Resource ORAS OU Teambuilding

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SketchUp

Don't let your memes be dreams
Am I the only one who doesn't get the point of this project? There is a Role Compendium and analyses for every viable OU pokemon, so what does this thread exactly do?
 
Defensive Dragon Dance Mega Altaria



Altaria-Mega @ Altarianite
Ability: Cloud Nine
EVs: 240 HP / 104 Def / 12 SpD / 152 Spe or EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Return / Facade
- Roost
- Dragon Dance
- Heal Bell / Cotton Guard / Refresh

Role: Physical Sweeper

What It Does: Mega Altaria serves as a late game sweeper. It can provide support for the team with Heal Bell, and it is a good switch-in to a plethora of mons, so it's not useless in the beginning/middle game. Mega Altaria's singular typing really helps it in that aspect because fairy/dragon provides some key resists and immunities: electric, fire, water, dragon, bug, grass, and fighting. Heal Bell is great on any defensive team for obvious reasons.. Having your team free of paralysis, burn, poison, and sleep is very useful. It takes off a lot of pressure your team would otherwise have with trying to still switch into mons with the chip damage from burn or poison. It also helps give your sweepers a second chance by healing burns from physical attacking mons or paralysis from cleaning or sweeper mons. Not only does Mega Altaria heal status from its team, but it also gets rid of status from itself. This is very useful because it allows it to set up on mons like Keldeo, Rotom-W, and Slowbro without fear of status. Besides team support, Mega Altaria can also be good as a switch-in to otherwise threatening mons. Examples are Crawdaunt, Mega Gyarados, Keldeo, Mega Lopunny, and Dragonite. Mega Altaria isn’t really 2HKO’d by anything that doesn’t carry a super-effective move which makes it a really valuable mon on stall teams.

Mega Altaria needs its counters out of the way before it can do much offensively, however, because it doesn't really have anything to break its counters if you're not running coverage. Return does very disappointing damage to anything that resists it (fire, steel, and poison types mons). If you have ever used mono-attacking Mega Altaria you will know what I mean. Any mons with the previously mentioned types are just going to come in on you and force you out because you can’t do anything about it really. In these types of situations it is very important that you make key doubles to gain momentum; otherwise, you are going to just be stuck in a cycle of your opponent bringing in their fairy resist every time. You are not going to get anything out of such a cycle and are just going to lose eventually. Having lures or mons that pressure opposing fairy types are also very helpful, which I will talk about later. However, once your opponent’s fairy resists are weakened or gone, you can have a very easy time cleaning with Mega Altaria. Its typing gives it many free set-up opportunities; once you have one or two Dragon Dances up and the fairy resists are gone, not much is stopping you.

Good Teammates: Good teammates for Mega Altaria include anything that can help it get to the end goal of Mega Altaria cleaning. Good, reliable rockers/spikers are important. Heatran, Skarmory, and Hippowdon not only are reliable hazard setters, but they also help beat the steel types Mega Altaria has trouble with. Magnezone and Tyranitar are also nice as they can trap some of Mega Altaria's switch-ins, clearing Mega Altaria's path to sweep. Magnezone is trapping steel types that Mega Altaria despises like Skarmory and Mega Scizor. Tyranitar can trap mons like Gengar, Starmie, and Alakazam that Mega Altaria can’t really use to its advantage as set-up fodder. Tyranitar is also able to switch in and get off chip damage on fire types like Heatran and Talonflame. Water types with Scald are also nice as they can usually get off Scald burns on mons such as Ferrothorn and Mega Venusaur, while also being good switch-ins to the fire and types that trouble Mega Altaria.

What Counters It: This Mega Altaria set is pretty much walled by any Steel, Poison or Fire type. Mega Altaria has no way of beating these mons without counting on its teammates outside of wearing them down gradually by spamming Return or Facade. If these mons are Skarmory, Mega Venusaur, Talonflame, etc. you will not be breaking them with Mega Altaria + teammates unless your team has ways of luring them in (Psychic Manaphy for Mega Venusaur), ways of wearing them down (Scald Keldeo for Mega Venusaur), hazards (Stealth Rock for Talonflame), or trappers (Magnezone for Skarmory). Defensive Dragon Dance Mega Altaria does pathetically little damage to anything that resists fairy. Because of this reason, you will need to play aggressively with it by pulling doubles to gain momentum if you want to win.

counters: ferrothorn, scizor, skarm, m venusaur (off), m venusaur (def), m scizor (def)

switch ins: talonflame, m metagross, scolipede, mamoswine, heatran, magnezone, clefable, azumarill, excadrill, gengar, jirachi, m scizor (offensive)

checks: m diancie, m gardevoir, hoopa-u, kyurem-b, manaphy, mew, weavile, dragalge, m pinsir, klefki, excadrill

Any Additional Info: Cotton Guard is actually a really fun move to use on Mega Altaria. It can even set up on standard Ferrothorn if it doesn't have Thunder Wave. Most people do not prepare for Cotton Guard Mega Altaria outside of running a fairy resist, so as long as you have a way of wearing down steel/poison/fire types, you should have a surprisingly easy time sweeping with it. Losing out on Heal Bell is annoying, but it's not a huge issue because you can use a cleric or run Facade on Mega Altaria. I haven’t really tried Facade on Cotton Guard Mega Altaria yet, but it looks fairly good on paper with only a few downsides. However, I think it might be a bit too inconsistent to use because you can’t really rely on getting statused by your opponents mons (there is definitely going to be a noticeable difference between unboosted Facade and Return). Also, if you are burned or poisoned and don’t have a way of healing the status off, you are going to be taking unnecessary chip damage, which is really annoying because Mega Altaria can’t hold leftovers. With this extra chip damage Mega Altaria is not going to be able to switch into a lot of mons, especially if rocks are on the field.
 
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(specially defensive)

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Spikes
- Roost
- Whirlwind / Taunt
- Iron Head

Role: Special Wall

What It Does: Skarmory is a very nice mon on more defensive teams for its ability to take on mons like Mega Diancie and Mega Gardevoir, two mons that really threaten stall otherwise. Skarmory also is able to set up spikes and phaze mons out. Even with not being invested in defense, Skarmory can still take some physical hits regardless. Taunt is also nice on Skarmory to deal with slower passive mons like Ferrothorn. Skarmory is kind of limited to the mons it can wall though, due to it having Iron Head as it's attacking move. It kind of needs it to hit the fairies it's meant to wall though. It can still set up spikes and Whirlwind, so it's not completely useless. Personally, I do not really like running Specially Defensive Skarmory because I feel like it is kind of a waste of a slot. There are other, better options for beating Mega Gardevoir and Tornadus-T (this is only my opinion, use spdef Skarmory if you really want to).

Good Teammates: Spdef Skarmory appreciates mons that can deal with water types, electric types, and fire types. If you look at just type synergy, then Latios and Latias seem to be great teammates with Specially Defensive Skarmory. Skarmory also resists fairy and dragon for the lati twins. It also wants Stealth Rock users as teammates, so mons like Celebi, Hippowdon, Tyranitar, Garchomp work well. They not only provide rocks, but also help with switching into electric and fire type mons that Skarmory dislikes. Any mons that appreciate spikes up so that they have an easier time breaking through their counters work well too. Skarmory is best used on stall and semi-stall teams because it helps support the teams by walling otherwise difficult mons to find counters to (these mons being Mega Diancie, Mega Gardevoir, etc).

What Counters It: Skarmory is a pretty passive mon other than setting up spikes, so it has a lot of mons that beat it.

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

switch ins: azumarill, Bisharp, m gyarados, m lopunny, tornadus-t (lo), m manectric, starmie (lo), raikou (av), raikou (specs), volcarona, dragonite, feraligatr, thundurus (np), thundurus (lo)

Checks: keldeo, m medicham (ip), m medicham (bp), victini (band)
 
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Politoed @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 164 SpD / 96 Spe
Calm Nature
- Scald
- Toxic / Hypnosis
- Encore
- Rest

Role: Support (Rain)

What It Does: Politoed has the distinction of being the only OU legal Pokemon with Drizzle. This makes it a staple of every single OU Rain team. On it's own, Politoed is decently bulky, and has a pretty good support movepool, with status moves, Encore, and situational recovery in Rest. These traits let Politoed stay alive later into the match, and set rain several times, if needed.

Good Teammates: The primary beneficiaries of Politoed's ability are, of course, the Swift Swim Pokemon like Kabutops, Kingdra, and Omastar. Tornadus-Therian is a good partner to it as well, as it can spam 100% accurate hurricanes with ease, taking out the Grass-types that otherwise threaten Politoed and Rain offense as a whole. Ferrothorn is another major member of any rain team, as it counters Azumarill, a common Rain check, and appreciates its Fire-type weakness somewhat alleviated.

What Counters It: Other weather setters, namely Mega Charizard Y, can hinder Politoed's abilities by putting up another weather to counteract rain. Powerful electrics like Raikou and Mega Manectric can do quite a bit of damage to politoed without taking much in return. Bulky Grass-types like Mega Venusaur and Amoongus can take anything Politoed wants to throw at them and dish out a good amount of damage. Other Water-types, namely SubCM Keldeo and Suicune, can be a hindrance as well, as they can wall Politoed and use it as set-up fodder.

Any Additional Info: EVs are designed to outspeed Azumarill.
 
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Gothitelle (F) @ Choice Scarf
Ability: Shadow Tag
EVs: 208 HP / 48 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Mirror Coat / Thunder Wave / Calm Mind / Signal Beam
- Trick
- Rest
- Psychic

Role: Stallbreaker

What It Does: Gothitelle is mainly used on stall for it’s ability to beat/cripple the wallbreakers and stallbreakers that would otherwise beat stall. Gothitelle also provides stall a way to pressure other stall teams, which pretty much gives the team with Gothitelle an auto-win against a team that doesn’t. It can also be used to remove a variety of counters to mons that need them gone to sweep, like Magnezone is used to trap steels for other mons to sweep.

Gothitelle is such a useful mon to have on stall teams. It is very splashable and solves a lot of problems for stall teams; if there is not a specific threat you need Gothitelle for in a game, you can use it to cripple whatever is pressuring you the most. Some people think that Gothitelle is dead weight against offense, but this is simply not true. In actuality, Gothitelle is at its best when used against offense. Without Gothitelle, many stall teams would simply be overwhelmed by a majority of offense teams because Gothitelle is key to preventing stallbreakers/wallbreakers from beating your team.

Good Teammates: Gothitelle doesn’t necessarily have teammates meant to support it; Gothitelle supports others by either removing a threat or removing a counter. Gothitelle is very important on a lot of stall teams because of its role in beating Manaphy, Mega Gardevoir, and Hoopa-u. Certain set-up sweepers like Mega Gyarados, Mega Altaria, and Mega Charizard X appreciate Gothitelle’s ability to remove their walls.

Gothitelle is best used on stall teams. There are not specific stall teammates that really need Gothitelle individually to work, but Gothitelle is great at being the glue of many stall teams, solving a lot of problems a team would have otherwise.

What Counters It: LOL
It’s kind of hard to mention counters because of Gothitelle’s ability Shadow Tag, but it does have mons that can remove goth with Pursuit, or gain momentum if doubled into on goth. Examples of these mons are wallbreaking/set-up megas and Pursuit users such as Tyranitar, Weavile, and Bisharp. You can't even really mention checks because there is almost nothing that can't be affected by Gothitelle or crippled in some way.

Any Additional Info: I like running Mirror Coat on Gothitelle the most because it is the best way to get rid of Mega Gardevoir; you can come in on Psyshock and survive a Hyper Voice to kill back with a Mirror Coat. Calm Mind isn’t exactly needed, but it can be nice at times to be able to stall something out (it’s not really meant to sweep). Thunder Wave is also a decent option.
 
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Career Ended

Whatever happens, happens
is a Community Contributoris a Tiering Contributoris the defending Other Metas Circuit Champion

So Clefable is Probably the best pokemon in OU right now, outside of the brokeness that is hoopa-u. I don't wanna be wasting anyones time so i'll just get right into the roles clef possesses.
Calm Mind Sweeper
Clefable @ Leftovers / Shed Shell
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD OR 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Calm Mind
- Thunder Wave / Knock Off / Encore / Ice Beam / Flamethrower / Thunderbolt / Stored Power / Toxic / Focus Blast

Role: Special Sweeper, Late Game Sweeper, Mixed Wall
What it Does: sweeps like nothing else. When the steel types have been weakened and the endgame pulls around, nothing is better than a clef in the back. It can switch in on threats like latios and mega Heracross while also maintaining offensive presence.
Good Partners: Clefable is extremely versatile and works well with a lot of pokemon but it really excels with pokemon that beat poison and steel pokemon such as Gliscor and Excadrill. It also forms a very solid defensive core with bulky waters like slowbro and starmie.
What Counters it: NOTHING AT ALL!!!! Offensive Steel types like Excadrill and Bisharp do tons with stab iron head. Skarmory resists moonblast and can Whirlwind out while Strong Fast physical attacks can threaten it.
Any Additional Info: Thunder Wave is Thunder Wave, Knock Off catches goth and Encore helps for various reason mainly vs defensive pokemon or other calm minders. Ice beam kills SpD Gliscor, while flamethrower and thunderbolt kill steels and talonflame. Stored Power is a very underrated move to hit mvenu and other poisons as well as wins cm wars. Toxic CM clef 6-0s Branflakes Shed Ladder Stall and Focus Blast beats the anti clef core of Ferrothorn + Heatran.
 

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 Def / 4 Spe or EVs: 252 HP / 76 Def / 4 SpD / 176 Spe
Bold Nature or Timid Nature
IVs: 0 Atk
- Air Slash
- Roost
- Heal Bell / Dazzling Gleam / Fire Blast / Thunder Wave
- Nasty Plot / Defog / Thunder Wave

Role: Utility, Stallbreaker

What It Does: Togekiss is mainly used in more defensive teams. It has many possible roles: defogger, stallbreaker with Nasty Plot, stallbreaker with Thunder Wave, and a cleric with Heal Bell. It also has a nice typing, allowing it to defog on SD chomp with no worries, which otherwise can get up rocks a majority of the time against stall/balance. Togekiss is just one of those annoying mons that nobody likes facing. With Nasty Plot, stall has a really hard time with Togekiss because stall teams’ answer is usually to switch in Gothitelle to trick it a Choice Scarf. However, by this time Togekiss is already at +2 special attack, has a Choice Scarf, and Gothitelle is dead. The only thing that is really stopping Togekiss at this point on stall is a Toxic Chansey that gets lucky or Zapdos. Offensive teams have a much easier time dealing with Nasty Plot Togekiss because they usually carry mons like Thundurus, Heatran, Raikou, Scizor, Excadrill, Landorus-T, Mega Manectric, and Mega Metagross. Togekiss can’t really touch these mons. However, Togekiss with Thunder Wave can cause a bit more chaos against offensive teams that don’t carry electric types or Excadrill; paraflinch is a very annoying strategy to play against. Togekiss makes great use of Heal Bell because it gets quite a few opportunites to use it due to its great typing. The same thing happens with Defog.

Good Teammates: Togekiss is best used with walls that can take advantage of the mons that like to switch into Togekiss (the electric types, ground types, steel types, and Mega Diancie). Heatran makes a very nice teammate although it loses to ground types. Heatran is able to beat many of Togekiss’ switch-ins like Scizor, Raikou, Mega Manectric, Mew, Jirachi, Magnzone, and Mega Venusaur. Excadrill appreciates the Thunder Wave support that Togekiss provides and is able to beat electric and steel types for it.

What Counters It: Togekiss only really loses to the mons it can’t touch with Thunder Wave (at least those are the only reliable mons that beat Togekiss). If Togekiss is running a mono-attacking set without Thunder Wave like Air Slash / Roost / Heal Bell / Defog it is much easier to deal with.

Counters: mew, skarmory (spdef), jirachi, rotom-w

switch ins: m diancie, Excadrill, heatran (scarf), landorus-t, m metagross, m manectric, m aerodactyl, magnezone, raikou (av), raikou (specs), diggersby, thundurus (lo), thundurus (np)

Checks: hippowdon, m gardevoir, m charizard y, m venusaur (def), m venusaur (off)

(2+flinches)Checks:manaphy, bisharp, m scizor (offensive), m scizor (defensive), tornadus-t (lo), gengar, kyurem-b, weavile, victini (band)

Any Additional Info: Togekiss has lot of options, Feel free to experiment to see what fits your team the best. You can only get so far with thinking about it, try to get some test battles to see what works for you.
 
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Quagsire (M) @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Recover
- Toxic

Role: Physical Wall

What It Does: Even though it’s in the tier of NU, Quagsire still finds its place in OU on stall teams (it is not really effective on other teams). The reason Quagsire works is because of its ability, Unaware. Stall can really appreciate this ability because otherwise it has a tough time with set-up sweepers. Examples of the mons that Quagsire beats with Unaware as an ability are Thundurus, Talonflame, Mega Charizard X (a very big reason Quagsire is used on stall), Thundurus, Excadrill, Garchomp, Landorus-T, and Dragonite.

Quagsire is also able to provide support by spreading status through Scald burns and Toxic. Because Quagsire is not seen often at all (it is an NU mon after all), people usually don’t prepare for it. That might not sound right because Quagsire doesn’t look like a mon you would have to prepare for at first glance, but it actually is a threat to offensive teams because of its great moveset. If you have ever used Mega Venusaur, and know what I mean by defensive win condition, that is what Quagsire can be. Offensive teams usually have very few ways to beat Quagsire unless they are running a grass type. Quagsire is often the key to winning games. It might not provide much utility to stall teams with its moveset, but it definitely has good defensive coverage. Toxic is hitting everything that is not steel, poison, Magic Bounce, Natural Cure, or Magic Guard. Scald is hitting pretty much everything and has a nice 30% burn chance. Between the two moves, the only mons safe from status are Clefable, Celebi, and Chansey. Earthquake rounds off the coverage very nicely.

Good Teammates: Quagsire isn’t really that bulky, so another physical wall is still needed when using Quagsire on stall. A good one to use is Skarmory because it beats most all of the physical attackers that would overpower Quagsire. Also, Quagsire needs specially defensive teammates as it is lacking in that area. Chansey and Clefable are the most obvious ones because they also provide cleric support; Quagsire does not deal well with burns and poison.

What Counters It: Quagsire loses to all grass types (Ferrothorn, Mega Venusaur, Celebi, Amoonguss, and Serperior), Lati@s, and strong special attackers like Tornadus-T, Keldeo, Manaphy, Gengar, etc. It’s kind of hard to elobarate on Quagsire’s counters because there isn’t a whole lot to talk about with it. It’s obvious why Quagsire loses to the mons that it does, it can’t touch them.
 
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Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Calm Mind / Thunder Wave / Ice Beam / Fire Blast / Grass Knot
- Scald
- Slack Off
- Psyshock

Role: Physical Wall

What It Does: Slowbro is used as a physical wall on defensive teams. It has a nice typing for a physical wall, which is what allows it to be so good along with Regenerator as an ability and good stats. With resistances to the common physical attack types of fighitng, fire, and steel, Slowbro is a nice addition to a lot of defensive teams. lowbro is a pretty standard bulky water type mon, with the added type of psychic which allows it to better deal with fighting type pokemon such as Mega Medicham, Keldeo, and Mega Lopunny that defensive times might otherwise have a tough time with. Slowbro’s ability Regenerator really helps it to switch in often, and it doesn’t have to worry about chip damage as much. Slowbro can also act as a win condition on teams if it is running Calm Mind. Calm Mind Slowbro is very underrated I feel.

Good Teammates: Slowbro works well with mons that can alleviate its weaknesses to special attackers. Clefable and Heatran are good examples. Clefable takes physical dark and bug attacks and special electric or grass attacks. Clefable also takes status like Toxic that Slowbro doesn’t like dealing with. Slowbro takes on steel, fire, and ground types that Clefable doesn’t like taking on. However, both Slowbro and Clefable are prone to getting trapped by Gothitelle, so you need to watch out for that. As for Heatran, it takes on grass, electric, and fairy mons. Slowbro beats fighitng, water, and ground types for Heatran. Ferrothorn is also a good teammate, not only because of it’s ability to set up spikes and get off residual damage, but also for the type synergy. Ferrothorn resists Electric and Grass, Slowbro resists Fire and Fighting.

What Counters It: Mostly strong special attacking mons beat Slowbro. Otherwise, a few strong physical attackers or some with supereffective attacks beat it.

Counters: m altaria, clefable, m sableye, m charizard y, mew, m venusaur (off), m venusaur (def), celebi, rotom-w

switch ins: manaphy, latios, m gardevoir, m manectric, alakazam, magnezone, raikou (av), raikou (specs), serperior, volcarona, thundurus (lo), thundurus (np)

(scald)Checks: tornadus-t (lo), m alakazam, gengar

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

Any Additional Info: Slowbro is used with 24 SpDef EVs in order to switch into Choice Specs Keldeo and not be 2HKO’d after 2 Hydro Pumps and rocks.
 
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(Band)

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Fire Punch
- Earthquake

Role: Bulky Attacker

What It Does: Choice Band Dragonite is usually used for its ability to wallbreak and open holes in teams. At the same time, it can take some hits thanks to its ability Multiscale. Dragonite is at its best when spamming Outrage or revenge killing weakened mons with Extreme Speed. Sometimes you can try to catch the steel types that like to switch in with Earthquake or Fire Punch, which is pretty nice, because not only do you get one of Dragonite's switch ins out of the way, but it also opens holes in your opponent's team for another one of your mons to put in work.

Good Teammates: Choice Band Dragonite appreciates whatever can get rid of the fairies/steels that stop Dragonite from using Outrage. When fairies/steels are gone, Dragonite thrives (dnite can lure steals by itself, but it still appreciates support). Dragonite also really likes hazard support in the form of Defog or Rapid Spin so it can retain its ability, Multiscale. Magnezone is a good option because it beats both fairies and steels. Trick scarf Latios is able to defog and lure in fairies/steels like Clefable to be tricked, making Dragonites job of wallbreaking much easier. Excadrill supports dnite well because it beats steel and fairy types, as well as spins. Dragonite can also support its teammates by weakening their common switch ins. Examples would be Mega Altaria, Mega Gyarados, Kyurem-B, and Weavile.

What Counters It: Choice Band Dragonite is countered by fairy types, Skarmory, and certain mons that can take a hit and hit back harder.
Counters:
switch ins: m altaria, clefable, m slowbro
Checks: m metagross, kyurem-b, skarmory (defensive), weavile, m heracross

Any Additional Info: I don't recommend running Jolly on Choice Band Dragonite because it only really outspeeds Mega Altaria, non-mega'd Mega Gardevoir, Hoopa-U, and Jolly Mega Scizor. I guess that Hoopa-U and Mega Scizor are somewhat significant to outspeed, but you can most likely still take a hit and OHKO back if you are adamant nature. There isn't really anypoint in outspeeding Mega Altaria or non-mega'd Mega Gardevoir because you aren't beating them anyway.

(Dragon Dance)

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage / Dragon Claw
- Extreme Speed
- Earthquake / Fire Punch

Role: Physical Sweeper

What It Does: Dragon Dance Dragonite, unlike Choice Band Dragonite, is more of a late game cleaner; it really isn't meant to be a wallbreaker. However, Dragonite can still be useful during the early/midgame because it is able to switch into some threats with its ability multiscale, and threaten the mon out. You need to be careful when doing this though, because you lose opportunities to set up without Multiscale intact. Also, if you try to switch in to a powerful attack with rocks up, you won't be taking it well without Multiscale.

Good Teammates: Because Dragon Dance Dragonite acts as a late game cleaner, it appreciates anything that can weaken Dragonite's counters/switch-ins: fairies, steel, Gliscor, and Landorus-T. Also, just like Band Dragonite, it performs better when hazards are off the field. If you look at these factors, you can see that Excadrill is an excellent teammate; it can beat fairies/steels, weaken Gliscor and Landorus-T, and can spin away hazards. Magnezone is also nice for trapping steels and weakening fairies (often steel types set up hazards, so that's a bonus for dnite having them gone).

What Counters It: Dragon Dance Dragonite is countered by fairy types, Skarmory, and certain mons that can take a hit and hit back harder.
Counters:
switch ins: m altaria, clefable, m slowbro
Checks: m metagross, kyurem-b, skarmory (defensive), weavile, m heracross

Any Additional Info: This list of counters/checks is actually the one for Band Dragonite, so there are some more than the ones listed.
 
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SketchUp

Don't let your memes be dreams

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Swords Dance
- Roost
- Earthquake
- Knock Off / Facade / Stone Edge / Ice Fang / Baton Pass

Role: Special Wall, Physical Sweeper, Bulky Attacker, Stallbreaker, Status Absorber.

What It Does: Standard Gliscor sets struggle a lot in this metagame, as its lack of power makes it vulnerable to pokemon such as Hippowdon, Clefable and Mega Sableye. With a nice defensive typing and good bulk, Gliscor can switch in against powerful wallbreakers like AV Tornadus-T, LO Gengar and Heatran. Its real power comes with the combination of Swords Dance and Poison Heal, which enables it to boost its attack against teams that primarily rely on status. The SpD investment does not only help Gliscor in checking pokemon like Gengar, but it also helps him taking weaker, even super effective, hits like Scald from Quagsire and Gastrodon, which makes him very difficult to take down.
Knock Off is the most used coverage move on Gliscor. With Knock Off, Gliscor can weaken switchins like Keldeo and Weavile by removing their item, making them noticeable weaker when it comes to wallbreaking. It is also the best move in general to hit flying type or levitating pokemon like opposing Gliscors, Gengar and Latios. Facade is a nice alternative, as it gives Gliscor a strong 140 BP move because of Toxic Orb. It is better against pokemon like Charizard Y and Togekiss, while it also hits pokemon like Tornadus-T and Talonflame for more damage than Knock Off. Stone Edge lets you 6-0 Sheddy Stall because it is able to hit both Togekiss and Shedinja, and it also OHKO's pokemon like Charizard Y and Talonflame, who can be a huge annoyance for Gliscor. Ice Fang is great against Earthquake-resists like Chesnaught and Breloom, while also hitting bulky ground types like Landorus-T and Garchomp harder than Earthquake does. Lastly, Baton Pass is an additional way to break bulky teams as slower counters like Mega Slowbro, Rotom-W and Skarmory give Gliscor a free turn to pass away a +2 Attack boost.

Good Teammates: Pokemon that support Gliscor by dealing with its big weakness to strong water and ice type attacks, such as Mega Altaria and Keldeo are great teammates. When your primary goal is to break stall teams, pokemon like Jellicent (beats unaware users, taunt, status spreader) SubRoost Kyurem (pressure, beats bulky water types, Ice Beam hits many Gliscor counters like Skarmory and Mandibuzz) and Serperior (can break through unaware clef with taunt, beats unaware quag, beats bulky water types and bulky ground types) are awesome teammates.

What Counters It: Wallbreakers with a strong water- or ice-type move such as Keldeo, Kyurem-B, Mega Gyarados, Azumarill and Thundurus can come in against Gliscor multiple times and fire off a powerful Water or Ice move, although many of these pokemon hate getting their item removed by Knock Off. Pokemon with Taunt or Whirlwind that have enough bulk to take Gliscor's attacks even at +2, such as Mandibuzz and Skarmory, can get rid of Gliscor unless it's the last pokemon. Unaware pokemon can not beat it because they fail to 2hko Gliscor, but they can outstall Gliscor in the long run.

Any Additional Info: Don't overestimate its physical bulk. 75 / 125 is great, but because it has no investment, Gliscor is still vulnerable to strong physical attackers like Charizard-X and SD Excadrill. Its special bulk is also not that great, so make sure you stay healthy if the opponent has a pokemon like Offensive Heatran, Alakazam or Mega Diancie.

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Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Roost
- Taunt
- Earthquake
- Toxic / U-Turn / Knock Off

Role: Special Wall, Stallbreaker, Bulky Attacker, Status Absorber, Pivot (with U-Turn)


Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 208 Def / 56 Spe
Impish Nature
- Roost
- Taunt
- Earthquake
- Toxic / U-Turn / Knock Off

Role: Physical Wall, Stallbreaker, Bulky Attacker, Status Absorber, Pivot (with U-Turn)

What It Does: With Taunt, Gliscor does the job of breaking defensive cores better, because it prevents move such as recover, defog and spikes, which is a huge annoyance for defensive core. Even though the metagame is more prepared for this set than for the SD set, it still does it job pretty well.
With SpD investment, Gliscor is able to check pokemon like Heatran, Mega Alakazam, Reuniclus, and Mega Diancie. The SpD investment also helps him taking multiple scalds from defensive pokemon like Quagsire, Seismitoad, and Slowbro, so Gliscor is able to outstall them with a combination of Taunt + Roost (+ Toxic)
With PDef investment, Gliscor uses its 125 defense much better to check pokemon like Bisharp, Charizard X, Excadrill, SD Landorus-T, Terrakion, Talonflame, Mega Lopunny, Mega Metagross and Scizor. With 208 Def, Gliscor survives 2 Jolly Flare Blitzes from Charizard X, as long as Toxic Orb is already activated.
U-Turn is great to prevent pokemon like Gengar, Mega Sableye and Clefable to get a free switch-in everytime Gliscor is on the field.

What Counters It: Gliscor fails to hurt pokemon such as Rotom-W and Gengar. Toxic can weaken pokemon like Rotom-W and Thundurus, but it takes many turns before it really gets effective. Mega Sableye is one of the best counters to Gliscor if it lacks SD, because Gliscor is unable to touch Mega Sableye bar the weak Earthquake. With a 4x weakness to Ice, random Ice coverage like Ice Beam Slowbro, Ice Beam Clefable, Icy Wind Gengar, Icy Wind Tornadus-T and Ice Punch Mega Lopunny can lure in Gliscor and OHKO or 2HKO it.
Gliscor is also easy to defeat if you hit it on the weak defense stat. When Gliscor is SpD, pokemon like Mega Metagross, Talonflame and Bisharp can easily overwhelm it, while a Physical Defensive spread fails to check pokemon like Gengar, Alakazam and Heatran.

Any Additional Info: Just use SD.
 

Nedor

thiccc
Though I tried not to get carried away, I have to mention that Mega Scizor has several effective sets that fit on most, if not all playstyles. It would definitely need an in-depth description for a solid understanding of how and why it works, hence why I took time and effort to make sure this is up to mark for anyone looking forward to a read!

Bulky SD

Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 96 Def / 164 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- Knock Off / U-Turn / Superpower
- Roost

Role: Physical Sweeper, Mixed Wall, Pivot, Support (Utility Set)

What it Does:
Bulky SD Mega Scizor is an amazing Pokémon in the current Metagame due to the fact that it does its fulfills its role very well while having amazing defensive and offensive capabilities which provide it several set up opportunities against a plethora of threats such as LO Alakazam, LO Gengar, Mega Metagross, Mega Gardevoir, Mega Diancie, LO Excadrill, Weavile and Bisharp. In addition to this, Mega Scizor fits on several varied playstyles ranging from Offense, Balance and to even Semi-Stall as it provides a ton of role compresion in all the things its capable of doing.

Swords Dance is what makes Mega Scizor threatening against so many teams; Cleaning teams is easily accomplished once its checks are weakened or removed. Bullet Punch provides an excellent form of priority to sweep, kill off a weakened threat like Latios or Mega Lopunny, and deal with common set-up sweepers like Rock Polish M-Diancie and SD Weavile. Roost gives it an excellent form of reliable recovery which allows it to consistently check what its meant to.

Although SD + U-Turn may seem silly, it functions as an excellent pivot which provides your teammates free momentum, and switch initiative in order to break walls. Knock Off has amazing utility in being able of crippling common switch-ins such as Rotom-W, Heatran, and Talonflame while Superpower allows you to smack Heatran, Magnezone, and other Bulky Steels.

Good Teammates:
Scizor doesn't deal with Fire attacks or Fire types in general because of it's typing, therefore something that is capable of dealing with this is mandatory. Water types such as Keldeo, Manaphy, Rotom-W, Starmie and Suicune are capable of pivoting into and dealing with them in that regard. Bulky Fire types, mainly SpD Talon and Heatran switch-in to said Fire attacks with ease, spread status to cripple a few of Scizor's checks / counters, and fulfill mandatory roles like a Stallbreaker.

Common Waters are also capable of burning Scizor and resist its form of priority while taking minimal damage from its coverage attacks, therefore, Grass types like Serperior, Celebi, Breloom, Tangrowth, and Ferrothorn make for excellent partners, Electrics, mainly CM / Specs Raikou and Nasty Plot Thundurus pressure bulkier Water types with ease, forcing many switches and possibly stacking Hazard damage which could enforce a Mega Scizor sweep. Opposing Electric types are extremely problematic as they resist its priority, outspeed it, potentially set-up on it, and either 2HKO or OHKO. To remedy this, using Bulky Ground types like Hippowdon Gastrodon, Seismitoad, Garchomp and Landorus-T are all great options while also checking Fire types that threaten Mega Scizor.

LO Kyurem-Black specifically forms an amazing Offensive core with Mega Scizor. It functions as a Wallbreaker, mainly against bulkier playstyles like Balance and Semi-Stall that deal with Mega Scizor effectively most of the time, being capable of breaking most, if not all of the annoyances listed above and below with its excellent coverage and amazing stats. Furthermore, Mega Scizor is capable of potentially pivoting out with U-Turn or Doubling on checks such as Zapdos, Heatran, Skarmory, and TankChomp which allows Kyurem-Black to Wallbreak without taking any damage.

Latias is also another solid option to sponge Water, Electric and Fire type attacks aimed at Mega Scizor, providing Defog support, and potentially have Healing Wish support in case it gets weakened or crippled by status. On bulkier teams, Thunderbolt Latios is optional to more easily revenge TG Manaphy, DD Gyarados and BD Azumarill; Mega Scizor is also capable of checking many of the Fairies, Darks and Steels the latter cannot deal with.

In order to weaken Defensive backbones and put things in +2 Bullet Punch range, hazards are imperative alongside Mega Scizor; Possible options include Landorus-T, Hippowdon, TankChomp, Heatran as they all provide Rocks, deal with a few of the threats mentioned above, and benefit teams with all their individual attributes. As Mega Scizor avoids many 2HKO's from common wallbreakers, hazard removal is almost mandatory so it is capable of consistently checking what it is meant to on bulkier teams. Although restraining, solid options for this role include Lati@s and Starmie as they both check strong Water types, specifically Keldeo.

What Counters it:
Offensive Pokemon that resist Bullet Punch are prominent Electric types such as Thundurus, Magnezone, and Mega Manectric all heavily threaten Mega Scizor, Fire types like Charizard X/Y, Heatran, Talonflame, Victini, Entei and Volcarona are pretty self-explanatory on how they answer Mega Scizor, as they all force it out. And lastly, for Offensive checks, Water types like Starmie, Keldeo, Gyarados, and Manaphy all function as answers to Mega Scizor as they are either capable of setting up on it, crippling it with Scald burns, or simply 2HKO'ing with ease; Rain teams with abusers such as Kingdra or Ludicolo also deal with it very well as they don't allow it to set-up by hitting it with either Hydro Pump or Scald.

Finally, finishing up with Counters, Physically Defensive walls such as Zapdos, Skarmory, Mandibuzz, Rotom-H, TankChomp, Mega Venusaur, Mega Sableye, and Rotom-W all counter Mega Scizor. Zapdos and Rotom-H are hard counters as they both have recovery, amazing defensive typing against M-Scizor with access to Heat Wave and Overheat respectively. Counter Skarmory wins in most if not all 1v1 situations, Mandibuzz and Mega Sableye beat it as they prevent it from setting up with Foul Play while taking nothing from Bullet Punch.

TankChomp is a counter to this set as it whittles it severely with recoil damage and can deal a lot of damage with Fire Blast, or phaze it out with Dragon Tail. Mega Venusaur outspeeds and can force Mega Scizor out with HP Fire, while Rotom-W is also a counter to the Bulky SD set in particular as it capable of crippling it with Will-O-Wisp and pivoting out to something else or weakening it with Hydro Pump.

Any Additional Info:
Thanks to Mega Scizor's natural bulk and that specific EV spread, it can avoid 2HKO's from a plethora of threats such as LO / Mega Alakazam, LO Gengar, Mega Metagross, LO Mamoswine, LO Excadrill, Band Azumarill, Mega Lopunny, Bisharp, Mega Gardevoir, and Kyurem-Black which are often used early-mid game to pressure teams. It should not trying sweeping until its checks and counters listed above are either majorly weakened or removed, but that rule typically goes for any set-up sweeper.

You should try to keep up as much momentum as possible so it doesn't get overwhelmed or too pressured by hazards + pivots, making it unable of checking what its supposed to. Keep in mind that Mega Scizor gets pressured by multiple layers of hazards because it comes in as a pivot a lot, so it will eventually get broken if you don't have hazard removal or Healing Wish support; It’s important to keep itself healthy with Roost in order not to get overwhelmed.

Another option you have is a set of Bullet Punch / U-Turn / Roost / Pursuit which functions as an amazing pivot and trapper against mons such as Gengar and Lati@s, or by keeping up momentum with U-Turn. Although you would lose a lot of Offensive presence with the lack of Swords Dance, it's an excellent Utility set that should be used on more Defensive playstyles.

Lastly, be wary for lures that are currently picking up in usage like Will-O-Wisp Mega Gardevoir, Fire Punch Hoopa-U and HP Fire Kyurem-Black, Lati@s, Mega Diancie as they can simply break Mega Scizor, allowing them to heavily weaken or simply get a kill each time they come in if its caught by said moves.

Offensive SD

Scizor @ Scizorite
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Bug Bite
- Bullet Punch
- Superpower

Role: Physical Sweeper

What it Does:
Offensive SD Mega Scizor is an extremely potent sweeper in the current metagame, typically found on more Offensively inclined playstyles. It can do a two things, one, during early game it can play as a fairy Fairies and Dragon check and act as a breaker, and or be brought out mid-late game once its checks and counters are weakened or eliminated or locate a set-up opportunity to plough through your opponent's team.

Adamant is used over Jolly for its raw power, allowing it to OHKO and or 2HKO its checks once in range but if preferred, Jolly is optional for outpacing Heatran that specifically creep the Adamant version in addition to outspeeding Jolly Breloom, Bisharp and Adamant Diggersby.

Bug Bite is used to break down common Defensive Water types like Rotom-W and Suicune which would trouble it otherwise. Having a form of priority on slower sweepers such as Mega Scizor or Azumarill is really nice because it allows you to pick off weakened threats and sweep without taking damage, making Bullet Punch an excellent choice. Superpower is used in the last slot to break Steel types that it would otherwise struggle with such as Skarmory, Heatran and Magnezone. Even with no investment in bulk, its Defensive stats alone allow it to set-up safely on Offensive Fairy types and Dragons lacking fire coverage.

Good Teammates:
Offensive SD Mega Scizor greatly appreciates hazard support to ensure certain 1HKO's or 2HKO's after a single Swords Dance, but they are also valued alongside Scizor to weaken its checks steadily throughout the match which may allow it to sweep easier. Heatran, Landorus-T, and TankChomp are solid examples of Rock setters but they all have their individual advantages as well. For example, Heatran and Garchomp both provide a solid counterplay against Talonflame whereas Swords Dance + Stealth Rock Landorus-T can provide a SR setter which also pressures Bulkier Playstyles, opening up a situation for Mega Scizor and common teammates to have an easier time developing a win condition.

As Fire types give it trouble, something to break them like Specs Keldeo, LO Starmie, TG Manaphy, or Azumarill would be appreciated, but a better check to Offensive Electrics such as Latias would be needed. Speaking of Latias, it makes an excellent partner for Offensive SD Mega Scizor as it provides Healing Wish and Defog support. Due to the fact that Scizor gets worn down and is prone to status like any other Pokémon while attempting a sweep, Healing Wish would provide it a second chance at cleaning which keeps up momentum on Offense as well.

Not only this, but Latias checks all the Offensive Electrics that Scizor typically struggles with, but not having Recover means a secondary way of counterplay would be appreciated. To remove or weaken Bulky Waters that may prevent it to sweep, Electric types such as Thundurus or Raikou, or wallbreakers like Lati@s, Serperior, Kyurem-Black, and Hoopa-U can be used effectively.

Pokémon that share similar checks to Mega Scizor can be ran alongside it to pressure and overwhelm them for a possible late game sweep; Some examples of this are: SD Landorus-T, SD Garchomp, SD Bisharp, SD Talonflame and Band Azumarill. Despite sharing weaknesses, LO Taunt Tornadus-T pairs with Mega Scizor very well as Knock Off capable of crippling down checks with Leftovers, provides momentum with U-Turn, and prevents recovery with Taunt which breaks fatter Playstyles well along with a powerful Hurricane that dents both of their checks, especially with Stealth Rock up.

What Counters it:
Offensive Pokemon that resist Bullet Punch like prominent Electric types such as Thundurus, Mega Manectric, Magnezone, and Raikou all heavily threaten Mega Scizor, Fire types like Charizard X, Victini, Speedy Heatran, Entei, Talonflame, Charizard Y, and Volcarona are pretty self-explanatory on how they answer Mega Scizor, as they all force it out. And lastly, for Offensive checks, Water types like Keldeo, Gyarados, Starmie, and Manaphy all function as answers to Mega Scizor as they are either capable using it as set-up fodder, crippling it with Scald burns, or simply 2HKO'ing with ease; Rain teams also deal with it very well as they don't allow it to set-up by hitting it with either Hydro Pump or Scald.

As a quick mention, you've probably noticed a commodity in answers cause, well, it is the same Pokémon with a slight alteration of a set. The only real changes between the variations of the checks and counters section is Offensive SD Mega Scizor being able to more easily pressure its checks and counters alike with Stealth Rock in particular and +2 BP, Bug Bite and or Superpower depending on whether said Pokémon is an offensive or defensive check, whereas Bulky SD Mega Scizor has more staying power with Roost and knock off alongside its bulk to abuse the threats it walls as set-up bait. This means that its counters will be lacking.

Going deeper on about pressuring its Checks and Counters, Raikou, Mega Manectric, Charizard-Y, SpD Talonflame, Bulkier Heatran, Manaphy, Mega Sableye, TankChomp and several otherwise "checks" fall pressure to the strength of Offensive SD Mega Scizor thanks to either Stealth Rock and +2 BP, +2 Bug Bite and or Superpower. For example, you set rocks to pressure its Offensive and Defensive checks alike, forcing switches until the said check, lets say, Mega Manectric or Zard-Y gets in range of +2 BP. With defensive checks, the only way M-Sable can beat it is if its pre-mega, otherwise it simply gets OHKO'd by +2 Bug Bite, along with TankChomp getting extremely weakened, opening up another chance for a cleaner to finish up the game.

Continuing onwards, There are Pokemon capable of reliably countering this set like Zapdos, Quagsire, Rotom-H, Counter Skarmory and Mandibuzz as they all have ways to beat it in any given situation. Zapdos easily lives a boosted Bug Bite and retaliates back with Heat Wave while having reliable recovery, Quagsire has the ability Unaware which means it ignores all of Mega Scizor's boosts and can cripple it with Scald burns, Rotom-H can either Burn Scizor with Will-o-Wisp or OHKO it with Overheat; It has a form of recovery in Pain Split to stay healthy until late game where it will typically attempt to sweep, Skarmory has access to Counter as well as the Sturdy ability which allows it to live any hit coming from Mega Scizor. Finishing off, while Stealth Rock weak and slower, Foul Play OHKO's +2 Mega Scizor and lives a +2 Bug Bite after Stealth Rock.

Any Additional Info:
Another way of dealing with this specific set is with Passive Damage and or Offensive pressure due to its lack of recovery. When using this specific set of Mega Scizor, try to apply as much Offensive pressure as possible with Wallbreakers + Hazards when going for a late game Mega Scizor sweep so its checks and counters get overwhelmed and pressured, while opening another set up opportunity for a teammate now that its checks are in range.. In addition to this, do not let it get weakened by switching a ton into resisted hits as it weakens its chances of pulling off a sweep or weakening a wall for another Pokémon to sweep.

AM Edit: damn
 
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Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Thunder Wave / Protect / Power Whip / Knock Off
- Leech Seed
- Spikes / Stealth Rock
- Gyro Ball / Power Whip

Roles: Mixed Wall, Hazard Setter

What It Does: Ferrothorn's main role is to set one of two hazards, Stealth Rock or Spikes, to help the team score some KOs. Ferrothorn usually doesn't have neither the room nor the momentum of running both, and is rather off running other options. Another role for Ferrothorn is a Mixed Wall that can check a good portion of the metagame (such as Azumarill, Mega Diancie, and Manaphy), and wither the opponent's team through Leech Seed and Iron Barbs. Gyro Ball is used to do some solid amount of damage to faster threats, such as Gengar, Mega Gardevoir, Tornadus-T, Weavile, and so on. Power Whip is used to hit bulky waters, such as Azumarill, Starmie, and Slowbro, making Ferrothorn a much better check to them. Thunder Wave can be used to cripple some of Ferrothorn's checks on the switch, such as Heatran, Mega Charizard X/Y, Victini, and Talonflame. Protect helps Ferrothorn a lot in the sense that it withers the opponent more (assuming a status or leech seed), and helps scout a lot of choiced users (such as Keldeo). Knock Off is also a good move on Ferrothorn since it gives Ferrothorn furthur utility by knocking out held items.

Good Teammates: Ferrothorn is really good with other Pokemon that can take strong Fire and Fighting moves, such as Slowbro, Starmie, and bulky Talonflame.

What Counters It: Mega Sableye is the biggest one, it completely nullifies Ferrothorn just by its existence. The second biggest one is Heatran, although it can be cripple with T-wave on the switch, and Leech Seed on the switch slowly throughout the game. Taunt and Flare Blitz Talonflame also give Ferrothorn huge trouble. Mega Charizard Y and X are also capable of OHKO-ing Ferrothorn, and take very minimum from its STABs, although Char X can't set up because of T-wave.

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I know Slowbro was mentioned, but I don't think Mega Slowbro has been mentioned, as they have somewhat different roles.


Slowbro @ Slowbronite
Ability: Regenerator
EVs: 248 HP / 56 Def / 200 SpD / 4 Spe
Bold Nature
- Calm Mind
- Scald
- Psyshock
- Slack Off

Role: Physical Wall, Bulky Attacker, Late-Game Cleaner.

What It Does: Mega Slowbro has different functions than regular Slowbro. First and foremost, if you want a solid consistent hard-to-wear-down physical wall, Slowbro is much better than Mega Slowbro thanks to Regenarator and Leftovers, but its much more susceptible to Knock Off spam. However, without mega evolving Slowbro, Un-Mega'd Mega Slowbro can still check repeatedly a lot of Pokemon through Regenarator, but since its not fully invested in Defense and doens't have Leftovers, its not as good as Slowbro. Mega Slowbro's main advantage over Slowbro is that, because its massive defensive stat, it can go off with minimum EVs and a Bold Nature to have a very similar defense to max defense Slowbro, but at the same time it allows it to invest heavily in SpD, allowing it to take on special hits better, especially after CM. Combined with Mega Slowbro's huge boost in SpA, Mega Slowbro can utilize Calm Mind to its full extent, and many times clean late game when its checks are weakened/eliminated. The 4 Spe EVs are used to that Slowbro can outspeed Amoonguss 100% of the times and do a lot of damage with Psyshock, possibly KO-ing.

Good Teammates: Although Mega Slowbro is primarly used as a Bulky attacker late game, it walls a huge amount of the meta, even without regenarator. So teams that needs a physical wall, especially one that can wall Keldeo, will really appreciate Mega Slowbro. Aside from the support that Mega Slowbro gives, it needs 2 kinds of support to maximize its function: Cleric and a check to VoltTurn and Electric types. Cleric because a single toxic can screw up Slowbro's sweep, and a burn would make it much easier to wear down w/o lefties, so a cleric, such as Clefable, Sylveon, Mew, or Togekiss, are all very nice. Electric and Volt Turn checks are also really important so that the team doesn't lose really important momentum. Such Pokemon can include Hippowdon, Gastrodon, AV Raikou, Amoonguss, and AV Tangrowth.

What Counters It: Unaware+CM Clefable is the biggest counter, other than that, it has a lot of checks in electric types such as Thundurus, Mega Manectric, Specs Raikou, and Specs Magnezone. Rotom-W and Serperior are also very solid checks, since one withers it down with WoW+Volt Switch, and the other can deal a lot of damage and boost with Leaf storm. VoltTurn teams have a really easy time, since even the weakest U-turns deal at least 30%, which Slowbro cannot handle along with electric types.
 
Nevermind, someone else can take rotom-w. I don't have all that much experience in using it. I'll use this post for another mon when I am done fixing all the other posts I have already made in this thread.
 
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Reserving Tail Glow 3 attacks Manaphy


Manaphy @ Wacan Berry/ Leftovers
Ability: Hydration
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Scald
- Dazzling Gleam/Energy Ball/ Hidden Power Fire/Ice Beam/ Psychic/ Signal Beam
- Dazzling Gleam/Energy Ball/ Hidden Power Fire/Ice Beam/ Psychic/ Signal Beam
- Tail Glow

Roles: WallBreaker, StallBreaker

What It Does: Manaphy has the most stupid bigspecial movepool for it to abuse with tail glow. Depending on which other 2 moves u have it can either destroy stall or destory balance. Energy Ball allows it to body rotom-w, quagsire,Azumarill, opposing manaphys, slowbro, starmie, Keldeo, Mega-Gyarados after it sets up. Hidden Power Fire is to take out Ferrothorn which easily stops Manaphy if its not running Hidden Power Fire. Dazzling Gleam defeats Kyurem-Black which is the few pokemon that can switch into Manaphy. Ice Beam hits Mega Altaria, Latios, Latias, Zapdos, Tornadus-Therian, Garchomp, Serperior, Thundurus-I,Amoonguss. Psychic is to defeat Mega Venusaur.Signal Beam is for Hoopa-Unbound who can live a +3 Scald from it. +3 Scald usually takes care of Mega Sableye, Hippowdon, Heatran, Gliscor. Wacan Berry can be used to take a Fusion Bolt from Kyu-B and get 2 Scalds on it or live Thunderbolt from Mega Manectric/Raikou/ Thundurus which does a 2HKO from max health. Leftovers are the recovery since ur generally destroying mons left and right and u can't use rest.

Good TeamMates: If u don't have Dazzling Gleam Scizor takes care of Kyurem-Black. If u don't have Psychic u can add talonflame or latios/latias that takes care of mega venusaur. If u don't have Ice Beam u can add Bisharp or Weavile which takes care of latios/latias and mega altaria. If u don't have Hidden Power Fire u can add Magnezone which takes care of Ferrothorn. If u lack Energy Ball u can add Serperior or Latios which takes care of Rotom-W/etc. Scizor helps take care of Unaware Clefable.

What Counters It: If it lacks Psychic Mega Venusaur easily 1v1 Manaphy. If it lacks Ice Beam Mega Altaria can stay in and set up or Latios/Latias can just psyshock until its in Draco Meteor range. If it lacks Dazzling Gleam Kyurem-Black just Fustion Bolts to victory. If it lacks Energy Ball Quagsire with its Unaware can stay in and Rotom-W can just Volt Switch. If it lacks Hidden Power Fire u just lose to Ferrothorn. For Stall, Unaware Clefable regardless of if Manaphy is at +6 or whatever move it has Clefable beats Manaphy with Unaware. On Offense Faster Pokemon like Mega Lopunny, etc can counter it.

Additional Information: Most manaphy's use scald, energy ball/hidden power fire/ ice beam/ psychic so stuff like dazzling gleam or signal beam are unexpected.


 
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Sylveon @ Leftovers
Ability: Pixilate
EVs: 232 HP / 252 Def / 24 SpD OR 248 HP / 124 Def / 136 SpD
Bold Nature OR Calm Nature
- Wish
- Protect
- Hyper Voice
- Heal Bell / Baton Pass

Role: Mixed Wall OR Special Wall, Support / Pivot

What It Does: Sylveon's biggest role is to support its team. It does so by Wish passing huge wishes to Pokemon that, while bulky, lack any form of recovery, such as Heatran and bulky Garchomp. The final move is somewhat team dependent, if your team is rather bulky and has a lot of set up sweepers that get withered down by status a lot, Heal Bell would help your team a lot. On the other hand, if your team appreciates wish passing, not withered down by status, and does not appreciate taking heavy hits, than Baton Pass would be really nice to secure a wish pass to a teammate, and it would make Sylveon a viable pivot.

The EVs for Mixed Wall allow Sylveon to take hits on both sides, checking a plethora of pokemon such as non-NP Thundurus, AV Tornadus, Weavile, Landorus-T, Dragonite, Garchomp, Mega Alakazam, non-Taunt/CM Mega Gardevoir, Rotom-w, etc. While the EVs for the Special wall allow you to take on much more specially oriented Pokemon. Other than the previously mention special Pokemon (outside of Lati@s) it does very well against hard hitting Special attackers, such as LO Torn-T, LO Thundurus-T, Serperior, Manaphy, Kyurem-B, Starmie, and checks them much better.

Good Teammates: Sylveon works really well with teams that need a cleric or pivot, and a mixed wall or a special wall. Teams that have pokemons such as CM Mega Slowbro, Hippowdon, Ferrothorn, DD Mega Gyarados, would love a cleric more, while a more offensive team would a appreciate a pivot. Sylveon also prefers a bulky water with it, one that can solidly take on powerful steel and fire types. A check to Gengar and Mega Venusaur would also prove very beneficial.

What Counters It: Bulky Steel, Fire, and Poison types are its biggest bane. Pokemon such as Heatran, Skarmory, Mega Metagross, Ferrothorn, Mega Venusaur, Amoonguss, Tentacruel, and Victini all switch in pretty safely, and threat Sylveon out.

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Sylveon @ Chocie Specs
Ability: Pixilate
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
- Psyshock
- Baton Pass
- Hyper Voice
- Hidden Power Fire / Hidden Power Ground

Role: Bulky Attacker

What It Does: Choice Specs Sylveon's main role is to hit unexpectedly hard, keep up momentum, and lure threats such as Ferrothorn, Scizor, or Heatran with its final, optional move. Thanks to Hyper Voice being a fairly spammable move, it can use it pretty frequently, without too many drawbacks. Baton Pass helps keep up momentum, which is very useful to teams that need every bit of momentum, such as HO, Bulky Offense, and VoltTurn. Finally, Sylveon is a very nice lure to Pokemon such as Ferrothorn and Scizor, who take a ton from HP Fire, and also Heatran, who also takes huge amount of damage from HP Ground.

Good Teammates: Fast-Paced Volt-Turn teams that lack a powerful attacker would appreciate something as powerful as this, especially with the access to Baton Pass. Baton Pass allows to keep up momentum on fast paced teams, and unlike Volt Switch, it is not blocked by a ground type or a volt absorb user, but at the same time it is not a double edged sword like U-turn, which can hurt the user a lot if facing a Tank Chomp or a Ferrothorn. Hyper Voice also has a good neutral damage, especially along Psyshock + HP Fire/Ground, and is very spammable.

What Counters It: Chansey and SpD Skarmory are its biggest counters, but any Pokemon that can outspeed and threaten to KO, is a good check.
 

Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 6 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Fire] / Hidden Power [Ground]
- Giga Drain / Taunt / Glare
- Dragon Pulse

Roles:
Special sweeper, Wallbreaker, Late-game Cleaner

What It Does: Serperior is easily the best Contrary user in the game as it has access to a base 130 power Nasty Plot in Leaf Storm. As such, Serperior does not need to spend a turn setting up: all you have to do is hit Leaf Storm and receive the boost. This allows Serperior to muscle through a lot of walls that many other sweepers would not be able to break. Many Pokemon cannot switch into Serperior as a result, as getting hit by Leaf Storm, even if they would take minor damage, means giving Serperior a +2 advantage. Base 113 speed also puts Serperior at a very nice speed tier, outspeeding base 100's and 110's such as Garchomp, Mega-Diancie, Keldeo, Lati@s and even Thundurus! This lets Serperior clean house late game as well.

Serperior's typing and decent 75/95/95 defenses also allows it to come in on common moves such as Earthquake, Thunderbolt, and Scald (watch out for the burn). The grass typing is also an unfortunate curse, as it gives Serperior five weaknesses, three of which are rather common. It should also be noted that Serperior's movepool is pretty sparse, so it needs some support to ensure that its counters are accounted (get it?) for.

Good Teammates: Pokemon that resist Serperior's weaknesses, primarily Flying, Fire, and Ice, are appreciated. Talonflame and Heatran, ironically two of Serperior's biggest counters, resist most, if not all, of these types and can also clear out opposing Steel, Ice, and Grass types that would otherwise impede Serperior. Rock types, such as Rhyperior or Diancie, also wall or threaten Serperior's counters, and can help punch holes in the enemy team. Charizard-X compliments Serperior as well, as it is a physical sweeper that appreciates bulky waters and ground types, such a Quagsire and Hippowdown, taken out, which Serperior does with ease. In turn, Charizard-X breaks down special walls like Chansey that Serperior otherwise can't make through unless it has Taunt and a few boosts under its belt.

Serperior's Grass typing naturally fits on any offense/balanced FWG core, though she can definitely hold her weight on her own in most of these type of teams. This is not to say that Serperior doesn't need support. Serperior, even with Giga Drain, cannot take repeated hits and residual damage well, especially with a Life Orb. Volt Switch/U-Turn users can help bring her in safely. Rotom-Wash compliments Serperior with its Water STAB and slow Volt-Switch. Scizor and Landorus-T are good U-Turn companions as they also threaten several special walls out of Serperior's way.

What Counters It: Steel types and Fire types in general wall Serperior, as they both are rather common and resist Serperior's STAB Grass moves, even after Serperior has gotten off a Leaf Storm and is at +2 SAtk. Notable counters are Heatran, Talonflame, Scizor, and Ferrothorn, although the later have to be careful of HP Fire. Talonflame is especially deadly as it has priority Flying STAB to threaten out Serperior. Most defensive Grass types wall Serperior as well, especially Mega-Venusaur and Amoongus, both of which 4x resist Leaf Storm and can threaten Serperior with Sludge Bomb, or worse, Clear Smog in Amoongus's case. Mega-Altaria also deserves a mention as it the one Dragon switch-in to Serperior that also resists Dragon Pulse.

Once you figure out what Hidden Power Serperior is running, countering it becomes easier: if she is running HP Fire, Heatran and Talonflame wall it completely. If its HP Ground, Talonflame still walls it, and Serperior is not going to break Ground-neutral steel types as easily. Very rarely does Serperior run other Hidden Power types, like HP Rock or Ice, but they still may be used.

It should be noted that Serperior's main move, Leaf Storm, only has 8 PP at the most, so careful play and switching can make Serperior almost useless once it runs out. Due to its poor (for OU) base SAtk of 75, Serperior may need more than one Leaf Storm to be at its sweeping point, so this can be worked around as well.

Other things: There is no reason not to use Leaf Storm and Contrary on Serperior. Other than that, the rest is fair game. Serperior can run a sub-seed set, albeit to less success as other Pokemon like Celebi or Whimsicott. She also can support her team with paralysis spreading via Glare and screens (Reflect/Light Screen). Seperior can opt to run Taunt and/or Substitute to make her wall-breaking even scarier, as this way, walls cannot status her or spam heal to full (I hate Chansey, if you couldn't tell).

Importable:
Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 6 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Fire]
- Giga Drain
- Dragon Pulse
 
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Wheezer isn't the only person here who can play stall!

Shedinja @ Safety Goggles
Ability: Wonder Guard
EVs: 252 Atk / 252 Spe
Adamant Nature
- Will-O-Wisp
- Baton Pass
- Protect
- Shadow Sneak

Role: Pivot, Burn Spreader, Spinblocker, Revenge Killer

What It Does:
Shedinja is a solid pivot that can work on defensive teams, especially since it beats all of the most common hazard removers bar a couple. It can wall many prevalent attackers in OU that threaten stall like most MMeta variants, Lati@s, most Manaphy, sub+encoore Mega Lopunny, Keldeo, Thundurus, Mega Gardevoir, and more. It can spread burns to the opposing team and cripple physical attackers that want to hit Shedinja with super effective coverage. It can also use baton pass to gain momentum as the opponent switches into a pursuit trapper or mon that can otherwise KO shedinja. Shedinja can switch into Starmie to spinblock it and baton pass out to gain momentum assuming that you've already checked to see if it's HP fire starmie. Lastly, it can use shadow sneak to revenge kill severely weakened mons with Shadow Sneak, and it does a lot of damage to mons that are weak to shadow sneak.

Good Teammates:
Shedinja really needs good hazard control on its team such as Skarmory, Togekiss, Mega Sableye, etc that can keep hazards off the field for Shedinja so that it can switch in. Shedinja also appreciates mons that beat common pursuit trappers like Skarmory, Heatran, Quagsire, etc as it's 1 HP and typing leave it quite susceptible to pursuit trapping. A status absorber/referrer like Mega Sableye, Chansey, Clefable etc., is also really nice as status ruins Shedinja, OHKOing it at the end of the turn. Lastly, Wobbuffet is a really good teammate for Shedinja as it traps and cripples/beats many mons 1v1 that can kill shedeinja, shedinja can baton pass into Wobb so that it can trap something after forcing something out and possibly crippling it with encore, while setting up safeguard to keep status from killing Shedinja.

What Counters it:
Shedinja's main weaknesses are pursuit trappers (Bisharp, Tyranitar, Weavile etc.) that can prevent him from switching out and KO it, although many of them fear will-o-wisp on the switch in crippling them for the match. Any form of damaging entry hazards (Stealth rock, Spikes, etc.) kill Shedinja upon switch in, super effective moves of course kill him (fire, ghost, dark, etc.), and he is susceptible to all kinds of chip damage bar weather because of safety googles. (toxic, leech seed, etc.) Heatran and Tyranitar in particular arer a problem for Shedinja because they set rocks, both have super effective STAB vs shedinja, Heatran commonly runs toxic, and Tyranitar can pursuit trap shedinja.

Additional Info
Use Protect early game to scout for random HP fires and coverage moves earlier in the game so that you don't waste shedinja. Also, avoid sending in Shedinja if there's a pursuit trapper on the opposing team until it is dead because Shedinja can't escape most pursuit trappers because he is too slow to baton pass out of them. The EV spread only contains attack and speed since Shedinja is OHKO'd by super effective moves anyways. You can opt to run focus sash over safety goggles to live a hit from a pursuit trapper, but you literally have a dead shedinja any time that you see a tttar or hippo until at least a few turns after they die. X scissor can be run over protect if you wish to opt with a set for more offensive presence, but you a susceptible to being killed by stray HP fires and other coverage moves that kill Shedinja without being able to scout for them.
 

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

Role:
Physical Sweeper, Revenge Killer, Late-game Cleaner

What it Does:
When Talonflame was released, many quickly dismissed it as the "Route 1 bird" of the generation, presuming it would be a terrible Pokemon thanks to its quad weakness to Stealth Rock. However it quickly rose to stardom when its ability was revealed, turning into a premier physical attacker and revenge killer. Talonflame has a great offensive typing, absurdly powerful STAB moves, and a great support movepool to back it up. Even with its lackluster Attack stat of 81, combined with powerful dual STABs and Swords Dance, Talonflame is capable of putting massive holes in opposing teams. Talonflame's typing also allows it to set up on common OU threats, such as Scizor, Ferrothorn, Clefable, and Skarmory. Sadly, Talonflame does have a weakness to the aforementioned Stealth Rock which greatly hampers its switch-in opportunities. Talonflame is not particularly bulky either, and combined with the recoil on its moves, even with priority Roost, it's not too difficult to wear down.

Good Teammates:
Hazard removal is a necessity when using Talonflame. Starmie can clear hazards and deal with Hippowdon and Heatran on top of that. Latios and Latias can freely switch into Rotom-W without much worry, which is one of Talonflame's best counters. Keldeo freely sets up on, or outright defeats, Tyranitar, Hippowdon, Rhyperior, and Heatran lacking Solarbeam. In return, Talonflame roasts Grass-types, such as Celebi and Tangrowth, that can easily defeat Keldeo. Thundurus or Raikou defeat bulky Water-types such as Alomomola, Suicune, and Gyarados that threaten Talonflame out.

What counters it:
Bulky Rock- and Ground-types in general, such as Tyranitar, Mega Aerodactyl, Hippowdon, Landorus-T, Garchomp, and Mega Diancie all do a great job of checking Talonflame, however some are worn down throughout the match due to their lack of reliable recovery. Certain Electric-types, such as Mega Manectric and Rotom-W, do a fine job of checking, of in Rotom-W's case, countering, Talonflame, as they resist its main spam move. One of Talonflame's most obvious an annoying weaknesses is its Stealth Rock vulnerability, which makes it take absurd amounts of damage upon each switch-in.



Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird / Acrobatics
- Roost
- Bulk Up / Taunt
- Taunt / Will-o-Wisp

Role:
Special Wall, Support, Stallbreaker

What it Does:
Not only does Talonflame excel as an offensive sweeper, but its access to fantastic support moves and priority Roost also gives it life as a decent special wall. Its typing, even with the weakness to Stealth Rock, gives it crucial resistances to Ground-, Fighting-, Fire-, and Fairy-type moves. Will-O-Wisp completely cripples normal switch-ins, such as Landorus-T, Tyranitar, Hippowdon, and Garchomp, while getting chip damage off on Pokemon such as Mega Manectric, Thundurus, and Slowbro. However, Talonflame still has a massive weakness to Rock-type attack and Stealth Rock, making hazard removal a necessity for its longevity. Adding on to that, a lackluster base Attack stats means it won't be hitting many defensive Pokemon too hard without a possible Bulk Up boost.

Good Teammates:
Similarly to the Swords Dance set, Talonflame practically needs hazard support to be effective. Starmie can use Rapid Spin and blows past Hippowdon and Heatran. In return, Talonflame easily defeats most Grass-types that stand in its way. Latios and Latias handle Electric-types, such as Rotom-W, Mega Manectric, and Thundurus, which scare Talonflame away. Jirachi, Ferrothorn, and Mega Venusaur all handle Mega Diancie, which terrifies Talonflame, while all having decent type synergy with it. Mega Sableye can bounce away Stealth Rock (although this should not be used for your main form of hazard removal), and in return, Talonflame effortlessly deals with the majority of Fairy-types that Mega Sableye has issues with.

What Counters It:
Most Rock- and Ground-type Pokemon hate switching into Will-O-Wisp, but in the right circumstances, Tyranitar, Mega Diancie, and Mega Aerodactyl have the capability to blow past Talonflame. Even with Special Defense investment, Talonflame has problems surviving powerful Electric-type moves from Pokemon such as Mega Manectric, Raikou, Thundurus, and Rotom-W. Heatran is immune to Will-O-Wisp and takes minimal damage from Talonflame's Flying STAB, although it needs Toxic or Stone Edge to break through it, the former being prevented by Taunt. Suicune and Slowbro fear nothing from Talonflame, especially if not running Taunt, and can eventually break through it with repeated Scalds.

Any additional info:

pls dont use choice band
 
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AD impish john

Consumed by Darkness...

Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost --> Strong Jaw
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Crunch
- Ice Fang
- Protect/Substitute

Role: Physical Sweeper, Late-Game Cleaner, Wallbreaker

What It Does: Mega Sharpedo is a monster once most its threats are gone, thanks to its new ability Strong Jaw moves like Crunch and Ice Fang a 1.5x Boost in power, this doesn't sound like much, but it is powerful when used. Before Mega Evolution Sharpedo's Hidden Ability is Speed Boost, this lets it boost +1 Speed every ending turn and when Sharpedo has boost enough speed for itself, it becomes literally a speed demon.

Good Teammates: Ground Types such as Garchomp and Hippowdon are a huge help to Mega Sharpedo for its Electric weakness. Magnezone or Magneton is also a good partner for trapping Skarmory, and Ferrothorn, and can take on Fairies. Heatran helps against Fairies and Steels but it can't do well against Azuamarill.

What Counters It: Mega Manectric is always a problem as it lowers Sharpedo's Attack Stat with Intimidate, and for Sharpedo to outspeed it needs a +2 which doesn't happen often. Fairy Types such as Clefable is also a pain as it can easily tank up any hit, Azumarill easily Revenge Kills and Hyper Voice Sylveon can hit through Substitute and is simply a OHKO. Steel types that take neutral hits like Defensive Skarmory is a pain is it takes literally zero damage from Crunch/Ice Fang, and Ferrothorn is nightmare if Rocky Helmet or Power Whip. But seriously we all know that Scarf Cobalion is the true counter.

Additional Info: Substitute is a great option if you don't want to run Protect, Substitute is best on those who predict Protect or on slower Pokemon that can't touch it, this makes it easier to Sweep/Wallbreak as much as you can. Also when hiding behind a subsitute your Attack Stat can't get lowered by Intimidate.
 
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Deathzilla @ Charizardite X
Ability: Blaze -> Tough Claws
EVs (Jolly): 252 Attack; 184 Speed; 72 HP
- Dragon Dance
- Dragon Claw/Outrage
- Flare Blitz
- Roost/ Earthquake/ Coverage

Role: Wall Breaker, Physical Sweeper

What it Does: Charizard X kills things, plain and simple. It has fantastic typing, with its only weaknesses coming from Dragon, Rock, and Ground, and no double weaknesses. Thanks to its impressive bulk, he can run many different sets and in all cases, has the ability to set up and sweep. The investment listed allows Charizard to outspeed base 91 and below enemies at +1 when he is at +1 himself. The most common matchup in this category is Landorus-T holding a Choice Scarf, which gives him an offensive edge since Flare Blitz typically OHKO's it, even at +0 after Intimidate. Kyurem-B can cause some problems if it is running a Scarf set, so you may also want to run a set with 40 HP and 216 Speed. Dragon Claw is your primary STAB, with 160 BP after its boost from Tough Claws it can basically destroy everything. For things that Dragon Claw either doesn't hit, or in the case that you run into a wall, Flare Blitz boasts 240 BP and annihilates almost anything that doesn't resist it. The last move slot varies depending on preference. Roost gives you the ability to heal up damage you either take by Flare Blitz recoil or by chip damage from hazards and enemies who manage to get in some priority hits or wear and tear from status. Generally, it is considered the best option. Earthquake is listed because it gives outs to potential counters and has objectively the best overall coverage, but there are other options if you fear specific match-ups like Thunder Punch, Brick Break, and Iron Tail.

Good Teammates: The best teammate that any Charizard X could ask for is a Scarfed Excadrill. Before mega evolving, Zard takes 50% damage from Stealth rock. No thank you. Excadrill hits a lot of Charizard's counters and it has rapid spin making him freaking awesome. Any kind of hazard control is needed to keep Zard X safe to switch in. Starmie can serve as a special complement to an extent and can also spin for you. Tentacruel is a bulky water type who can spam Scald and can Rapid Spin as well. Strong special attackers to handle physical walls that somehow Charizard can't handle can help him out a lot.

What Counters it: For as awesome as he is, Zard X does have a few strong counters. First one, and the bitchiest to deal with is Azumarill. Water/Fairy is the polar opposite of Fire/Dragon, and it shows. Zard can't hit him for anything substantial unless you run Thunderpunch. Mega Slowbro can cause problems, but Roost sets can usually handle it if at full health since Scald is a neutral hit. Doubly so if you manage to land some burn hax with a Flare Blitz. Mega Altaria is also a scary counter who resists both STABs and can come back with a STAB of its own to kill you. Heatran absorbs fire and doesn't care too much about dragon claw unless you are at +2 or above. Diancie is a threat, as a Rock/Fairy it is also terrifying to deal with. Choice Scarf Garchomp is less common nowadays, but unless you can get yourself up to +2 speed, there is nothing you can do about that 102 base speed. Without a good coverage move and/or support from the rest of your team these threats will stop you from succeeding.

Any Additional Info: With the exception of maybe Mega Alteria, Mega Charizard X is the best Dragon Dancer in OU. This is only one iteration of builds for Charizard X, and there are many different EV spreads and move sets that can change the way he is played and the kind of support he needs.
 
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