Resource ORAS OU Teambuilding

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Approved by Aragorn the King and taken over from Sanger Zonvolt
AKA OU Teambuilding V5
Op stolen from sanger Zonvolt





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With Sanger Zonvolt's permission I have decided to bring back this thread so that we can update it for the current Oras Metagame. For those unfamiliar with this project, the goal is to post standard sets of viable Pokemon to help newer players figure out useful Pokemon that they can use on their teams. Be sure that your set includes an importable. Feel free to comment on any sets posted, but please be sure to keep it civil. Here's the format I'm looking for when you write up sets:​



Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch / Earthquake
- Ice Punch / Earthquake

Role: Special Wall, Rapid Spinner, Physical Wall, Wallbreaker, Physical Sweeper, Special Sweeper, Late-game Cleaner, Hazard User, Revenge Killer, Bulky Attacker, Tank, Lure, Mixed Attacker, Support (weather support...) etc.

What It Does: mention what it counters and why it is good at its role OR say why it's bad if you're purposely posting something not to use

Good Teammates: stuff it works well with.

What Counters It: Common Pokes that either check or counter it

Any Additional Info:

I'm not looking for an essay, but please be thorough in your descriptions. If it doesn't follow this format I won't add it to the lists. As a reminder, this thread can be useful for getting noticed for the Community Contributor badge.

For anyone wondering why there are both hyperlinks and sets in Hide tags, the OP is transitioning from using sets posted in hide tags to using hyperlinks that lead to the post containing the set. As time goes on the sets should be replaced with hyperlinks.

Rules on Reservations:
Im Pretty much on Everyday or so, so ill be keeping track of who reserved what pokemon. Here are the the general guidelines:
  • Always double-check the lists in the OP and some of the more recent posts to make sure a mon hasn't been reserved. Ideally you should at least check the last couple of pages in the thread
  • If you reserve a mon, Please get it done within 48 hours. If it's not done within that time limit, I will allow someone else to claim it.
  • If you reserve a mon and something comes up preventing you from finishing within the time limit, please repost the reservation if you are actively making progress on it. If you want to drop a reservation, you can just edit the original post with the reservation to reduce clutter.
Anyway, here are the roles I'm looking for:































ORAS OU Viability Ranking Thread if you think a mon's been missed. Have at it!
When Reserving please State the set as some pokemon have multiple sets that have different roles. Ex gardevoir has a utility set and Stallbreaker set.
 
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Dr Ciel

Banned deucer.
I guess I'll start it off by naturally reserving Latias.


Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock / Thunderbolt
- Healing Wish / Roost

Role: Hazard Remover, Support (Healing Wish)

What it does: With a pretty nifty typing coupled with good stats across the board, Latias is one of the top choices for a Defogger on offensive teams. Life Orb is used mainly to give Latias a slightly more offensive presence while also maintaining its natural bulk. Defog is the main move on the set, being able to remove hazards from both sides of the field, preventing its teammates from being worn down. Draco Meteor is an insanely high BP STAB move with solid neutral coverage, doing heavy damage to all Pokemon who don't resist it. Psyshock nails Pokemon who are bulky on the special side, most notably Chansey. Thunderbolt is a solid option to nail down bulky Water types such as Azumarill, Skarmory, and Suicune. Healing Wish is a fantastic move to help revive a set up sweeper, giving it a second life at sweeping. Roost can be used to help check threats multiple times during the course of the match.

Good Teammates: Solid partners for this set include Fighting types, such as Keldeo and Mega Lopunny to help check Dark types, most notably Bisharp. Azumarill can threaten opposing dragons with its STAB & likes Latias's ability to switch in on Grass and Electric types. Set up sweepers in general enjoy Laias as a partner, as she can revive them, giving them a second chance at sweeping.

What counters it: Pursuit trappers, most notably Bisharp and Tyranitar can switch in on both STAB moves and easily OHKO it. Steel types, such as Mega Metagross, Heatran, and Ferrothorn can switch in on whatever Latias throws at them and can retaliate with their own Steel STAB. Fairy types, such as Azumarill, Clefable, and Mega Altaria are immune to Draco Meteor, and can easily take a Psyshock, though Azumarill has to be wary about Thunderbolt.
 
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Gardevoir-Mega @ Gardevoirite
Ability: Pixilate
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
- Psychic / Psyshock
- Hyper Voice
- Focus Blast
- Taunt / Calm Mind / Will-O-Wisp

Role: Wallbreaker (CM), Stallbreaker (Taunt)

What It Does: Mega Gardevoir is a great weapon vs. stall teams in the current metagame, as it can eliminate many of its staples. Most notably in Gardevoir’s breaking capabilities is its ability to OHKO Mega Sableye, and access to great coverage moves and a secondary STAB. Taunt allows Mega Gardevoir to hard stop most of the rest of stall teams in the current metagame, as they’ll be able to do nothing but a pittance of damage in most cases.

Good Teammates: TankChomp is a good teammate, as it punishes Steel-types, such as Heatran, and priority users, such as Mega Lopunny, that can otherwise trouble Gardevoir. Pursuit trappers like Weavile can take care of some major walls to it, such as Mega Metagross, Jirachi, and Victini. Magnezone can more reliably trap and kill most Steel-type walls to Gardevoir as well.

What Counters It: Steel types such as Mega Metagross and Mega Scizor can take anything Gardevoir has to dish out and OHKO in return. Priority users and faster Pokemon have a very easy time exploiting Gardevoir’s terrible defense stat.

Any Additional Info: The EV spread used here is made to avoid the 2HKO from Life Orb Latios' Psyshock from full.
 
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Pidgeot @ Pidgeotite
Ability: Big Pecks
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Roost / Hyper Beam / Hidden Power Ground / Hidden Power Steel
- U-turn

Role: Late-game Cleaner

What it Does: Mega Pidgeot is good coming in late-game and disposing of the remains of the opponent's team. This is because of the inability to miss, a great speed tier, decent coverage, and a great special attack stat. Hurricane is Pidgeot's main STAB, hitting for a nice 110 base power, 30% chance to confuse, and not having a chance to miss. Heat Wave is Mega Pidgeot's main coverage move, hitting the steel types that wall Mega Pidgeot's STABs and any other resists to flying types. Roost is used for preserving Mega Pidgeot in a match where that may be necessary, or if you really need to revenge kill something you can get the health back you lost. Hyper Beam is used for a big nuke, usually used when Pidgeot is about to die or you know for sure your opponent is switch to perhaps and electric type. Hidden Power Ground is not the most common option, but is definitely viable. This hits the rock types that wall Normal/Flying/Fire coverage for super effective damage, and hits Heatran which would otherwise wall Pidgeot. The last option is Hidden Power Steel. Hidden Power Steel allows Pidgeot to still hit those pesky rock types, but is mostly used on Mega Diancie weak teams. U-Turn is Pidgeot's last move, allowing it to pivot out of bad situations or getting in a Pokemon best fit for the opposing Pokemon.

Good Teammates: Hazard removal is very important for Mega Pidgeot. It allows Pidgeot to come in safely without having to worry about a 25% chunk being taken out of its health. Possible candidates include Latios/Latias, Starmie, Excadrill, etc. When using a Mega Pidgeot, you want a slot on your team that can take care of Electric types, mainly a bulky ground type or a good resist such as Hippowdon, Ferrothorn, or the previously mentioned Latios/Latias. Finally, you definitely need a slot on your team for rock types, again probably a ground type or a steel type. Hippowdon, Excadrill, Gliscor, Garchomp, and Landorus-T are all great examples.

What Counters it: Electric types, especially those with a greater speed tier or reliable recovery counter Mega Pidgeot. Some examples include Mega Manectric, Zapdos, Thundurus, Raikou, and Rotom-W. Rock Types also can switch into Mega Pidgeot without fearing much damage being done to them. Tyranitar, Mega Diancie, and Mega Aerodactyl are good examples of threats to Pidgeot. Special walls like Cresselia, Chansey, and Blissey all can wall Pidgeot with ease, and can wear it down with residual damage. Finally, Heatran deserves a special mention as it walls all Pidgeot can hit it with, minus Hidden Power Ground of course, which still only barely does half to specially defensive sets.

Any Additional Notes: A Work Up stallbreaker set is definitely viable on Mega Pidgeot, but for right now I will leave that to someone else, but I may come back to it. :]

 
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Alakazam @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic/Psyshock
- Shadow Ball
- Focus Blast
- Substitute/Encore/Knock Off/Taunt

Role: Wallbreaker

What it does: Life Orb Alakazam is a solid wallbreaker that can reach immense potential of power and break down common walls such as Garchomp, Mega Venusaur and Hippowdon, allowing other sweepers to break through and set up more easily. It has a solid speed tier to outspeed and kill wallbreakers in base 115 and below, such as Keldeo, Gengar and the Latis. Diversity in its moveset also makes this Pokemon extremely difficult to switch in to, and has very little if not zero counters. Psychic is run to hit targets such as Hippowdon and Garchomp harder and is preferred although Psyshock is run occasionally to hit harder threats, with higher Special Defense stats, such as Tornadus, Raikou and Clefable. Shadow Ball covers for other Psychic-types such as Latis and Slowbro which Focus Blast and Psychic don’t already cover for, and otherwise wall it. Substitute can be run to stop Pursuit trappers such as Weavile and Bisharp, whilst Encore is also run to catch certain walls off guard, and Knock Off is good team support, and can lure Assault Vests off Tornadus-Therian, Eviolite off Chansey and Leftovers off Clefable (this comes in particularly useful when running Psychic). Taunt (or Sub) also can help with targets on stall such as Chansey, which would annoy it otherwise.


Good Teammates: Unfortunately, being frail and outsped by a lot of common tier threats such as Weavile and Tornadus, faster support to handle these mons (such as Talonflame, Scizor), is appreciated. Priority can also be annoying to Life Orb Alakazam, so checks to Scizor (Keldeo, Garchomp, Talonflame), Bisharp (Keldeo, Garchomp, Hippowdon) and Talonflame (Garchomp, Heatran, Slowbro) would be greatly appreciated. As being listed numerously previous times, Garchomp is a solid partner, as it can also provide rocks support to support Alakazam in whithering down walls.


What Counters It: Being a very volatile wallbreaker, and a very hard hitter, Offensive Alakazam, particularly with that speed tier, becomes a very difficult Pokemon to counter reliably. In terms of defensive switchins, Chansey is a somewhat reliable counter to all non-Psyshock Alakazam sets, and can Thunder Wave Alakazam down, making it easier to break. Cresselia can also support the team in breaking Alakazam, however without Specially Defensive investment (which is likely to be run anyway), Shadow Ball is a clean 2HKO after Stealth Rock damage. Mew and Jirachi are also OK as switch ins, however they also suffer a potential 2HKO from Shadow Ball after rocks, and though Mew can OHKO it back with Knock Off, Jirachi doesn’t OHKO Alakazam with Iron Head, although it can render Alakazam useless by paralysing it. Taunt can also stop these switchins from annoying Alakazam. On the other hand, Alakazam is a somewhat easy Pokemon to check; Priority Pokemon such as Offensive Talonflame can check Alakazam successfully, faster Pokemon such as Weavile, Sand Rush Excadrill, Scarfed Landorus-Therian and Scarfed Garchomp as well as Pursuit Trappers such as Weavile and Bisharp. All in all, like many frail wallbreakers of its rough speed tier, Alakazam can prove a very difficult Pokemon to counter, but a very easy Pokemon to check/revenge kill

SASH ZAM

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Hidden Power [Fire] / Hidden Power [Ice] / Grass Knot
- Thunder Wave


Role: Revenge Killer


What it does: Focus Sash Alakazam is a wallbreaker that utilises Magic Guard to switch in to Stealth Rocks and/or Spikes and Focus Sash, as well as its somewhat decent speed tier to revenge kill threats on an opposing team. Its speed tier allows it to easily revenge kill slower threats such as Gengar and Keldeo. Psychic is good stab, whilst Focus Blast hits Steel-types and Dark-types that Psychic wouldn’t be able to cover, such as Weavile, Bisharp and Heatran. Alakazam’s 3rd move depends on what it wants to hit: Hidden Power Ice is run for Landorus-Therian, Garchomp and 2HKOs Gliscor, whilst Hidden Power Fire is an option for opposing Scizor, Mega Scizor and even Ferrothorn , which is hit more reliably with Hidden Power Fire than Focus Blast. Grass Knot is an option to chip some damage off Hippowdon, Mega Gyarados and Slowbro. Shadow Ball is an acceptable option, however since it doesn’t hold Life Orb, it lacks power to 2HKO common Psychic-type targets such as Mew or Jirachi. Thunder Wave is run in the last slot to stop faster Pokemon and sweepers that it can’t stop on its own, such as Mega-Charizard-X and Mega-Altaria


Good Teammates: Focus Sash Alakazam is a Pokemon that functions similarly to Life Orb Alakazam, so a lot of its checks come in handy whilst building around Focus Sash Alakazam. Sash Alakazam is also appreciated on offensive builds as a revenge killer, so Pokemon that can revenge kill paralysed sweepers such as Mega-Charizard-X (such as Garchomp), are also appreciated. Hazard Setters are also helpful for Alakazam, as it helps knock down sweeper targets that can annoy offensive teams, and also makes it easier for Alakazam to handle.


What Counters It: Much like Life Orb Zam, Sash Zam is a Pokemon that is easy to check/revenge kill, and faster opponents, such as Scarfed Landorus-Therian and Weavile, although Focus Sash makes it easy for Sash Zam to break this void. Unlike Life Orb Zam, however, Focus Sash lacks the damage output of Life Orb, and therefore it is a lot less difficult to counter, and Pokemon such as Mew, SpDef Jirachi, Mega Scizor, Klefki and SpDef Gliscor can often take advantage of the set and counter it.
 
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Oblivion (Houndoom) (F) @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Nasty Plot
- Dark Pulse
- Sludge Bomb / Taunt

Role: Special Sweeper

What It Does:
Although Mega Houndoom is often to fall to the back of the mind, it's a threat one must not look over. A fantastic Speed tier combined with the highly sought-after move of Nasty Plot makes Houndoom a fantastic late-game sweeper. A fantastic dual STAB combination leaves few things in the tier to resist them, and its typing allows it to check common metagame threats like Mega Metagross, Mega Sableye, Mega Scizor, Latios, and Bisharp. It easily plows through unprepared teams, and due to its low usage, not every team is prepared for it. Sadly, it still suffers from its fair share of issues, the main one being walled by many common Pokemon. Also, being a Mega Pokemon, it has some issues fitting on certain teams. However, if you choose to use Mega Houndoom, you will not be disappointed.

Good Teammates:
Latias in particular handles Keldeo, provides Healing Wish support, and can also clear away entry hazards. Latios is in a similar boat, and Earthquake lures in Heatran and OHKOs it. Keldeo can defeat or set up on Tyranitar and Heatran lacking Solarbeam. Toxicroak can defeat Chansey, Tyranitar, Keldeo, and Mega Altaria, and can generally just spam Gunk Shot against a lot of its checks. Gyarados shares fantastic synergy with Houndoom and is able to set up on Pokemon such as Heatran, Talonflame, and Keldeo. In return, Houndoom can beat Ferrothorn and Skarmory.

What counters it:
Sadly, Mega Houndoom is countered or checked by many common threats. The main threats that you must be wary of are Keldeo, Tyranitar, Heatran, Chansey, Mega Altaria, and Azumarill, although the latter two are handled by Sludge Bomb. Mega Houndoom suffers from a weakness to all forms of hazards, leaving it to be worn down quite easily, so hard removal is very important. Mega Houndoom also has an annoying weakness to common priority moves in Mach Punch and Aqua Jet.

Any Additional Info:
The last moveslot is generally reserved for what your team needs most. Sludge Bomb hits defensive Fairy-types such as Altaria, Unaware Clefable, Sylveon, and Azumarill. Taunt can be used to set up on more defensive Pokemon, such as Heatran or Tangrowth. Other options include Will-o-Wisp, which can lure in Azumarill and Tyranitar, while also getting chip damage on Keldeo. Destiny Bond allows Houndoom to get another KO if it cannot OHKO the opposing targets.
 
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Hi user: Nedor c:

Sableye-Mega (M) @ Sablenite
Ability: Stall / Prankster
EVs: 252 HP / 104 Def / 144 SpD / 8 Spe
Calm Nature or Bold Nature
IVs: 0 Atk
- Shadow Ball / Fake Out / Knock Off
- Will-O-Wisp
- Recover
- Calm Mind / Knock Off / Foul Play

Role: Mixed Wall, Support

What It Does: Mega Sableye has almost become a staple on stall teams because it has almost made fat hazard stacking teams obsolete. Magic Bounce is a very nice ability, and it comes with a great typing, only being weak to Fairy. It can also switch into Gengar and Mega Medicham, which stall has a lot of difficulties with otherwise. This particular Mega Sableye set allows it to act as a win condition, mostly used to beat other Stall teams. Calm Mind and Will-O-Wisp are very nice, allowing Mega Sableye to take on mons from both the physical and special sides. CM Mega Sableye can be very hard to break for opposing stall teams without their own Calm Mind Mega Sableye (I changed my old set of Knock Off / Fake Out / Will-o-Wisp / Recover to a Calm Mind version just so I didn't auto-lose to identical stall teams that did have CM Mega Sableye).

With the set of Foul Play / Fake Out / Will-o-Wisp / Recover, Mega Sableye turns from a win con for stall into more of a utility mon (Knock Off can be used over Foul Play or Fake Out). This set is meant to pressure the opponent immediately and be more annoying in general. Fake Out can be used for chip damage, but its main purpose is to get off a free mega evolution. Foul Play is nice for hitting the mons like SD Lum Berry Garchomp and Talonflame that like to try to set up on Mega Sableye.

The EVs are meant for Mega Sableye to switch into special attackers like Gengar, Alakazam, and Tornadus-T, that stall can have a lot of trouble with anyways. I recommend keeping the EVs the same on both sets; even though Calm Mind is able to boost its special defense, it is still important to have a good amount of special defense EVs in order to switch into Gengar and Tornadus-t. Some people run max HP max defense on their CM Mega Sableye, but I think those are really bad EVs. From experience, I can say that having those physically defensive EVs are not as important as having them in special defense. If you are using Mega Sableye on defensive teams, it is not really its job to take those physical hits. Mons like Skarmory, Quagsire, Hippowdon, Ferrothorn, Suicune, and Slowbro are the ones that are meant to be your physically defensive walls. Mega Sableye is supposed to take on those mons mentioned earlier, that break standard stall teams not using Mega Sableye. I know some of you may argue, "well, I want my Mega Sableye to switch into hazard setters, and most of those are physical attackers, like Landorus-t, Excadrill, and Garchomp". Well, that's all very well, but what is the point of running defensive EVs when you are probably not going to be able to switch into them anyways. Landorus-t can just U-turn, gaining momentum for your opponents team, can set up an SD (you are not beating a +2 Landorus-t with Mega Sableye, sorry), or it can just straight up 2HKO you with Earthquake:
252+ Atk Earth Plate Landorus-T Earthquake vs. 252 HP / 252+ Def Mega Sableye: 144-171 (47.3 - 56.2%) -- 82.4% chance to 2HKO
As for Excadrill, it can do the same things basically: set up with SD, 2HKO you with EQ, or even flinch you to death (if you are using Mega Sableye, you really need to prepare to get flinched by Weavile, Excadrill, and Bisharp). Garchomp also beats Mega Sableye with SD and Lum Berry, or Dragon Tail (if it gets the right predictions).

Mega Sableye is mostly used for its ability to prevent hazards, mainly Spikes and Toxic Spikes. It can prevent rocks, but Mega Sableye can't exactly switch into the majority of rock setters safely (not counting the passive ones like Hippowdon and Ferrothorn). Mega Sableye is the main reason that those standard fat balance teams (clef/ferro/starmie/hippo/msabl/tflame) have seen a large decrease in usage. Mega Sableye is also used on stall teams for its ability to be a taunt blocker and psuedo status absorber. It makes a lot of former stallbreakers/mons that were threatening to stall almost useless. Examples of these mons would be Mew, Gengar, Gliscor, and Tornadus-T. These mons used to be pretty much the bane of stall, and were very hard to play around. Mega Gardevoir, however, is still a pretty big issue (I'll talk about it later in the Good Teammates section.

Good Teammates: Having as nice utility as it does, Mega Sableye still has a few downsides, mostly it not being able to take powerful attacks, on both the physical and special side (Calm Mind and wisp can't always do what it needs). It also has problems with mons that can set up on it. Skarmory is a very nice physical wall, that is able to wall most all of the physical threats to Mega Sableye. Chansey is able to take on most special threats, and Quagsire is able to deal with pretty much all the set-up sweepers.

You can't really rely on Mega Sableye to be your sole answer to hazards. You really should have another form of preventing hazards; Defog Skarmory, Defog Togekiss, Rapid Spin Starmie, Taunt Mew, and Defog Zapdos are all examples of possible teammates that can help Mega Sableye in its role of keeping hazards off the field. It is important to keep hazards off the field, even when using Mega Sableye (especially when using Mega Sableye, or any defensive mega for that matter), because megas have a really hard time switching into moves when hazards are up due to the fact they can't hold Leftovers. If you've had any experience playing with Mega Venusaur or Mega Altaria, you know how much a pain in the ass it can be to try to use those mons with hazards. Your opportunities become really limited, and you can't switch in to any decently powerful attacks. For this reason, you should really try to get some way to prevent hazards other than just Mega Sableye.

Speaking of preventing hazards, Gothitelle is another great addition to a Mega Sableye team. Not only does Gothitelle trap mons like Clefable (another rock setter that beats Mega Sableye), Quagsire, Chansey, Manaphy, Hoopa-U, and Gardevoir, but it also indirectly prevents hazards by removing them or tricking them a scarf (think of Clefable, Garchomp, Landorus-T, Excadrill, and Heatran). When theses mons are tricked a Choice Scarf, they are discouraged from setting up Stealth Rock because they don't want to be locked into the move when Mega Sableye comes in against them. You can easily use this to your advantage, and it helps you gain momentum from it. Gothitelle is also able to remove Chansey from play, which is a pain in the ass to Mega Sableye because it can PP stall out Mega Sableye otherwise.

What Counters It: In general, mons that can either set up faster, overpower, or don't mind the combination of Shadow Ball/wisp beat Mega Sableye. Examples of mons that can set up faster are Manaphy, Serperior, and Talonflame.

Here is a complete list, up to B+:

Counters: m altaria, m charizard x, clefable, talonflame (sd), talonflame (sb), m charizard y

switch ins: manaphy, azumarill, m diancie, heatran, keldeo, m gardevoir, serperior, volcarona

Checks: m gyarados, m lopunny, victini (band)

From this list, you can notice that nothing that can't take a burn/get rid of it really deplore switching into Mega Sableye. The only exception to this rule really is Azumarill. Belly Drum Azumarill has enough power to still 2HKO Mega Sableye very comfortably, even after the burn. In general, it is the fire, fairy, and water types that are beating Mega Sableye, with the exception of Serperior and Taunt Mega Gyarados. Most fire mons are able to switch into the burns freely and either fire back (lol, i made a pun) strong, powerful attacks, or set-up on Mega Sableye. Talonflame and Mega Charizard X can set up on non-Foul Play Mega Sableye, and Volcarona is able to set up regardless.

Fairy types are able to switch into wisps from Mega Sableye, because they are for the most part special attackers, excluding Azumarill and Mega Altaria, which I talked about earlier (Azumarill is still able to 2HKO Mega Sableye after burn, and Mega Altaria can easily use Heal Bell or Refresh to get rid of the burn. Mega Gardevoir, Clefable, Mega Diancie, and Special Attacking Mega Altaria are able to switch in without fear of getting crippled. However, Mega Gardevoir doesn't exactly like switching into a Shadow Ball from Calm Mind Mega Sableye. Otherwise, these special attacking fairies can freely switch in and threaten Mega Sableye out.

The rest of the mons seen on this list can set up faster/without care of wisp and force Mega Sableye out, or just be annoying in the case of scalds from Keldeo and lava plumes from Heatran. Mega Lopunny is able to prevent the prankster wisp with Fake Out and threaten it out the next turn with a Scrappy High Jump Kick. Mega Gyarados is able to either Taunt with Mold Breaker or use Substitute to avoid getting burned. It is then free to set-up and plow through the rest of the team. Both Serperior and Manaphy have ways of setting up faster than Mega Sableye can set up Calm Minds (Serperior with Contrary Leaf Storm and Manaphy with Tail Glow). They do not fear being burned, and can not only pressure out Mega Sableye, but also can clean up the rest of the team if not played carefully against. Keldeo is able to force Mega Sableye out with powerful Hydro Pumps or Scalds. Heatran can't exactly beat CM Mega Sableye, and in fact loses to it 1v1. It can, however, burn it, which the user of Mega Sableye is very annoyed by.

Any Additional Info: As an experienced stall player, I prefer using Stall as the ability on CM Mega Sableye. Mega Sableye, as most defensively-minded megas do, really appreciates switching out at high as hp as possible, in order to switch into the things it's meant to (Gengar, hazard setters). Since it's not running Fake Out, Stall allows Mega Sableye to do this by recovering off damage. Examples are volt switches, u-turns, weak enough/passive mons. The only situation in which prankster really helps would be to get off a wisp or cm w/ priority, but generally you should have switch-ins to the mons u would wisp/cm anyways, so it's not really worth it. If you are running Foul Play / Knock Off instead of Calm Mind just go with Prankster. There is no advantage to running Stall on that set because you can get off your Mega Evolution and stay at full hp anyways.
 
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Hawlucha @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Substitute
- Swords Dance
- High Jump Kick
- Acrobatics

Role: Physical Sweeper, Late-Game Cleaner

What It Does: Hawlucha can be a great asset to clean up Offensive and Balanced teams in the late game, taking advantage of its unique STAB combo and great ability in Unburden. Once Hawlucha's checks and counters are either weakened or eliminated, it has very little problem running through the remains. Swords Dance can also even help it beat some bulkier threats, although it should be saved for when it's counters are gone regardless.

Good Teammates: A birdspam check is non-optional for Hawlucha, as Talonflame and Mega Pinsir can ruin it's sweep easily.. Gengar is a good teammate that eliminates bulky Fairy, Ghost, and Psychic-types that Hawlucha can't touch. Hazard setters like Ferrothorn and Skarmory are also nice, as they help chip away at Hawlucha's checks and counters.

What Counters It: Flying types like Talonflame and Mega Pinsir can OHKO Hawlucha easily with their priority Flying-type STAB. Zapdos is the hardest counter to Hawlucha, as it resists both of its STABs. Other Electric types like Raikou and Mega-Manectric can threaten Hawlucha out before Unburden boosts as well. Unaware Clefable is another hard counter, as it ignores any attack boosts and takes minimal damage from Acrobatics.

Any Additional Info: 12 HP EVs give Hawlucha an HP stat divisible by 4, which activates Sitrus Berry after 2 Substitutes.
 
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Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 252 Spe / 4 Def
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]

Role: Trapper

What It Does: Magnezone is an excellent answer to many commonly-seen Steel-types, such as Skarmory, Ferrothorn, Klefki, Empoleon, and (some) Bisharp. It serves as a great means for setup sweepers that are walled by Steels to eliminate these threats and allow for a clean sweep. It can also function as a bulky yet fast pivot, and is an excellent switch-in to many bulky Water types.

Good Teammates: As mentioned above, setup sweepers that appreciate bulky Steel-types being removed are excellent answers for Magnezone; for example, Mega Pinsir, Dragonite, Mega Sharpedo, and Breloom all appreciate their potential counters being removed. Magnezone can also be paired with U-turn users for a potent VoltTurn core; in this regard, Tornadus-T, Scizor, and Landorus-T are all excellent teammates.

What Counters It: It can be very difficult to stop a correctly played Magnezone from taking out its intended targets; however, Pokemon that are faster and carry a SE attack can force Magnezone out and not allow him to keep his momentum with Volt Switch.
Checks: Mega Lopunny, Mega Manectric, Rotom-W
Counters: Celebi, Chansey, Heatran, Zapdos


Any Additional Info: A scarf allows Magnezone to outspeed base 110s; The EVs are self-explainatory, as they give Magnezone maximum Sp. Atk and Speed to allow him to 2HKO most of his intended targets. The set is also fairly obvious; Hidden Power Fire is a must on this set, as it is Magnezone's only means of killing Ferrothorn.
 
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Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Soft-Boiled
- Toxic / Stealth Rock / Thunder Wave / Wish
- Heal Bell

Role: Mixed Wall

What It Does: Chansey serves as an excellent cleric and all-around wall. It walls a majority of the metagame, and is often only beaten by physical mons with super effective moves or set-up mons. Chansey is most often seen on stall teams, and can be used on certain semi-stall teams. It covers a vast majority of special attackers, and quite a decent amount of physical attackers as well. It is a very useful mon to have when playing stall, and frees up teambuilding by providing a counter to most mons that would threaten stall otherwise, and it also frees up teambuilding just by how many mons it walls. However, Chansey's passiveness can really hinder it, especially against set-up mons.

Chansey has kind of fallen in viability due to all of the new wallbreaker/stallbreaker sets and metagame trends that have been becoming popularized lately. Examples are Gothitelle, Life Orb Tornadus-T, Mew, Serperior, Rain Dance Manaphy, Clefable, Mega Gardevoir, and Heatran. Don't think that Chansey isn't a mon worth putting on your team though. Chansey is sort of a "blanket counter" to all mons that don't have a set up move, Taunt, or hard hitting supereffective physical move. Chansey is that mon that you can just use to kind of complete your team. It finishes off a lot of stall teams, because of how easy it is to put it on. It is a great stall mon because you can just slap it on and you don't have to worry about so many mons that you would otherwise be troubled in finding counters too.

Besides Chansey walling all of the passive mons in the metagame, it can also provide great team support. Chansey's main use on stall teams is as a cleric. I am not really talking about Wish Chansey here, just any Chansey set with Heal Bell on it. It does a great job of healing status from its teammates and gets many opportunities to do so because of how great it is against passive mons. Almost every stall team that isn't using Gliscor or Resttak Marvel Scale Dragonair (fun mon) appreciates Heal Bell Chansey. It is just too good to pass on the ability to heal all status from your mons that might have affected your mons throughout the game, and you can just get rid of it all with one move. Not to mention, Chansey has the ability Natural Cure, so it not only acts as a status absorber, but it also allows it to not rely on Heal Bell as much, which conserves PP. Natural Cure helps to keep pressure off of Chansey and the whole team; when playing stall, you want the least amount of pressure as possible.

Good Teammates: As stated previously, the only mons that are beating Chansey are set up mons, mons with Taunt, and physical mons with fighting attacks. So you want to have answers to all of these when teambuilding.

Quagsire, Talonflame, Skarmory, and Gothitelle are most likely going to be your answers to set up mons. Quagsire's roles is pretty obvious; with unaware, Quagsire ignores stat boosts, giving it an easier time in beating Swords Dance users, Calm Mind Raikou, and Nasty Plot Thundurus. However, Quagsire is pretty weak in its stats, so it doesn't take hits all that well, but thankfully it has a good typing to alleviate its low defensive base stats. Talonflame is beating the mons like Volcarona and Serperior, that can overwhelm Chansey most of the time. Unless Chansey is running Toxic, it loses to Giga Drain/Roost Volcarona; Serperior can easily beat Chansey with Taunt. Talonflame is able to switch into these mons with relative ease, unless rocks are up. Skarmory beats common Swords Dance and Dragon Dance users like Garchomp, Excadrill, Landorus-T, Mega Altaria, Gliscor, and a few fighting types like Mega Lopunny or Breloom. Skarmory also provides helpful Defog support. Gothitelle is able to trap set-up mons/stallbreakers and cripple them Examples of mons Gothitelle can trap that Chansey appreciates crippled are Manpahy, Mega Gardevoir, Hoopa-U, Clefable, Celebi, Mew, Heatran, Keldeo, Serperior, Tornadus-T, and Mega Heracross.

Mega Sableye and Talonflame help Chansey with the Taunt users that Chansey can't really touch. Both Mega Sableye and Talonflame can beat Gengar, one of the more recognizable Taunt users that beats Chansey. Mega Sableye handles Gengar fairly easily, while Talonflame can if rocks are not up. Both of these mons also beat Mew, another well recognized stallbreaker that is kind of designed for the purpose. Mega Sableye completely stops Mew with Magic Bounce and Talonflame beats it with Talonflame's typing and use of Taunt.

Skarmory, Hippowdon, and Mega Venusaur are good mons that beat fighting types Chansey despises. Skarmory checks Mega Heracross, a very powerful wallbreaker; it also checks Mega Lopunny (another strong hitter), Terrakion, Scizor, Azumarill, and Weavile. All threatening mons to Chansey. Hippowdon is a bit similar; Not only does it beat Mega Lopunny, Terrakion, Bisharp, and Talonflame, but it also stops electric types from spamming Volt Switch against Chansey which really wears it down. Mega Venusaur beats pretty much the same groups of mons that Skarmory and Hippowdon do.

What Counters It: Anything that can overpower Chansey by 2hko'ing it, or wall the combination of Toxic and Seismic Toss servers as a check to Chansey. There isn't really a need for a list, just make sure that you have something that can break it, or take advantage of it (like ferrothorn or skamrory). Taunt users like Gengar, Tornadus-t, Heatran and Mew work well. Things that can set up such as SD Garchomp, Excadrill, Bisharp, Scizor and Landorus-t and Dragon Dance users can beat it. Mons that overpower or lure Chansey could be Mega Metagross, Keldeo, Trick scarf Latios, Azumarill, Outrage Kyurem-b, and Mega Charizard X.

Any Additional Info: I really prefer running Toxic over rocks on Chansey when possible, as it helps with so much more. It punishes things like Garchomp, and other physical attackers that come in, it makes it not so passive, and it allows Chansey to beat things like Volcarona and Manaphy much easier and without so much pressure.

Unless you have a very solid counter to Mega Gardevoir other than Chansey, you shouldn't really be running max HP max Spdef EVs. Chansey fully defensive has a much easier time against mons like Mega Gardevior, Kyurem-b, Latios, and Mega Diancie. However, if you don't have any other answers to Manaphy, you might want to consider running 252 HP / 252 Spdef Bold. Manaphy can beat fully physically defensive Chansey with scald burns and a Modest nature, so you want to watch out for that. Manaphy in rain can beat Chansey regardless of its set though.
 
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Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 168 HP / 88 SpA / 252 Spe
Timid Nature
- U-turn
- Knock Off
- Hurricane
- Heat Wave / Focus Blast

Role: Pivot

What It Does: With Assault Vest equipped, Torn-T checks many of OU's special attackers while retaining momentum for its team. Regenerator let's Torn-T repeatedly pivot in on said special attackers throughout the course of a match. Almost every special attacker in OU is outsped by Tornadus-T and vulnerable to its many coverage options.

Good Teammates: Pokemon that check Electric-types such as Clefable, Kyurem-Black and Raikou are good teammates. Threats to Tornadus-T are strong physical attackers with access to priority or boosting moves. For this reason, beefy physical walls such as Hippowdon and Bulky Garchomp are nice partners. Defog and Rapid Spin users such as Latios and Excadrill can remove Stealth Rock for Tornadus-T.

What Counters It: Electric-types such as Mega Manectric, Thundurus and Rotom-W spell doom for our flying friend. Specially defensive Talonflame and Clefable use AV Tornadus-T as set up fodder. Bulky mons with recovery such as Chansey, Mega Latias and Slowking can easily handle or even set up on it. If Tornadus forgoes Fighting-type coverage, Heatran is able to check it. Resisting 2-3 of Tornadus's moves and taking little damage from Knock Off, Mega Aerodactyl and Mega Diancie are great answers to Torn-T. Weavile is a good check since it outspeeds and easily OHKO's Tornadus, but it shouldn't switch in.

Any Additional Info: The above spread let's Tornadus live 2 of Keldeo's Specs Scald and KO it with Hurricane after Stealth Rock damage. Torn-T can run different coverage options depending on if your team is really weak to something. Examples of this is running Iron Tail for Mega Diancie, or Icy Wind for Gliscor.
 
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(physically defensive)

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 236 Def / 20 Spe
Impish Nature
- Roost
- Defog / Spikes / Stealth Rock
- Counter / Brave Bird
- Whirlwind

Role: Physical Wall, Utility

What It Does: Skarmory is such a great mon to use on stall, balance, and even offensive builds (if using lead custapskarm). It provides some nice utility in the form of hazard control and phazing, and is able to beat the large majority of physically offensive mons. The only thing really beating Skarmory is going to be physical fire types and special attackers. Just like Chansey, Skarmory is a very nice mon to use on stall and some balance builds because of the fact that it frees up teambuilding so much. The physical attackers you would normally at least 2 mons to cover, Skarmory is generally able to wall by itself. It also can be used as either the defogger or hazard setter on a team, which also frees up your other team slots. It is such a reliable mon.

Skarmory walls many common physical attackers otherwise threatening to defensive teams: Swords Dance Landorus-T, Life Orb Excadrill, non-Fire Blast Garchomp, Weavile, Tyranitar, Gliscor, Hoopa-U without Dark Pulse, Dragonite, Azumarill, Mega Lopunny, and physical Mega Altaria. Not only is Skarmory almost a staple on stall teams because of the amount of threatening mons it walls, but it also works well because it can do other important things for the team while its in against these mons. For example, it can set up Spikes or Stealth Rock, Defog away the current hazards on the field, and Whirlwind out to rack up hazard damage.

Good Teammates: Skarmory needs mons to beat special attackers, and fire physical type attackers. Examples of mons that can help beat the fire type attackers like Talonflame and Charizard-X are Hippowdon, Quagsire, Slowbro, and Suicune. Quagsire and Hippowdon are also very nice in the fact that they can switch into the electric types that come in on skarm and stop the opponent's momentum he would have gained from Volt Switch; at the same time, they are beating the fire type physical attackers (Victini, Talonflame, and Mega Charizard X). In addition, Hippowdon is able to get up Stealth Rock, a nice extra. Slowbro and Suicune do compound on the weakness to electric type moves, but they can still work well in my opinion.

Chansey, Assault Vest Tornadus-T, Gliscor, and Heatran are some nice special walls to support Skarmory. Chansey beats almost all the mons on Skarmory's csc list: Manaphy, Heatran, Mega Charizard Y, Slowbro, Starmie, Mega Slowbro, Magnezone, Rotom-W, Tornadus-T, Kyurem-B, Raikou, Mega Manectric, Volcarona, Thundurus, Mega Venusaur, and Alakzam (wow that was a long list). What's left that Chansey doesn't beat are the stallbreakers and powerful physical mons. Heatran beats most of the electric type mons, and has an immunity to fire type attacks, which discourages the use of them; Skarmory really appreciates this.

What Counters It: Skarmory has a rather large list of counters, because it can't do much to them directly on the switch-in. However, it can lay up a layer of spikes or rocks, which help in the long run.

Counters: m charizard x, clefable, manaphy, heatran, m sableye, talonflame (sd), talonflame (sb), m charizard y, mew, slowbro, m slowbro, starmie (def), magnezone, rotom-w

switch ins: m gyarados, tornadus-t (lo), tornadus-t (av), kyurem-b, m manectric, starmie (lo), raikou (av), raikou (specs), volcarona thundurus (np), thundurus (lo)

Checks: keldeo, gengar, m venusaur (off), alakazam, victini (band)

If you look at all of Skarmory's counters/switch-ins/checks, you will notice that Skarmory is really only beat by special attackers, with the exceptions to this role being fire ad electric type attackers: Mega Charizard X, Talonflame, Kyurem-B and Victini. Also, Mega Gyarados can beat Skarmory if it is carrying Taunt. All the rest of the mons listed are special attackers. This really shows how great of a defensive wall Skarmory is, and how well it works on defensive teams because it is able to free up teambuilding by covering nearly all the physical offensive threats.

Any Additional Info: I prefer using Counter over Brave Bird because I feel like it's too passive otherwise, and it can hit a lot more. It does require some predictions, but you can play some nice mind games in your favor with Counter and Whirlwind. If you want something more reliable, however, use Brave Bird.
 
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AD impish john

Consumed by Darkness...
Will Add More Soon...

Banette-Mega @ Banettite
Ability: Prankster
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Will-O-Wisp
- Destiny Bond
- Gunk Shot
- Shadow Sneak

Role: Support (Will-O-Wisp+Destiny Bond), Revenge Killer (Gunk Shot+Shadow Sneak)

What It Does: Mega Banette can be one of the most underrated yet threatening Pokemon on the battle field just by the fact that it can Destiny Bond sacrificing itself and the Pokemon that attacked it; and it can burn any Pokemon that isn't a Fire type. This set is the set I use personally and that you should use it as well. Gunk Shot is a strong hitting Poison type move that can hit Clefable that can switch in absorbing the status moves. Shadow Sneak is a strong STAB priority move that does major damage/Almost OHKOing Latios, Latias, Mega Metagross, Gengar, Mega Alakzam, Alakazam, and etc.

Good Teammates: Anything that can beat Fire Types is a good team mate. Keldeo is probably the best partner for Mega Banette as it can help against Heatran which walls it, and Dark Types being one of its Type Weaknesses. Clefable is also a good partner as it helps with Dark Weakness and is a counter for Mega Sableye.

What Counters It: Mega Sableye is a major problem when using Mega Banette as it can easily reflect back Will-O-Wisp, or get burned by opposing Wisp's crippling Banette's power in attack. Heatran is another issue as its immune to Gunk Shot and can't get burn to Fire typing +Flash Fire.
 
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Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
IVs: 0 Atk
- Taunt
- Will-O-Wisp
- Soft-Boiled
- Knock Off

Role: Special Wall, Stallbreaker

What It Does: Mew is a very useful Stallbreaker; it is the nightmare of anyone using a defensive team without Mega Sableye (Mew used to single-handedly break stall in late X/Y). It gives itself a pusedo-shield against status and also prevents hazards from getting up using Taunt. Taunt paired with Knock Off (for leftovers) completely stops recovery, and weakens walls so that teammates can come in and clean. Mew is by no means useless against offensive teams either; it is able to wall a majority of special attackers, and also is able to beat a decent amount of physical attackers with wisp. From my experience of using Mew, I would like to add that it is very important to try to keep Mew with as high health as possible. Mew does its best against offense when it is switching into threatening mons that would otherwise break the team (think Kyurem-b, Alakazam, and Mega Lopunny).

Good Teammates: Mew cannot break stall alone anymore due to the fact that Mega Sableye is very popular, so whatever helps with that is useful. Examples would include Manaphy, Clefable, Mega Diancie, Mega Charizard X, Mega Altaria and Talonflame. Mew also likes to be paired with physical walls that can take either U-turns or Knock Offs. Stuff like Skarmory, Hippowdon, Keldeo, fairy types like Azumarill and Clefable, and Talonflame work well for this. Not to mention, because Mew can burn things, it supports these mons as switch ins to physical mons. Also, like I mentioned earlier, Mew does a good job of weakening walls not name Mega Sableye for other mons to follow up and break. Mons that appreciate their walls having a bit of chip damage include Mega Lopunny, Mega Metagross, Bisharp, Landorus-T, and Garchomp.

What Counters It: Mew is countered by pretty much anything it can't wisp or taunt effectively. Knock off users are also very troublesome.

Counters: m sableye, talonflame (sd), talonflame (sb), m charizard y, gliscor (def), gliscor (spdef)

switch ins: manaphy, m diancie, heatran, m gardevoir, serperior, volcarona, thundurus (np)

Checks: bisharp, m gyarados, keldeo (cm), m scizor (offensive), gengar, tyranitar, weavile, m pinsir, victini (band)

Any Additional Info:
Mew was seen a lot more in X/Y when Mega Sableye wasn't around, and has dropped a lot in usage now that the majority of stall teams are using Mega Sableye. I still few like Mew is a very good (and annoying mon) regardless.
 
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p2

Banned deucer.

Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Rain Dance
- Scald
- Tail Glow
- Psychic

Role: Stallbreaker

What It Does: This Manaphy set leans heavily towards crushing Stall teams and their defensive cores. Hydration + Rain Dance allows it to avoid status from the likes of Chansey and Clefable and set up in their faces, while Scald is used as STAB which has a chance to cripple mons and Psychic rounds off its coverage nicely, being able to hit common Stall mons such as Mega Venusaur and Amoonguss which would wall Manaphy otherwise.

Good Teammates: Pursuit trappers such as Tyranitar, Bisharp, Scizor, and Weavile can remove Latis which counter this specific set and fuck over Shadow Tag users that try to trap Manaphy.

What Counters It: Shadow Tag is Stalls best answer to this set because Manaphy just cuts right through them. Though on Balance or Offense, answers for this include faster Pokemon in general and Latis which deserve a special mention as they resist Scald + Psychic and 2HKO Manaphy easily.

Any Additional Info: Splash Plate lets you kill SpD Clefable a little more easily and Shed Shell lets you switch out to Pursuit trappers against STag easily.
 
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Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Rest
- Sleep Talk / Roar

Role: Physical Wall

What It Does: Suicune is a great wall, with some really nice defensive stats and typing. Suicune serves as a nice win condition on defensive teams, and I find that a lot of people aren't really prepared for it. Once you manage to get rid of whatever is able to beat Suicune, it is pretty smooth sailing for the rest of the game. After a Calm Mind, almost nothing is beating it without a phazing move or way to set up itself. Suicune can actually beat Mega Venusaur 1v1, unless Mega Venusaur is running extra speed EVs. Speaking of speed, Suicune actually has a very nice speed stat, which helps it to either set up an extra Calm Mind or to get off a Scald before slower mons can touch it.

I have used Suicune a ton, and it is a very hard mon to kill. I find it being my win condition often when playing, and it makes a very solid one at that. Suicune is very reliable, bar crits. I have found throughout my experimenting with it, Suicune is very under prepared for by opposing teams. Players often think that since they have a Mega Venusaur, Rotom-W, Latios, or some electric type that they don't have to worry about it. This is simply not true. Mega Venusaur, Rotom-w, and Latios can't even beat Suicune 1v1. Unless the player using Suicune makes the wrong plays, Suicune will come out of the situation with a few Calm Minds up and the opponent switching out. The electric types that are switching into Suicune like Mega Manectric, Thundurus, and Raikou get worn down very easily by hazards, Scald, and the burns that come of it. Mega Manectric can't even really beat Suicune if it goes for Calm Mind on the switch.

Good Teammates: Suicune can deal with Knock Off users, but it often loses out on its ability to serve as a win condition that battle, so having mons that can take Knock Offs help. Suicune is also pretty useless against water, fairy and grass types that can set up on it. Mega Venusaur is a very nice teammate for Suicune because it is beating pretty much all of these fairy, grass, and water mons. There are very few things that beat that core. Mew is also nice for a switch into Latios and electric types, and Mew also prevents mons from setting up. Mega Charizard X and Ferrothorn also have valuable resists to the electric and grass types that are beating Suicune.

What Counters It: Suicune is a very hard mon to break. Mons that can break it are usually only able to do so because of their sheer power, or they have a super effective hit. Suicune is also a little prone to being set-up on, as it is a little passive without the Scald burns.

Counters: m altaria, clefable, mew, m slowbro, celebi

switch ins: manaphy, m manectric, gyarados, raikou (av), raikou (specs), serperior, thundurus (np)

(scald)Checks: m gyarados, latios, m gardevoir, m charizard y, magnezone, rotom-w, thundurus (lo)

Checks: kyurem-b, m pinsir, feraligatr, dragonite, breloom, victini (band)

Any Additional Info:
I don't really like Roar too much on Suicune, because it loses a lot of opportunities for moves, as it isn't able to use Sleep Talk. I understand that sometimes it's nice to phaze out set-up sweepers though.
 
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image.jpg

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast / Toxic

Role: Tank

What It does:
With Rocky Helmet + Rough Skin punishes physical attackers. It's an excellent SR setter, is also a good phazer thanks Dragon Tail, after SR. Earthquake hits hard many pokemons. Fire Blast for Ferrothorn and Skarmory, Toxic for the poision spamming
These excellent traits make it one of most useful pokemon in the OU tier.

Good Teammates:
Scizor, MMetagross and MVenusaur have a good synergy with Garchomp, because they can defeat Fairy types. Garchomp is a great partner for pokemon that can take advantage from SR such as Talonflame and MLopunny.
In my opinion Garchomp has a perfect synergy with Choice Band Scizor, Scizor ,checks Fairy and Ice types and hits they hard with Bullet Punch, can PursuiTrap Latwins and thanks to it slow speed give a good momentum to Garchomp with U-Turn.

What Counters It:
All fairy types are dangerous for Garchomp. Azumarill, Sylveon, Clefable and MAltaria are capable of checking or countering it. Ice types haven't a safery enter on him, because are weak to SR and risk, on switch, Dragon Tail.
Physically defensive pokemon who can burn Garchomp are really dangerous, such as MSableye or Slowbro. Garchomp could be revenge killed from fast users of ice moves, such as Starmie, or dragon moves, such as Latwins.

Any Additonal Info:
The given EVs spread permict to Garchomp wins the speed tiers with Jolly Bisharp and +2 Sucker Punch never defeats Garchomp. It's often a good leader, because it has a great matchup against a lot most leads.
 

Hippowdon (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD or EVs: 252 HP / 36 Def / 220 SpD or 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock / Curse
- Slack Off
- Stone Edge / Toxic / Whirlwind
- Earthquake

Role: Mixed Wall

What It Does: Hippowdon is a good mon to use on semi-stall and balance team because of it's ability to beat common physical attackers and set up rocks. It is often used a switch in to Mega Charizard X, Talonflame, Bisharp, Tyranitar, and Mega Lopunny and special electric mons such as Raikou and Mega Manectric. Hippowdon with a mixed defensive set also allows it to switch into Mega Diancie also. Hippowdon is to defensive teams what Tankchomp is to offensive teams pretty much. It provides rocks, acts as a blanket check to a large amount of threats, is immune to electric attacks, and can phaze.

Hippowdon has seen a very huge rise in usage lately, probably due to all of the popular mega pokemon that Hippowdon beats. Examples are Mega Manectric, Mega Diancie, Mega Metagross without Grass Knot, Mega Charizard X, Mega Lopunny, and Mega Pinsir. Hippowdon also beats a lot of very common regular OU mons: Raikou, Thundurus, Excadrill, Bisharp, and Talonflame.

Good Teammates: Hippowdon is paired well with mons that can come in on the water and grass types that threaten it. Examples would be Ferrothorn, Mega Venusaur, and the lati twins. Latios and Latias are especially nice because they also provide defog support in addition to a Keldeo switch in. Starmie also makes a good teammate because it can spin away rocks which allows hippo's rocks to stay up, and it resists water and ice.

Although Hippowdon definitely makes a very good physical/mixed wall, it is prone to getting overwhelmed by opposing teams, as most teams have more than one mon that Hippowdon is used to wall. Examples of this would be sand offense (Excadrill and Tyranitar), Mega Manectric and a physical attacking ground type, and Talonflame + Bisharp.

For this reason, I would recommend running another physical wall along with Hippowdon. Some great mons to help with this would be Skarmory or Ferrothorn. Skarmory is able to beat the ground types that like to set up Swords Dance like Excadrill, Garchomp, and Landorus-T. These mons otherwise would most likely overwhelm Hippowdon. Hippowdon also supports Skarmory back by beating the fire and electric types that Skarmory loses to. Not to mention, Skarmory and Hippowdon can solve a team's problem of hazards. Skarmory can Defog and Hippowdon can use Stealth Rock. Ferrothorn is probably even better of a teammate to Hippowdon than Skarmory. Ferrothorn beats many of Hippowdon's counters, and it also helps to take pressure off of Hippowdon like I talked about earlier. Ferrothorn can beat the water, ice, and grass types that Hippowdon loses to. Hippowdon beats most fighting and fighting types for Ferrothorn. Ferrothorn can also support Hippowdon by using Leech Seed to wear down physical attackers and give Hippowdon back health, or by using Thunder Wave to take pressure off of Hippowdon. Just like Skarmory, Ferrothorn also forms a good hazard core with Hippowdon. Ferrothorn sets up Spikes while Hippowdon sets up rocks.

What Counters It: Hippowdon is a fairly passive mon, so a lot can take advantage of that.

Counters: m altaria, clefable, ferrothorn, landorus-t, m sableye, m scizor, gliscor, mew, skarmory, slowbro, m slowbro, starmie, m venusaur (off), m venusaur (def), celebi, rotom-w, latias, slowking, suicune

switch ins: manaphy, azumarill, m gyarados, keldeo, kyurem-b, gyarados, politoed, serperior, breloom, feraligatr, m heracross, kingdra, m swampert, togekiss

Checks: m charizard x, hoopa-u, m alakazam, m gardevoir, m medicham, mamoswine

Any Additional Info: The second EV set lets Hippowdon still be able to switch in on Mega Lopunny without being 2hko'd, and it helps Hippowdon take on special attackers like Mega Diancie
 
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Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 92 Def / 144 SpD / 24 Spe or EVs: 252 HP / 232 SpA / 24 Spe
Bold Nature or Modest Nature
- Giga Drain / Leech Seed / Sleep Powder
- Sludge Bomb
- Hidden Power [Fire] / Leech Seed / Sleep Powder
- Synthesis

Role: Tank

What It Does: Mega Venusaur is such a great mon to have on defensive teams. It provides and answer to mons that otherwise you would have a hard time dealing with if you weren't using Mega Venusaur, like Mega Altaria, Breloom, Azumarill, Mega Diancie, Mega Gyarados, Manaphy, and Keldeo. These mons are pretty much all seen as very powerful wallbreakers/stallbreakers, that defensive teams usually have trouble with. This is one of the reasons Mega Venusaur is so nice, because it let's you not worry about so much when teambuilding because a lot of threats are already covered for you.

However, there is a downside to using Mega Venusaur; you don't get to use Mega Sableye :/ Because of this, you are already weaker to hazards. I know that is entirely possible to get rid of hazards using Defog or Rapid Spin, but because of the low numbers of good hazard removers in the higher tiers, hazards are really a big deal. Not to mention, Mega Venusuar is one of those mons that really like switching in on as high health as possible, and having Stealth Rock up really deters Mega Venusaur from coming in. When playing with defensive megas, it is very important to switch them out and in at as high health as possible because they can't hold leftovers.

Mega Venusaur often can serve as a win condition for games just because of it's defensive capabilities. Often, when using Mega Venusaur, your strategy will be to get rid of the few mons that Mega Venusaur doesn't wall, and then just auto-win the game from there with Mega Venusaur.

Good Teammates: Mons that can remove entry hazards are appreciate by Mega Venusaur because it does not have leftovers. Such mons could be Excadrill, Zapdos, Lati@s, and Starmie. Mega Venusaur is technically only weak to psychic and flying, so Tyranitar is a good teammate. It might not seem it at first, because of the fact that it limits Mega Venusaur's healing due to sand, but it is a good switch into Talonflame and Charizard X, and can pursuit psychic types that threaten Mega Venusaur. Mega Venusaur doesn't appreciate burns from Rotom-w or Keldeo, so clerics/status absorbers make for good teammates too.

What Counters It: Mega Venusaur is generally walled by fire types, namely Heatran. Pretty much any special wall or flying type is annoying.

Counters: heatran, m sableye, latias, skarmory (spdef), mew, jirachi

switch ins: Bisharp, m metagross, latios, talonflame (sb), tornadus-t (lo), tornadus-t (av), kyurem-b, alakazam, m medicham (ip), m medicham (bp), m pinsir, dragonite, victini (band)

Checks: manaphy, garchomp (sd), landorus-t (sd), m alakazam, m gardevoir, gengar

Any Additional Info:
If you are running Leech Seed or Powder Sleep on Mega Venusaur, I'd recommend running the moves over Giga Drain, unless Mega Venusaur is your only answer to Manaphy and Keldeo. If you aren't worried about Scizor/Ferrothorn setting up spikes on you, run Leech Seed/Powder Sleep over Hidden Power Fire.
 
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