensive capabilities, so use this set as such. Hypnosis is one of the highlights on this Pokemon, and you can go for a second status with Toxic. HP Electric takes care of Water opponents, while Counter is a great suprise as many people will try to take on your weaker Defense stat. Politoed @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Substitute -Belly Drum -Waterfall -Return/Earthquake It's cousin Poliwrath does this a lot better, but since Pokemon that learn Belly Drum are pretty rare, this set deserves a mention. Waterfall and Return provide decent coverage, except against Empoleon and Water/Rock types, who are all weak to Earthquake. -----------------------JUMPLUFF------------------------- Type: Grass/Flying Ability: Chlorophyll Base Stats: 75 HP / 55 Atk / 70 Def / 55 SAtk / 85 SDef / 110 Spd Pros: Very fast, learns some support moves that can annoy the heck out of opponents Cons: Terribly attacking stats Jumpluff @Leftovers EVs: 252 HP / 6 Def / 252 Spd Jolly Nature -Sleep Powder -Substitute -Leech Seed -Encore/Aerial Ace/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. Aerial Ace can damage other Grass types who are immune to Leech Seed. U-Turn can scout for switches. -----------------------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 @Heat Rock EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Solarbeam -Sludge Bomb -Hidden Power [Fire] -Sunny Day A simple Sunny Day set which can take advantage of either of Sunflora's abilities, depending on what stat you want to boost. Sunflora @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Leaf Storm -Sludge Bomb -Hidden Power [Fire/Ice] -Energy Ball/Grasswhistle Though its speed is lacking, it can certainly deal damage with its high Sp. Attack. -----------------------QUAGSIRE------------------------- Type: Water/Ground Ability: Water Absorb/Damp 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 / 60 Atk / 196 Def Relaxed/Impish Nature Ability: Water Absorb -Curse -Earthquake -Waterfall -Ice Punch/Ice Beam Sort of like a mini-Swampert, Quasire can boost two of its highest stats with Curse. Ice Punch goes with the physical theme, but Ice Beam is more powerful initially if you don't have time to use Curse right away. Quagsire @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish/Relaxed Nature Ability: Water Absorb -Counter -Earthquake -Waterfall/Surf/Ice Beam -Toxic/Protect Counter is great on Quagsire as it has plenty of HP and good enough Defense to take a physical hit. Toxic gradually weakens enemy Water types. Protect scouts for attacks and lets you get an extra turn of healing with Leftovers. -----------------------ESPEON--------------------------- Type: Psychic Ability: Synchronize Base Stats: 65 HP / 65 Atk / 60 Def / 130 SAtk / 95 SDef / 110 Spd Pros: Excellent Sp. Attack and Speed Cons: Low HP and Defense, limited movepool, Pursuit weakness Espeon @Leftovers EVs: 196 HP / 122 SDef / 192 Spd Timid Nature -Psychic -Calm Mind -Substitute -Baton Pass Baton Passing Espeon hasn't changed a bit since Advance. Its goal is the same: pass special boosts and Subs to the teammates. Espeon @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Psychic -Shadow Ball -Grass Knot -Hidden Power [Fighting/Fire] Now with Choice Specs, Espeon can go all out with its awesome Sp. Attack. Shadow Ball hits enemy Psychics, HP Fire for Steel/Psychics like Bronzong or Metagross, HP Fighting for Steels/Darks/Blissey, and Grass Knot to hit foes like Rhyperior or Swampert. -----------------------UMBREON-------------------------- Type: Dark Ability: Synchronize 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-types to switch in Umbreon @Leftovers EVs: 252 HP / 252 Def / 6 SDef Bold Nature -Mean Look -Baton Pass -Taunt/Charm -Wish Umbreon is another Pokemon that hasn't changed at all since Advance. 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 Fighting-types). Wish is Umbreon's best healing move and is more useful than Moonlight since it can heal other team members. -----------------------SLOWKING------------------------- Type: Water/Psychic Ability: Oblivious/Own Tempo 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: 212 HP / 44 SAtk / 252 SDef Modest Nature Ability: Own Tempo -Surf -Ice Beam / Grass Knot / Hidden Power [Electric] -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, Grass Knot for Waters, and HP Electric for Gyarados. Slowking @Choice Specs EVs: 212 HP / 252 SAtk / 44 SDef Modest Nature Ability: Own Tempo -Surf -Ice Beam -Psychic -Grass Knot/Hidden Power [Electric] Simply Specs set. Both Grass Knot and HP Electric handle opponent Water-types (Grass for heavy Pokemon like Swampert and Milotic, Electric for Gyarados) -----------------------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] lol, 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 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: 4 HP / 252 Def / 252 SDef Bold Nature -Counter -Mirror Coat -Encore -Charm/Safeguard The infamous Wobbuffet. This set is so annoying that it caused Wobb to get banned from standard play. Your opponent will feel helpless once it's been trapped with Shadow Tag and Encored to use its last move over and over again. Charm makes physical sweepers nearly useless while Safeguard prevents nasty status effects from crippling you. -----------------------GIRAFARIG------------------------ Type: Normal/Psychic Ability: Inner Focus/Early Bird 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 -Agility -Baton Pass -Calm Mind/Substitute -Psychic Girafarig can learn many 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. Girafarig @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Psychic -Thunderbolt -Grass Knot/Energy Ball -Shadow Ball/Hidden Power [Fire/Fighting] It has a nice special movepool and its Sp. Attack isn't shabby, so a Choice Specs set works nicely. -----------------------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 Ground and Rock resistance which makes it vulnerable to sweepers like Rhyperior and Tyranitar. Forretress @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish/Relaxed Nature -Earthquake/Gyro Ball -Spikes -Rapid Spin -Explosion Forretress hasn't changed much. It's still a good physical wall whose talents reside in being able to use both Spikes and Rapid Spin. D/P gave it a new move in Gyro Ball, which goes along with Forretress's low speed to inflict major damage on fast opponents. Earthquake is still good for Magnezone and Fire-type switch ins. -----------------------DUNSPARCE------------------------ Type: Normal Ability: Serene Grace/Run Away 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/Thunder Wave/Body Slam -Headbutt -Bite/Rock Slide -Earthquake The paraflinch set. Paralyze your opponent in one of three ways. Glare hits all Pokemon, but is inaccurate. Thunder Wave is very accurate, but won't hit Ground or Volt Absorb/Motor Drive Pokemon. Finally, Body Slam can deal damage and has a decent chance of paralysis. Next, make your foe flinch with Headbutt. Bite and Rock Slide also work if they're weak to those moves. Earthquake is there to hit Steels. Dunsparce @Leftovers EVs: 252 HP / 252 SAtk / 6 SDef Modest Nature -Charge Beam/Calm Mind -Ice Beam -Ancientpower/Water Pulse -Thunder Wave/Glare/Thunder Special Dunsparce. Charge Beam does damage and will always boost your Sp. Attack. Calm Mind works if you want to raise your rather low Sp. Defense. Dunsparce learns a lot of moves that have additional side-effects, so choose a couple and have fun! -----------------------STEELIX-------------------------- Type: Steel/Ground Ability: Sturdy/Rock Head 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, weakness to common types (Water/Ground/Fighting), no recovery move except Rest Steelix @Leftovers EVs: 252 HP / 76 Def / 180 SDef Impish/Relaxed Nature -Stealth Rock -Roar/Toxic -Earthquake -Explosion/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. Explosion is a good last resort move, Gyro Ball can do tons of damage due to Steelix's slow speed, and Stone Edge covers Flying types. -----------------------GRANBULL------------------------- Type: Normal Ability: Intimidate/Quick Feet Base Stats: 90 HP / 120 Atk / 75 Def / 60 SAtk / 60 SDef / 45 Spd Pros: Excellent Attack, Intimidate, good physical movepool Cons: Very slow Granbull @Choice Band/Choice Scarf 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. Granbull @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Intimidate -Return -Earthquake -Fire Fang -Bulk Up With Intimidate and that nice HP stat, Granbull can afford to spend time setting up before it sweeps. Return and Earthquake provide plenty of coverage, and Fire Fang handles Skarmory/Bronzong, who resist those two attacks. -----------------------QWILFISH------------------------- Type: Water/Poison Ability: Poison Point/Swift Swim 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 @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Ability: Swift Swim Adamant Nature -Waterfall/Aqua Tail -Poison Jab -Explosion -Swords Dance/Rain Dance A simple and standard physical sweeper set. You can either use Swords Dance to double your Attack or use Rain Dance to double your Speed and power up your Water move. Qwilfish @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Flail -Waterfall/Swords Dance -Endure/Substitute -Destiny Bond A fun Flail set. Qwilfish differs from other Flailers because it has a surprise Destiny Bond for Pokemon that resist or are immune to Flail. Qwilfish @Leftovers EVs: 252 HP / 6 Def / 252 Spd Jolly Nature -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 Base Stats: 70 HP / 130 Atk / 100 Def / 55 SAtk / 80 SDef / 65 Spd Pros: Amazing Attack, good Defense, good variety of resistances and only one weakness, Technician Bullet Punch is amazing Cons: 4x Fire weakness Scizor @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Technician -Bullet Punch -Swords Dance -X-Scissor/Roost -Superpower/Brick Break Scizor is one of the most deadly 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. X-Scissor is a more powerful STABed move for slower opponents like Bronzong or Vaporeon. Roost is useful for staying alive especially after Life Orb damage. A Fighting move is a must to hit Steel types, especially Heatran and Magnezone. If you want a bulkier Scizor, you can max out HP instead of Speed. Scizor @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Technician -Bullet Punch -Superpower/Brick Break -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 Cresselia and Celebi into a corner since they'll take major damage whether they stay in or switch out. Scizor @Leftovers EVs: 252 HP / 110 Def / 148 Spd Impish/Careful Nature -Agility/Swords Dance/Iron Defense -Substitute/Roost -X-Scissor/Bullet Punch -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. Scizor @Liechi Berry EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Swarm -Agility -Endure -Reversal -Night Slash/X-Scissor Unlike Scyther, Scizor isn't fast enough to pull off a Reversal with it's slow speed, so it will have to use Agility and a Liechi Berry instead. -----------------------SHUCKLE-------------------------- Type: Bug/Rock Ability: Sturdy/Gluttony 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 cancels out its great defenses, almost no speed or attacking power, no recovery move besides Rest, Stealth Rock weakness Shuckle @Leftovers EVs: 252 HP / 252 Def / 4 SDef Careful Nature -Knock Off -Stealth Rock -Toxic -Protect/Rest The only non-gimmicky set that this Pokemon can use. Knock Off is handy for removing items that your opponents may rely on. Shuckle is another Pokemon that can use Stealth Rock, which combos nicely with Toxic to force opponents to switch. 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. -----------------------HERACROSS------------------------ Type: Bug/Fighting Ability: Guts/Swarm Base Stats: 80 HP / 125 Atk / 75 Def / 40 SAtk / 95 SDef / 85 Spd Pros: Excellent Attack, extremely powerful STABed moves, great physical movepool Cons: 4x Flying weakness Heracross @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Guts -Megahorn -Close Combat -Stone Edge -Pursuit The main moveset for Heracross that makes it such a scary force. A STABed CBed 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. 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. Heracross @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Guts -Megahorn -Close Combat -Stone Edge -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. Heracross @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Swarm -Substitute/Endure -Reversal -Megahorn -Swords Dance/Night Slash A standard Reversal set. With awesome Attack and STAB, a Reversal from Heracross will do massive damage. Use it at your own risk though. Sandstorm is everywhere these days and at 1 HP, Heracross will die instantly when it gets to that level. Heracross @Leftovers EVs: 252 HP / 132 Atk / 124 Spd Adamant Nature Ability: Guts -Megahorn/Close Combat -Stone Edge -Rest -Sleep Talk A RestTalk set that takes advantage of Heracross's Guts ability. Out of all the sets Heracross can have, this one can let it last the longest since it actually includes a healing move. -----------------------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 @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Quick Feet -Return -Earthquake -Shadow Claw/Stone Edge -Swords Dance A standard Swords Dancing set. Return and Earthquake are the standard for most Normal physical sweepers. Shadow Claw hits Ghost types, but Stone Edge prevents Skarmory from ruining your day. Ursaring @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Return -Earthquake -Shadow Claw/Stone Edge -Fire Punch With a Choice set, you have room for one more attack. Fire Punch is used to keep Bronzong at bay. Ursaring @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Guts -Return -Stone Edge/Earthquake -Rest -Sleep Talk RestTalking allows you to keep yourself healthy while gaining an Attack boost as you rip the opponent apart. The problem is that you only have room for two moves. You'll obviously want Return. Without Stone Edge, Gengar and Skarmory have no trouble against you. Without Earthquake, Metagross eats you for lunch. -----------------------MAGCARGO------------------------- Type: Fire/Rock Ability: Flame Body/Magma Armor 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/Flamethrower/Fire Blast -Stealth Rock -Yawn -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 and attack only when necessary. Magcargo @Choice Specs EVs: 252 HP / 252 SAtk / 6 SDef Modest Nature Ability: Flame Body -Overheat -Ancientpower -Earth Power -Hidden Power [Ice/Electric] Choice Specs boosts Magcargo's mediocre Sp. Attack to an acceptable level. Overheat is your main attack. Ancientpower and Earth Power provide extra coverage. HP Ice for Dragons or HP Electric for Waters. -----------------------CORSOLA-------------------------- Type: Water/Rock Ability: Hustle/Natural Cure Base Stats: 55 HP / 55 Atk / 85 Def / 65 SAtk / 85 SDef / 35 Spd Pros: Great support movepool Cons: Many weaknesses to common types, including 4x Grass weak. Overall stats are unimpressive and rather low. Corsola @Leftovers EVs: 252 HP / 252 Def / 6 SDef Bold/Calm Nature Ability: Natural Cure -Surf -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. -----------------------OCTILLERY------------------------ Type: Water Ability: Suction Cups 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/Choice Specs EVs: 252 HP / 252 SAtk / 6 Spd Modest Nature -Surf -Ice Beam -Flamethrower/Fire Blast -Energy Ball Octillery has a very nice special movepool and has the ability to learn Energy Ball and Fire attacks. This gives it coverage against many types of opponents. Octillery @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant/Brave Nature -Waterfall -Return -Rock Blast -Flamethrower/Fire Blast Octillery's physical movepool isn't as impressive, but it still has a great Attack stat. A Fire attack is needed to prevent Skarmory from walling you. -----------------------DELIBIRD------------------------- Type: Ice/Flying Ability: Hustle/Vital Spirit 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 -Focus Punch -Ice Punch 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. Delibird @Focus Sash EVs: 164 HP / 92 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. -----------------------MANTINE-------------------------- Type: Water/Flying Ability: Water Absorb/Swift Swim Base Stats: 65 HP / 40 Atk / 70 Def / 80 SAtk / 140 SDef / 70 Spd Pros: Amazing Sp. Defense Cons: Other stats are merely average, 4x Electric weakness, limited movepool Mantine @Leftovers EVs: 252 HP / 6 SAtk / 252 SDef Calm Nature Ability: Water Absorb -Surf -Haze -Toxic -Ice Beam/Hidden Power [Electric] 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 other Water types. Haze prevents Suicune and Slowbro from setting up, Toxic weakens other Water types, and HP Electric is a weapon against Gyarados. Mantine @Wet Rock/Leftovers EVs: 148 HP / 252 SAtk / 110 Spd Modest Nature Ability: Swift Swim -Surf/Hydro Pump -Ice Beam -Hidden Power [Electric] -Rain Dance This set takes advantage of its Swift Swim ability and is nothing out of your ordinary Rain Dance set. -----------------------SKARMORY------------------------- Type: Steel/Flying Ability: Keen Eye/Sturdy Base Stats: 65 HP / 80 Atk / 140 Def / 40 SAtk / 70 SDef / 70 Spd Pros: Amazing physical wall, excellent Defense, large number of resistances and Ground/Poison immunity Cons: Has more trouble walling physical threats with stronger attacks and Pokemon in D/P (but still does a good job at it) Skarmory @Leftovers/Shed Shell EVs: 252 HP / 252 Def / 4 Spd Impish Nature -Drill Peck/Brave Bird -Spikes -Roost -Whirlwind Here is what many consider the best physical wall 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 (or Stealth Rock) 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). Many people prefer Brave Bird since it does more damage and can get you out of a tight spot against things like Heracross. But Drill Peck is fine if you don't like the recoil damage. -----------------------HOUNDOOM------------------------- Type: Fire/Dark Ability: Flash Fire/Early Bird Base Stats: 75 HP / 90 Atk / 50 Def / 110 SAtk / 80 SDef / 95 Spd Pros: Excellent Sp. Attack Cons: Frail defenses Houndoom @Life Orb/Salac Berry EVs: 40 HP / 252 SAtk / 218 Spd Timid Nature Ability: Flash Fire -Flamethrower -Dark Pulse -Nasty Plot -Substitute/Hidden Power [Grass/Ice/Fighting] Houndoom can quickly set up and sweep now that it learns Nasty Plot. Hidden Power can cover Pokemon that normally give Houndoom trouble. Grass for Swampert, Ice for Dragons, and Fighting for Tyranitar/Heatran. Substitute can prevent status effects and gets you down to the level where Salac Berry will activate. Houndoom @Choice Specs/Choice Scarf EVs: 40 HP / 252 SAtk / 218 Spd Timid Nature Ability: Flash Fire -Overheat -Dark Pulse -Hidden Power [Grass/Ice/Fighting] -Flamethrower Like any special sweeper, Houndoom has the option of going with a hard-hitting Choice sweeper set. -----------------------KINGDRA-------------------------- Type: Water/Dragon Ability: Swift Swim/Sniper 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 @Leftovers/Damp Rock EVs: 240 HP / 252 SAtk / 16 Spd Modest Nature Ability: Swift Swim -Surf/Hydro Pump -Ice Beam -Rain Dance -Dragon Pulse Kingdra works like most other Swift Swim Rain Dancers and this set hasn't changed much since the last generation. Dragon Pulse is a useful move to help Kingdra take on other Water types. Kingdra @Life Orb EVs: 252 Atk / 240 SAtk / 16 Spd Lonely/Naughty Nature Ability: Swift Swim -Surf/Hydro Pump -Watefall -Dragon Pulse/Draco Meteor -Rain Dance If you hate Blissey, this set is for you. Waterfall in the rain will deal massive damage to Blissey and also serves as a powerful attack for anything else that doesn't resist Water. Special attacks are always there for physical walls. It's okay to use Draco Meteor since you can always switch to Waterfall after the Sp. Attack drop. Kingdra @Life Orb/Liechi Berry EVs: 252 Atk / 6 SAtk / 252 Spd Adamant Nature -Dragon Dance -Outrage -Waterfall -Substitute/Hydro Pump Kingdra's Attack is just as good as its physical attack. Outrage and Waterfall cover everything except for Empoleon and Shedinja. Sub to prevent status and possibly activate Liechi Berry. If you're not using Substitute, Hydro Pump works in its place along with Life Orb. This lets you KO physical walls like Skarmory, who can take physical hits with no problem. Kingdra @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Sniper -Surf -Ice Beam -Dragon Pulse -Draco Meteor A simple Choice sweeper set. Though Salamence and Latias can use a similar set and deal more damage, Kingdra has the advantage of only having one weakness. Kingdra @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Outrage -Dragon Dance -Rest -Sleep Talk While sweeping with only Outrage might sound stupid, Kingdra can pull this off since it has solid defenses and only one weakness. When using Outrage while asleep, you won't be locked into the move and you also won't get confused. -----------------------DONPHAN-------------------------- Type: Ground Ability: Sturdy 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 -Earthquake -Ice Shard/Stone Edge -Rapid Spin -Knock Off/Stealth Rock/Roar Donphan is one of the best Spinners in the game, can switch in easily against a lot of physical sweepers, and still packs enough punch to hit many Pokemon hard. It has quite a lot of support options which you can choose as your fourth move, depending on what you need. Donphan @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature -Earthquake -Ice Shard -Stone Edge -Rapid Spin/Fire Fang Donphan can sweep with Choice Band while still doing a good job of walling physical threats. It can still come in and use Rapid Spin, or you can use Fire Fang so that Bronzong doesn't stop you. -----------------------STANTLER------------------------- Type: Normal Ability: Intimidate/Frisk Base Stats: 73 HP / 95 Atk / 62 Def / 85 SAtk / 65 SDef / 85 Spd Pros: Good Attack Cons: Overall mediocre stats, outclassed by better Normal sweepers (like Tauros) Stantler @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Intimidate -Return/Double-Edge -Earthquake -Iron Tail -Me First Stantler's movepool is limited and the only good physical moves it learns are Return/Double-Edge and Earthquake. Iron Tail can nail Ghosts like Gengar and Mismagius. Your last slot can be a filler, so you might as well try out Me First. Stantler @Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Intimidate -Return/Double-Edge -Earthquake -Iron Tail -Hypnosis Now that you're faster than most of the opponents you'll face, you can use Hypnosis to put any counters to sleep. Stantler @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Jolly Nature Ability: Intimidate -Return/Double-Edge -Earthquake -Hypnosis -Thunder Wave Double status Stantler can inflict status conditions all over the place, making this a rather effective set. It's more defensive, but it still has the power to inflict damage. -----------------------SMEARGLE------------------------- Type: Normal Ability: Own Tempo/Technician 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 @Salac Berry EVs: 252 HP / 6 Def / 252 Spd Jolly Nature Ability: Own Tempo -Spore -Substitute -Belly Drum -Baton Pass One of the fastest ways to max out the Attack of any physical sweeper is by Baton Passing them a Belly Drum Boost. Smeargle can do just that. Put opponents to sleep, create a Sub, and then Belly Drum. After that, you should have no more than 75% of your health left which is enough to activate the Salac Berry. Now faster and stronger than any of your opponents, you can Baton Pass away to a teammate and watch them sweep. 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. 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. Smeargle @Focus Sash EVs: 255 HP / 255 Spd Hasty Nature Ability: Own Tempo -Counter -Endeavor -Spore -Extremespeed Endeavor set number 1. Counter+Focus Sash is a great surprise against opponents who think they can defeat you with a powerful physical move. After getting down to 1 HP, you can put the next opponent to sleep with Spore, Endeavor them, and finish them off with Extremespeed. Smeargle @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Own Tempo -Endure -Spore -Endeavor -Extremespeed/Dragon Rage Endeavor set number 2. Endure a hit, activate Salac, and put your opponent to sleep. Endeavor them and finish them off with an Extremespeed or Dragon Rage. Dragon Rage has the advantage of working against Ghost types, who are immune to the other moves on this set. -----------------------HITMONTOP------------------------ Type: Fighting Ability: Intimidate/Technician 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 @ Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Technician -Mach Punch -Stone Edge -Close Combat -Aerial Ace/Earthquake It has the lowest Attack of all the Hitmons, so having a Choice Band helps it out. STAB and Technician boosts Mach Punch to 90 power, making it a strong first-strike attack. Aerial Ace also takes advantage of Technician and helps against Fighting types. Hitmontop @ Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Intimidate -Hi Jump Kick/Close Combat -Stone Edge -Rapid Spin -Mach Punch With Stealth Rock resistance, it makes a great Spinner. Intimidate and good defenses allow it to switch in on many opponents, especially Rock types. -----------------------MILTANK-------------------------- Type: Normal Ability: Thick Fat/Scrappy Base Stats: 95 HP / 80 Atk / 105 Def / 40 SAtk / 70 SDef / 100 Spd Pros: Great Defense and Speed, Scrappy is a handy new ability Cons: Somewhat outclassed as a tank by Snorlax Miltank @Leftovers EVs: 252 HP / 252 Def / 6 Spd Impish Nature Ability: Scrappy -Return/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. Miltank @Leftovers EVs: 252 HP / 110 Def / 148 SDef Careful Nature Ability: Scrappy -Return/Body Slam -Curse -Milk Drink -Earthquake 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. Miltank @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Scrappy -Return -Earthquake -Hammer Arm/Focus Punch -Fire Punch/Zen Headbutt Return and Earthquake cover a lot, but Skarmory and Bronzong will still wall you. A Fire attack is supereffective against both of them, but a Scrappy Miltank can't get Fire Punch. Zen Headbutt is decent for Fighting types. -----------------------BLISSEY-------------------------- Type: Normal Ability: Natural Cure/Serene Grace 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 (though made up by her high HP), easy to set up on Blissey @Leftovers EVs: 148 HP / 252 Def / 108 SAtk Bold Nature Ability: Natural Cure -Ice Beam -Seismic Toss -Softboiled -Aromatherapy/Thunder Wave/Sing The standard set for one of the most overused Pokemon 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 Ice Beam. 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. Sleep can also do the job well, even though Sing is inaccurate. Blissey @Leftovers EVs: 148 HP / 252 Def / 108 SAtk Bold/Modest Nature Ability: Serene Grace -Ice Beam -Thunderbolt -Calm Mind -Softboiled Nastly Plot Azelf and Porygon-Z, and Tail Glow Manaphy can all defeat Blissey in two hits with a simple stat boost. The Calm Mind set prevents this from happening by boosting Blissey's own Sp. Defense. Blissey @Leftovers EVs: 148 HP / 252 Def / 108 SAtk Bold Nature Ability: Natural Cure -Seismic Toss -Ice Beam/Thunder Wave/Sing -Wish -Protect If you're lucky enough to get a Wish Chansey from the NYPC with a good nature, then you can evolve it into a WishBliss. Blissey is great at passing Wish around to heal any injured Pokemon on your team. Use Protect to ensure that you will get healed during the turn Wish activates. -----------------------RAIKOU--------------------------- Type: Electric Ability: Pressure 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 -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 Milotic are the perfect targets. Calm Mind to boost 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 @Leftovers EVs: 158 HP / 136 SAtk / 252 Spd Timid Nature -Thunderbolt -Hidden Power [Ice/Grass] -Rest -Sleep Talk Raikou's ability to take hits is often underrated. It has a nice HP stat and a great Sp. Defense. Couple that with it's high Speed and Sp. Attack, and you have a sweeper that can last for quite a while. -----------------------ENTEI---------------------------- Type: Fire Ability: Pressure Base Stats: 115 HP / 115 Atk / 85 Def / 90 SAtk / 75 SDef / 100 Spd Pros: Excellent HP and Attack Cons: Limited movepool, lacks a powerful physical Fire attack Entei @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Fire Fang -Stone Edge -Return/Iron Tail -Will-o-Wisp Entei doesn't have many tricks up its sleeve. Will-o-wisp is great for crippling potential counters, but besides that, this is a simply attacking set. Fire Fang is sadly your most powerful Fire attack. Stone Edge hits other Fire types and things weak to Rock. Return is decent for neutral damage on foes resistant to both Fire and Rock (like Garchomp), while Iron Tail hits Rock types. Entei @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Fire Fang -Stone Edge -Return -Iron Tail It's a powerful physical sweeper, but it would be much better if it had a bigger movepool. As of now, it's stuck with the four moves shown above. Entei @Leftovers/Heat Rock EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Sunny Day -Lava Plume/Flamethrower/Fire Blast -Solarbeam -Hidden Power [Fighting/Ground] Solarbeam is a good addition to Entei's movepool that makes a Sunny Day set viable. HP Fighting or Ground for Tyranitar or Heatran, depending on who you want to hit harder. -----------------------SUICUNE-------------------------- Type: Water Ability: Pressure Base Stats: 100 HP / 75 Atk / 115 Def / 90 SAtk / 115 SDef / S85 pd Pros: Excellent HP and defenses make it an awesome bulky Water Cons: No longer as mighty of a wall due to stronger Pokemon and attacks in D/P, limited movepool. Suicune @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature -Surf -Roar/Ice Beam/Hidden Power [Electric] -Calm Mind -Rest Unchanged since Advance. Calm Mind up whenever you have the chance and use Rest to completely heal yourself from any damage/status you take. Roar is good for sending away stat-boosters and Ice Beam is useful for all the Dragon and Grass types out there. Now that Gyarados is such a big threat, HP Electric is also a good option if you are lucky enough to get it. Suicune @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature -Surf -Ice Beam/Hidden Power [Electric] -Rest -Sleep Talk If you don't care about Calm Mind, you can use the RestTalking set for extra longevity. -----------------------TYRANITAR------------------------ Type: Rock/Dark Ability: Sandstream 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: 60 HP / 252 Atk / 196 Spd Adamant Nature -Stone Edge -Earthquake -Crunch -Pursuit/Focus Punch An almost unstoppable force. A STABed Choice Banded Stone Edge from over 400 Attack hits incredibly hard if you're not a Steel, Fighting, or Ground. Steel and Fighting types get hit hard by Earthquake and Crunch 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 bred-on 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. Focus Punch is another option and if you're good at predicting, it hits enemies even harder than a STABed Crunch. Tyranitar @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Stone Edge -Earthquake -Dragon Dance -Crunch/Taunt 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. Crunch is good for things like Bronzong and Swampert who will try to stand in your way. Taunt helps against opponents who try to cripple you with status effects and prevents foes with Haze, Roar, or Whirlwind from removing your stats boosts. Tyranitar @Leftovers EVs: 252 HP / 68 Spd / 188 SAtk Quiet Nature -Focus Punch -Substitute -Thunderbolt -Dark Pulse The mixed sweeping Tyraniboah from Advance. The only change to this set is that Dark Pulse has replaced Crunch now that it became physical. Otherwise, this still works the same as usual. Protect yourself with a sturdy Substitute while hitting opponents with special attacks. Focus Punch for Blissey. Tyranitar @Choice Specs EVs: 60 HP / 252 SAtk / 196 Spd Modest Nature -Dark Pulse -Thunderbolt -Ice Beam -Focus Punch Choice Specs Tyranitar can be a neat surprise for your opponent. Enemy Pokemon who rely on Defense to counter you will be hit hard since they neglect their Sp. Defense. Dark Pulse for STAB, Thunderbolt for Skarmory and Water types, Ice Beam for Ground types, and Focus Punch for Blissey. -----------------------LUGIA------------------------ Type: Psychic/Flying Ability: Pressure 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 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. Lugia @Leftovers EVs: 252 HP / 54 Def / 204 Spd Bold Nature -Ice Beam -Calm Mind -Roost -Toxic With Calm Mind, it can pump up its Sp. Attack and already amazing Sp. Defense to new heights. Ice Beam is the special attack of choice since nothing resists it and many ubers are weak against it. Lugia @Choice Specs EVs: 54 HP / 252 SAtk / 204 Spd Modest Nature -Aeroblast -Ice Beam -Thunder -Shadow Ball Lugia isn't exactly a sweeper, but it has a very nice special movepool. This set lets it use its powerful signature move - Aeroblast. Ice Beam for Dragons, Thunder for Kyogre, and Shadow Ball for the many Psychic types that are present in ubers. -----------------------HO-OH------------------------ Type: Fire/Flying Ability: Pressure 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 -Sacred Fire -Earthquake -Punishment -Thunder Ho-oh's excellent Attack couples nicely with the powerful Sacred Fire. When faced with Dialga, hit it with an Earthquake. Punishment works on those who like to stat boost. It's particularly effective on Psychic types that have at least one stat boost. Thunder hits any incoming Kyogres and may paralyze them. Ho-oh @Choice Specs/Choice Scarf EVs: 6 Atk / 252 SpAtk / 252 Spd Modest/Timid Nature -Overheat -Thunder -Shadow Ball -Hidden Power [Ice] Ho-oh's Sp. Attack is lower, but still great. It also has a wider special movepool. Thunder for Kyogre (and enemy Ho-ohs), Shadow Ball for Psychic types, and HP Ice to hit Dragons. Ho-oh @Leftovers EVs: 6 Atk / 252 SpAtk / 252 Spd Modest Nature -Flamethrower -Thunderbolt/Thunder -Calm Mind -Recover/Roost If you don't need a Choice sweeper, Ho-oh can still use a Calm Minding set effectively. ----------------------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 @Leftovers EVs: 252 HP / 220 Def / 36 Spd Bold Nature -Psychic/Energy Ball -Recover -Heal Bell -Leech Seed 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, Energy Ball is also an option. Celebi @Leftovers EVs: 252 HP / 84 Def / 168 Spd Timid Nature -Psychic/Energy Ball -Calm Mind -Recover -Baton Pass Another one of Celebi's talents is Baton Passing stat boosts. Calm Mind is quite effective since it boosts Celebi's own special stats. When you're ready, transfer those boosts to a special sweeping member of your team. Celebi @Leftovers EVs: 252 HP / 84 Def / 168 Spd Jolly Nature -Seed Bomb -Swords Dance -Recover -Baton Pass Surprise your opponent by Baton Passing Swords Dance boosts. The physical attackers on your team will greatly appreciate it. Celebi @Choice Specs EVs: 4 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. You can also Trick your Specs if a wall like Blissey tries to switch in. Celebi @Life Orb EVs: 84 HP / 252 SAtk / 168 Spd Timid Nature -Psychic -Grass Knot/Recover -Hidden Power [Fighting/Fire]/Earth Power -Calm Mind Celebi doesn't need to Baton Pass its Special Attack boosts away. It can use them to sweep instead. The attack choices are similar to the Specs set, but you can use Recover to heal away the Life Orb damage. -----------------------SCEPTILE------------------------ Type: Grass Ability: Overgrow Base Stats: 70 HP / 85 Atk / 65 Def / 105 SAtk / 85 SDef / 120 Spd Pros: Excellent speed (fastest Grass type), great Sp. Attack, good movepool in both physical and special attacks Cons: Rather frail Sceptile @Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Energy Ball -Leech Seed -Substitute -Dragon Pulse/Hidden Power [Fire/Ice] The popular SubSeeder set from Advance is back. Sub + Leech Seed can drive your opponents mad while 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 as well). Sceptile @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Leaf Storm -Dragon Pulse -Focus Blast -Energy Ball/Grass Knot/Hidden Power [Fire/Ice] The fastest Grass is now ready to hit harder than ever before with this set. Leaf Storm is your hit-and-run move and you can use a second Grass attack if you don't want the Sp. Attack drop. Dragon Pulse (or HP Ice) for Dragons, Focus Blast for Steels and Blissey, HP Fire for other Grass types. Sceptile @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Leaf Blade -Dragon Claw -Earthquake/Thunderpunch -Swords Dance A lot of Sceptile's good moves have turned physical and Leaf Blade has become much stronger. 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. Sceptile @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Leaf Blade -Dragon Claw -Thunderpunch -Earthquake/Focus Punch Here's another physical set using Choice Band. If you're good at prediction, you could give Focus Punch a try since it's much stronger than Earthquake and does the same damage as a supereffective Thunderpunch. ----------------------BLAZIKEN------------------------ Type: Fire/Fighting Ability: Blaze 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, frail defenses, outclassed by Infernape Blaziken @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Flare Blitz -Sky Uppercut -Stone Edge -Swords Dance Infernape is now better than Blaziken due to its Speed. Blaziken can still sweep normally, but the Fire monkey just does this better. Anyways, the goal is simple. Swords Dance up and hit opponents with your strong STABed moves. Flying-types get a taste of Stone Edge. Blaziken @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Flare Blitz -Sky Uppercut -Stone Edge -Thunderpunch Another sweeper set, only this time with a Choice Item. Again, simple to use. Blaziken @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Substitute/Endure -Reversal -Blaze Kick -Swords Dance Ah, here we go. Two things Blaziken can do that Infernape can't do are Baton Pass and Reversal. This is a traditional Reversal set. Your Blaze ability is handy in this case since it will boost Blaze Kick's power once you're at low health. Blaziken @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Agility -Substitute/Swords Dance -Blaze Kick/Focus Punch -Baton Pass Pure BP Blaziken. It can pass Agility, Subs, and Swords Dance boosts all around. If you're using Substitute, you can couple it with Focus Punch for another nice combo. -----------------------SWAMPERT------------------------ Type: Water/Ground Ability: Torrent 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: 240 HP / 58 Atk / 212 Def Impish Nature -Earthquake -Avalanche -Waterfall/Stone Edge -Stealth Rock/Protect Swampert is a great bulky Water that does a good job at both defense and offense. Earthquake is your main move here and Avalanche hits things resistant to Ground (like Flying and Grass types). Waterfall is good for a second STAB move, but Stone Edge allows you to counter Gyarados. Stealth Rock is always a good option for your last move Swampert @Leftovers EVs: 240 HP / 58 SAtk / 212 Def Relaxed Nature -Earthquake -Ice Beam -Surf/Hydro Pump -Stealth Rock/Protect/Hidden Power [Electric] MixPert is an old set from Advance and uses both physical and special moves. The advantage to this set is that it can hit foes like Rhyperior 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. It also gives you a chance to use HP Electric, effective against Gyarados. Swampert @Leftovers EVs: 240 HP / 58 Atk / 212 Def Impish/Relaxed Nature -Earthquake -Avalanche/Ice Beam/Stone Edge -Rest -Sleep Talk Rest lets Swampert last much longer and Sleep Talk lets it still attack while slumbering. Swampert @Leftovers EVs: 252 HP / 172 Def / 86 SDef Careful Nature -Earthquake -Avalanche -Curse -Rest/Waterfall/Hydro Pump Swampert can use a Cursing set if you wish. Rest up if you take too much damage while using Curse, but that will leave you vulnerable to special attacks. Use a Water attack for additional coverage. -----------------------MIGHTYENA----------------------- Type: Dark Ability: Intimidate/Quick Feet Base Stats: 70 HP / 90 Atk / 70 Def / 60 SAtk / 60 SDef / 70 Spd Pros: Gains physical Crunch, good Attack Cons: Overall mediocre stats, limited movepool Mightyena @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Crunch -Fire Fang -Ice Fang -Thunder Fang Mightyena is glad that Crunch finally became a physical attack. Its Attack is pretty good, so go ahead and use this Choice Band set. Mightyena @Toxic Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Quick Feet -Facade -Crunch -Fire Fang -Protect/Howl This set takes advantage of its Quick Feet ability. Start with a reliable Protect or a helpful Howl. Toxic Orb will now activate and you'll be able to outspeed a lot of Pokemon in NU and hit them hard. -----------------------LINOONE------------------------- Type: Normal Ability: Pick-Up/Gluttony Base Stats: 78 HP / 70 Atk / 61 Def / 50 SAtk / 61 SDef / 100 Spd Pros: Great new ability, high Speed Cons: Mediocre Attack, frail defenses, limited movepool Linnone @Salac Berry EVs: 80 HP / 252 Atk / 178 Spd Adamant Nature Ability: Gluttony -Return -Shadow Claw -Iron Tail -Belly Drum Gluttony is a great ability that really lets the Belly Drumming set take off. With one Belly Drum, you'll be all maxed out and ready to sweep. Iron Tail is for defensive Rock types. Linoone @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Return -Shadow Claw -Iron Tail -Trick A standard, simple Choice Band set. Linoone has Trick too, which makes it more special than your average CBer. -----------------------BEAUTIFLY----------------------- Type: Bug/Flying Ability: Swarm 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, can't even learn a sleep move like Butterfree Beautifly @Choice Specs/Focus Sash EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature -Bug Buzz -Energy Ball -Shadow Ball -Psychic/Stun Spore It has a nice Sp. Attack, but terrible speed combined with terrible defenses mean you'll be lucky if you can kill anything at all. -----------------------DUSTOX-------------------------- Type: Bug/Poison Ability: Shield Dust Base Stats: 60 HP / 50 Atk / 70 Def / 50 SAtk / 90 SDef / 65 Spd Pros: Good Sp. Defense Cons: Terrible stats overall, limited movepool, may as well be the worst Bug in the game Dustox @Choice Specs/Focus Sash EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Bug Buzz -Sludge Bomb -Shadow Ball -Energy Ball/Toxic It doesn't even have good Sp. Attack, so it'll be a miracle if you can KO any opponent. -----------------------LUDICOLO----------------------- Type: Water/Grass Ability: Swift Swim/Rain Dish Base Stats: 80 HP / 70 Atk / 70 Def / 90 SAtk / 100 SDef / 70 Spd Pros: Good Sp. Defense, good type combo, good counter to enemy Water types Cons: Limited special movepool Ludicolo @Damp Rock/Leftovers EVs: 154 HP / 252 SAtk / 104 Spd Modest Nature Ability: Swift Swim -Rain Dance -Hydro Pump/Surf -Ice Beam -Energy Ball/Grass Knot The Swift Swim sweeper, which is simple to understand. Rain Dance, get the speed boost, 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 is bad, so use Surf if you don't want to take risks. For your Grass move, choose Energy Ball for consistent damage or Grass Knot for more power on heavy Water types like Milotic and Swampert. Ludicolo @Leftovers EVs: 252 HP / 38 SAtk / 220 SDef Calm Nature -Surf -Ice Beam -Leech Seed -Protect/Toxic The more defensive set. Leech Seed is the key move here and you can pair it with Protect to stall and heal some more HP. Or you can use Toxic for additional damage. -----------------------SHIFTRY------------------------- Type: Grass/Dark Ability: Early Bird/Chlorophyll 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 @Heat Rock/Life Orb Mild/Rash Nature Ability: Chlorophyll -Sunny Day -Solarbeam -Hidden Power [Fire/Ice] -Explosion A pretty standard Sunny Day set. HP Fire gets a boost in the sun, but HP Ice can hit Dragons who are resistant to both Grass and Fire. Explosion when you are at the end of your line or want to give Blissey a surprise parting gift. Shiftry @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature -Nasty Plot -Dark Pulse -Energy Ball/Grass Knot -Hidden Power[Fire/Ice] Nasty Plot and sweep. Energy Ball does consistent damage, but Grass Knot has more power against the heavier opponents that you often see in OU. Shiftry @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Mild/Rash Nature -Leaf Storm -Dark Pulse -Hidden Power[Fire/Ice] -Energy Ball/Grass Knot/Explosion The no-setup-needed Choice Specs set. Leaf Storm will do a ton of damage, but if you want a second Grass move that doesn't lower Sp. Atk, then choose it as your fourth move. ----------------------SWELLOW-------------------------- Type: Normal/Flying Ability: Guts 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 A good lead for your team. Protect the first turn to activate Flame Orb and check what your opponent does. Use your boosted Facade on opponents with weak Defense, or Brave Bird if they're a Ghost type. U-Turn out if Swellow can't handle something. Swellow @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Return/Double-Edge -Brave Bird -U-Turn -Facade/Quick Attack Typical Choice Band set. It works somewhat like the first set, except you're obviously limited to one move. The advantage is that you can switch in to a Toxic or Will-o-wisp and gain another Attack boost on top of your CB boost. Swellow @Liechi Berry EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Aerial Ace -Substitute -Endeavor -Return/Baton Pass Substitute down to 1 HP and activate your Liechi Berry. From there, Baton Pass to one of your physical sweeping teammates or kill the enemy yourself if they are weak to Flying. Endeavor can be used as a last resort move, since Swellow isn't meant to last long. ----------------------PELIPPER------------------------- Type: Water/Flying Ability: Keen Eye 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 Modest Nature -Surf -Knock Off -Ice Beam/Roost -Toxic/Hidden Power [Electric]/Shock Wave Pelipper isn't much, but in NU, it can at least make a decent defender. Knock Off is a useful move and Toxic can help in weakening things. You can also go with an Electric attack for enemy Water types. Pelipper @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Surf -Ice Beam -Air Slash -Hidden Power [Electric]/Shock Wave Its Sp. Attack is workable and it learns just enough Special moves to make into a Choice Specs set. ---------------------GARDEVOIR------------------------- Type: Psychic Ability: Trace/Synchronize Base Stats: 68 HP / 65 Atk / 65 Def / 125 SAtk / 115 SDef / 80 Spd Pros: Excellent Sp. Attack and Sp. Defense, wide variety of status moves and special attacks. Cons: low HP and Defense, mediocre Speed Gardevoir @Leftovers EVs: 252 HP / 136 Def / 18 SAtk / 104 Spd Modest Nature Ability: Trace -Psychic -Thunderbolt/Grass Knot -Calm Mind -Hypnosis/Will-o-wisp Special sweeping set. Calm Mind up and hit opponents with Psychic. Thunderbolt gives you extra coverage against opponents that may be resistant to Psychic (especially Water types like Slowbro or Starmie). Grass Knot is a major help against Tyranitar. Status moves are also effective for crippling opponents. Gardevoir @Leftovers EVs: 252 HP / 136 Def / 92 SDef / 28 Spd Modest Nature Ability: Trace -Psychic -Wish -Thunderbolt/Grass Knot -Hypnosis/Will-o-wisp With Wish and a couple of status moves, Gardevoir can do a good job at supporting the team. Gardevoir @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Psychic -Thunderbolt/Grass Knot -Shadow Ball -Focus Blast/Hidden Power [Fighting/Fire] She's no Alakazam, but Gardevoir still has very high Sp. Attack and plenty of special sweeping options to go around. ---------------------MASQUERAIN------------------------ Type: Bug/Flying Ability: Intimidate 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 @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Bug Buzz -Hydro Pump -Air Slash -Ice Beam Masquerain learns better special moves than most Bug/Flying Pokemon, but unfortunately, it's just too slow and its Sp. Attack isn't that great. Still, being able to KO Rock and Fire types with Hydro Pump is pretty nice. Masquerain @Leftovers/Petaya Berry EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Agility -Baton Pass -Bug Buzz -Substitute/Hydro Pump Agility up and Baton Pass the speed boost to a team mate. You can also try to pass a Substitute or use Sub to activate a Petaya Berry and get a Sp. Attack boost. ---------------------BRELOOM--------------------------- Type: Grass/Fighting Ability: Effect Spore/Poison Heal Base Stats: 60 HP / 130 Atk / 80 Def / 60 SAtk / 60 SDef / 70 Spd Pros: Excellent Attack, learns Spore, Poison Heal ability, improved physical movepool Cons: 4x Flying weakness, mediocre speed Breloom @Toxic Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Poison Heal -Spore -Focus Punch -Stone Edge -Seed Bomb/Mach Punch Breloom now has a couple of new physical moves and a great new ability to go along with its famous SporePunch combo. Most Flying types won't be able to switch in easily anymore thanks to Stone Edge. Seed Bomb is useful for a second STAB move while Mach Punch can finish off a weakened opponent (and OHKOs Weavile) Breloom @Toxic Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Poison Heal -Spore -Focus Punch -Substitute -Leech Seed This moveset can be quite devastating. Breloom can use Substitute as much as it wants since it will heal the HP loss through Poison Heal and Leech Seed. While that is going on, Breloom can put opponents to Sleep or smack them with a Focus Punch. Breloom @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Poison Heal -Sky Uppercut -Stone Edge -Seed Bomb -Mach Punch This set emphasizes on Breloom's massive Attack and makes it even more powerful due to Choice Band. ---------------------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 -Focus Punch/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. ---------------------NINJASK--------------------------- Type: Bug/Flying Ability: Speed Boost Base Stats: 61 HP / 90 Atk / 45 Def / 50 SAtk / 50 SDef / 160 Spd Pros: Incredible Speed, one of the best Baton Passers in the game. Cons: Very frail, 4x Stealth Rock weakness Ninjask @Leftovers/Liechi Berry EVs: 60 HP / 252 Atk / 198 Spd Adamant 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. Ninjask @Focus Sash EVs: 60 HP / 252 Atk / 198 Spd Adamant Nature -Swords Dance -X-Scissor -Protect -Baton Pass Ninjask has a new way of Baton Passing. With Focus Sash, you can survive any attack while you Swords Dance. Then Protect if you want an extra Speed boost and Baton Pass when you're ready. Ninjask @Choice Band EVs: 4 HP / 252 Atk / 252 Spd Adamant Nature -X-Scissor -Aerial Ace -Night Slash -U-Turn It actually makes a pretty decent sweeper since it's sure to outspeed almost every opponent you'll face. It has a limited movepool though, so U-Turn out when you can't handle the opponent. ---------------------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: 252 Atk / 252 Spd Adamant Nature -Shadow Claw/Shadow Sneak -X-Scissor -Will-o-wisp -Swords Dance Use Swords Dance Shedinja at your own risk since even with Wonder Guard, there are still many things that can kill you. Choose Shadow Claw for power or Shadow Sneak to bypass your terrible Speed. Will-o-wisp cripples physical attacking counters. Shedinja @Choice Band EVs: 252 Atk / 252 Spd Adamant Nature -Shadow Claw -X-Scissor -Aerial Ace -Shadow Sneak Slightly easier to use than the Choice Bander, since you're not setting up. However, no Focus Sash or Lum Berry means you'll die more easily. ---------------------EXPLOUD--------------------------- Type: Normal Ability: Soundproof Base Stats: 104 HP / 91 Atk / 63 Def / 91 SAtk / 63 SDef / 68 Spd Pros: Good HP, Atk, and Defense, great movepool Cons: Slow speed and frail defenses make it unable to sweep effectively Exploud @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature -Return/Body Slam -Earthquake -Howl -Crunch/Overheat Howl is Exploud's only way of increasing its Attack, so use it when you have the chance. Return is the standard attack for most Normal sweepers, but Body Slam's paralysis can make up for Exploud's low speed. Exploud can learn Overheat, which can be very useful against Steel walls like Skarmory or Bronzong. Exploud @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Return/Body Slam -Earthquake -Crunch -Overheat Typical hard hitting Choice Band set. Exploud @Choice Specs EVs: 6 HP / 252 Atk / 252 Spd Modest Nature -Hyper Voice -Shadow Ball -Surf -Focus 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 Focus Blast for Steels. ---------------------HARIYAMA-------------------------- Type: Fighting Ability: Thick Fat/Guts Base Stats: 144 HP / 120 Atk / 60 Def / 40 SAtk / 60 SDef / 50 Spd Pros: Amazing HP, excellent Attack Cons: Low Speed Hariyama @Leftovers EVs: 252 Atk / 212 Def / 44 Spd Adamant Nature Ability: Thick Fat -Substitute -Focus Punch -Stone Edge -Knock Off Hariyama has plenty of HP to make a huge Substitute. While its behind the big fat Sub, it can safely use Focus Punch. Stone Edge for Flyers and Knock Off is useful for disabling an opponent's item. Hariyama @Leftovers EVs: 86 HP / 172 Atk / 252 Def Impish Nature Ability: Guts -Cross Chop -Stone Edge -Rest -Sleep Talk Hariyama can last a pretty long time with its high HP so use the RestTalk set to make it last even longer. Guts boosts your Attack while you sleep and Sleep Talk lets you hit opponents even while you doze off. Hariyama @Choice Band EVs: 252 Atk / 212 Def / 44 Spd Adamant Nature Ability: Guts -Cross Chop -Stone Edge -Ice Punch -Thunderpunch It makes a sturdy Choice Bander and Guts let's it absorb status to make it even stronger. Hariyama @Leftovers EVs: 86 HP / 172 Atk / 252 Def Impish Nature Ability: Thick Fat -Cross Chop -Stone Edge -Knock Off -Whirlwind A support based Hariyama. 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 Spikes or Stealth Rock on their team. ---------------------DELCATTY-------------------------- Type: Normal Ability: Cute Charm/Normal Skin Base Stats: 70 HP / 65 Atk / 65 Def / 55 SAtk / 55 SDef / 70 Spd Pros: Diverse movepool Cons: Overall stats are mediocre or terrible, abilities are rather useless Delcatty @Leftovers EVs: 252 HP / 6 Atk / 252 Spd Jolly Nature Ability: Cute Charm -Return/Body Slam -Calm Mind -Substitute -Baton Pass With those stats, it can't do much, but at least it can Baton Pass. Delcatty @Leftovers EVs: 252 HP / 6 Atk / 252 Spd Jolly Nature Ability: Normal Skin -Thunder Wave -Return -Heal Bell -Wish Support Delcatty. Normal Skin lets you paralyze Ground types with Thunder Wave, which is pretty cool. Delcatty can also use Wish or Heal Bell, though many better Normal types can also use those moves. ---------------------SABLEYE--------------------------- Type: Ghost/Dark Ability: Keen Eye/Stall Base Stats: 50 HP / 75 Atk / 75 Def / 65 SAtk / 65 SDef / 50 Spd Pros: No weaknesses, diverse support movepool Cons: Overall poor stats, pretty useless abilites, completely outclassed by Spiritomb Sableye @Leftovers EVs: 252 HP / 128 Def / 128 SDef Careful/Impish Nature -Seismic Toss/Night Shade -Will-o-wisp -Knock Off -Recover Sableye's standard moveset involves Burning opponents with Will-o-wisp and Knocking Off their items. Recover keeps it alive while Seismic Toss/Night Shade let it deal consistent damage without having to use Attack or Sp. Attack EVs. Sableye @Leftovers EVs: 252 HP / 252 SAtk / 6 Spd Modest Nature -Dark Pulse/Shadow Ball -Hidden Power [Fighting] -Nasty Plot -Recover Sableye isn't much of a special sweeper, but it still learns Nasty Plot and can deal some damage in NU or UU. ---------------------MAWILE---------------------------- Type: Steel Ability: Intimidate/Hyper Cutter Base Stats: 50 HP / 85 Atk / 85 Def / 55 SAtk / 55 SDef / 50 Spd Pros: Intimidate, pretty good Attack and Defense 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, good Defense, and many resistances let it switch in easily on many physical attackers. Swords Dance up and Baton Pass the boosts is the main strategy. Taunt prevents it from getting phazed. Mawile @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Hyper Cutter -Iron Head -Focus Punch -Crunch/Sucker Punch -Swords Dance It has above average Attack and can boost it with Swords Dance. Iron Head for STAB and Focus Punch for enemy Steels. A Dark move like Crunch can offer additional coverage, but if you can predict an attack, you can strike first with Sucker Punch. That will at least bypass your low Speed. Mawile @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Hyper Cutter -Iron Head -Focus Punch -Crunch/Sucker Punch -Fire Fang A simple Choice Bander set. Fire Fang lets you hit Bronzong and Skarmory, though you shouldn't use Mawile in OU. ---------------------AGGRON---------------------------- Type: Steel/Rock Ability: Rock Head/Sturdy Base Stats: 70 HP / 110 Atk / 180 Def / 60 SAtk / 60 SDef / 50 Spd Pros: Great Attack and amazing Defense, large number of resistances Cons: 4x Fighting and Ground weakness (which are two of the most attack types) Aggron @Choice Band EVs: 252 HP / 252 Atk / 6 Def Adamant Nature -Stone Edge -Earthquake/Focus Punch -Iron Head -Avalanche Aggron is a great UU sweeper that can still wall a lot of things. Stone Edge and Earthquake cover the majority of opponents. Focus Punch can be used over it if you happen to be good at prediction. Iron Head for a second STAB and Avalanche to hit Ground types. Aggron @Leftovers EVs: 252 HP / 252 Atk / 6 Def Impish Nature -Stone Edge/Rock Slide -Focus Punch -Substitute -Thunder Wave Paralyze your opponents with T-Wave and set up a Sub (you can also do it the other way around). Your opponent's Speed will be hampered and you can attack with Focus Punch or a Rock attack. Aggron @Leftovers/Focus Sash EVs: 252 HP / 252 Atk / 6 Def Brave/Relaxed Nature -Metal Burst -Taunt/Protect -Stone Edge -Earthquake/Focus Punch Aggron is one of only two Pokemon to learn Metal Burst (the other being Bastiodon). 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. ---------------------MEDICHAM-------------------------- Type: Fighting/Psychic Ability: Pure Power 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 -Hi Jump Kick/Brick Break -Psycho Cut -Thunderpunch -Ice Punch 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 Brick Break if you don't want this to happen. Psycho Cut is another great physical STAB, while Thunderpunch and Ice Punch take care of all the Flying types you'll face. Medicham @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Reversal -Psycho Cut -Ice Punch/Thunderpunch -Endure/Substitute Medicham makes a great Reversaler, but it even with a Salac, it still needs a Jolly Nature in order to outspeed many Choice Scarfed opponents. ---------------------MANECTRIC-------------------------- Type: Electric Ability: Static/Lightning Rod Base Stats: 70 HP / 75 Atk / 60 Def / 105 SAtk / 60 SDef / 105 Spd Pros: Now gets fire attacks, good Sp. Atk/Speed Cons: Special movepool is still severely lacking Manectric @Petaya Berry/Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Static -Thunderbolt -Flamethrower -Substitute/Charge Beam -Hidden Power [Ice/Grass] The new addition of Flamethrower is a great improvement to Manectric's otherwise limited movepool. You can use Substitute to get a Petaya Boost, or try to boost your Sp. Attack by using Charge Beam. ---------------------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 EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Thunderbolt -Substitute -Nasty Plot/Agility -Baton Pass 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 your Berry. Plusle/Minun @Salac Berry/Petaya Berry EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Thunderbolt -Hidden Power [Ice] -Grass Knot -Substitute Substitute has the same purpose as described above, but this set is far more offensive. HP Ice and Grass Knot take care of various Ground types. ---------------------VOLBEAT---------------------------- Type: Bug Ability: Swarm/Illuminate Base Stats: 65 HP / 73 Atk / 55 Def / 47 SAtk / 75 SDef / 85 Spd Pros: The only Pokemon that can Baton Pass Tail Glow Cons: Overall mediocre stats Volbeat @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Swarm -U-Turn -Zen Headbutt -Focus Punch -Trick Volbeat has average Attack at best, so don't expect to do a ton of damage, even when Choice Banded. But it can Trick the CB onto opponents, which is interesting at least. Volbeat @Leftovers EVs: 252 HP / 6 Def / 252 Spd Timid Nature -Tail Glow -Baton Pass -Substitute/Bug Buzz -Thunderbolt 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. ---------------------ILLUMISE------------------------- Type: Bug Ability: Oblivious/Tinted Lens Base Stats: 65 HP / 47 Atk / 55 Def / 73 SAtk / 75 SDef / 85 Spd Pros: Tinted Lens Cons: Overall mediocre stats Illumise @Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Tinted Lens -Bug Buzz -Thunder Wave -Wish -Charm/Growth Illumise can make a decent support Pokemon by paralyzing foes and healing the team. Charm annoys physical attackers while Growth increases her own Sp. Attack Illumise @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Tinted Lens -Bug Buzz -Shadow Ball -Thunder -Giga Drain/Hidden Power [Fire] The special counterpart of Volbeat, Illumise has a decent special movepool to exploit. Tinted Lens means that almost nothing will resist her Bug Buzz (at least not in NU). ---------------------SWALOT-------------------------- Type: Poison Ability: Liquid Ooze/Sticky Hold 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 / 252 Atk / 6 Def Impish Nature -Gunk Shot -Counter -Earthquake -Explosion With high HP and above average Defense, it can survive more physical assaults than you'd expect. This makes it good at Countering stuff. Swalot @Leftovers EVs: 252 HP / 74 Atk / 184 Def Careful Nature -Gunk Shot -Earthquake -Curse -Pain Split/Explosion 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 alive instead of blowing it up. Swalot @Choice Band Adamant Nature EVs: 252 HP / 252 Atk / 6 Spd -Gunk Shot -Earthquake -Explosion -Fire Punch Similar moves to the previous sets, except this is less defensive and more offensive. Swalot @Choice Specs Modest Nature EVs: 252 HP / 252 SAtk / 6 Spd -Sludge Bomb -Ice Beam -Giga Drain -Hidden Power [Fire] Swalot has a great special movepool and its Sp. Attack is equal to its Attack. This means it can do a pretty decent job at special attacking. Ice Beam and Giga Drain take care of Ground types, HP Fire for Steels. ---------------------SHARPEDO------------------------ Type: Water/Dark Ability: Rough Skin Base Stats: 70 HP / 120 Atk / 40 Def / 95 SAtk / 40 SDef / 95 Spd Pros: Great Attack and good Speed Cons: Very frail defenses Sharpedo @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Crunch/Night Slash -Waterfall -Earthquake -Aqua Jet/Ice Fang Sharpedo is a fearsome UU sweeper with its excellent Attack and good Speed, plus a variety of physical moves. Aqua Jet finishes off weakened foes while Ice Fang is for Altaria and Grass types. Sharpedo @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Hydro Pump/Surf -Dark Pulse -Ice Beam -Hidden Power [Electric] Sharpedo's special side is lower than its physical, but it still makes a good Choice Specs sweeper. HP Electric lets it hit opponent Water types. ---------------------WAILORD------------------------- Type: Water Ability: Water Veil/Oblivious Base Stats: 170 HP / 90 Atk / 45 Def / 90 SAtk / 45 SDef / 60 Spd Pros: Incredible HP Cons: Slow, very low defenses Wailord @Leftovers EVs: 138 Atk / 120 Def / 252 SDef Careful Nature Ability: Water Veil -Curse -Earthquake -Avalanche -Rest/Waterfall Wailord could use better Defense and is already pretty slow, so a Curse set is viable. Wailord @Leftovers EVs: 98 Def / 252 SAtk / 160 SDef Bold Nature -Water Spout -Ice Beam -Rest -Sleep Talk Kyogre uses a set similar to this and does it way better, but at least Wailord isn't banned from standard play. The goal is to keep yourself healthy with Rest while you attack with a powerful Water Spout. Wailord @Choice Band EVs: 6 HP / 252 Atk / 252 Def Adamant Nature -Waterfall -Avalanche -Earthquake -Selfdestruct Wailord can put its Attack to nice use with a Choice Band set. Plus the idea of an exploding whale is always awesome. ---------------------CAMERUPT------------------------ Type: Ground/Fire Ability: Magma Armor/Solid Rock 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 @Choice Specs EVs: 252 HP / 252 SAtk / 6 Def Modest Nature Ability: Solid Rock -Overheat -Earth Power -Hidden Power [Ice/Electric] -Lava Plume/Flamethrower Camerupt has great Sp. Attack and a Choice Specs boosted Overheat can do a ton of damage. HP Ice takes care of Dragons while HP Electric is for Water-types. Camerupt @Choice Band EVs: 252 HP / 252 Atk / 6 Def Adamant Nature Ability: Solid Rock -Earthquake -Stone Edge -Overheat -Explosion A powerful Choice Bander with a STABed Overheat to KO physical walls like Skarmory and Bronzong. Camerupt @Leftovers/Life Orb EVs: 252 HP / 252 SAtk / 6 Def Brave Nature Ability: Solid Rock -Eruption -Earthquake -Hidden Power [Ice] -Stone Edge/Explosion This set should only be used on a Trick Room team, and once you get that set up, Camerupt can attack before most other opponents. This lets it use a powerful Eruption that can deal major damage to most opponents. Rock and Fire types get hit with Earthquake and Dragons get hit with HP Ice. Stone Edge handles foes like Gyarados while Explosion lets you heavily damage one more opponent before you go out. ---------------------TORKOAL------------------------- Type: Fire Ability: White Smoke Base Stats: 70 HP / 85 Atk / 140 Def / 85 SAtk / 70 SDef / 20 Spd Pros: Amazing Defense Cons: Very slow, weaknesses to common types Torkoal @Leftovers EVs: 252 HP / 192 Def / 64 SAtk Bold Nature -Lava Plume/Flamethrower -Rest -Sleep Talk -Toxic/Rapid Spin Torkoal does a nice job of taking physical hits, so a RestTalk set lets it last and potentially support the team. Toxic impairs the Water types that often switch into it and Rapid Spin clears annoying Stealth Rock/Spikes. Lava Plume is nice for a chance to Burn while Flamethrower will do more damage. Torkoal @Choice Specs EVs: 252 HP / 6 Def / 252 SAtk Modest Nature -Overheat -Hidden Power [Ice/Grass] -Sludge Bomb -Flamethrower/Lava Plume It's the slowest Choice Specs user out there, but at least its Sp. Attack isn't as bad as its Speed. HP Ice for Dragons or HP Grass for Waters, Sludge Bomb for additional coverage ---------------------GRUMPIG------------------------- Type: Psychic Ability: Thick Fat/Own Tempo Base Stats: 80 HP / 45 Atk / 65 Def / 90 SAtk / 110 SDef / 80 Spd Pros: Great Sp. Defense, makes a great UU special wall Cons: Outclassed by other Psychic types as a sweeper Grumpig @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature Ability: Thick Fat -Psychic -Shadow Ball -Focus Blast/Energy Ball -Trick Grumpig is one of several Psychic types that can hit hard with special moves and Trick a Choice Specs onto any opponent that gives them trouble (especially Blissey). Grumpig @Leftovers EVs: 252 HP / 80 Def / 176 SDef Modest Nature Ability: Thick Fat -Psychic -Shadow Ball -Calm Mind -Substitute/Focus Blast Calm Mind, Thick Fat, and a high Sp. Defense mean Grumpig can take special hits very well. Sub prevents status and can give it an extra turn to set up, while Focus Blast prevents Darks from ruining your day. ---------------------SPINDA-------------------------- Type: Normal Ability: Own Tempo/Tangled Feet 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 @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Double-Edge -Focus Punch -Faint Attack/Fake Out -Trick The goal of this set is more to Trick your Choice item onto the opponent rather than to deal damage, since Spinda's Attack is just awful. Spinda @Leftovers/Focus Sash EVs: 252 HP / 6 Def / 252 Spd Jolly Nature -Hypnosis -Calm Mind -Taunt -Baton Pass Since Spinda can't really hurt anything, it might as well try to support the team. Put foes to sleep with Hypnosis while you Calm Mind up and Baton Pass the boosts. Taunt any attempts to phaze you away. Spinda @Focus Sash EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature -Counter -Return -Faint Attack -Focus Punch Spinda's bad Defense actually comes in handy here. Allow the opponent to hit you while you counter back their attack. If they won't attack you directly, hit them with a Focus Punch. ---------------------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 @Life Orb EVs: 6 Atk / 252 Atk / 252 Spd Adamant/Jolly Nature -Earthquake -Dragon Claw -U-Turn -Roost Roost, U-Turn, and Levitate all set Flygon apart from Garchomp. For this set, hit things with whatever move is most effective while using Roost to recover damage you have taken (as well as Life Orb's recoil). Use U-Turn for a quick escape from Pokemon that threaten you. Flygon @Choice Band EVs: 6 Atk / 252 Atk / 252 Spd Adamant/Jolly Nature -Earthquake -Outrage -Stone Edge/Fire Punch/Fire Blast -U-Turn Flygon was an effective CBer in the Advance era and it's still a nice CBer in D/P. The combination of STAB Earthquake and Outrage can 2HKO just about every thing in the game. A Fire attack is needed for a quick kill on Skarmory, Bronzong, and FoOrretress. Flygon @Choice Scarf EVs: 252 Atk / 120 SAtk / 138 Spd Adamant/Jolly Nature -Earthquake -Stone Edge -U-Turn -Outrage This set may look similar to the CB set, but it's actually quite different. Choice Scarf lets you outspeed many opponents, including other Choice Scarfers. ---------------------CACTURNE------------------------ Type: Grass/Dark Ability: Sand Veil 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 EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature -Substitute -Focus Punch -Leech Seed -Sucker Punch Substitute is the key to this set. With a Sub up, you can safely use Focus Punch and annoy the opponent with Leech Seed. It also forces your opponent to attack you to break your Sub, and when that happens, you can Sucker Punch them in their face. Cacturne @Choice Specs EVs: 252 HP / 252 SAtk / 6 Spd Modest Nature -Grass Knot -Dark Pulse -Focus Blast -Hidden Power [Ice] Cacturne has excellent Sp. Attack and though it's very slow, you can still use a hit-and-run Choice Specs set. Grass Knot and Dark Pulse for STAB, Focus Blast hits Steel types and HP Ice for Dragon, Flying, and Grass Pokemon. Cacturne @Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Lonely Nature -Counter -Sucker Punch -Seed Bomb -Swords Dance No need to worry about strong physical attacks when you have Focus Sash. Simply Counter the opponent's attack back or use that turn to Swords Dance and hit the opponent hard with a Sucker Punch. ---------------------ALTARIA------------------------- Type: Dragon/Flying Ability: Natural Cure 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 Altaria @Leftovers EVs: 252 HP / 138 Atk / 120 Def Adamant Nature -Dragon Claw -Earthquake -Roost/Rest -Sing/Heal Bell Altaria isn't the most offensive Dragon type, but it does do a good job of supporting the team. Roost and Rest keep it alive (Rest combines nicely with Natural Cure). You can put enemies to sleep with Sing or heal the team with Heal Bell. Altaria @Leftovers EVs: 72 HP / 252 Atk / 184 Spd Adamant Nature -Outrage -Earthquake -Dragon Dance -Roost/Rest Being the only UU Dragon type, Altaria can be a nice physical sweeper in that tier. Roost or Rest to heal yourself. Roost is more useful since Rest will force you to switch out, something you don't want to do after Dragon Dancing. But only Rest cures status effects and heals it to full health. ---------------------ZANGOOSE------------------------ Type: Normal Ability: Immunity Base Stats: 73 HP / 115 Atk / 60 Def / 60 SAtk / 60 SDef / 90 Spd Pros: Excellent Attack and good Speed Cons: Frail defenses, ability isn't very useful Zangoose @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Return -Shadow Claw -Close Combat -Swords Dance Swords Dance and sweep. Shadow Claw covers Ghosts and Close Combat covers Rocks and Steels. Zangoose @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Return -Shadow Claw -Close Combat -Quick Attack/Fire Punch A Choice sweeper set. You obviously don't need Quick Attack when holding the Scarf, so you can use Fire Punch to cover Skarmory and Bronzong. Zangoose @Salac Berry EVs: 40 HP / 252 Atk / 218 Spd Adamant Nature -Flail -Shadow Claw -Substitute/Endure -Swords Dance/Close Combat Standard Flail set. Swords Dance when you have the chance, but Close Combat prevents Steel types from walling you. ---------------------SEVIPER------------------------- Type: Poison Ability: Shed Skin 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/Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Poison Jab -Earthquake -Crunch -Glare Physical Seviper. Earthquake covers Steel and Rock types while Crunch takes care of Ghosts and Psychics. Glare makes up for Seviper's low speed. Seviper @Life Orb/Choice Specs EVs: 6 HP / 252 Atk / 252 Spd Modest Nature -Sludge Bomb -Flamethrower -Giga Drain -Dark Pulse/Glare Special Seviper has access to Flamethrower for Steel types and Giga Drain takes care of Grounds. Dark Pulse is for Psychics, but you may want to go for paralysis anyways. ---------------------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: 6 HP / 252 SAtk / 252 Spd Modest Nature -Calm Mind -Psychic -Hypnosis -Grass Knot/Ice Beam/Baton Pass Lunatone can make a nice special sweeper and also a good Baton Passer. Use Hypnosis to buy you time to use Calm Mind. Lunatone @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Psychic -Ice Beam -Grass Knot -Shadow Ball/Hidden Power [Fighting] Ice Beam has great type coverage, Grass Knot handles Water types, Shadow Ball for enemy Psychics, or HP Fighting for Darks and Steels. ---------------------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 @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Earthquake -Stone Edge -Explosion -Overheat/Fire Blast/Grass Knot Your standard CB set. A Fire attack is needed to kill Skarmory and Bronzong, or you can opt for Grass Knot to take care of Water types. Solrock @Leftovers EVs: 252 HP / 6 Atk / 252 Spd Jolly Nature -Stone Edge -Substitute/Earthquake -Rock Polish -Baton Pass While Lunatone is good at passing Calm Minds, Solrock can pass Speed. It can also use the Speed Boost to get the jump on faster enemies that can normally defeat it. ---------------------WHISCASH------------------------ Type: Water/Ground Ability: Oblivious/Anticipation Base Stats: 110 HP / 78 Atk / 73 Def / 76 SAtk / 71 SDef / 60 Spd Pros: High HP Cons: Overall mediocre stats, outclassed by other Water/Grounds (Swampert, Quagsire, and Gastrodon) Whiscash @Leftovers EVs: 252 HP / 6Atk / 252 Spd Impish/Relaxed Nature Ability: Anticipation -Earthquake -Waterfall/Surf -Stone Edge -Amnesia/Toxic It makes a decent bulky Water for UU/NU tiers. Earthquake and a Water attack for STAB while Stone Edge covers Flying types. Amnesia lets it take special hits while Toxic is just there to weaken opponents down. Whiscash @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Anticipation -Waterfall -Stone Edge -Earthquake -Zen Headbutt Choice Bander set. Zen Headbutt is partially filler, but it's also supereffective against all the Grass/Poison types out there. ---------------------CRAWDAUNT----------------------- Type: Water/Ground Ability: Hyper Cutter/Shell Armor Base Stats: 63 HP / 120 Atk / 85 Def / 90 SAtk / 55 SDef / 55 Spd Pros: Excellent Attack Cons: Slow, outclassed by Kingler Crawdaunt @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Hyper Cutter -Crabhammer -Night Slash/Crunch -Aerial Ace -Superpower Crawdaunt can do some serious damage in UU/NU with its physical STAB attacks. Aerial Ace handles both Grass and Fighting types. Superpower can be useful in a pinch. Crawdaunt @Life Orb EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Hyper Cutter -Crabhammer -Night Slash/Crunch -Aerial Ace -Swords Dance Crawdaunt can also sweep with Swords Dance, though you should wait until later in the game before setting up. ---------------------CLAYDOL------------------------- Type: Ground/Psychic Ability: Levitate Base Stats: 60 HP / 70 Atk / 105 Def / 70 SAtk / 120 SDef / 75 Spd Pros: Great support movepool, learns Rapid Spin and is immune to Spikes and resistant to Stealth Rock. Cons: Pursuit weakness Claydol @Leftovers EVs: 252 HP / 108 Def / 96 SAtk / 52 SDef Bold Nature -Earth Power -Ice Beam -Reflect/Light Screen -Rapid Spin Claydol does a great job of supporting the team. Rapid Spin is a very useful move and Claydol can also cut the damage your opponent does by setting up a protective shield. ---------------------CRADILY------------------------- Type: Grass/Rock Ability: Suction Cups 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 / 252 Atk / 6 Def Adamant Nature -Stone Edge -Earthquake -Swords Dance -Recover Standard Swords Dance set, but Cradily's point of interest comes from its ability. With Suction Cups, it doesn't fear beng phazed away while it uses Swords Dance. Cradily @Leftovers EVs: 252 HP / 164 Def / 94 SDef Careful Nature -Stone Edge -Earthquake/Stealth Rock -Toxic -Recover Cradily makes a nice wall and supporter, and it does this even better in the Sandstorm. It can set up a Stealth Rock, use Toxic to force switches, and Recover to keep itself alive for a long time. ---------------------ARMALDO------------------------- Type: Bug/Rock Ability: Battle Armor Base Stats: 75 HP / 125 Atk / 100 Def / 70 SAtk / 80 SDef / 45 Spd Pros: High Attack, good Defense Cons: Very slow Armaldo @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature -Rock Blast/Stone Edge -X-Scissor -Earthquake -Swords Dance Swords Dance up, then sweep. Stone Edge is for powerful, but Rock Blast can hit through Substitutes. X-Scissor for Grass types. Armaldo @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature -Rock Blast/Stone Edge -X-Scissor -Earthquake -Knock Off Armaldo has great Attack and Choice Band increases that even more. Its physical movepool isn't the greatest, but its last move slot can be filled by Knock Off. This can come in handy for messing up Pokemon that depend on their items. --------------------MILOTIC--------------------------- Type: Water Ability: Marvel Scale Base Stats: 95 HP / 60 Atk / 79 Def / 100 SAtk / 125 SDef / 81 Spd Pros: Great defensive stats, unique ability, Cons: Lost the ability to counter a few Pokemon Milotic @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature -Surf -Ice Beam -Recover -Hypnosis/Toxic/Hidden Power [Electric] Milotic is a very durable Pokemon. Hypnosis can be used to disable tough opponents while Toxic is useful for weakening opponent Water types. HP Electric is also good against Waters and will save you against Gyarados. Milotic @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature -Surf -Ice Beam -Rest -Sleep Talk Marvel Scale is activated when Milotic puts itself to sleep, so this set is capable of lasting extremely long. --------------------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 @Damp Rock EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Rain Dance -Weather Ball -Thunder -Ice Beam The Water set. Weather Ball becomes a powerful Water move, Thunder hits all the time, and Ice Beam covers Dragon and Grass types. Castform @Heat Rock EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Sunny Day -Weather Ball/Fire Blast -Solarbeam -Ice Beam The Fire set. Weather Ball becomes Fire, but Fire Blast has more power if you don't mind the accuracy. Solarbeam hits all the time and once again, Ice Beam for Dragons and Grass. Castform @Icy Rock EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Hail -Blizzard -Thunderbolt -Flamethrower The Ice set. Hail makes Blizzard 100% accurate. Thunderbolt goes along with it nicely to hit Water types. Flamethrower for opponent Ice types. --------------------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 @Choice Band EVs: 252 HP / 252 Atk / 6 Def Adamant Nature -Focus Punch/Brick Break -Sucker Punch/Shadow Claw -Return -Trick Kecleon has pretty good Attack to work with. Focus Punch and Sucker Punch are especially effective if you're good at prediction. Once you've found the right opponent, Trick your Choice Band onto them to mess them up. Kecleon @Choice Specs EVs: 252 HP / 252 SAtk / 6 Def Modest Nature -Ice Beam -Thunderbolt -Nasty Plot/Thunder Wave -Trick And here is the special attacking version. You don't get STAB and your Sp. Attack is rather low, but after you Trick, you can Nasty Plot or paralyze the opponent with Thunder Wave. --------------------BANETTE-------------------------- Type: Ghost Ability: Insomnia/Frisk 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 -Shadow Sneak -Will-o-wisp/Thunder Wave -Knock off -Destiny Bond Banette has a limited movepool and though it looks like it should be a physical sweeper, it's more of a support Pokemon. Inflict status, Knock Off items, and use Destiny Bond to bring tough oppponents down with you. Banette @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Hasty Nature Ability: Frisk -Trick -Shadow Sneak -Thunderbolt -Will-o-wisp/Destiny Bond Frisk and Trick go together. Use Frisk to find out what your opponent is holding and Trick your Choice Band onto them if the situation is appropriate. --------------------TROPIUS-------------------------- Type: Grass/Flying Ability: Chlorophyll/Solar Power Base Stats: 99 HP / 68 Atk / 83 Def / 72 SAtk / 87 SDef / 51 Spd Pros: Good HP, improved movepool Cons: Poor speed, mediocre offenses, 4x Ice weakness Tropius @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Leaf Storm -Air Slash -Hidden Power [Fire] -Energy Ball There are many better special attacking Grass types out there, but Tropius does fine in NU play. HP Fire is there to take care of Steel types. Tropius @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Chlorophyll -Leaf Blade -Earthquake -Swords Dance -Roost Boost Tropius's attack with Swords Dance, then attempt to sweep. Earthquake hits Fire, Poison, and Steel types who are all resistant to Grass. Roost keeps you healthy. ---------------------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 -Hypnosis -Wish In UU/NU, it makes a nice support Pokemon that can heal your teammate's status and health. Put enemies to sleep with Hypnosis to buy you extra time to use these moves. ---------------------ABSOL--------------------------- Type: Dark Ability: Pressure/Super Luck 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 @Scope Lens/Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Super Luck -Night Slash/Sucker Punch -Psycho Cut -Stone Edge -Swords Dance Swords Dance sweeper. Night Slash will gain a critical hit very often, but Sucker Punch lets you bypass your rather low Speed to hit first. Psycho Cut takes care of Fighting types and Stone Edge for various Flying Pokemon. Both also have a high chance of getting a critical hit. Absol @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Super Luck -Night Slash -Psycho Cut -Stone Edge -Sucker Punch/Pursuit Typical set using Choice items. You won't need Sucker Punch when you're using a Choice Scarf, so go with Pursuit to catch opponents when they try to switch out. Absol @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Super Luck -Night Slash -Swords Dance -Baton Pass -Taunt 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. Absol @Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Super Luck -Thunderbolt -Ice Beam -Calm Mind -Baton Pass Special passing Absol doesn't need Taunt since it has Thunderbolt and Ice Beam to scare away the most common phazers. ---------------------GLALIE-------------------------- Type: Ice Ability: Inner Focus/Ice Body 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 @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature -Spikes -Ice Shard/Ice Fang -Earthquake -Explosion Spikes is the only real thing Glalie has going for it. Use Earthquake to deal damage to Steel, Rock, and Fire types. Explode when you're done. ---------------------WALREIN--------------------------- Type: Water/Ice Ability: Thick Fat/Ice Body 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 -Blizzard/Surf/Toxic 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. Walrein @Leftovers EVs: 252 HP / 6 Def / 252 SDef Careful Nature Ability: Thick Fat -Earthquake/Waterfall -Avalanche -Curse -Rest Though Walrein's Sp. Attack is higher, it has a better physical movepool and it can also learn Curse to make it even bulkier. It tanks well and has the potential to hit hard, especially in UU. Walrein @Leftovers EVs: 252 HP / 252 Def / 6 SDef Impish Nature Ability: Thick Fat -Earthquake/Waterfall -Avalanche -Rest -Sleep Talk It makes a nice, sturdy RestTalker especially with Thick Fat. Waterfall gives you a STAB move, but Earthquake is important for Electric types and various Water types like Tentacruel or Empoleon. --------------------HUNTAIL---------------------------- Type: Water Ability: Swift Swim 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 @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Waterfall -Ice Fang -Crunch -Return/Body Slam A Choice Band set, working with the limited number of physical moves that Huntail has. The last move is mostly filler, though Return will do more damage to Waters than any of Huntail's other attacks. Body Slam can paralyze and makes up for Huntail's low speed. Huntail @Damp Rock EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Waterfall -Ice Fang -Crunch -Rain Dance Another way for Huntail to overcome its low Speed is to use Rain Dance and get a Swift Swim boost. Huntail @Leftovers EVs: 252 HP / 252 SDef / 6 Spd Careful Nature -Waterfall -Ice Fang -Iron Defense -Baton Pass Huntail can Baton Pass defense boosts, though Vaporeon can do this way better. --------------------GOREBYSS--------------------------- Type: Water Ability: Swift Swim 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 @Damp Rock EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Surf/Hydro Pump -Ice Beam -Hidden Power [Electric] -Rain Dance It has excellent Sp. Attack and makes a nice Rain Dance sweeper. Use HP Electric to hit Water types, who would otherwise have no problem countering this set. Gorebyss @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Surf/Hydro Pump -Ice Beam -Hidden Power Electric -Shadow Ball Of course, a Choice Specs set is another way to take advantage of that high Sp. Attack. Shadow Ball hits Slowbro, Slowking, and Starmie. Gorebyss @Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Impish Nature -Surf -Iron Defense/Amnesia -Agility -Baton Pass Gorebyss is a much better Baton Passer than Huntail with the ability to pass speed, defense, and special defense boosts to your teammates. ----------------------RELICANTH------------------------ Type: Water/Rock Ability: Rock Head/Swift Swim 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 Adamant Nature Ability: Rock Head -Head Smash -Waterfall/Aqua Tail -Earthquake -Double-Edge Relicanth gets no recoil from using Head Smash. That means the fish can use a Rock attack stronger than Hyper Beam every turn with no negative effects (except for Head Smash's low accuracy and PP). Relicanth @Leftovers 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 high on health with Rest. ----------------------LUVDISC-------------------------- Type: Water Ability: Swift Swim 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 @Focus Sash/Brightpowder EVs: 252 HP / 6 SDef / 252 Spd Timid Nature -Attract -Sweet Kiss -Charm -Toxic/Surf 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. ----------------------SALAMENCE------------------------ Type: Dragon/Flying Ability: Intimidate 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 Naughty 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 Mild/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 Snorlax. Fire Blast hits Skarmory, Forretress, and Celebi. 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 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: 148 HP / 252 Atk / 110 Spd Adamant Nature -Meteor Mash -Earthquake -Explosion -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. Explosion is great on the AgiliGross as it allows it to take down tough-to-beat opponents even when you are at low health. Thunderpunch is useful since it prevents Skarmory and Gyarados from walling you. Metagross @Choice Band EVs: 152 HP / 232 Atk / 16 Def / 108 Spd Adamant Nature -Meteor Mash -Earthquake -Explosion -Thunderpunch/Pursuit/Bullet Punch Another popular set. Meteor Mash and Earthquake cover most of the threats in competitive battling. Again, Explosion is used to go out with a bang when Metagross can't make it anymore. Thunderpunch for Skarm/Gyara, Pursuit prevents foes from fleeing unscathed, and Bullet Punch is a nice surprise for weakened opponents who are faster than you. Metagross @Occa Berry EVs: 252 HP / 252 Atk / 4 Def Adamant Nature -Stealth Rock -Meteor Mash -Bullet Punch -Explosion/Earthquake 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 Heatran and Infernape. You can also choose to explode and potentially take out an opponent after you've laid down Stealth Rock. Metagross @Choice Scarf EVs: 4 Def / 252 Atk / 252 Spd Jolly Nature -Meteor Mash -Explosion -Earthquake/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 Earthquake to take care of Steels. Metagross @Leftovers EVs: 252 HP / 40 Atk / 218 Def Adamant Nature -Meteor Mash -Earthquake -Rest -Sleep Talk While Metagross is often used for its offenses, it's also a great defensive Pokemon. Rest is its only means of recovery, so pair it with Sleep Talk to stay healthy while being able to Attack at the same time. ------------------------REGIROCK------------------------ Type: Rock Ability: Clear Body 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 / 58 Def / 200 SDef Careful Nature -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 Metagross, and won't reduce your Speed. Hammer Arm is more effective against Ice, Normal, and Dark types. Regirock @Choice Band EVs: 252 HP / 252 Atk / 6 SDef Adamant Nature -Stone Edge -Earthquake/Hammer Arm -Explosion -Ice Punch Choice Band takes advantage of Regirock's high Attack. Ice Punch is useful against Ground types like Hippowdon, Gliscor, and Garchomp. Regirock @Leftovers EVs: 252 HP / 58 Def / 200 SDef Careful Nature -Stone Edge -Earthquake/Hammer Arm -Rest -Sleep Talk RestTalk keeps Regirock alive to be able to take even more hits. ------------------------REGICE-------------------------- Type: Ice Ability: Clear Body 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 / 200 Def / 58 SAtk Bold 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 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/Relaxed Nature -Earthquake/Superpower -Ice Punch -Explosion -Thunder/Thunder Wave Registeel makes a nice physical wall. Earthquake and Superpower both take care of opponent Steel types. Superpower is stronger, but it also lowers your Attack and Defense. Ice Punch Dragons. Thunder hits Gyarados and Skarmory and has a chance for paralysis, but Thunder Wave is more reliable for its accuracy (though it doesn't do damage). Registeel @Leftovers EVs: 252 HP / 6 Def / 252 SDef Careful/Sassy Nature -Earthquake/Superpower -Ice Punch -Explosion -Thunder/Thunder Wave Same attacks, different purpose. Now Registeel is a special wall. It does a great job of countering Choice Specs Salamence. ------------------------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 Modest/Timid Nature -Draco Meteor -Surf -Hidden Power [Fire] -Trick With Choice Specs and Draco Meteor, Latias seems a lot like special Salamence, but with higher Speed and Special Defense. It doesn't have a good Fire move though, so you'll have to make do with Hidden Power for all those Steel types. Trick can screw up physical attacking opponents that try to switch in. Latias @Soul Dew EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature -Ice Beam -Thunder -Calm Mind -Recover Soul Dew is essentially a free Calm Mind and you can gain even more with this set. Ice Beam cover most of the ubers out there, especially Groudon and all the Dragons. Thunder is for Kyogre. Recover helps keep you alive. Latias @Soul Dew (Ubers Only) EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Dragon Pulse -Calm Mind -Recover -Refresh/Thunder This set is similar to the OU Calm Minder, but Soul Dew makes a huge difference. Thunder is for Kyogre and Steel types. Latias @Soul Dew (Ubers Only) EVs: 252 HP / 120 SAtk / 138 Spd Modest/Timid Nature -Dragon Pulse -Grass Knot -Wish -Protect Of the two twins, Latias is the more defensive one and she also learns Wish. This makes here a nice Wish supporter for the team. 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, better offenses than his sister Cons: Pursuit weakness Latios @Soul Dew EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Dragon Pulse -Thunder -Calm Mind -Recover Soul Dew is essentially a free Calm Mind and you can gain even more with this set. Dragon Pulse cover most of the ubers out there, especially all those Dragons. Thunder is for Kyogre and Lugia. Recover helps keep you alive. Latios @Soul Dew EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature -Dragon Pulse -Calm Mind -Recover -Safeguard While Latias can usually pull off a mono-attack set better, Latios can easily sweep after only one Calm Mind. Latios @Soul Dew EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature -Draco Meteor -Grass Knot -Hidden Power [Fire] -Recover This Latios is more offensive than the other sets. Draco Meteor will do insane amounts of damage to most Pokemon. Grass Knot will hit Groudon and Kyogre extremely hard and could OHKO them both. HP Fire for Metagross. ------------------------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 Kyogre @Choice Scarf EVs: 40 Atk / 252 SAtk / 216 Spd Mild Nature -Water Spout -Ice Beam -Thunder -Waterfall/Aqua Tail A fantastic lead for any uber team. With the ability to outspeed all non-Choice Scarfed opponents, Kyogre can absolutely devastate opponents with a STABed Rain boosted Water Spout. Its last move is a physical Water attack meant to do serious damage to Blissey. Kyogre @Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Surf -Thunder -Ice Beam -Calm Mind Standard Calm Mind set. Due to the rain, Surf is powerful even without any Calm Minds. Thunder is there for enemy Kyogres and Ice Beam is for Dragons, especially Latios and Latias. Kyogre @Leftovers EVs: 252 HP / 252 SAtk / 6 Spd Modest Nature -Surf -Ice Beam/Thunder -Substitute -Calm Mind Similar to the first set, but Substitute allows you to laugh at Blissey. If you max out your HP EVs, she can't break your Subs with one Seismic Toss. However, this limits your attacking moves. Choose Ice Beam to hit Dragons or Thunder for enemy Kyogres. Kyogre @Leftovers EVs: 252 HP / 252 SAtk / 6 Spd Modest Nature -Water Spout -Ice Beam -Rest -Sleep Talk RestTalk Kyogre doesn't mind status since it can simply Rest it off. Since its constantly keeping itself healthy, Water Spout is a great choice since it will usually get to have maximum power. Kyogre @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Surf -Ice Beam -Thunder -Water Spout Choice Specs Kyogre is insanely powerful. Water Spout is in the last slot since it can defeat Blissey in two hits if you are at full health. ------------------------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 Nature -Earthquake -Stone Edge -Dragon Claw -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. Groudon @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Earthquake -Stone Edge -Dragon Claw -Overheat A Choice Banded Groudon can be a very scary opponent since it can hit you right away with a massive 657 Attack. Overheat is reserved for Steel-types that are immune to Earthquake, including Skarmory and Bronzong. Groudon @Leftovers EVs: 252 HP / 102 Atk / 48 Def / 104 SDef Impish Nature -Earthquake -Stone Edge/Dragon Claw -Rest -Sleep Talk This set takes advantage of Groudon's defensive abilities and makes it a good counter against physical attacking ubers. This Groudon doesn't mind taking a beatdown since it can simply Rest away the damage and use Sleep Talk to attack while it's slumbering. ------------------------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 Rayquaza @Life Orb EVs: 36 HP / 252 Atk / 216 Spd Jolly Nature -Outrage -Earthquake -Overheat -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 wrath. Those Pokemon are taken care of by Earthquake or Overheat. Rayquaza @Choice Band/Choice Scarf EVs: 4 HP / 252 SAtk / 252 Spd Adamant/Jolly Nature -Dragon Claw -Earthquake -Extreme Speed -Crunch If you don't like stat boosting, you can always go with the Choice sweeper set. Extremespeed makes up for Rayquaza's less than stellar speed and Crunch gets all those Psychic types ubers. Rayquaza @Choice Specs EVs: 4 HP / 252 SAtk / 252 Spd Modest/Timid Nature -Draco Meteor -Thunderbolt -Fire Blast -Dragon Pulse Similar to a Choice Specs Salamence, but Rayquaza has way higher Sp. Attack. Thunderbolt is there for Kyogre (no Thunder because Rayquaza's ability cancels out the rain). Fire Blast for Steel types. ------------------------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: 80 HP / 252 Atk / 176 Spd Adamant Nature -Iron Head -Trick -Stealth Rock -Zen Headbutt/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 few options for your last move. Zen Headbutt messes with Infernape and also has a decent chance of flinching. A well timed U-Turn can prevent Magnezone or Dugtrio from trapping you. Fire Punch handles Scizor very well. Jirachi @Leftovers EVs: 240 HP / 56 Atk / 76 Def / 136 Spd Impish Nature -Zen Headbutt -U-Turn -Wish -Reflect Jirachi makes a great supporter. Sturday defenses make it a very effective Wish passer and it can also protect the team from physical sweepers by using Reflect. Zen Headbutt is useful for hurting Heracross and U-Turn lets you escape from Magnezone and Dugtrio, since both are able to trap you with their abilities. Jirachi @Leftovers EVs: 252 HP / 94 SAtk / 164 Spd Timid Nature -Psychic -Thunder/Thunderbolt -Calm Mind -Substitute/Wish Calm Mind Jirachi. Choose Thunder for its high paralysis rate (which is doubled by Serene Grace) or Thunderbolt for its accuracy. Substitute prevents you from getting statused and with max HP, it means Blissey can't break your Subs with one Seismic Toss. Wish is still useful for healing. Jirachi @Choice Specs EVs: 92 HP / 252 Atk / 164 Spd Timid Nature -Psychic -Thunder/Thunderbolt -Grass Knot -Hidden Power [Fire] No support, no set up. Just straight out sweep. Grass Knot does major damage to Tyranitar and Swampert. HP Fire for other Steel types, especially Magnezone and Metagross. ------------------------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 -Superpower -Thunder/Thunderbolt -Ice Beam/Psycho Boost Deoxys-A can rip apart teams with its amazing offenses. Its diverse movepool helps in covering just about every opponent it will face. Deoxys-A @Petaya Berry EVs: 6 Atk / 252 SAtk / 252 Spd Rash/Naive Nature -Shadow Ball -Superpower -Ice Beam/Thunder -Substitute Sub protects you from status and makes prediction easier. Plus, you won't be losing health every turn from holding a Life Orb. Deoxys-A @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Naughty/Naive Nature -Superpower -Fire Punch -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 Steel types out there, Fire Punch for Metagross, 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. If not Psycho Boost, then go with Ice Beam to destroy Groudon and Dragons. ------------------------DEOXYS-L------------------------ 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 Deoxys-L @Leftovers EVs: 252 HP / 98 Def / 160 SDef Careful Nature -Spikes -Knock Off -Recover -Stealth Rock/Reflect/Light Screen/Toxic The defensive form of Deoxys is perhaps the ultimate support Pokemon. It's the only uber that learns Spikes, so use that to your advantage. Knock Off cripples Pokemon that rely on their items, especially Latias and Latios. 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, and Toxic weakens opponent walls like Lugia. ------------------------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, other stats are mediocre Deoxys-S @Focus Sash/Lum Berry EVs: 252 HP / 6 Atk / 252 Spd Jolly Nature -Stealth Rock/Spikes -Taunt -Superpower -Reflect/Light Screen Deoxys-S is the fastest non-Choice Scarfed Pokemon and works fantastically as a lead for an Uber 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. Lum Berry prevents Darkrai from putting you to sleep and Superpower will deal major damage to it. Taunt prevents other leads from setting up Stealth Rock. 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. Deoxys-S @Life Orb EVs: 6 Atk / 252 SAtk / 252 Spd Naive Nature -Ice Beam -Thunderbolt/Thunder -Superpower -Shadow Ball This set is similar to Deoxys-A, except with more defenses and less power. It makes an excellent revenge killer since it can outspeed even most Choice Scarfers. ------------------------TORTERRA------------------------ Type: Grass/Ground Ability: Overgrow 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: 212 HP / 252 Atk / 46 Def Adamant Nature -Earthquake -Wood Hammer -Stone Edge -Crunch Torterra can switch in on many physical sweepers including Tyranitar, Garchomp, and Rhyperior. Once it's in, it can deal some major damage with its powerful STABed Attacks. Stone Edge is for Flying types. Crunch is mostly there for filler. Its moves may be strong, but it doesn't exactly have a diverse movepool. Torterra @Leftovers EVs: 212 HP / 252 Atk / 46 Def Adamant Nature -Seed Bomb/Wood Hammer -Earthquake -Stone Edge -Swords Dance Swords Dance allows you the freedom of switching moves while potentially boosting your Attack higher than that of the Choice Bander. Torterra's low Speed makes this somewhat difficult to accomplish though. Seed Bomb is there in case you don't like Wood Hammer's recoil damage. Torterra @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish Nature -Earthquake -Stone Edge -Wood Hammer/Leech Seed -Stealth Rock 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 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: 24 Atk / 252 SAtk / 232 Spd Naive Nature -Flamethrower -Close Combat -Grass Knot -Nasty Plot/Hidden Power [Ice] This is the mixed sweeping Infernape, another popular set. Grass Knot hits hard on bulky Water types like Swampert and Milotic. Blissey can't stop you when you have Close Combat. Nasty Plot can make you a deadly special sweeper, but often times you'll find yourself needing HP Ice for Dragons. Infernape @Life Orb/Expert Belt EVs: 24 HP / 252 Atk / 232 Spd Jolly Nature -Close Combat -Flare Blitz -Stone Edge/Thunderpunch -Swords Dance Infernape has one of the most diverse physical movepools of any Fire Pokemon. Close Combat and Flare Blitz can do a ton of damage to anything not resistant. Stone Edge and Thunderpunch both handle Flying-types. Stone edge is better for Salamence while Thunderpunch is better for Gyarados and other Water types. Infernape @Focus Sash EVs: 6 HP / 252 SAtk / 252 Spd Naive Nature -Fake Out -Stealth Rock -Fire Blast/Overheat -Close Combat This set is another example of one of those "suicide leads". What makes Infernape special is that it gets Fake Out to break the Focus Sashes of other leads. Inferanape @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Flare Blitz -Close Combat -Thunderpunch -Stone Edge No set up required for the Choice Bander, who can kill a lot of things if you have good prediction. -----------------------EMPOLEON------------------------ Type: Water/Steel Ability: Torrent 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 -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 down until you activate both Petaya Berry and Torrent, then sweep with a twice boosted STAB Surf. Choose Ice Beam for Dragons and Grass, or Grass Knot for opponent Water-types. Empoleon @Leftovers EVs: 252 HP / 6 SAtk / 252 SDef Calm Nature -Surf -Ice Beam -Grass Knot -Stealth Rock/Roar Empoleon makes a good special wall, support Pokemon, and special attacker all in one. The ability to learn Grass Knot lets it take down enemy Water types like Milotic and Swampert. It can set up Stealth Rock or force switches with Roar. Empoleon @Leftovers EVs: 252 HP / 6 SAtk / 252 SDef Calm Nature -Surf -Ice Beam/Grass Knot -Rest -Sleep Talk Another defensive role and with Rest + Sleep Talk, Empoleon can last for a long time while still being able to attack. Empoleon @Choice Specs EVs: 252 HP / 252 SAtk / 6 Spd Modest Nature -Surf -Ice Beam -Grass Knot -Hidden Power [Ground/Electric] Choice Specs Empoleon can hit very hard with its high Sp. Attack. HP Ground takes care of Magnezone while HP Electric is for Gyarados. Empoleon @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature -Aqua Jet -Earthquake -Swords Dance -Avalanche/Drill Peck Empoleon can be a physical sweeper too, especially with a Swords Dance boost or two. Earthquake hurts enemy Empoleons as well as Magnezone. Avalanche or Drill Peck are both options to take on Grass types. Aqua Jet is used over Waterfall for the priority since it can OHKO many faster opponents. Empoleon @Liechi Berry EVs: 24 HP / 252 SpA / 232 Spe Adamant Nature -Flail -Waterfall -Substitute/Endure -Agility Empoleon is immune to Sandstorm, so a Flail set is viable. Get an Agility boost, lower its HP to activate Liechi, and sweep with Flail. No Pokemon resists Water+Normal except for, ironically, other Empoleons. -----------------------STARAPTOR------------------------ Type: Normal/Flying Ability: Intimidate 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 Nature -Brave Bird -Return/Double-Edge -Close Combat -U-Turn Standard CB bird, but Staraptor is the best of the bunch with the ability to learn Close Combat for Rock and Steel-types. U-Turn lets you escape from opponents you can't beat while still dealing damage to them. ------------------------BIBAREL------------------------- Type: Normal/Water Ability: Unaware/Simple Base Stats: 79 HP / 85 Atk / 60 Def / 55 SAtk / 60 SDef / 71 Spd Pros: Unique abilities Cons: Poor stats overall Bibarel @Liechi Berry 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. Bibarel @Liechi Berry EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Simple -Return -Waterfall/Aqua Tail -Thunder Wave -Endure The goal of this is to paralyze as many opponents as you can, Endure a hit to activate Liechi and get a doubled Attack. Bibarel @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant/Lonely Nature Ability: Unaware -Return -Waterfall -Superpower -Thunder Nothing resists both Return and Waterfall except for Empoleon. Superpower takes care of that. Thunder for Skarmory. Bibarel @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish Nature Ability: Simple -Super Fang -Waterfall -Thunder Wave/Yawn -Amnesia/Stealth Rock This is more of a support set. Thunder Wave for general paralysis. Stealth Rock and Yawn go nicely together since Yawn can force switches. Amnesia will triple its Special Defense due to Simple. And Super Fang is a great move that allows Bibarel to heavily damage even the toughest opponents. ----------------------KRICKETUNE------------------------ Type: Bug Ability: Swarm 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 @Choice Band/Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -X-Scissor -Brick Break -Aerial Ace -Sing Kricketune can't do much, so at least take advantage of its rather decent Attack. Brick Break for Steels, Aerial Ace for enemy Bugs, and Sing to put any other potential counters to sleep. ----------------------LUXRAY---------------------------- Type: Electric Ability: Intimidate/Rivalry Base Stats: 80 HP / 120 Atk / 79 Def / 95 SAtk / 79 SDef / 70 Spd Pros: Excellent Attack Cons: Low speed, its physical attacks have low power Luxray @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly/Adamant Nature Ability: Intimidate -Spark -Ice Fang -Fire Fang -Crunch Luxray's mighty Attack is sadly cancelled out by its rather weak physical moves. Spark is its best physical Electrick attack. Ice Fang for Ground types, Fire Fang for Steels, and Crunch for a general strong attack. --------------------ROSERADE---------------------------- Type: Grass/Poison Ability: Natural Cure/Poison Point 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 -Grass Knot -Hidden Power [Fire] -Toxic Spikes -Sleep Powder A great lead for the team. Roserade has the advantage over other leads with Sleep Powder to put any counters to sleep. It can also lay down Toxic Spikes when the chance comes. Grass Knot hits heavy leads like Hippowdon, Swampert, and Tyranitar. HP Fire is for Steel leads like Jirachi and Metagross. Roserade @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Natural Cure -Leaf Storm -Sludge Bomb -Shadow Ball -Sleep Powder/Hidden Power [Fire/Ice] It can do incredible amounts of damage with Leaf Storm thanks to its high Sp. Attack and a Choice Specs. Sludge Bomb gives it a second STAB move. Shadow Ball hits Ghosts and HP Fire/Ice is for Grass resists (Steel/Dragon mainly). But Sleep Powder is very useful, especially on the Scarf set which outspeeds most opponents. Roserade @Heat Rock/Damp Rock EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Natural Cure -Sunny Day/Rain Dance -Energy Ball -Sleep Powder/Hidden Power [Ice] -Weather Ball It can change the weather to its liking. The advantage of sun is that Weather Ball becomes Fire type, hitting Steels supereffectively. The advantage of rain is that it cuts Fire moves and lets Weather Ball turn to Water, hitting Fire types. HP Ice hits Dragons who would be resistant to both types. -------------------RAMPARDOS---------------------------- Type: Rock Ability: Mold Breaker 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/Crunch -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. Use Stone Edge as your main Rock move and Head Smash only as a last resort. Rampardos @Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Stone Edge -Earthquake -Head Smash/Crunch -Rock Polish 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: Mold Breaker 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 Nature -Metal Burst -Stone Edge -Curse -Taunt Well, at least it gets the pretty cool Metal Burst move. Taunt opponents into attacking you then hit them back with Metal Burst. Curse buffs up your Defense so that you can survive Fighting and Ground moves easier. It also strengthens your pathetic Attack so at least you can do some damage with Stone Edge. Bastiodon @Leftovers EVs: 252 HP / 6 Atk / 252 SDef Careful Nature -Stone Edge -Roar/Toxic -Rest -Sleep Talk Now Bastiodon can keep itself alive with Rest, though it still can't do much. Roar lets you force switches even when you're sleeping, which is pretty handy with Spikes or Stealth Rock set up. Toxic is an option for general stalling. ---------------------WURMADAM------------------------ Type: Bug/Steel, Grass, or Ground Ability: Anticipation Steel form: HP 60 / 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 Grasses. Shadow Ball for Ghosts and the last slot is basically filler. ---------------------MOTHIM-------------------------- Type: Bug/Flying Ability: Anticipation Base Stats: 70 HP / 94 Atk / 50 Def / 94 SAtk / 50 SDef / 66 Spd Pros: Good Sp. Attack Cons: 4x Stealth Rock weakness, slow speed, frail defenses Mothim @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature -Bug Buzz -Air Slash -Hidden Power [Ground] -Shadow Ball/Energy Ball Bug Buzz and Air Slash for STAB, HP Ground hits Steel and Fire types, Shadow Ball for Ghosts or Energy Ball for Rock types. ---------------------VESPIQUEN----------------------- Type: Bug/Flying Ability: Anticipation Base Stats: 70 HP / 80 Atk / 102 Def / 80 SAtk / 102 SDef / 40 Spd Pros: Good defenses Cons: Very slow, 4x Stealth Rock weakness Vespiquen @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish Nature -Attack Order -Aerial Ace/Defend Order -Toxic -Roost Hit enemies with Attack Order or weaken tougher opponents with Toxic. Roost keeps you healthly --------------------PACHIRISU----------------------- Type: Electric Ability: Pick Up 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: 6 HP / 252 SAtk / 252 Spd Timid Nature -Super Fang -Substitute -Thunder Wave -Thunderbolt/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 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 @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Water fall -Ice Fang -Crunch -Brick Break/Aqua Jet Floatzel can hit hard and fast with a Choice Band set. Crunch can deal decent damage to enemy Water types. Brick Break is for Empoleon, who resists everything else Floatzel learns. Aqua Jet is used to finish off weakened opponents. Floatzel @Leftovers EVs: 40 HP / 252 Def / 216 Spd Jolly Nature -Substitute -Bulk Up -Baton Pass -Waterfall Set up a Sub for protection while buffing up Floatzel's Defense with Bulk Up. If Skarmory comes in to blow you away, prevent it from doing so with Taunt. Use Waterfall on frail enemies or those weak to Water. Otherwise, switch 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] -Grasswhistle 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. Grasswhistle is inaccurate, but putting an opponent to sleep in 2 vs. 2 is very useful. ---------------------GASTRODON------------------------- Type: Water/Ground Ability: Water Lure/Sticky Hold Base Stats: 111 HP / 83 Atk / 68 Def / 92 SAtk / 82 SDef / 39 Spd Pros: Excellent HP, good Sp. Attack, ability to Recover Cons: 4x Grass weakness Gastrodon @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Relaxed Nature -Surf -Recover -Earthquake -Ice Beam Surf and Earthquake for STAB, Ice Beam for Grass and Flyers, and Recover to stay healthy. Recover is also the move that lets it stand out from Swampert and Quagsire. ---------------------AMBIPOM--------------------------- Type: Normal Ability: Pick Up/Technician 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/Expert Belt EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Technician -Fake Out -U-Turn -Brick Break -Shadow Claw A very fun set to use. Fake Out your opponent, then U-Turn to a teammate. Brick Break for Rocks/Steels and Shadow Claw for Ghosts. This set won't be doing huge amounts of damage, but 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 -Return -Fake Out/U-Turn -Brick Break/Focus Punch -Shadow Claw If you do want to deal lots of damage, try the Choice Bander. Like any CBer, it requires prediction especially when you have Focus Punch as an option. Ambipom @Petaya Berry/Leftovers EVs: 252 HP / 6 SAtk / 252 Spd Timid Nature -Thunderbolt -Substitute/Taunt -Nasty Plot -Baton Pass Another one of Ambipom's talents is Baton Passing. Nasty Plot is the stat booster you'll want. Sub and Taunt can both prevent status moves, but only Taunt will protect you from Roar/Whirlwind. Skarmory can't mess up your plan when you hit it with Thunderbolt. ------------------------DRIFBLIM------------------------ Type: Ghost/Flying Ability: Unburden/Aftermath 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 -Thunderbolt -Substitute -Calm Mind/Hypnosis -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 Base Stats: 65 HP / 76 Atk / 84 Def / 54 SAtk / 96 SDef / 105 Spd Pros: Great Speed and Sp. Defense Cons: Unable to utilize items, mediocre offensive stats Lopunny @ Lagging Tail/Choice Band/Choice Specs EVs: 252 HP / 6 Atk / 252 Spd Jolly Nature Ability: Klutz - Return - Sky Uppercut - Ice Punch - Switcheroo 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, Choice Band for special attackers, and Choice Specs for physical ones. The rest of your attacks are there just so you can actually hurt something. Sky Uppercut for Rocks/Steels and Ice Punch for the many Pokemon that are weak to Ice. ------------------------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, Calm Mind lets it stand out from Gengar Cons: Low HP and Defense Mismagius @Leftovers Evs: 24 HP / 252 SAtk / 234 Spd Timid Nature -Shadow Ball -Thunderbolt/Hidden Power [Fighting] -Calm Mind -Will-o-wisp/Substitute Shadow Ball and Hidden Power Fighting provide coverage against every opponent in the game. Thunderbolt is another powerful move that you can use in place of HP Fighting. Calm Mind to boost your special stats. You can use Will-o-wisp to cover your rather low Defense or Substitute to prevent status effects. Mismagius @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Shadow Ball -Thunderbolt -Hidden Power [Fighting] -Energy Ball Mismagius's great Special Attack and Speed make it a very good special sweeper. Though Gengar can use this set better, Mismagius has higher Sp. Defense and therefore it can survive special attacks much better. Mismagius @Leftovers EVs: 252 HP / 148 Def / 110 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. Taunt is useful to prevent Whirlwind/Roar from messing with your plan. -----------------------HONCHKROW------------------------ Type: Dark/Flying Ability: Insomnia/Super Luck 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 @Choice Band/Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Insomnia -Drill Peck -Night Slash -Superpower -Sucker Punch Sucker Punch can be very powerful and makes up for Honchkrow's rather low Speed. Night Slash is for Pokemon that prefer not to attack directly. Drill Peck takes care of Fighters and Superpower does major damage to Steel-types. Insomnia is preferred to help you switch in against Sleep attacks. Honchkrow @Choice Specs/Life Orb EVs: 6 Atk / 252 SAtk / 252 Spd Mild/Hasty Nature Ability: Insomnia -Dark Pulse -Hidden Power [Flying] -Heat Wave -Superpower Honchkrow has a good Special Attack that it can utilize. Dark Pulse is your main STAB move while HP Flying fends off Fighting types. Heat Wave gives all those Steel types something to beware of. Superpower is needed to defeat Blissey and Heatran. Honhkrow @Life Orb Ability: Insomnia EVs: Lonely/Hasty Nature -Sucker Punch -Drill Peck -Superpower -Heat Wave Honchkrow @Scope Lens EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Super Luck -Night Slash -Sucker Punch -Drill Peck/Superpower -Substitute This set tries to get as many critical hits as possible. Using Substitute forces your opponent to attack you directly and when that happens, Sucker Punch them in the face. Night Slash will critical hit very often and Drill Peck wards off Fighting types. Superpower prevents Steel types from walling you. -----------------------PURUGLY--------------------------- Type: Normal Ability: Thick Fat/Own Tempo 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 @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Thick Fat -Return -Fake Out -Hypnosis -Shadow Claw/U-Turn Fake Out to dent your opponent during your first turn then put it to Sleep with Hypnosis. If they're too tough to handle, dent them again with U-Turn before switching out. Purugly @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Thick Fat -Return -Shadow Claw -Iron Tail -Fake Out/U-Turn A typical Normal-type Choice Bander. Shadow Claw for Ghosts and Iron Tail for Rocks. You really have nothing against Steels, so just Fake Out or U-Turn before switching out. --------------------SKUNTANK------------------------ Type: Poison/Dark Ability: Aftermath/Stench 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 @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Aftermath -Crunch/Night Slash -Poison Jab -Fire Blast -Explosion Skuntank's movepool isn't very extensive. Choose a Dark move depending on whether you want power or the chance to critical hit. Fire Blast for Steels and Explode when you've done as much as you can. --------------------BRONZONG------------------------ Type: Steel/Psychic Ability: Levitate/Heat Proof 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: Unable to heal itself without Rest Bronzong @Leftovers EVs: 252 HP / 84 Atk / 80 Def / 94 SDef Relaxed/Sassy Nature Ability: Levitate -Gyro Ball -Hypnosis -Stealth Rock/Trick Room -Earthquake Bronzong makes a great support Pokemon. Put an opponent to sleep, set up a Stealth Rock, or use Trick Room if you have a team that uses that strategy. Gyro Ball with Bronzong's low speed can hurt speedy opponents. Earthquake for other Steels, especially Magnezone. Bronzong @Light Clay EVs: 252 HP / 84 Atk / 80 Def / 94 SDef Relaxed/Sassy Nature Ability: Levitate -Gyro Ball -Reflect -Light Screen -Explosion/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 you to pull off risky strategies that might not otherwise work. Bronzong @Choice Band/Macho Brace EVs: 252 HP / 84 Atk / 80 Def / 94 SDef Relaxed/Sassy Nature Ability: Levitate -Gyro Ball -Trick -Earthquake/Explosion -Stealth Rock People who expect a standard Bronzong might be surprise when you Trick them an item they don't want. Choice Band screws over walls while Macho Brace cuts the Speed of any opponent in half. Both of these items boost the power of your Gyro Ball. Bronzong @Leftovers EVs: 252 HP / 74 Def / 184 SDef Relaxed/Sassy Nature Ability: Levitate -Gyro Ball -Earthquake -Rest -Sleep Talk Walls work well with healing moves, and for Bronzong, Rest is its only option to recover damage. ----------------------CHATOT--------------------------- Type: Normal/Flying Ability: Keen Eye/Tangled Feet Base Stats: 76 HP / 65 Atk / 45 Def / 92 SAtk / 42 SDef / 91 Spd Pros: Chatter is a fun and unique move, good Sp. Attack and Speed Cons: Limited movepool, very frail defenses Chatot @Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Chatter -Hyper Voice -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 Rock and Steel types by this point. ----------------------SPIRITOMB------------------------ Type: Ghost/Dark Ability: Pressure Base Stats: 50 HP / 92 Atk / 108 Def / 92 SAtk / 108 SDef / 35 Spd Pros: Type combo gives it no weaknesses, great defenses with good offensive stats, excellent counter to Ghosts and Psychics Cons: Very slow, limited offensive movepool, low HP Spiritomb @Leftovers EVs: 252 HP / 144 Atk / 112 SDef Careful Nature -Sucker Punch -Pursuit -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. Pain Split keeps it alive while Will-o-wisp takes care of any physical sweepers. Spiritomb @Leftovers EVs: 252 HP / 252 SAtk / 6 SDef Calm/Modest Nature -Shadow Ball -Hidden Power [Fighting] -Hypnosis -Nasty Plot/Calm Mind Spiritomb can also go on the offensive. Shadow Ball and HP Fighting take care of every Pokemon in the game. Hypnosis sends potential counters snoozing and in the meantime, you can boost your Sp. Attack. Nasty Plot raises it very quickly, but Calm Mind can buff up your Sp. Defense as well. ----------------------GARCHOMP==----------------------- Type: Ground/Dragon Ability: Sand Veil 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 -Dragon Claw -Earthquake -Swords Dance -Fire Fang After a Swords Dance, Garchomp can rip teams to shreds with its powerful moves. Dragon Claw 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 Uber play. 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 becomes an option 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 for Lugia, who would otherwise wall Garchomp. 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 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 Nature Ability: Steadfast -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. Lucario @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Steadfast -Close Combat -Crunch -Stone-Edge -Blaze Kick/Bullet Punch/Extremespeed Lucario works great with a Choice Band attached. Blaze Kick kills Heracross in one hit. Bullet Punch is a first-strike move that gets STAB and can OHKO Weavile and Aerodactyl as well as finish off weakened opponents. Extremespeed doesn't gain STAB, but will do more damage to enemies that aren't weak to Steel. Lucario @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Steadfast -Reversal -Endure/Substitute -Crunch -Swords Dance Not only does Lucario get STAB on Reversal, but it's also immune to the Sandstorm damage which would kill off any other Pokemon that tried to use this set. Lucario @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Steadfast -Aura Sphere -Shadow Ball -Dragon Pulse -Psychic A Choice Specs 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 fall to a Dark Pulse. Dragon Pulse is mainly there to hit Salamence and Garchomp on the switch-in. Psychic is for Heracross, who resists your Aura Sphere and Dark Pulse. ----------------------HIPPOWDON----------------------- Type: Ground Ability: Sandstream Base Stats: 108 HP / 112 Atk / 118 Def / 68 SAtk / 72 SDef / 47 Spd Pros: Excellent HP, Attack, and Defense, recovery move (Slack Off) sets it apart from other defensive Grounds, 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 -Ice Fang/Stone Edge -Stealth Rock/Roar Hippowdon makes a great physical wall, especially with Slack Off to keep it constantly healthy. Ice Fang and Stone Edge both hit Flying types. Stone Edge is stronger, but Ice Fang can also cover Grass and Dragons. Stealth Rock is a great support move like always and Roar is for phazing. ----------------------DRAPION-------------------------- Type: Poison/Dark Ability: Sniper/Battle Armor 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 @Black Sludge/Scope Lens EVs: 54 HP / 252 Atk / 204 Spd Jolly Nature Ability: Sniper -Night Slash -Brick Break -Fire Fang -Swords Dance Typical Swords Dance sweeper. Night Slash and Brick Break provide great type coverage that is only resisted by Heracross and Toxicroak. Fire Fang hits Heracross and is also effective against Steels like Skarmory and Bronzong. Drapion @Choice Band EVs: 54 HP / 252 Atk / 204 Spd Jolly Nature Ability: Sniper -Night Slash -Brick Break -Fire Fang -Cross Poison A typical Choice Band set. You now get to use Cross Poison for a second STAB attack. Drapion @Black Sludge EVs: 252 HP / 6 Atk / 252 Def Impish Nature Ability: Battle Armor -Nigh Slash -Brick Break/Fire Fang -Knock Off -Toxic Spikes This set takes advantage of Drapion's high Defense. Knock Off can be a very handy move and Drapion is one of the few Pokemon that makes good use of Toxic Spikes. ----------------------TOXICROAK----------------------- Type: Poison/Fighting Ability: Anticipation/Dry Skin 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 @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Dry Skin -Poison Jab -Stone Edge -Cross Chop -Swords Dance Swords Dance and sweep. Poison Jab and Cross Chop for STAB. Use Stone Edge for Flying types. 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. ----------------------LUMINEON------------------------ Type: Water Ability: Swift Swim/Water Lure 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 @Damp Rock/Life Orb EVs: 252 HP / 6 Def / 252 SAtk Ability: Swift Swim Modest Nature -Surf -Ice Beam -Rain Dance -Hidden Power [Electric/Grass] A thoroughly uninteresting fish. You might as well take advantage of Swift Swim. HP Electric is for Pelipper and Grass is for Quagsire/Whiscash. ----------------------ABOMASNOW------------------------ Type: Grass/Ice Ability: Snow Warning 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 Abomasnow @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Seed Bomb/Wood Hammer -Ice Punch/Ice Shard -Earthquake -Swords Dance You have a couple of choices for your STAB moves. Wood Hammer is powerful, but choose Seed Bomb if you don't like recoil. Choose Ice Punch for its power or Ice Shard to strike before a faster opponent (like Salamence or Garchomp). Earthquake for Fire and Steel types Abomasnow @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Earthquake -Seed Bomb/Wood Hammer -Ice Punch/Ice Shard -Focus Punch Choice Band set. Focus Punch can hit Steels harder than Earthquake if you can predict correctly. Abomasnow @Choice Specs EVs: 6 HP / 252 Spd / 252 SAtk Modest Nature -Blizzard -Energy Ball -Hidden Power[Fire] -Focus Punch Abomasnow can also hit from the special side. Blizzard is 100% accurate with Hail. HP Fire for Steel types. Keep Focus Punch ready for Blissey. Abomasnow @Leftovers EVs: 6 HP / 252 Spd / 252 SAtk Timid Nature -Substitute -Leech Seed -Blizzard -Focus Punch Substitute is the key to this moveset. You can plant a Leech Seed on the enemy and annoy them with the SubSeed combo. You can also Focus Punch them in the face. ------------------------WEAVILE------------------------ Type: Dark/Ice Ability: Pressure 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/Expert Belt EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Night Slash -Ice Punch -Brick Break -Pusuit Weavile is a fast and deadly physical sweeper. Brick Break covers the Steels that are resistant to both Ice and Dark attacks. Pursuit murders the Psychics and Ghosts who think they can escape from Weavile unharmed. Weavile @Life Orb/Expert Belt/Focus Sash 6 HP / 252 Atk / 252 Spd Jolly Nature -Night Slash -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. ---------------------MAGNEZONE------------------------ Type: Electric/Steel Ability: Magnet Pull/Sturdy 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 EVs: 172 HP / 252 SAtk / 84 Spd Modest Nature Ability: Magnet Pull -Thunderbolt/Discharge -Hidden Power [Grass/Ice] -Substitute -Magnet Rise/Thunder Wave Thunderbolt will hit opponents very hard, while Discharge can make up for Magnezone'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 @Leftovers EVs: 172 HP / 252 SAtk / 84 Spd Modest Nature Ability: Magnet Pull -Thunderbolt/Discharge -Hidden Power [Grass/Ice] -Rest -Sleep Talk It's a rather sturdy Pokemon and has a lot of resistances, so a RestTalk set is a good way of keeping it constantly healthy. Magnezone @Choice Specs 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 Specs user. Explosion with the given Attack EVs can OHKO Blissey. ----------------------LICKILICKY----------------------- Type: Normal Ability: Own Tempo/Oblivious 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 Base Stats: 115 HP / 140 Atk / 130 Def / 55 SAtk / 55 SDef / 40 Spd Pros: Amazing Attack and Defense, Excellent HP, Solid Rock makes it hard to take down 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 physical sweeper. Megahorn hurts Cresselia and Bronzong, who may not mind your first two moves. Avalanche is for Gliscor and Dragon types. Substitute can protect you from status moves like Will-o-wisp. 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 Base Stats: 100 HP / 100 Atk / 125 Def / 110 SAtk / 50 SDef / 50 Spd Pros: Excellent stats in HP/Attack/Defense/Sp. Attack, great support movepool Cons: Low Speed and Sp. Defense Tangrowth @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish Nature -Power Whip -Leech Seed -Sleep Powder -Knock Off 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. Tangrowth @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature -Power Whip -Earthquake -Rock Slide -Swords Dance Tangrowth has a nice physical movepool and can be a formidable sweeper. Power Whip is your key attack of course. Earthquake and Rock Slide provide coverage against Pokemon that are resistant to Grass - Flying, Fire, and Steel types. Tangrowth @Heat Rock/Lum Berry EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Chlorophyll -Solarbeam -Hidden Power [Fire] -Sunny Day -Sleep Powder/Morning Sun This revolves around Tangrowth's Chlorophyll ability. It just like any other Sunny Day sets you may have seen. HP Fire gets a boost in the Sun and helps against Steel and enemy Grass types. Sleep Powder knocks out anything else that tries to counter you. ---------------------ELECTIVIRE----------------------- Type: Electric Ability: Motor Engine Base Stats: 75 HP / 123 Atk / 67 Def / 95 SAtk / 85 SDef / 95 Spd Pros: Has the most diverse movepool of any Electric type, excellent Attack, unique ability Cons: Base speed has been lowered upon evolving from Electabuzz Electivire @Life Orb/Expert Belt EVs: 6 HP / 252 Atk / 252 Spd Lonely/Adamant Nature -Thunderbolt/Thunderpunch -Ice Punch -Cross Chop -Earthquake/Hidden Power [Grass] Electivire has a supereffective move against most of the common opponents. Choose Thunderbolt if you want to do more damage to physical walls like Skarmory, Weezing, and Forretress. These guys have tons of Defense EVs but little or no Special Defense, so they'll take more damage from a special attack. If you don't care about that, go with Thunderpunch. Earthquake hits Electric types that you can easily switch into, but HP Grass is good for Swampert and Rhyperior, who aren't very afraid of its other attacks. Electivire @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Thunderpunch -Ice Punch -Cross Chop -Earthquake Just like any other heavy-hitter, Electivire can go all out with a Choice item moveset. ---------------------MAGMORTAR----------------------- Type: Magmortar Ability: Flash Fire 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 @Expert Belt/Life Orb EVs: 40 Atk / 252 SAtk / 216 Spd Hasty Nature -Flamethrower/Fire Blast -Thunderbolt -Focus Punch/Cross Chop -Will-o-wisp/Hidden Power [Ice/Grass] The ability to learn Thunderbolt lets it stand out from other Fire types. Magmortar will do more damage with Cross Chop/Focus Punch to Blissey/Snorlax than it can with Focus Blast. Ground types like Garchomp and Swampert are handled by a supereffective Hidden Power. Magmortar @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Mild Nature -Flamethrower/Lava Plume -Thunderbolt -Focus Punch -Hidden Power [Grass/Ice] A Choice Specs set. Lava Plume is an option over Flamethrower if you like to burn stuff. Again, Focus Punch for Blissey. Magmortar @Hot Rock/Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Flamethrower -Solarbeam -Sunny Day -Will-o-wisp A typical Sunny Day set. You're much better off not using this in OU, because Tyranitar and Hippowdon's Sandstream will ruin this strategy. -----------------------TOGEKISS------------------------ Type: Normal/Flying Ability: Serene Grace/Hustle 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 / 172 SAtk / 84 SDef Modest Nature Ability: Serene Grace -Air Slash -Thunder Wave -Aura Sphere -Wish/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. Togekiss @Leftovers EVs: 252 HP / 228 Def / 28 SDef Calm 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 Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Serene Grace -Tri-Attack -Air Slash -Aura Sphere -Grass Knot Like any Pokemon with good Sp. Attack and a diverse special movepool, Togekiss works great as a Choice sweeper. This gives Togekiss an oppurtunity to use Tri-Attack and Grass Knot helps against hefty opponents that can be harder to take down, like Rhyperior or Milotic. -----------------------YANMEGA------------------------- Type: Bug/Flying Ability: Speed Boost/Tinted Lens 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 @Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Speed Boost -Bug Buzz -Air Slash -Protect -Hypnosis/Hidden Power [Ice] 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 Weavile and Choice Scarf Heracross. HP Ice is handy for Dragons like Salamence and Garchomp. A quick Hypnosis can put any other opponent temporarily out of commission. Yanmega @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Tinted Lens -Bug Buzz -Air Slash -Hidden Power [Ice] -Shadow Ball Tinted Lens can erase an enemy's resistance to one of Yanmega's attacks. Shadow Ball is for Ghosts types. -----------------------LEAFEON-------------------------- Type: Grass Ability: Leaf Guard 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 / 54 Atk / 204 Spd Jolly Nature -Leaf Blade -Swords Dance -Baton Pass -Synthesis/Grasswhistle Leafeon excels at one thing above all others: Baton Passing Swords Dance. It has great Speed to pull it off and unlike certain other Swords passers (i.e. Ninjask) it can take plenty of physical hits with its great Defense. Synthesis keeps it alive while Grasswhistle, though inaccurate, can put potential counters and phazers to sleep. Leafeon @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Leaf Blade -X-Scissor -Aerial Ace -Return Leafeon has great Attack power, but a bad movepool. Still, you can make some use of a Choice Band set for the sake of novelty. X-Scissor takes care of enemy Grass types, Aerial Ace for Bugs, and Return is just a general filler. It's also your best choice against Flying and Poison types. -----------------------GLACEON-------------------------- Type: Ice Ability: Snow Cloak 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 [Electric/Fighting] -Wish -Fake Tears Ice Beam and HP Electric together provide great coverage. Electric hits the Water types that are resistant to Ice moves. HP Fighting also works since its supereffective against Steel types. Wish is good for support for both Glaceon and the rest of the team. Fake Tears lets Glaceon hit harder. Even 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 cousins, Glaceon has a poor movepool when it comes to offensive attacks. But its amazing Sp. Attack 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. -----------------------GLISCOR------------------------- Type: Ground/Flying Ability: Sand Veil/Hyper Cutter Base Stats: 75 HP / 95 Atk / 125 Def / 45 SAtk / 75 SDef / 95 Spd Pros: Excellent Defense, good physical and support movepool, the most reliable Heracross counter Cons: 4x Ice weakness Gliscor @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish Nature Ability: Sand Veil -Earthquake -Aerial Ace -Roost -Knock Off/Stealth Rock Gliscor is an excellent physical wall and also has very good Speed and Attack compared to other walls. Earthquake and Aerial Ace are for STAB and provide good coverage against many different opponents. Roost keeps it healthy. Knock Off and Stealth Rock are good support options. Gliscor @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Hyper Cutter -Earthquake -Aerial Ace -Stone Edge -U-Turn Even as a sweeper, Gliscor's high Defense and unique type combo let it take physical hits better than other Choice Banders. Stone Edge for Flyers and U-Turn to scout for enemy switch-ins. Gliscor @Leftovers EVs: 252 HP / 6 Atk / 252 Spd Jolly Nature Ability: Sand Veil -Earthquake -Swords Dance -Taunt -Baton Pass Gliscor also makes a great Baton Passer. It doesn't fear most phazers since it has Taunt to stop Roar/Whirlwind. -----------------------MAMOSWINE----------------------- Type: Ground/Ice Ability: Snow Cloak/Oblivious 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 Mamoswine @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Snow Cloak -Earthquake -Stone Edge -Ice Shard -Superpower A Choice Banded Ice Shard is a sure OHKO on most Dragon opponents (as well as other Pokemon with 4x Ice weakness). Steels and Waters will get hit hard with a powerful Earthquake. Stone Edge is for Flyers without Ice weaknesses, like Gyarados. Superpower is mainly for Bronzong, who resists every other move on this set. Mamoswine @Leftovers EVs: 252 HP / 252 Atk / 6 SDef Adamant Nature Ability: Snow Cloak -Curse -Earthquake -Ice Shard -Stone Edge/Avalanche Curse is Mamoswine's only means of raising its Attack and it also helps out its rather mediocre Defense. Ice Shard can still hit first, bypassing however many Speed drops Mamoswine has. Avalanche can be used as a stronger Ice move since Mamoswine is going to be going last anyways. Mamoswine @Leftovers EVs: 252 HP / 252 Atk / 6 SDef Adamant Nature Ability: Snow Cloak -Earthquake -Avalanche/Ice Fang -Rest -Sleep Talk With the RestTalk set, Mamoswine can take more hits to keep on attacking. Mamoswine @Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Snow Cloak -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. -----------------------PORYGON-Z----------------------- Type: Normal Ability: Download/Adaptability Base Stats: 85 HP / 80 Atk / 70 Def / 135 SAtk / 75 SDef / 90 Spd Pros: Amazing Sp. Attack, good Speed, diverse movepool, great new abilities Cons: Frail defenses 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 Even Blissey fears Porygon-Z with Nasty Plot, since it can quickly raise its Special Attack to phenomenal heights. A boosted Tri-Attack will devastate a ton of Pokemon. Ice + Electric or Fighting + Dark covers the opponents that are resistant to Normal attacks. Porygon-Z @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature Ability: Adaptability -Tri-Attack -Thunderbolt -Ice Beam -Dark Pulse It can rip through teams hard and fast with a Choice Band attached. Choice Scarf gives it no power boost, but makes it a speedy revenge-killer. -----------------------GALLADE------------------------- Type: Psychic/Fighting Ability: Steadfast Base Stats: 68 HP / 125 Atk / 65 Def / 65 SAtk / 115 SDef / 80 Spd Pros: Excellent Attack and Sp. Defense, diverse movepool, large variety of status moves Cons: Mediocre Speed, frail Defense Gallade @Leftovers/Life Orb/Expert Belt EVs: 228 HP / 252 Atk / 30 Spd Adamant Nature -Psycho Cut -Close Combat -Night Slash -Swords Dance/Hypnosis/Thunder Wave/Will-o-wisp Gallade is a pretty special Fighting type. It has a great physical movepool, it can take plenty of special hits, and it learns so many status moves. The combination of Psychic, Fighting, and Dark cover every Pokemon in the game. Swords Dance boosts its Attack, but you don't really need it when you can cripple opponents with a status effect. Gallade @Choice Band EVs: 228 HP / 252 Atk / 30 Spd Adamant Nature -Close Combat -Psycho Cut -Night Slash -Stone Edge/Hypnosis/Thunder Wave/Will-o-wisp Of course, Gallade works great with a Choice Band. Stone Edge is supereffective against the many Flying types in the game, but again, you can use a status move to take on any counters. -----------------------PROBOPASS----------------------- Type: Rock/Steel Ability: Magnet Pull/Sturdy 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/Thunder Wave -Earth Power -Explosion/Magnet Rise Probopass makes a decent trapper for any Steel type that doesn't learn Earthquake (mainly Magnezone, Skarmory, and Mawile). Thunder takes care of Skarmory while Taunt prevents it from Whirlwinding you away. Earth Power for Magnezone. Once you've disposed of them, your job is basically done. Explode and hopefully take something down with you. If you don't like exploding, you can use Magnet Rise to at least give yourself a Ground resistance. -----------------------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 -Thunderpunch -Will-o-wisp/Fire Punch -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. Thunderpunch is important for countering Gyarados and also hits Starmie. Will-o-wisp cripples physical attackers, including the ones most threatening to Dusknoir like Weavile and Tyranitar. Fire Punch can be used against Heracross, another threat to Dusknoir. 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 @Choice Band EVs: 252 HP / 252 Atk / 6 Def Adamant Nature -Shadow Sneak -Thunderpunch -Ice Punch -Focus Punch Dusknoir has surprisingly good Attack for a wall and it can take advantage of that with the rather unusual Choice Band set. Ice Punch pairs nicely with Thunderpunch, hitting the Ground, Grass, and Dragon types that are resistant to Electric. With prediction, Focus Punch can OHKO Weavile, Tyranitar, and other Dark types when they switch in. Dusknoir @Leftovers EVs: 252 HP / 76 Def / 180 SDef Careful/Impish Nature -Ice Punch/Shadow Punch -Thunderpunch -Rest -Sleep Talk Rest + Sleep Talk is a more reliable healing strategy than relying on Pain Split, but it does sacrifice the diversity of your moves. Still, this Dusknoir can last a long time and doesn't mind being statused. -----------------------FROSLASS------------------------ Type: Ice/Ghost Ability: Snow Cloak 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 @Leftovers/Focus Sash EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Ice Beam -Thunderbolt -Spikes -Destiny Bond 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. Froslass is frail, so before you die, use Destiny Bond to take your opponent with you. Froslass @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Ice Beam -Thunderbolt -Shadow Ball -Hidden Power [Fighting] With a Choice Specs set, Froslass can cover every opponent in the game. Shadow Ball handles enemy Ghost types while HP Fighting is for Darks. -----------------------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 -Thunder Wave -Will-o-wisp With double status moves, Rotom can really mess opponents up. Physical sweepers especially don't like being burned or paralyzed. Finish them off with your STAB moves or leave the job to other members of your team. Rotom @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Thunderbolt -Shadow Ball -Trick -Hidden Power [Ice/Grass] Fire away with your special attacks and if something like Blissey shows, mess it up with Choice Specs/Scarf. HP Ice and Grass are both for Ground types. Ice takes care of Dragons while Grass is more for Ground/Waters like Swampert or Ground/Rocks like Golem. -----------------------ROTOM-FREEZE--------------------------- Type: Electric/Ghost 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 Blizzard, Good in Hail teams Cons: Poor HP, Pursuit weakness Rotom-F @Leftovers EVs: 252 HP / 168 Def / 88 Spd Modest/Timid Nature -Thunderbolt -Blizzard -Shadow Ball/Hidden Power [Ground] -Will-O-wisp/Reflect This is the standard set if you want to use Rotom as an anti-Spinner. Rapid Spinners like Forretress, Starmie, and Donphan won't be able to get pass you. HP Ground hits Magnezone, who resists both Thunderbolt and Blizzard. Will-o-wisp and Reflect both serve to lower the amount of damage that physical sweepers can do to you. 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 @Leftovers EVs: 252 HP / 168 Def / 88 Spd Calm/Bold Nature -Blizzard -Thunderbolt/Shadow Ball -Thunder Wave -Will-o-wisp With double status moves, Rotom-F can really mess opponents up. Physical sweepers especially don't like being burned or paralyzed. Finish them off with your other moves or leave the job to other members of your team. Rotom-F @Leftovers EVs: 252 HP / 136 Def / 120 SDef Calm/Bold Nature -Blizzard -Thunderbolt/Shadow Ball -Rest -Sleep Talk Without any reliable recovery moves, the only way it can keep itself alive is to use a RestTalk set. This is very good on Hail stall teams since it can take repeated hits and heal the damage. 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. -----------------------ROTOM-WASH--------------------------- Type: Electric/Ghost 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 Hydro Pump, good on Rain Dance teams Cons: Poor HP, Pursuit weakness Rotom-W @Leftovers EVs: 252 HP / 168 Def / 88 Spd Modest/Timid Nature -Thunderbolt -Hydro Pump -Shadow Ball -Will-O-wisp/Reflect This is the standard set if you want to use Rotom as an anti-Spinner. Rapid Spinners like Forretress, Starmie, and Donphan won't be able to get pass you. Will-o-wisp and Reflect both serve to lower the amount of damage that physical sweepers can do to you. Rotom-W @Choice Specs/Choice Scarf EVs: 6 HP / 252 SpA / 252 Spd Modest/Timid Nature -Thunderbolt -Hydro Pump -Shadow Ball -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 @Leftovers EVs: 252 HP / 168 Def / 88 Spd Calm/Bold Nature -Hydro Pump -Thunderbolt/Shadow Ball -Thunder Wave -Will-o-wisp With double status moves, Rotom-W can really mess opponents up. Physical sweepers especially don't like being burned or paralyzed. Finish them off with your other moves or leave the job to other members of your team. Rotom-W @Leftovers EVs: 252 HP / 136 Def / 120 SDef Calm/Bold Nature -Hydro Pump -Thunderbolt/Shadow Ball -Rest -Sleep Talk Without any reliable recovery moves, the only way it can keep itself alive is to use a RestTalk set. 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. Rotom-W @Damp Rock EVs: 252 HP / 6 Def / 252 Spe Modest/Timid Nature -Hydro Pump -Thunder -Rain Dance -Shadow Ball/Hidden Power [Ice] This is a moveset exclusive to Rotom-W and should be used on a Rain Dance team. After setting up the rain, Thunder will be 100% accurate and Hydro Pump will be boosted. Shadow Ball is good for STAB, but HP Ice will take care of Grass. -----------------------ROTOM-HEAT--------------------------- Type: Electric/Ghost 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 Overheat, good Steel counter Cons: Poor HP, Pursuit weakness Rotom-W @Leftovers EVs: 252 HP / 168 Def / 88 Spd Modest/Timid Nature -Thunderbolt -Overheat -Shadow Ball -Will-O-wisp/Reflect This is the standard set if you want to use Rotom as an anti-Spinner. Rapid Spinners like Forretress, Starmie, and Donphan won't be able to get pass you. Overheat is very useful in destroying Scizor and other troublesome Steels. Will-o-wisp and Reflect both serve to lower the amount of damage that physical sweepers can do to you. Rotom-H @Choice Specs/Choice Scarf EVs: 6 HP / 252 SpA / 252 Spd Modest/Timid Nature -Thunderbolt -Overheat -Shadow Ball -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 @Leftovers EVs: 252 HP / 168 Def / 88 Spd Calm/Bold Nature -Overheat -Thunderbolt/Shadow Ball -Thunder Wave -Will-o-wisp With double status moves, Rotom-H can really mess opponents up. Physical sweepers especially don't like being burned or paralyzed. Finish them off with your other moves or leave the job to other members of your team. Rotom-H @Leftovers EVs: 252 HP / 136 Def / 120 SDef Calm/Bold Nature -Overheat -Thunderbolt/Shadow Ball -Rest -Sleep Talk Without any reliable recovery moves, the only way it can keep itself alive is to use a RestTalk set. 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. -----------------------ROTOM-CUT--------------------------- Type: Electric/Ghost 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, Pursuit weakness Rotom-C @Leftovers EVs: 252 HP / 168 Def / 88 Spd Modest/Timid Nature -Thunderbolt -Leaf Storm -Shadow Ball -Will-O-wisp/Reflect This is the standard set if you want to use Rotom as an anti-Spinner. Rapid Spinners like Forretress, Starmie, and Donphan won't be able to get pass you. Will-o-wisp and Reflect both serve to lower the amount of damage that physical sweepers can do to you. Rotom-C @Choice Specs/Choice Scarf EVs: 6 HP / 252 SpA / 252 Spd Modest/Timid Nature -Thunderbolt -Leaf Storm -Shadow Ball -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 @Leftovers EVs: 252 HP / 168 Def / 88 Spd Calm/Bold Nature -Leaf Storm -Thunderbolt/Shadow Ball -Thunder Wave -Will-o-wisp With double status moves, Rotom-C can really mess opponents up. Physical sweepers especially don't like being burned or paralyzed. Finish them off with your other moves or leave the job to other members of your team. Rotom-C @Leftovers EVs: 252 HP / 136 Def / 120 SDef Calm/Bold Nature -Leaf Storm -Thunderbolt/Shadow Ball -Rest -Sleep Talk Without any reliable recovery moves, the only way it can keep itself alive is to use a RestTalk set. 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. -----------------------ROTOM-Spin--------------------------- Type: Electric/Ghost 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 Air Slash Cons: Poor HP, Pursuit weakness, outclassed by other Rotoms Rotom-S @Leftovers EVs: 252 HP / 168 Def / 88 Spd Modest Nature -Discharge/Thunder Wave -Air Slash -Shadow Ball -Confuse Ray Rotom-S's version of the anti-Spinner set is also a parafusion set. Paralyze your opponents, then give them confusion. Air Slash can also make them flinch, reducing their ability to attack even more. Rotom-S @Choice Specs/Choice Scarf EVs: 6 HP / 252 SpA / 252 Spd Modest/Timid Nature -Thunderbolt -Air Slash -Shadow Ball -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 @Leftovers EVs: 252 HP / 168 Def / 88 Spd Calm/Bold Nature -Air Slash -Thunderbolt/Shadow Ball -Thunder Wave -Will-o-wisp With double status moves, Rotom-S can really mess opponents up. Physical sweepers especially don't like being burned or paralyzed. Finish them off with your other moves or leave the job to other members of your team. Rotom-S @Leftovers EVs: 252 HP / 136 Def / 120 SDef Calm/Bold Nature -Air Slash -Thunderbolt/Shadow Ball -Rest -Sleep Talk Without any reliable recovery moves, the only way it can keep itself alive is to use a RestTalk set. 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. -----------------------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: Pretty much outclassed by Cresselia, Pursuit weakness Uxie @Choice Scarf EVs: 252 HP / Def / 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. Trick can cripple any walls that Uxie meets, like Hippowdon or Bronzong. Reflect and Thunder Wave are both useful options. U-Turn is used for scouting. Uxie @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature -Psychic/Thunderbolt -U-Turn -Stealth Rock -Yawn This set features moves that set Uxie apart from Cresselia. U-Turn lets you escape from opponents that use Pursuit. Stealth Rock is for general support and Yawn combines nicely with it, forcing opponents to switch. You can use Psychic for STAB, but Thunderbolt lets you counter Gyarados. Uxie @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature -Psychic/Grass Knot -Thunderbolt -Rest -Sleep Talk A sturdy RestTalk set. Again, Thunderbolt is there for Gyarados. Grass Knot hits heavy Ground types like Swampert and Rhyperior (if it doesn't have Megahorn). -----------------------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, ability to learn Boltbeam Cons: Pursuit weakness Mesprit @Leftovers EVs: 68 HP / 252 SAtk / 190 Spd Modest Nature -Psychic -Thunderbolt -Ice Beam -Calm Mind Mesprit's advantage over the other pixies is that it can learn the famous BoltBeam combo and has access to Calm Mind as well. Boost your special stats then fire away with your special moves. Mesprit @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Psychic -Thunderbolt -Ice Beam -Grass Knot Mesprit has a pretty diverse special movepool and great stats to go along with it. Grass Knot is for the ever threatening Tyranitar as well as other Pokemon with major Grass weaknesses. Mesprit @Leftovers EVs: 252 HP / 178 Def / 80 SAtk Bold Nature -Thunderbolt -Ice Beam -Psychic -U-Turn/Reflect/Light Screen 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. It only wishes it had a reliable healing move. -----------------------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 -Explosion -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 Bronzong. When you have your rocks set up and you've already been damaged, it's generally a good time to explode. Fire Blast is for common Steel leads like Metagross while Psychic gives you STAB and is useful against Azelf @Life Orb EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature -Psychic -Flamethrower -Nasty Plot -Hidden Power [Fighting]/Grass Knot Azelf is one of the most dangerous special sweepers in the OU game. Even Blissey is threatened by a Nasty Plotted Psychic. Flamethrower takes care of Steel types as well as Weavile. HP Fighting covers other Dark types like Tyranitar and Houndoom, and also Heatran. Grass Knot is a better choice for Tyranitar, though its ineffective against Houndoom and Heatran. Azelf @Choice Specs/Choice Scarf EVs: 36 Atk / 220 Spd / 252 SAtk Naive Nature -Psychic -Flamethrower -Hidden Power [Fighting]/Grass Knot -Explosion/U-Turn/Trick Choice Specs opens up your last slot for an offensive move. Since you no longer have Nasty Plot, this is the move to counter Blissey. Explosion can easily take her out in one hit. But if you don't like blowing up your Azelf, you can use U-Turn to dent Blissey and switch to an appropriate counter. Trick also messes Blissey up, making her much less useful for the rest of the battle. Azelf @Choice Band/Choice Scarf EVs: 4 HP / 252 Atk / 252 Spd Jolly Nature -Zen Headbutt -Fire Punch -Explosion -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. -----------------------DIALGA-------------------------- Type: Dragon/Steel Ability: Pressure 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 healing moves (besides Rest), can't boost its Special stats 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 it. Thunder is for Kyogre while Dragon Pulse is a more reliable Dragon move for opponents who have already been weakened. Dialga @Adamant Orb/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. Dialga @Leftovers EVs: 252 HP / 6 Def / 252 SDef Careful/Calm Nature -Dragon Claw/Dragon Pulse -Bulk Up/Earth Power/Toxic -Rest -Sleep Talk A RestTalk set. Dialga can be physical or special on this set. If physical, use Dragon Claw along with Bulk Up. Nothing is immune to Dragon, so using it as your only attack is just fine. If special, use Dragon Pulse with either Earth Power or Toxic. Since you have no way of boosting your Special Attack, you'll want Earth Power to help out against Steel types. Toxic works for general stalling since this set is meant to last a long time. -----------------------PALKIA-------------------------- Type: Dragon/Water Ability: Pressure 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: No healing moves (besides Rest), can't boost its Special stats Palkia @Lustrous Orb/Choice Specs EVs: 6 HP / 252 SpAtk / 252 Spd Hasty Nature -Spacial Rend -Surf -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. 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 @Lustrous Orb/Leftovers EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Dragon Claw -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. Dragon Claw and Aqua Tail for STAB and Earthquake is there for Steels like Dialga and Metagross. Palkia @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Aqua Tail -Dragon Claw -Earthquake -Stone Edge Another physical set, this time with Choice Band. Stone Edge is for Lugia and will do more damage to Ho-oh if it's sunny. -----------------------HEATRAN------------------------- Type: Fire/Steel Ability: Flash Fire 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: 48 Atk / 252 SAtk / 208 Spd Naive/Rash/Modest Nature -Flamethrower/Fire Blast/Overheat -Dragon Pulse -Earth Power -Explosion/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. Explosion takes out Blissey and HP Electric is for Gyarados and other Water types. Choice Scarf doesn't give you a SpAtk boost, but it allows you to outspeed Dugtrio and 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 EVs: 6 HP / 252 SAtk / 252 Spd Timid/Naive Nature -Stealth Rock -Fire Blast -Earth Power -Explosion 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 or you can explode. Shuca Berry lets you survive most non-STAB Earthquakes as well as Earth Powers from enemy Heatran. Heatran @Leftovers EVs: 252 HP / 48 SAtk / 208 SDef Timid/Naive Nature -Fire Blast/Lave Plume -Earth Power -Rest -Sleep Talk Don't overlook Heatran's terrific defenses. It can wall many attacks and still have the power to deal significant damage. Lava Plume may be weak in comparison to Fire Blast, but it has a high chance of burning your opponent and this set will have more chances of pulling that off since it can recover health. -----------------------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 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 Def / 6 SAtk / 252 SDef Bold Nature -Dragon Pulse -Shadow Ball -Will-o-wisp -Calm Mind Calm Mind boosts your Sp. Defense while Will-o-wisp prevents physical attackers from messing with your Defense. Getting STAB on both Dragon and Ghost attacks is great, since many ubers are weak to those types of moves. Giratina @Leftovers EVs: 252 Def / 6 SAtk / 252 SDef Bold Nature -Dragon Pulse -Calm Mind -Rest -Sleep Talk Rest is Giratina's only form of healing, so you might as well take advantage of it. Like the previous set, Calm Mind boosts your special stats and lets you strike with a powered-up Dragon PUlse. Giratina @Choice Specs EVs: 6 Def / 252 SAtk / 252 SDef Modest Nature -Draco Meteor -Shadow Ball -Aura Sphere -Thunder Like most ubers, Giratina has a large special movepool and a nice Special Attack stat. Draco Meteor for a powerful hit-and-run move, Shadow Ball for STAB and a supereffective move against Psychics, Aura Sphere for Steels and Blissey, and Thunder for Kyogre. -----------------------GIRATINA-ORIGIN---------------------- Type: Ghost/Dragon Ability: Levitate 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 @Gresious Orb EVs: 146 HP / 252 SAtk / 112 Spd Modest Nature -Dragon Pulse -Aura Sphere -Calm Mind -Substitute/Shadow Ball Giratina-O is a fantastic sweeper. Dragon Pulse is your main STAB move while Aura Sphere takes care of Steels, Tyranitar, and Blissey. Rack up a few Calm Minds and unleash your special attacks on the opposing team. Substitute can be used to block status moves like Toxic from ruining your sweep. However Shadow Ball can also be used for additional coverage and a second STAB move, useful for Lugia and Metagross. Giratina-O @Gresious Orb EVs: 146 HP / 252 Atk / 112 Spd Adamant Nature -Outrage -Earthquake -Shadow Claw/Shadow Force -Substitute Giratina-O can also work as a physical sweeper. Outrage will do a ton of damage to any non-Steel opponents. Those Steel-types will get hit hard by an Earthquake. A Ghost move is used once again as a second STAB move. Shadow Claw is rather weak, but reliable, while Shadow Force has power but is riskier to pull off. Substitute blocks status and can also give you a free turn to attack. Giratina-O @Gresious Orb EVs: 146 HP / 252 Atk / 112 Spd Adamant Nature -Outrage -Earthquake/Shadow Force -Rest -Sleep Talk Here's a sweeper set that gives Giratina-O some extra survivability while it attacks. Rest and Sleep Talk can restore your health again and again. If you use Outrage while Resting, you will never be locked into the move and you can switch out if the opponent tries to counter you. -----------------------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 -Charge Beam/Grass Knot -Reflect -Moonlight/Thunder Wave Cresselia makes such a great wall for both physical and special attacks. Ice Beam lets Cresselia easily counter Dragons like Garchomp and Salamence. Charge Beam is for Gyarados while Grass Knot hits Tyranitar hard. Reflect lets Cresselia survive even more physical hits and helps out the rest of the team as well. Moonlight helps Cresselia stay alive, but Sandstream will more often than not mess it up. So you can use Thunder Wave instead to paralyze any potential counters. Cresselia @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold/Modest Nature -Psychic -Ice Beam -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 Heracross hard. Ice Beam for Dragons. You can Moonlight to stay healthy, but as mentioned above, Sandstream will make it ineffective. So you can use Grass Knot instead for when Tyranitar shows up. Cresselia @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature -Ice Beam -Charge Beam/Thunder Wave -Rest -Sleep Talk Like any defensive Pokemon, Cresselia works great with a RestTalk set. Rest is a more reliable healing move than Moonlight since it isn't affected by Sandstream. -----------------------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 a couple of Tail Glows, Manaphy can even defeat Blissey with ease. This is a testament to its power and why it's banned to ubers. Ice Beam kills off all those Dragon types and Grass Knot can take down Kyogre and Groudon with no problem. Manaphy @Leftovers Evs: 6 HP / 252 SAtk / 252 Spd Bold Nature -Surf -Ice Beam/Grass Knot -Tail Glow -Rest Use this set on the same team as a Kyogre. Using Hydration, the rain will instantly awaken you and you can sweep with a rain-boosted Surf. Without Calm Mind, Blissey will have a hard time taking you down since any status effects she uses can be instantly cleared away. -----------------------DARKRAI------------------------ Type: Dark Ability: Nightmare 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 EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Dark Void -Dark Pulse -Substitute/Taunt -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. Taunt can prevent enemies from using Calm Mind or healing themselves with recovery moves. Both of these moves give you time to Nasty Plot up and fire away boosted Dark Pulses. Darkrai @Life Orb EVs: 58 Atk / 252 SAtk / 200 Spd Hasty Nature -Dark Void -Dark Pulse -Focus Punch -Thunder/Spacial Rend Darkrai has a diverse movepool and can show it off in this set. Use a Dark Void on anything that might counter you. Then blast Dark Pulses at anything weak to it. Steels and Blisseys get a taste of Focus Punch. Thunder if you're afraid of Kyogre or you can use Spacial Rend to take on Dragons like Palkia. Darkrai @Choice Specs EVs: 6 Atk / 252 SAtk / 252 Spd Hasty Nature -Dark Pulse -Thunder -Focus Punch -Ice Beam/Spacial Rend/Dark Void Of course, any special sweeper does well with a Choice Specs set and Darkrai is no different. You can still use Dark Void to put counters to sleep, then attack when you come back in. -----------------------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, outclassed by Celebi Shaymin @Leftovers EVs: 252 HP / 94 SAtk / 164 Spd Timid Nature -Seed Flare -Substitute/Aromatherapy -Leech Seed -Rest Shaymin is very good at healing itself and the rest of the team. Aromatherapy cures status and Leech Seed saps health from opponents. Leech Seed can also be combined with Substitute for the annoying SubSeed strategy. Rest is Shaymin's only way of healing lots of HP, but that's okay. With Natural Cure, it will be instantly awakened once it switches out. Shaymin @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Seed Flare -Hidden Power [Fire/Ice] -Psychic -Earth Power It has a very limited movepool, but Choice Specs Shaymin stands out due to Seed Flare. HP Fire for Steels or HP Ice for Dragons and Flying Pokemon. Psychic hits Heracross and Poisons like Weezing and Gengar. Earth Power is needed for Heatran. Shaymin @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Seed Flare -Hidden Power [Fire/Ice] -Earth Power -Rest Fire away with your attacks, then when your health gets low you can Rest and switch out to fully cure yourself of Sleep. -----------------------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, 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 Skarmory and Bronzong, while HP Ice is for Dragons. 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 @Leftovers/Life Orb/Silk Scarf EVs: 80 HP / 252 Atk / 176 Spd Jolly Nature -Return/Extremspeed -Earthquake -Shadow Claw -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. With the Swords Dance set, you can quickly boost your Attack while hitting enemies with a powerful Return or Extremespeed. Shadow Claw for Ghosts and Earthquake for Steels. Arceus @Choice Band EVs: 80 HP / 252 Atk / 176 Spd Jolly Nature -Return/Extremespeed -Earthquake -Shadow Claw -Stone Edge A Choice Bander - no surprise here. Stone Edge hits harder on Lugia than Shadow Claw and also does more damage to Ho-oh and Rayquaza. Arceus @Dread Plate/Spooky Plate/Insect Plate EVs: 92 HP / 240 SAtk / 176 Spd Timid Nature -Judgement -Substitute -Calm Mind -Recover Most ubers are Psychic or part Psychic, so become a Dark, Ghost, or Bug type and hit them where it hurts. Blissey can't do anything to you when you have a protective Sub and can Recover as well. Arceus @Draco Plate EVs: 92 HP / 240 SAtk / 176 Spd Jolly Nature -Dragon Claw -Substitute -Swords Dance -Recover Similar idea to the previous set, except this one is physical and uses Swords Dance to let your Attack skyrocket. Dragon type is the way to go here since it's the type that has the least amount of resistances. Arceus @ Iron Plate EVs: 252 HP / 198 Def / 60 SDef Careful Nature -Dragon Claw -Brick Break -Recover -Reflect/Light Screen Arceus has awesome HP and defenses, so turning it into a Steel type makes it resistant to all sorts of moves that ubers may throw at you. Dragon Claw and Brick Break cover many uber threats. Reflect or Light Screen let you support the rest of your team. Arceus @ Fist Plate/Insect Plate EVs: 90 HP / 252 SAtk / 168 Spd Timid Nature -Judgement -Shadow Ball/Ice Beam -Rest -Sleep Talk This set is the perfect counter for Darkrai. Absorb its Dark Void then use Sleep Talk to hit it with a supereffective Judgement. If you're a Fighting type, Shadow Ball prevents you from being walled by the many Psychic type ubers. If you're a Bug type, use Ice Beam for Rayquaza, Dialga, and Ho-oh. ===========================FAQ=============================== 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. ========================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. -X-Act from Smogon for creating a neat Javascript EV calculator which really helped out on the EV spreads here. -Serebii.net for having one of the most thorough D/P 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 - leave me a note on the shoutbox. I check my website every day, so this is probably the best way of contacting me. Forums: Smogon, Pkmncommunity, Serebii, NSider - My username is aragornbird on all of those forums. Smogon and Pkmncommunity are the ones I'm most active at (since I'm a moderator at those forums). Send me a PM if you like. I shall respond sooner or later. 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. Don't think that you can bother me or make me mad with spam. I won't care. I'll just delete it without a second thought and you'll have wasted your time. LEGAL INFO This document is copyright 2007 Liang "aragornbird" Fang. You may not copy, reproduce, modify, or distribute this document in any way without written permission from the owner. =======================VERSION HISTORY============================= Version 2.0 - 3/25/09 - Platinum update! Version 1.0 - 9/4/07 - Movesets and descriptions for all competitive Pokemon. Version 1.1 - 9/7/07 - Fixed a few mistakes and added a few extra movesets