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Powerflare Administrator


Posts: 580 Join date: 2009-11-27 Age: 15
 | Subject: Competative Battling [Gen V] Wed Mar 09, 2011 8:56 pm | |
| Anyone who's every participated in at least one 4th generation and one 5th generation competitive match knows that the 4th generation is very different from the 5th generation—that is to say that the 5th generation is much more offensive and attack-based. That's not to say defense is not important anymore or that any defensive Pokémon have been introduced, just look at Ferrothorn, without a doubt the most common 5th gen defender and one of the best ever (it can take hits from anything but Fire-type moves). Its only saying that the offensive end of battles have been much more emphasized this generation. Many familiar things from the 4th generation are gone such as Garchomp being removed from the Uber tier and Chansey surpassing Blissey. The new Eviolite item increases the Defense and Special Defense of Pokémon not in their final form by 50%. This makes Chansey clearly better. Sandstorm teams are better than ever with the Tyranitar, Garchomp, and Excadrill combo that is almost unbeatable. Reuniclus is a refreshing Blissey-break as well since it is a very capable Special wall. Dream World (DW) abilities flip the game upside down (some more official places only allow the DW abilities already released, but others like myself allow all DW abilities). This makes things very interesting. Contrary is an ability that reverses stat changes (so if you used Sand-Attack, it would raise the opponents accuracy). Serperior gets Contrary through the DW and it learns Leaf Storm. That means instead of getting its Special Attack lowered two stages every time its used, it raises two stages!!! Chandelure's Shadow Tag DW ability makes it a threatening opponent since its an already good Fire- and Ghost-type but that added trap? Amazing.
More to come, but feel free to begin discussion now. |
|  | | Chub 777 V.I.P. Member


Posts: 440 Join date: 2010-08-07
 | Subject: Re: Competative Battling [Gen V] Thu Mar 10, 2011 2:06 am | |
| Mhm. The DW abillities add more spice and abillities into the game. Not to mention the new type combinations, which make a regular Pokémon turn into a powerful tank/sweeper. _________________ Uhh...hey you! Use Bug Type Pokémon Please visit my Penguin Generation Website!  Click here to lvl me up! Pokémon White Pre-National Dex Party:  *     |
|  | | Powerflare Administrator


Posts: 580 Join date: 2009-11-27 Age: 15
 | Subject: Re: Competative Battling [Gen V] Wed Mar 16, 2011 9:43 pm | |
| A lot of people dislike 5th gen competitive battling, but for me, its my favorite gen for it so far! I don't think people understand just how different it is from 4th gen. In 4th gen, you could practically predict up to 3 team members, most of their moveset, held item ect. on someone's team before the battle. Infernapes with Close Combat and Flamethrower/Fire Blast for mixed sweeping, Blissey as the ultimate special wall, Lucario w/ Focus Sash for taking the almost-guaranteed OHKO and dishing out its own with Close Combat. You'd also see Hippowdon, the ultimate physical wall, Swampert and Suicune as bulky waters. Gyarados was an awesome DDer, and Salamence was pretty common until it was banned (which sucked). Expert Belt Electivire was somewhat-common (should've been more common) since it could decimate teams if put in the right situation. Gliscor was also another common Pokémon. I've seen several Explosion Metagross and Pain Split Dusknoir as well. (I heard TTar was common but have never seen one myself...) That's a lot of Pokémon I just listed (and there are some more), but those were the Pokémon that come to mind regarding most-used... now that number is not a lot if you think about. Many, many, many new Pokémon can be used this gen. Many. Yes, there's Conkeldurr and Ferrothorn which are on most teams, but still this gen introduces so much more diversity. Its also more offensive as I said, which is fun. I can think of so many teams to use, I can't wait!
Personally, this makes me even more excited for the tournament and sad that there are only three rounds. As far as Pokémon that existed in previous gens that are now usable in OU this gen (or in tournaments such as mine that are any-tier-except-Uber) go, I think Blaziken is my favorite. Speed Boost Blaziken is just... awesome. My set for it is a bit unique, since most people pack Life Orb and Swords Dance. I also can see powerful Tyranitar, Garchomp, and Excadrill (maybe with the addition of Landorus too) ahead as well... |
|  | | Chub 777 V.I.P. Member


Posts: 440 Join date: 2010-08-07
 | Subject: Re: Competative Battling [Gen V] Thu Mar 17, 2011 2:31 am | |
| | Powerflare wrote: | A lot of people dislike 5th gen competitive battling, but for me, its my favorite gen for it so far! I don't think people understand just how different it is from 4th gen. In 4th gen, you could practically predict up to 3 team members, most of their moveset, held item ect. on someone's team before the battle. Infernapes with Close Combat and Flamethrower/Fire Blast for mixed sweeping, Blissey as the ultimate special wall, Lucario w/ Focus Sash for taking the almost-guaranteed OHKO and dishing out its own with Close Combat. You'd also see Hippowdon, the ultimate physical wall, Swampert and Suicune as bulky waters. Gyarados was an awesome DDer, and Salamence was pretty common until it was banned (which sucked). Expert Belt Electivire was somewhat-common (should've been more common) since it could decimate teams if put in the right situation. Gliscor was also another common Pokémon. I've seen several Explosion Metagross and Pain Split Dusknoir as well. (I heard TTar was common but have never seen one myself...) That's a lot of Pokémon I just listed (and there are some more), but those were the Pokémon that come to mind regarding most-used... now that number is not a lot if you think about. Many, many, many new Pokémon can be used this gen. Many. Yes, there's Conkeldurr and Ferrothorn which are on most teams, but still this gen introduces so much more diversity. Its also more offensive as I said, which is fun. I can think of so many teams to use, I can't wait!
Personally, this makes me even more excited for the tournament and sad that there are only three rounds. As far as Pokémon that existed in previous gens that are now usable in OU this gen (or in tournaments such as mine that are any-tier-except-Uber) go, I think Blaziken is my favorite. Speed Boost Blaziken is just... awesome. My set for it is a bit unique, since most people pack Life Orb and Swords Dance. I also can see powerful Tyranitar, Garchomp, and Excadrill (maybe with the addition of Landorus too) ahead as well... |
I've never heard of Metagross with explosion. Excadrill is the 5th gen tank and Landorus is the new Gliscor but since it's a ledgendary it has good stats._________________ Uhh...hey you! Use Bug Type Pokémon Please visit my Penguin Generation Website!  Click here to lvl me up! Pokémon White Pre-National Dex Party:  *     |
|  | | Powerflare Administrator


Posts: 580 Join date: 2009-11-27 Age: 15
 | Subject: Re: Competative Battling [Gen V] Thu Mar 17, 2011 3:37 pm | |
| | Chub 777 wrote: | I've never heard of Metagross with explosion. Excadrill is the 5th gen tank and Landorus is the new Gliscor but since it's a ledgendary it has good stats. | Yeah, this was a common 4th generation Metagross set (or at least the one I used; I may have modified it):
Metagross @ Choice Band Ability: Clear Body Nature: Adamant (+Atk, -SAtk) EVs: 252 HP / 252 Atk / 4 Spd
Moveset: Meteor Mash Earthquake Ice Punch (some use TPunch) Explosion
Exacdrill is extremely powerful in the sand, but so is Landorus. Besides the obvious Water-type, Excadrill, Garchomp, Tyranitar, and Landorus make an extremely powerful four-some. TTar makes the sand, Garchomp—already powerful–gets better evasion in the sand with Sand Veil, Excadrill can speed up by 2x with Sand Rush, and Landorus can increase its Rock-, Ground-, and Steel-type moves by 33%.
I'm actually quite excited about Latios being removed from the Uber tier. I made a mistake for the tournament, which is too late to fix. I should've banned the Soul Dew from the tournament, but its too late... Anyways, Latios has a great set:
Latios @ Choice Specs Ability: Levitate Nature: Timid (+Spd, -Atk) EVs: 4 HP / 252 SAtk / 252 Spd
Moveset: Draco Meteor Surf Thunderbolt Trick
Of course, I was dumb enough to forget to ban the Soul Dew from the tournament. Holding the Soul Dew, Latios can effictively have a 591 Sp. Attack stat if it has a positive nature, 31 IVs, and 252 EVs for that stat. The -2 Sp. Attack with Draco Meteor no longer matters.
Update: Good news for the tournament! The Soul Dew is available yet in 5th gen SO that makes the item illegal.  Update 2: Gliscor is still very common this gen since it gets Poison Heal. Now, it can hold a Toxic Orb and get healed every turn and use Fling to poison the opponent. Amazing, right!? Poison Heal was pretty uncommon before and the only Pokémon that I can remember that could have it was Shroomish and Breloom. Breloom's decent, but not very potent in OU. Of course, I like playing non-Uber matches which are for all tiers but Uber, though most Pokémon in non-Uber matches are still OU.
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|  | | Powerflare Administrator


Posts: 580 Join date: 2009-11-27 Age: 15
 | Subject: Re: Competative Battling [Gen V] Thu Mar 17, 2011 9:01 pm | |
| This was written by Dark Azelf on the Pokécommunity Forums, but I thought I'd share it. (508 110 135 60 50 65 88 Ground/Steel)
---Excadrill---
Excadrill is arguable the biggest threat of all the new gen 5 Pokemon. Its typing, stats, pseudo bulk and ability to beat most of its ground counters with a Air Balloon just give it that edge over most of the metagame. Even before we get onto its fantastic ability that grants it +2 speed when the ever common Sandstorm is present, which totally nulls revenge killing that is not priority. Its a "must beat" threat for certain. Its movepool maybe shallow but it has all it needs to shine. Forgo countering or checking this powerful mole at your peril.
Excadrill @ Air Balloon / Chople Berry / Life Orb Trait: Sand Rush EVs: 4 HP / 252 Atk / 252 Spe Jolly Nature (+Spe, -SAtk) - Swords Dance - Earthquake - Rock Slide - Rapid Spin / X-Scissor / Brick Break / Return
This is the standard Swords Dance Excadrill set. Get Tyranitar or Hippowdon as a partner to activate Sand Rush and Swords Dance on switches and watch bodies fly around as you smack things with that wonderful base 135 Attack. Earthquake is its massively powerful STAB move cabable of OHKOing many things after a boost. Rock Slide complements it coverage wise and is useful to hit flying foes, its a shame it doesnt get Stone Edge but Rock Slides flinch rate is very useful. The last slot is up to you, Excadrill is probably the best offensive spinner in the game, not only does it wreck every ghost after a boost apart from Cofagrigus, but its also immune to all residual damage bar the 3% it takes from Stealth Rock with a Air Balloon attached and none of the Spikers threaten it apart from Ferrothorn. X-Scissor hits things like Cress and Latias and is your best option vs Bronzong, Brick Break hits other Air Balloon Excadrill looking to revenge kill you whilst Return is your best option vs Gliscor, Breloom and Rotom-W.
Countering Excadrill may or may not be difficult based on how your team is layed out. Defensive Pokemon with Earthquake like Hippowdon are at the top of the list but lose to Air Balloon variants (the most common), however without Air Balloon they work well. Defensive Gliscor can still win even with Air Balloon if it has a move to pop the Air Balloon like Facade/Aerial Ace so is arguable the most solid Excadrill counter. Rotom-W is a good counter as it can take any boosted hit and use Hydro Pump for a OHKO, beware the shaky accuracy though. Azumarril, Conkeldurr, Technitop and Breloom can all check it with priority, though Conkeldurr and Breloom must be careful of Chople Berry if weakened, luckily the only thing Breloom cares about is Return which isn't too common. Bronzong can take anything it throws out, Gyro Ball then Earthquake to KO. Skarmory can check it, by popping the Air Balloon and blow it away to make it vulnerable to ground attacks. Slowbro and Suicune can both take boosted Earthquakes and even X-Scissors in Slowbro's case and is a reliable counter with Regenerator and Surf/Scald. Impish Gyarados isnt KO'd by anything Air Balloon Dory throws out even after a boost, even Rock Slide (factoring Intimidate and Stealth Rock damage) and can KO with Waterfall. Changing the weather to anything not Sand makes Dory easier to deal with and Scarf Politoed and Abomasnow are great for this purpose, and both outspeed and KO. Drought Ninetales can check too but fears EQ's. Max HP and Defense Hitmontop is a good counter thanks to Intimidate and so are bulky Air Balloon users, for example Terrakion, Magnezone and Heatran. Weezing can also counter Excadrill with its fire moves or Will-O-Wisp. Whimsicott can Encore it into Swords Dance or Earthquakes and Sub Seed it to death. As far as blocking its Rapid Spin, Eviolite Dusclops and Cofagrigus are the best bet.
(505 105 140 95 55 65 45 Fighting)
---Conkeldurr---
Conkeldurr is another exceedingly powerful gen 5 Pokemon. Its bulk, immense power and Mach Punch for revenge killing things like Excadrill and Terrakion are clear reasons enough why its on ALOT of teams and top 10 in usage. After a Bulk Up you wont be breaking through this Pokemon at all with physical attacks and it can heal too with its very powerful Drain Punch which actually lets it outstall standard Hippowdon without Roar aka the best physical wall in the game. Not only that but if it gets Guts boost hardly anything will stop it sweeping.
Conkeldurr @ Leftovers Trait: Guts EVs: 120 HP / 252 Atk / 136 SpD Adamant Nature (+Atk, -SAtk) / Brave Nature (+Atk, -Spd) - Bulk Up - Mach Punch - Drain Punch - Stone Edge / Payback
This is the Conkeldurr set you will see most often, the Bulk Up set. Send it in on something like Ferrothorn and then Bulk Up on the switch and Drain Punch to heal off damage. Mach Punch is for some quick kills as well picking off frail Scarfers like Heatran. It also allows you to revenge kill some massive threats like Excadrill, Heatran, Terrakion and Hydreigon. The last slot is what you want to hit, Stone Edge is probably the better option as it hits flying types and Payback was nerfed to only 50 power on switch ins this gen. However, it does let you beat things like Jellicent 1vs1 and Latias and it hits Golurk who resists your whole set otherwise.
Specially based psychics are at the top of the counters list, for example; Lati@s, Espeon, Slowbro, Reflect Cresselia, Reflect Celebi and Reuniclus all work and can OHKO with either Draco Meteor or Psychic respectively. Claydol and Sheer Force Nidoqueen can both beat it 1vs1 with Psychic and Earth Power and take little damage. Gyarados wins without Stone Edge and can Roar it away or DD up, Taunt to stop Bulk Ups and then Bounce for heavy damage. Conkeldurr also has problems with Cofagrigus who can use Shadow Ball and tank hits with its awesome base 145 Defense and Haze away any boosts. Weezing can do similar things. Just dont burn Conkeldurr with either. LO Chandelure can check it and can OHKO most of the time with a LO Fire Blast. Salamence can switch in and Intimidate and OHKO with LO/Choice Specs Draco Meteor's. Whimsicott can switch in on Bulk Up and Encore to laugh at it too. Both Defensive Aerial Ace and offensive Toxic Orb, Fling + Acrobaticsicsicsicsicsicsics Gliscor beats this set 1vs1. Both sets can also Taunt Bulk Ups too, which is recommended to make the match up easier. Checking (or revenging) this set with special attackers who are not weak to Mach Punch if all else fails as they are the most foolproof way to beat it.
Conkeldurr @ Leftovers Trait: Guts EVs: 136 HP / 252 Atk / 120 SpD Adamant Nature (+Atk, -SAtk) / Brave Nature (+Atk, -Spd) - Substitute - Mach Punch - Focus Punch - Payback / Stone Edge
Sub Punch Conkeldurr is useful as it packs noticeable immediate power over the first set. Its a basic set, Substitute on switches and forces something to take a Focus Punch from base 140 Attack. Mach Punch is still here to pick off weakened things and still maintain the revenge killing utility and the last slot is what you want to hit again, fliers or ghosts and psychics. Payback has a little more use on this set because on the turn your sub is broken it has base 100 power. Substitute also lessens the need for prediction.
Most of the same checks work here but frail faster ghosts and Psychics will be slaughtered with Payback should they come in on a Sub. Reuniclus still works though as its slower than Conkeldurr so is only hit by a 50 power Payback. Slowbro is also an excellent counter for the same reason. Celebi and Cresselia can also tank hits with Reflect in play which both can set up. Again Gyarados and Salamence cause issues with no Stone Edge and Golurk without Payback. Nidoqueen and Weezing beats this set too handily. Whimsicott is a pain in the *** should it Encore Substitute. Gliscor is probably the most reliable and useful counter though. Revenge killing works when you break its Sub, special based hard hitters are preferable hitting its lower defensive stat.
Conkeldurr @ Choice Band Trait: Guts EVs: 252 HP / 252 Atk / 6 SpD Adamant Nature (+Atk, -SAtk) - Hammer Arm / SuperPower / Drain Punch - Stone Edge - Mach Punch - Payback
Choice Band Conkeldurr is for even MORE immediate power. Hammer Are and SuperPower rip into anything that doesn't resist them, 2hkoing things like Skarmory and Hippowdon. Stone Edge and Payback are both present so you can hurt common switch ins which threaten Conkeldurr and you still maintain Mach Punch which is very powerful with this set.
The same counters and checks as mentioned before work here but if Conkeldurr predicts correctly you will be in for a world of hurt. Bulky Psychics are still its #1 counters. Reuniclus, Cresselia, Celebi, Slowbro etc, they all work and take little damage. Skarmory can check this set and nail Conkeldurr with Brave Bird but will die if it is locked into one of the STAB moves on the first slot. Claydol, Weezing and Nidoqueen are all great counters counter again too. Gliscor walls this set easily and can hit back with Acrobaticsicsicsicsicsicsics or Aerial Ace. Gyarados, Salamence and Lati@s serve as decent checks. Conkeldurr is also very easy to revenge kill so anything faster that can hit hard works.
Dream World : Iron Fist
(600 92 105 90 125 90 98 Dragon/Dark)
---Hydreigon---
Hydreigon is a great new Pokemon. It has all the essentials to be a top tier threat, which is exactly what it is, good typing, stats, Levitate, a fantastic movepool, bulk and great offenses. Hydreigon even has numerous advantages over things like Salamence who he is often compared with. Its able to scout with U-Turn, Taunt, use Cheer Up even Thunderwave and not lose 25% of its health each time it switches into SR and even has 15 more base special attack than Salamence. Its also not Pursuit weak like the Lati twins and can actually use its physical offense. Hydreigon can do many many things and do all of them well and it should always be accounted for during team building it has the potential to severely cripple ANY team be it stall or offense.
Hydreigon @ Choice Scarf / Choice Specs Trait: Levitate EVs: 6 Hp / 252 SAtk / 252 Spd Timid Nature (+Spd, -Atk) / Modest Nature (+SAtk, -Atk) - Draco Meteor - Surf / Focus Blast - Fire Blast - U-Turn / Dark Pulse / Dragon Pulse
These are Hydreigon's most common and destructive sets, as a choice user. It has the coverage, speed and typing to keep switching in and out and putting massive holes in things. Draco Meteor smashes through anything not named Blissey and very bulky steels with Surf and Fire Blast hitting all the said steel for hard damage. Focus Blast is an option too to OHKO Tyranitar, especially bulky versions which are becoming more common. The last slot is up to preference. U-Turn allows it to scout counters whilst Dark Pulse nails psychic types who think they can wall it like Cresselia. Dragon Pulse is an option for late game sweeps, especially on the Specs set. Timid is needed on the Scarfer so it can revenge kill things like Haxorus after a Dragon Dance amongst other things.
Blissey, Snorlax and Eviolite Chansey and Porygon2 are the best counters to this set as nothing this set does is going to get past them. Steels can take Draco Meteors well and can threaten to KO, such as Ferrothorn. Specially defensive Emploeon gets a honorary mention as it walls this set completely without the very rare Focus Blast. Specially defensive Tyranitar can take anything this set does apart from Focus Blasts. Revenge killing and checking is alot easier as Hydreigon is very at risk from that. Sp.Def Conkeldurr can come in on the scarfer and threaten with Drain Punch or Mach Punch, Lucario can threaten with Vacuum Wave, Scizor can U-Turn and can take a Draco Meteor or two. Scarfers like Jirachi can check it with their superior speed. ScarfChomp and Scarf Terrakion can revenge kill with ease, ScarfTar can switch into anything bar Surf and KO with SuperPower. Bulky waters like Milotic, Suicune and Tentacruel wall the scarfer.
Hydreigon @ Life Orb Trait: Levitate EVs: 6 HP / 252 SpA / 252 Spe Modest Nature (+SAtk, -Atk) - Draco Meteor - Surf - Fire Blast - Taunt / U-Turn
This is Hydreigon's Life Orb set. Hydreigon usually has problems with dedicated special walls so this set attempts to mitigate that through the use of Taunt or U-Turn. How this set is played is that it Draco Meteors as the special sponges come in and then Taunt the recovery or U-Turn straight to a counter hopefully wearing it down. This set is useful against stall as very little can stop this strategy. Surf and Fire Blast are again for coverage against steels.
All of the counters mentioned previously still work though they will have to watch when flinging around status as it will probably be Taunted, but their attacks + LO recoil will quickly wear down Hydreigon. Blissey, Eviolite Porygon2 and Chansey with Ice Beam or Seismic Toss respectively win even if it has Taunt. Bulky waters struggle taking boosted Draco Meteors now Hydreigon holds a Life Orb though so they must be careful. Steel types can still take Draco Meteors well. Sp.Def Cresselia with Ice Beam can check it reasonably. Scarf Tyranitar also messes this version of Hydreigon up, its not Ko'd by anything and outspeeds and Ko's with SuperPower. Sandstream also makes it die fast with Life Orb recoil and Stealth Rock. Base 98 Speed also isnt the best so its very easy to revenge kill.
(550 85 60 65 135 105 100 Fire/Bug)
---Volcarona---
As fas as special sweeping goes, Volcarona is a top draw special attacker in B/W. Not only is it able to actually get past bulky water counters with the amazing move Quiver Dance, which actually makes every special one set up fodder but it also has base 100 speed and the stats to abuse that with. Bug and Fire have phenomenal coverage and one would do well not to underestimate this VERY powerful bug. Volcarona does have its drawbacks though, namely that crippling 4x Stealth Rock weakness, but then again that can be avoided easier this gen with more ways than ever to stop Stealth Rock going up, namely the Magic Bounce ability. Drought is also a good addition to OU to support Volcarona's sweeping, which lets it 2hko even Blissey after a boost with Fire Blast. Drought also lets Morning Sun be a good healing move. It also resists all priority apart from the rare Extremespeed and Aqua Jet, though neither will KO it in the sun. Some very scary prospect indeed for those facing this moth.
Volcarona @ Life Orb / Leftovers Trait: Flame Body EVs: 6 Def / 252 SpA / 252 Spe or 252 HP / 96 Def / 160 Spe Timid Nature (+Spd, - Atk) - Quiver Dance - Flame Dance / Fire Blast - Bug Buzz - Hidden Power [Rock/Ground] / Morning Sun
This is the standard Quiver Dance Volcarona set. Late game, when all the scarfers are gone, Quiver Dance to get +1 SAtk, +1 SpD, +1 Spd and watch as things struggle to deal with you. Bug Buzz and Flame Dance are your STAB moves, the latter of which is Volcarona's signature move. Its a base 80 Fire move which raises Volcarona's special attack stat by +1, making it even scarier. Fire Blast is an option though for sheer power, it can even KO things like Salamence after a single boost with Life Orb. The last slot is all a matter of preference on what you want to hit. Hidden Power Rock hits Salamence and Gyarados and gives you neutral coverage on Heatran who cant do anything to you after a boost. Hidden Power Ground hits Terrakion who otherwise resists the whole moveset, beware of Air Balloons however. Morning Sun (used with the bulkier spread and leftovers) lets it set up and heal on counters better, like bulky waters, its also great to abuse with Flame Body as most physical attacks wont OHKO unless they're booster or Super Effective.
This set doesn't have that many counters or checks. Kerudio is at the top of the list with Poliwrath as they resist basically everything this set does apart from the extremely rare Psychic. Poliwrath is also a physical water, something this set hates and can even PHaze with Overhead Throw. Eviolite Chansey and Blissey are next on the list but need Toxic or Thunderwave to prevail. Defensive Gyarados and Salamence also works extremely well. High special defensive or Bug/Fire resistant Thick Fat Pokemon like Snorlax and Hariyama are a massive issue which Volcarona really cannot deal with well. Specially Defensive Politoed serves as a good check as it brings in the rain and can Toxic or Encore or just Surf for heavy damage. Faster Scarfers like Terrakion and Garchomp serve as awesome checks as they can even beat it speed wise after a Quiver Dance and OHKO with Stone Edge. Things like Swift Swimmers in rain are a massive threat to any Volcarona set too.
(489 74 94 131 54 116 20 Steel/Grass)
---Ferrothorn---
When most people think of gen 5 they think of "wow this sweeper hits so hard" and the "power creep". Ferrothorn is a Pokemon who goes completely against this track of thought and is the polar opposite. Black and White didn't introduce many good defensive threats but Ferrothorn is hands down the greatest defensive addition and arguably the best Pokemon defensively in the game. It has resistances coming out of its rear end, a fantastic ability which punishes physical sweepers, stellar defensive stats and typing and a movepool to match with things like Thunderwave and Spikes. It is one of the few Pokemon who single handedly massacres most rain dance teams and will not go down unless its met with fire or fighting moves, even then it will not go down without a fight. If you don't pack super effective moves for this thorny Pokemon, chances are Ferrothorn is going to outstall and set up on your whole team. Even if you do have super effective hits you will most likely be met with Ferrothorn's partner in crime, Jellicent to take said hits. Take special note to counter both Ferrothorn and the combo it forms with Jellicent when building a team.
Ferrothorn @ Leftovers Trait: Iron Barbs EVs: 252 HP / 48 Def / 208 SpD Ivs: 0 Speed Relaxed Nature (+Def, -Spe) - Spikes - Leech Seed / Stealth Rock - Power Whip - Gyro Ball / Thunderwave / Protect
This is THE set for Ferrothorn and the best thing it does. Anything ranging from DD Kingdra to Suicune and even Metagross and Haxorus isnt getting past this defensive behemoth. It can also choose to take hits from either side of the spectrum with ease additionally. The way it plays is rather simple, switch in on one of the many, many things that cannot hurt it, set up Spikes to punish switch ins, stall every things brains out with Leech Seed and counter many of the metagames top threats. Its no slouch offensively with its very good base 94 attack so Power Whip and especially Gyro Ball (due to base 20 speed) sting. Stealth Rock is an option though too when it cannot be added elsewhere on the team. Protect can be used to help stall and rack up Leech Seed damage whilst Thunderwave cripples sweepers.
Countering Ferrothorn isnt difficult really, what makes it deadly is the long list of which it can set up on. Rapid Spinners stop it doing its job which is to set up entry hazards. Forretress makes a decent counter as its one of the few things that can spin which doesn't fear it, though beware of Iron Barbs and Leech Seed as they will wear down Forry. Hitmontop can use Foresight to bypass spin blockers too and doesn't fear anything Ferrothorn can do and can also hit it with its fighting STAB. Bulky Grass types with Hidden Power Fire make good counters, like Celebi. Heatran and Magnezone are top of the list counters as they take near nothing from anything it does, the latter even traps it making it unable to escape. Conkeldurr and Machamp make it run for the hills as does any powerful fighting type such as Lucario, though Gyro Ball hurts the latter alot despite the resistance. Infernape is in a similar position too. Volcarona can use it as set up fodder as can Chandelure. Scizor makes a good counter too as it can U-Turn away from Leech Seeds and resists both of Ferrothorn's STAB movies and can either Swords Dance or just hit it with a CB SuperPower. Xatu and Espeon get a special mention as they turn all spiking efforts against you with their ability Magic Bounce and both immune to Leech Seed. Espeon is frailer so cant take hits but if it gets in it can maim Ferrothorn with Hidden Power Fire. Xatu can do the same but isnt as frail and can Roost and set up Reflect to make Ferrothorn useless against it.
(580 91 129 90 72 90 108 Rock/Fighting)
---Terrakion---
Terrakion is one of the scariest physical sweepers in the game for both stall and offense. Its rather bulky and makes excellent use of items like the Air Balloon. Its ability to increase both its speed AND attack make it so hard to deal with outrunning scarfers and anything bulky is dealt with by Swords Dance. Still Terrakion is weak to nearly all forms of priority and there are a select few Pokemon who it cant really hurt well but still overlook this beast and it will make quick work of you with its amazing coverage and STAB combination. Beware when spamming dark moves too as Terrakion picks up a +1 Attack boost when hit with them making it hit even harder.
Terrakion @ Life Orb / Air Balloon Trait: Justified EVs: 6 HP / 252 Atk / 252 Spe Adamant (+Atk, -SAtk) - Rock Polish - Swords Dance - Close Combat / Sacred Sword - Stone Edge
The "Double Dance" set is Terrakions most poplar and deadliest set. Rock Polish manhandles offensive teams and takes it to levels of Speed that even Excadrill cannot touch whilst Swords Dance rips through stall. If you get both boosts in you might aswell say "GG" because nothing apart from priority and a VERY select few Pokemon beat it then. Close Combat and Stone Edge are its powerful STAB combination which have very few resists indeed which makes it even harder to wall. Sacred Sword is mainly useful for stat boosters like Snorlax who get cocky and have a couple of Curses as it bypasses stat boosts which could change the game. Earthquake is sometimes used over a stat boosting move, but it doesn't offer good additional coverage.
Countering this set is quite difficult due to the phenomenal coverage. Golurk and Claydol make good counters and resist both its STABS. Bulky psychics like Slowbro, Celebi and Cresselia work very well. Nidoqueen is a fantastic counter. If it hasnt Rock Polished things like ScarfChomp work. Priority is Terrakions downfall though, Scizors Bullet Punch, Lucario's Vacuum Wave, Aqua Jet etc all hit it for Super Effective. Bulkier walls like Hippowdon can KO as long as the Air Balloon is popped. Gliscor can work to an extent too, though boosted Stone Edges really hurt it and Air Balloon hampers it too.
Terrakion @ Choice Band / Choice Scarf Trait: Justified EVs: 6 HP / 252 Atk / 252 Spe Jolly Nature (+Spd, -SAtk) - Close Combat - Stone Edge - Earthquake / Sacred Sword / Quick Attack - X-Scissor
Choice Terrakion is more prediction based than its other sets but it makes a very effective wall breaker and revenge killer with a scarf due to its awesome base 108 speed and sheer power, it is capable of 2hkoing most of the metagame. The two slots are again its amazing coverage STAB moves whilst the last two slots are mainly fillers. Earthquake is an option to hit Metagross and Jirachi but other than that offer semi redundant coverage so Sacred Sword is once again an option. Quick Attack (only to be used on the Choice Bander) to hit faster foes. X-Scissor fills the last slot to hit those pesky psychics hard.
Most of the same counters work here, though X-Scissor makes psychic's life difficult but they can all check it well. Golurk and Nidoqueen are the best overall counters. Things like Gliscor can switch in on anything apart from Stone Edfe. Priority and revenge killing are there as always and this set is alot easier to revenge kill due to it not boosting its speed. Predicting around it with resistances is usually best though. The scarf set is weak so any physical wall not weak to its moves like Hippowdon, Skarmory and the like works.
(600 89 125 90 115 80 101 Ground/Flying)
---Landorus---
With all the hype surrounding Excadrill and its abilities in Sandstorm, many people forget about Landorus and what this genie can do in the sand too. Landorus is one of the most powerful Pokemon in the game and has the most powerful Earthquake too in said sand thanks to its ability Sand Force which gives a 1.3 boost to Rock, Ground and Steel moves during Sandstorm. This means it gets pseudo STAB on Stone Edge making nearly all levitating and flying Pokemon take massive damage from the move. Its movepool maybe a little shallow but it really has more than enough to KO nearly all of its "counters" which it has a distinct lack of. Landorus can also raise its speed and attack to ridiculous levels in the blink of an eye. Its speed is also no let down either with a base 101 speed stat which lets it outspeed arguably the most important benchmark in Pokemon. Landorus is a threat every single team should take note of, i cannot emphasize this enough. If you dont cover this terrifying genie extremely well with something faster and/or an EarthEdge resist it WILL go through your team like a hot knife through butter.
Landorus @ Leftovers / Life Orb Trait: Sand Force EVs: 6 HP / 252 Atk / 252 Spe Jolly Nature (+Spd, -SAtk) - Swords Dance - Earthquake - Stone Edge - Substitute / U-Turn / Rock Polish
This is Landorus's most common set, the Swords Dancer. In sandy conditions nothing is going to want to wall this monster apart from a very select few Pokemon. Earthquake is horribly powerful on this set OHKOing things like Suicune, Swampert and all its other bulky water and ground checks after a boost. Even Hippowdon is OHKO'd with a Life Orb. Stone Edge rips into Skarmory and Gliscor, doing around 70% to both after a boost. The last slot is essentially a filler, because all it needs is the first 3 moves. Substitute does let it set up easier and guards against status and Ice Shard users/revenge killers whilst U-Turn helps wear down checks such as bulky grass types and psychic types and hopefully pop a few Air Balloon users Air Balloons looking to get in on EQ. Rock Polish lets you run a dual dance set up and outspeed revenge killers.
Not many things "counter" this set at all. However the best counter is Bronzong as it resists everything and doesn't fear anything this set can do and can 2HKO back with Gyro Ball, though it needs ALOT of defense evs and Relaxed to avoid being 2hko'd by SD LO Stone Edge. Next on the list is Cresselia though that doesnt really like boosted U-Turns. Claydol walls it totally without U-Turn and can hit back with Ice Beam. Regenerator Tangrowth is very large obstacle for Landorus as it can keep healing off the damage easily. Revenge killing and checking is alot easier though, foe Scarf Landorus with HP Ice, Latias and Starmie can all accomplish this task. Ice Shard users drive Landorus away and so do alot of powerful Aqua Jet users and Landorus doesn't exactly like Scizor's CB Bullet Punches. Scarfers are quite a pain too if they are powerful, such as Scarf Politoed who cuts off the sand and brings Landorus's power back down to a more manageable level. Scarf Abomasnow can do the same and can take an Earthquake. Another scarfer/check that annoys this set is Hydreigon. Make sure scarfers or revenge killers are at high health though or Rock Polish may crush them. Virizion with HP Ice resists rock and ground and can OHKO Landorus with ease.
Landorus @ Life Orb Trait: Sand Force EVs: 6 HP / 252 Atk / 252 Spe Naive Nature (+Spd, -SpD) - Rock Polish - Earthquake - Stone Edge - Hidden Power [Ice]
Rock Polish Landorus attempts to fix the last one major downfall, revenge killing. After a Rock Polish Landorus's speed rockets up to 660 outspeeding everything in the game. Earthquake and Stone Edge are still here due to their ridiculous power and Hidden Power Ice occupies the last slot to hit the things you can no longer Swords Dance on and overwhelm with sheer power, like Gliscor.
This set is ALOT easier to wall. Skarmory wins against this set now it doesnt have Swords Dance and so does Bronzong still. Bulky waters work too like Suicune and Slowbro. Cresselia beats this set and so does Claydol. Tangrowth doesn't really like Hidden Power Ices but that works if it has some special defence Evs. Celebi works with HP Ice or Reflect as do most other bulky grass types which resist Earthquake. Generally this set dislikes physically defensive Pokemon or things that it cant OHKO like bulky levitating scarfers which are neutral or dont take much damage from HP Ice see: Hydreigon. Ice Shard, Bullet Punch and Aqua Jet are still annoying too. HP Ice Virizion also beats this set rather easily and it can tank even HP Ice thanks to its massive special defense.
Landorus @ Choice Band / Choice Scarf Trait: Sand Force EVs: 6 HP / 252 Atk / 252 Spe Jolly Nature (+Spd, -SAtk) / Naive Nature (+Spd, -SpD) - Earthquake - Stone Edge - U-Turn - Explosion / Hammer Arm / Hidden Power [Ice]
Landorus also makes a good choice user thanks to its decent but limited movepool and awesome ability which make Stone Edge and Earthquake monsterously powerful, still 2hkoing most physical walls like Skarmory and Hippowdon respectively with a Choice Band. U-Turn is an option here as it allows you to scout checks and hopefully wear them down. The last slot is a filler basically. Explosion (only useful on the CBer), whilst nerfed can still take out a levitating counter as long as it isn't steel or at least horrible cripple it. Hammer Arm lets you beat Air Balloon users such as Excadrill. Hidden Power Ice is only useful on the Scarfer and it lets you hit and revenge kill Giscor, Flygon, Garchomp, Salamence and the like.
Most of the same counters as before apply here though its easier to predict accordingly and get in on an immunity or resist with this set as Landorus is locked in thanks to the choice item. Bronzong, Skarmory, Tangrowth, Virizion etc all work. Revenge killing works against the Choice Bander and the Scarfer generally doesn't pack as much power as the first 2 sets so Bulky waters wall it to heck and back, along with Hippowdon. Both sets struggle against Gliscor but CB Explosion or Hp Ice will mess it up badly. Lati@s can come in on anything not called U-Turn and threaten it. Revenge killing with super effective move or a Scarfer is a good bet too.
(520 60 55 90 145 90 80 Ghost/Fire)
---Chandelure---
Chandelure is massively hyped thanks to its Dream World ability, Shadow Tag and rightly so as its a horrible powerful threat capable of eliminating what ever the user wishes at will. However, that isnt technically legal yet so Chandelure has to stick to other ways to be a threat which it doesn't find problems doing. Flash Fire also gives it another immunity so all is not lost. With base 145 special attack very little wants to take anything Chandelure wants to dish out as it is massively powerful. It also has some of the best STAB moves in the game and a fantastic movepool. Its only real let down is its Stealth Rock weak (which isnt as important as in past gens as its easier to avoid) and its rather mediocre speed, its also vulnerable to Pursuit and that is an issue as Tyranitar resists both of its STAB moves. The fact that Chandelure has quite a few exploitable weaknesses to some common types such as water due to Drizzle Politoeds rise in usage hurts, still Chandelure can a pest if you cannot handle it well and don't have something specially bulky or resistant to its stab moves.
Chandelure @ Choice Scarf / Choice Specs Trait: Flash Fire EVs: 4 HP / 252 SpA / 252 Spe Timid Nature (+Spe, -Atk) - Shadow Ball - Overheat - Hidden Power [Fighting] - Flamethrower / Fire Blast / Energy Ball
Chandelure is a pretty good choice user as it has alot of coverage with this set to put dents in things and with a Scarf, revenge kill some prominent threats like Lucario. Whilst its not as effective without Shadow Tag, it still gets the job done but requires more prediction to use, rather than the foe just not being able to switch. Shadow Ball and Overheat are the main STAB moves and really destroy anything that isn't either resistant or very specially bulky. Hidden Power Fighting hits the things that don't take much damage from its mian STAB attacks, namely Heatran and Tyranitar. The last slot is essentially a filler but it does have some useful moves to fill it out with. Flamethrower and Fire Blast are for late game sweeps and dont have the nasty -2 sp.att drawback that Overheat does. Energy Ball on the other hand messes with bulky waters like Suicune and Milotic thinking they can wall your attacks.
Blissey is this sets biggest counter along with Snorlax. Tyranitar can switch in on anything that isnt Hidden Power Fighting and Pursuit it. Scizor can also Pursuit it if its locked in on Hidden Power Fighting or Shadow Ball. Heatran resists both its STAB moves and so does Hydreigon so can be huge pains to this set, bear in mind both are weak to Hidden Power Fighting though. Bulky waters like Tentacruel, Milotic and Suicune make good counters as they wall everything apart from Specs Shadow Balls and Energy Balls. Garchomp and Terrakion are also a nasty for for Chandelure as they can easily come in, can take any hit from anything really, outspeed and Ko, especially if Scarfed. Politoed and the rest of rain teams really nerf Chandelure's fire moves too. Excadrill can revenge kill additionally.
Chandelure @ Leftovers / Life Orb Trait: Flash Fire EVs: 4 HP / 252 SpA / 252 Spe or 252 HP / 40 Def / 216 Spe Timid Nature (+Spe, -Atk) or Bold Nature (+Def, -Atk) - Calm Mind - Shadow Ball - Flamethrower / Fire Blast - Hidden Power [Fighting] / Substitute
Chandelure is one of the only ghosts to get Calm Mind so it can make a useful sweeper too. Calm Mind late game when everything faster is gone and then watch as hardly anything can wall you as even most waters cannot do acceptable damage with a boost. Flamethrower and Shadow Ball are the STAB moves of choice again for Chandelure whilst the last slot is for what you want to beat. Hidden Power Fighting lets you beat Tyranitar and Heatran whilst Substitute lets you scout and set up on Blissey and status.
The exact same counters and checks work here really as before to Chandelure apart from Scizor and Blissey. Bulky waters work, Milotic can Haze or Dragon Tail away boosts, Suicune can Calm Mind with you or Roar to rack up Stealth Rock damage. Snorlax can Crunch, Earthquake or Whirlwind it. Physical Scarfers are in an even better position to beat this set too as Chandelure is slower and thus easier to revenge kill and bypass its CM boosts, such as Garchomp and Terrakion. Excadrill can revenge kill without a Sub. Politoed has the option of being Scarfed or specially defensive neither of which Chandelure likes. Heatran can Roar and resists the whole moveset if Chandelure is not packing HP Fighting.
Chandelure @ Life Orb Trait: Flash Fire EVs: 4 HP / 252 SpA / 252 Spe Timid Nature (+Spe, -Atk) - Shadow Ball - Flamethrower / Fire Blast - Substitute - Pain Split
This set is a balance between offense and defense for Chandelure and it lets it beat some of its biggest counters whilst doubling as an anti spin. The two main STAB moves are here again and when backed up with the power of a Life Orb really hurt. Substitute is here for scouting and is easy to set up on things like Ferrothorn and Forretress and casts a guard over Chandelure from status which blocks Blissey off completely and if Toxic Spikes are down she will really be put on the back foot. Pain Split lets Chandelure heal from LO recoil and Sub damage whilst also stripping HP from counters to wear them down and lets it go toe to toe with things like Blissey.
Again many of the aforementioned counters work here. Be careful though, this set has alot of power and Pain Split makes some of the tussles with bulky waters close as it wears them down, the exact same goes for Blissey especially if Toxic Spikes are present. Whirlwind/Crunch/Earthquake Snorlax works and so do sp.def bulky waters like Milotic and Tentacruel. Scarfers are useful once again like Hydreigon, Garchomp and the like, same with Excadrill just avoid coming in on Subs. Drizzle Politoed is a thorn in Chandelure's side. Heatran walls everything this set can do and has Earth Power to put Chandelure out of action permanently.
(540 76 147 90 60 70 97 Dragon)
---Haxorus---
Haxorus is the second most powerful physical dragon in the game with a whopping base 147 Attack stat. Even some steels shy away from this things Outrage because its just that **** powerful. It has 2 ways to boost its spectacular attack even further thanks to Dragon Dance and Swords Dance. Alot of people compare it to Garchomp and Salamence but this is completely wrong way to go about things. Haxorus has alot of selling points over the aforementioned, firstly its base attack lets it net many KO's the others cannot and beat things the others cannot with physical sets, such as Hippowdon. It also doesn't have a crippling 4x Ice weakness which makes revenge killing it alot harder. Not only this but it has access to some game breaking moves like Taunt and 2 amazing abilities to choose from, Mold Breaker screws levitating steels like Bronzong whilst Rivalry lets it 2hko anything in the game with a boost with Outrage, even bulky steels. Haxorus may have shallow movepool but it has good coverage and is extremely scary indeed with what it has.
Haxorus @ Choice Band / Choice Scarf Trait: Mold Breaker EVs: 4 HP / 252 Atk / 252 Spe Jolly Nature (+Spe, -SpA) / Adamant Nature (+Atk, -SpA) - Outrage - Dragon Claw / Dual Chop - Earthquake - Brick Break / Rock Slide
Haxorus is a fantastic hit and run user as its stats suggest. Switch in, wreck things and switch back out to wear the opponent down. It can pull off both a Band and Scarf set extremely well thanks to its sky high Attack stat and good speed too. Outrage is the main move here which tears through anything non resistant and even some who do resist it with Earthquake for coverage on the bulky steel types. Dual Chop and Dragon Claw are for late game sweeps and also scouting, Dual Chop also has the additional value of sub breaking. The last slot is rather a filler but it does have some use. Bick Break takes out Ferrothorn who is perhaps the only non Immune steel who doesn't lose to Earthquake. Brick Break beats Air Balloon using steels too whilst Rock Slide beats Gyarados, especially defensive ones, without having to lock yourself in on Outrage.
Skarmory is the best counter to Choice versions as nothing Haxorus can do touches it. Physically Defensive Forretress with Gyro Ball is also rather a good counter but is easy to wear down due to no recovery. Ferrothorn works if it avoids Brick Breaks whilst Bronzong works if it avoids Mold Breaker Earthquakes. Sturdy Steels are good checks with Air Balloon such as Metagross. Revenge killing is alot easier however and many things can do this, such as scarfers like Hydreigon and things like Ice Shard Mamoswine. Scizors Bullet Punch does a number to Haxorus too who serves as a good check.
Haxorus @ Life Orb Trait: Mold Breaker EVs: 4 HP / 252 Atk / 252 Spe Jolly Nature (+Spe, -SpA) - Dragon Dance / Swords Dance - Outrage - Earthquake - Taunt / Dragon Tail
Haxorus is also a great end game sweeper who by chance is a great wall breaker too. Haxorus is very lucky in that is has access to two powerful stat up moves to chose from, Dragon Dance or Swords Dance. Dragon Dance is better for sweeping as the speed boost is extremely helpful late game whilst the Swords Dancer is better as a pure wall breaker as even steels arent taking +2 LO Outrages, everything else will be OHKO'd no questions asked. Outrage is the STAB move of choice for sweeping again rounded of with Earthquake for coverage. The last slot is occupied to give the select few Pokemon who wall this set issues. Taunt shuts down Skarmory and lets you stat up on status users which is very helpful, Dragon Tail on the other hand is used for scouting and can PHaze away Skarmory as Haxorus is faster so it cant Whirlwind you.
Ferrothorn is the best counter to stat up Haxorus as the powerful dragon cant do acceptable damage back to it before Gyro Ball massacres it back. Gyro Ball Forretress works in a similar manner. Skarmory is a great check, Brave Bird and Drill peck do a ton of damage, especially with LO recoil and possible Sandstorm but it must attack to beat Haxorus due to Taunt. Apart from that though nothing likes countering this set too much. Checking and revenge killing is easier again. Scarf Hydreigon outspeeds it even after a Dragon Dance and other fast powerful Scarf users can be issues. Priority is also annoying especially Ice Shard and Bullet Punch from the likes of Scizor who again makes a great check. The faster Excadrill and other bulky steel Air Balloon users are big problems facing Haxorus if it wishes to sweep.
(480 100 60 70 85 105 60 Water/Ghost)
---Jellicent---
Jellicent was a solid new defensive Pokemon introduced in B/W and serves as a fine replacement spin blocker to the Rotom formes as they lost their ghost typing this generation, infact its probably the premier anti spin in OU. Hardly any Rapid Spinner is going to get past this due to its incredible bulk. Not only that but it gets Recover, a wonderful move for this sturdy ghost and a move which makes it stand out as a defensive threat along with other great moves like Will-o-Wisp, Scald, Taunt and Toxic. Jellicent also counters some of the games biggest threats such as most Swift Swimmers, Heatran, Infernape and many, many more and along with Ferrothorn not alot breaks the combo they form.
Jellicent @ Leftovers Trait: Water Absorb EVs: 252 HP / 172 Def / 84 Spe or 252 HP / 252 Def / 6 SpD Calm Nature (+SpD, -Atk) / Bold Nature (+Def, -Atk) - Scald / Surf - Recover - Taunt / Shadow Ball / Ice Beam - Toxic / Will-o-Wisp / Taunt
This is the most common and best set Jellicent uses. With this set its both a bulky water and a rapid spin blocker all in one and a general pain to take out with Recover and its great bulk. Scald and Surf are the main STAB of this set and the former has a lovely 30% burn chance. Shadow Ball is the secondary STAB and is useful for hitting other Jellicent along with psychics and the like. Ice Beam on the other hand is used for hitting dragons and grass types on the switch in. In the last slot Toxic or Will-O-Wisp are useful for status and to annoy counters. Toxic is generally a good move and puts anything it hits on a timer, whilst Will-O-Wisp is good for a guaranteed burn and crippling physical sweepers if you don't like relying on Scald to burn things, especially Pursuit users. Lastly Taunt (seen with the faster ev spread to outspeed Skarmory) is a fantastic move on Jellicent and is useful in either of the last 2 slots, it shuts down Blissey completely and it also stops Forretress and the like laying entry hazards on you.
Electric types in general are the best counter, things like Rotom-W, Thundurus and Zapdos etc annihilate Jellicent with ease though they must avoid Toxic on the switch. Blissey can Toxic it if its not packing Taunt, infact Toxic in general really puts a timer on Jellicent's stalling ability this also extends to Toxic Spikes. Grass types like Celebi, Breloom and Virizion dont particularly care about anything it can do and all can set up or wear it down on it one way or another. Special Dark and Ghost types like Zoroark and Gengar are a nuisance Jellicent needs to watch out for. Calm Mind sweepers can set up on it with no issues at all most times, for example Jirachi, Latias and Raikou can do this with relative ease.
(580 91 90 72 90 129 108 Grass/Fighting)
---Virizion---
Virizion is a strange Pokemon, it has great typing and bulk with decent offenses and great speed. All this together is rather rare in a single Pokemon and makes Virizion very solid, serving as a good check to several powerful Pokemon like Garchomp and Landorus. It can attack from both sides of the spectrum and has a very good movepool so it is pretty versatile too.
Virizion @ Leftovers / Life Orb Trait: Justified EVs: 4 Hp / 252 SAtk / 252 Spd Timid Nature (+SAtk, -Atk) - Calm Mind - Giga Drain / Grass Knot - Focus Blast - Hidden Power [Ice] / Substitute / Taunt / Reflect
Calm Mind Virizion is the most common set it can run. This set has surprisingly very good coverage and can set up on alarming amount of Pokemon with Calm Mind thanks to its bulk and typing. Giga Drain and Grass Knot is your main grass STAB, the former now has 75 base power which makes it a good psuedo healing move whilst the latter hits heavy Pokemon harder. Focus Blast is for secondary STAB and massacres the steels looking to come in and really hammers Blissey hard. The last slot is up to preference, Hidden Power Ice is the most useful move as it takes all the problematic things, such as dragons, Landorus and Celebi for example. On the other hand Substitute is good for scouting and guarding against status. Taunt shuts down PHazers like Latias and stops status once again. Reflect softens up physical blows which helps as Virizion has much lower defense.
Amazingly this set doesn't really have that many counters. Psychic types are at the top of the list though, Reuniclus and things like Jirachi and Metagross pose great annoyances as they can hit its lower defense with Psyshock or Zen Headbutt respectively. Even Meteor Mash and Iron Heads will hurt alot. Latias can Calm Mind up along side Virizion and Roar it away without Taunt. Toxic and Toxic Spikes will greatly hinder Virizion too. Although rare physical flying types can be extremely annoying such as Crobat and Virizion doesn't really like fire types either, Blazken and Infernape will destroy it. Tentacruel is immensely irritating as Virizon literally cannot touch it and if it uses Giga Drain it hurts itself thanks to Tentacruels Liquid Ooze, not to mention Tentacruel has poison STAB which Virizion fears greatly. Weezing is in the same vein as it too has Poison STABS and can Clear Smog or Haze away any boosts Virizion gets.
Virizion @ Leftovers / Life Orb Trait: Justified EVs: 4 HP / 252 Atk / 252 Spd Jolly Nature (+Spd, -SAtk) - Swords Dance - Close Combat - Stone Edge - Leaf Blade / Substitute
Swords Dance Virizion hits from the opposite side of the spectrum to the CMer. Its not quite as effective as the previous set as it has lower damage output and cant really do much at all to physical walls like Skarmory and Gliscor. However its much better at taking on Gyarados and the like. Close Combat is your main STAB and hammers anything not resistant to it and to complement it coverage wise is Stone Edge which rips into Flying nemesis. The last slot is up to preference, Leaf Blade take out bulky waters, grounds etc whilst Substitute allows for an easier set up and guards against status using walls.
Most of the previous counters still work here. Psychic types with a bit of physical bulk are this sets greatest nemesis and without Leaf Blade it loses to Slowbro too. Gliscor and Skarmory dont care about anything this set can do and both can OHKO in return with Brave Bird or Acrobaticsicsicsicsicsicsics. Latias once again can Roar it away, but Stone Edge will hurt without Reflect. Again any faster flying foe will hurt it alot. Nidoqueen and Weezing are pretty much full stops to this set and both can rid boosts or just hit it with their Fire or STAB moves. Things like Hippowdon win without Leaf Blade too.
580 79 115 70 125 80 111 (Electric/Flying)
---Thundurus---
Thundurus is one of the scariest special sweepers in the game. It has access to Nasty Plot and awesome dual offensive stats which allow it to go mixed and speed which let it rip though just about everything. Unlike most electrics it also has a rather decent movepool with some cool coverage moves like Grass Knot and Hammer Arm and Focus Blast. What makes Thundurus a true threat though is its great ability Prankster which gives non attacking moves like Substitute, Taunt and Thunderwave priority which can make it immensely annoying for slower teams and even for offensive ones who cant afford their sweepers crippled by Thunderwave. It does have its down sides though namely its frailty and Stealth Rock weakness, though when supported well it can be a true monster.
Thundurus @ Life Orb / Leftovers Trait: Prankster EVs: 6 Def / 252 SpA / 252 Spe Timid Nature (+Spd, - Atk) - Nasty Plot - Thunderbolt - Hidden Power [Ice] - Focus Blast / Taunt
This set is Thundurus's most common, the Nasty Plot sweeper. Hardly anything defensive is going to tank this things hits after a boost and it doesn't have many counters. Thunderbolt is the best option for STAB accompanied by Hidden Power Ice to hit those pesky ground and Dragon's hard. The last slot is occupied by either Focus Blast to nail Tyranitar, Excadrill, Ferrothorn and the like and for more neutral coverage or Taunt to shut down set up attempts and cripple walls, which puts Blissey out of action totally and makes it mere set up bait.
Not much really beats this set but special sponges are at the top of the list. Ice Beam/Seismic Toss Blissey and Eviolite Chansey work very well, though Blissey with just Flamethrower will lose if its Taunted and cannot status it hence why Ice Beam and Seismic Toss are mentioned specifically. Swampert is probably the best overall counter as nothing this set can do really phazes it and its Ice Beam hurts Thundurus very much, beware Grass Knot but hardly any use that. Latias can switch in with its very good special defense and put a massive dent in Thundurus even when Latias is defensive. Virizion can hit it with Hidden Power Ice or Stone Edge and has a marvellous base 129 special defense stat to soak up hits. Obscure things like Cradily in SS and other bulky rock types like Regirock and Tyranitar can also cause headaches if it lacks Focus Blast. Scarf Dragons destroy Thundurus and so make very good checks, Flygon, Garchomp, Hydreigon and Haxorus are all great scarfers and all bring the pain onto the electric genie, Scarf Landorus, Tyranitar, Terrakion and Magnezone can all check it similarly. Excadrill can check it in the sand too with Rock Slide and once again walls it totally without Focus Blast. Ice Sharders are annoying too, especially Mamoswine who walls Thundurus without Focus Blast.
Thundurus @ Choice Scarf / Choice Specs Trait: Prankster EVs: 6 Def / 252 SpA / 252 Spe Timid Nature (+Spd, - Atk) - Focus Blast - Thunderbolt - Volt Switch - Hidden Power [Ice]
Just because Thundurus gets Nasty Plot that doesn't mean he has to use that, his potential goes far beyond stat up sweeping. This set makes a fantastic revenge killer and general hard hitter and fully abuses Thundurus's coverage with Thunderbolt and Hidden Power Ice and Focus Blast to hit dragons, Gliscor and other ground types and Tyranitar, Ferrothorn, Excadrill respectively. With a Choice Scarf Thundurus can revenge kill alot of things, this list includes and is not limited to; swift swim sweepers, DD Dragons, Special Lucario, Gyarados, Tyranitar and many many more. However with Choice Specs it becomes very powerful being able to 2HKO many walls at worst. The biggest change here from previous sets is Volt Switch, which lets Thundurus nail and scout its counters and checks and switch out all it one turn. Though beware of ground types as you cannot Volt Switch on those at all.
Special walls are the best stop to this set. Chansey and Blissey stop Thundurus cold as does Swampert. Ground types in general pose a threat as they totally stop Volt Changing tactics and if they get in an electric move they get a free turn which is very bad as threats like Garchomp loom at every corner and Excadrill will always make an annoyance out of itself. Latias makes a decent check additionally. Ice Sharders such as Mamoswine but a massive dent in the set too so should be avoided at all costs.
Thundurus @ Life Orb / Leftovers Trait: Prankster EVs: 6 Def / 252 SpA / 252 Spe Timid Nature (+Spd, - Atk) - Taunt - Volt Switch - Hidden Power [Ice] - Thunderwave / Focus Blast
This Voltlos set is often seen leading and for good reason. It totally abuses the fantastic Prankster ability and the scouting ability of Volt Switch to give momentum to the user and hut down other leads. Taunt is here once again to totally shut down set ups with STAB Thunderbolt and Hidden Power Ice as the best coverage option. The last slot use is essentially up to how the user seem fit, Thunderwave gets priority so can be used to mess with a sweepers mind and cripple it whilst Focus Blast is here as an option once again to nail problematic Pokemon like Tyranitar who is common as a lead and is essential if Thundurus wants to "anti lead" it.
Thundurus @ Expert Belt Trait: Prankster EVs: 192 Atk / 64 SpA / 252 Spe Hasty Nature (+Spd, - Def) - Thunderbolt - Hammer Arm - Hidden Power [Ice] - Taunt / U-Turn
Unlike most special sweepers, Thundurus can use its physical attack stat too. Often Thundurus has issues with Blissey and other specially defensive Pokemon. This set rememdys that problem as well as acting as a wall breaker for the team. Thunderbolt and Hidden Power Ice are here for coverage, the same as the last set. Hammer Arm lets it 2hko 252/252 Bold Blissey, Ferrothorn and Snorlax and is more reliable accuracy wise than Focus Blast. The last slot is up to what the player wants. Taunt stops set up attempts and U-Turn lets you wear down counters with SR and it helps with scouting counters.
Last edited by Powerflare on Thu Mar 17, 2011 9:02 pm; edited 2 times in total |
|  | | Powerflare Administrator


Posts: 580 Join date: 2009-11-27 Age: 15
 | Subject: Re: Competative Battling [Gen V] Thu Mar 17, 2011 9:01 pm | |
| (488 65 90 115 45 115 58 Fight/Dark)
---Scrafty---
Scrafty is one of many hidden gems in Black & White with two wonderful abilities, paired with great typing as he’s only 2x weak to fighting and flying. This typing gives it some fantastic resistances which lets it totally wall things like Tyranitar and it comes with a great immunity which is very useful indeed as Psychic types are increasing in popularity. Scrafty has got considerable bulk and a great two STABs that are only resisted by two pokemon: Toxicroak and Heracross. This all considered along with its HUGE movepool which includes the great Dragon Dance amongst others make Scrafty quite a threat indeed.
Scrafty @ Leftovers Trait: Shed Skin EVs: 252 HP / 252 SDef / 4 Def Careful Nature (+SDef, -SAtk) - Bulk Up - Drain Punch - Crunch - Rest
Scrafty’s Bulk Up set is by far its most common. It’s obvious as to why too with its great STAB combination along with the fact Scrafty is one of the handful of Pokemon who can abuse Rest without Sleep Talk to its maximum effect, thanks to its amazing ability Shed Skin, which gives it a 51% chance to wake up early over the two turns Resting. Bulk Up lets you take hits well from both sides of the spectrum whilst increasing its mediocre attack stat at the same time. Drain Punch gives you a psuedo healing move which means you don't have to Rest as much. Crunch is here for a reliable STAB.
Your best counters to this set are powerful Fighting type like Conkeldurr, Machamp and Breloom. Terrakion also gets a special mention as Sacred Sword bypasses Scrafty's defensive stat boosts whilst Lucario and Virizion can hit its unboosted special defensive with their special fighting moves. Gyarados and Salamence are also good counters, resisting one of its STAB moves and with Intimidate cancel out an attack boost from Bulk Up. Gyarados can also phaze him out with Dragon Tail or Taunt, Dragon Dance and then Bounce. Gliscor with Acrobaticsicsicsicsicsicsics can do a great deal to this set as well as. Skarmory can heavily damage with Brave Bird/Drill Peck or just Whirlwind. Avoid relying on burn with Will-O-Wisp as it will not work because of Rest and Shed Skin. Scizor and Hippowdon also give Zuru some heat. Weezing and Amoonguss can Clear Smog away boosts. Suicune and Milotic can PHaze him away with their good defenses. Whimsicott is also an issue with Encore, Leech Seed and Taunt.
Scrafty @ Leftovers / Life Orb Trait: Moxie EVs: 4 HP / 252 Atk / 252 Spd Jolly Nature (+Spd, -Atk) - Dragon Dance - Hi Jump Kick / Drain Punch - Crunch - Ice Punch / Taunt
(490 110 65 75 125 85 30 Psychic)
---Reuniclus---
Reuniclus is an unexpected nuisance. Despite having an awful Psychic defensive typing, this green blob has quite a bit of bulk thanks to it’s access to a reliable recovery move, and its ability Magic Guard (prevents any and all indirect damage except Rough Skin and Iron Barbs). His ability allows for easy switch-ins without worry to entry hazard damage, no life orb recoil, and the ability to absorb statuses without damage over time. On top of that, Reuniclus has a good base special attack sitting at 125 and has access to Psyshock to deal with the common switch ins like Blissey.
Reuniclus @ Life Orb Trait: Magic Guard EVs: 252 HP / 252 Def / 4 SpA Bold Nature (+Def, -Atk) - Calm Mind - Recover - Psyshock / Psychic - Hidden Power [Fighting] / Focus Blast
This set is Reuniclus’s most threatening. It utilizes his access to Recover and his decent bulk. After a few Calm Minds, not much can actually stop this monster. It also kills Blissey with Psyshock, but it might opt for Psychic as it beats Blissey anyway.
The most reliable counters to this set are Celebi with Perish Song; Scizor; CBTar; CM + Reflect Latias; Spiritomb; Wobbuffet; Deoxys-D with Taunt + Night Shade or Seismic Toss; and Shubarugo. Trick also beats it and other Psychic/Steels like Metagross and Jirachi can hit it with sheer power or CM up with it and beat it 1 vs one respectively. Encore also shuts this set down.
Reuniclus @ Choice Specs Trait: Magic Guard EVs: 252 HP / 252 SpA / 4 Spe Modest Nature (+SAtk, -Atk) - Psyshock / Psychic - Focus Blast - Shadow Ball - Trick
With Reuniclus’s high Special Attack, and the instant threat of one of its three moves coming off a Specs boost is pretty threatening. However this set definitely has its weaknesses just like any other choice user and these can be exploited easily due to the moves Reuniclus uses.
After discovering that Reuniclus is choiced, prediction should be a cinch, and it’s a matter of team composition after that. Avoid switching in a wall right away because its entirely possible he’ll trick. The same counters as before work well and are even easier to make use of once Rank is locked into an attack. Spiritomb isn’t as useful against this set however because of Rankursu’s access to Shadow Ball, but he’s still extremely useful at countering. Pursuit from Tyanitar and Scizor also destroys this version of Ranukurusu so be careful.
Reuniclus @ Life Orb Trait: Magic Guard EVs: 252 HP / 252 SpA / 4 Def Quiet Nature (+SAtk, -Spe) - Psyshock / Psychic - Focus Blast - Shadow Ball - Trick Room
Because Reuniclus’s speed is horrid, he’s able to run a Trick Room set pretty well. This set is similar to the Choice Specs set, save the x.02 boost that LO doesn’t have. The thing that makes this set more threatening is it ruins offensive play styles by reversing speeds and hits pretty much all of its checks hard.
Luckily, most of Reuniclus’s counters are fairly slow anyway and Scizor even has access to a 2HKO bullet punch which is unaffected by the speed switch. This set deals with checks and counters the best because of the ability to switch moves freely, so Shadow Ball can easily be chosen.
(600 100 100 100 100 100 100 Psychic/Fire)
---Victini---
Victini @ Life Orb Trait: Victory Star EVs: 4 Def / 252 SAtk / 252 Spe Timid Nature (+Spe, -Atk) - Searing Shot / Fire Blast - Thunder / Thunderbolt - Focus Blast - Psyshock / Psychic
(510 65 125 60 95 60 105 Fighting)
---Mienshao ---
Mienshao has some nice tools up its sleeves (pun intended). Both its resistance to Stealth Rock and its Regenerator ability (restores 1/3 of health upon switching out) allow it to virtually ignore any damage taken from entry hazards as well as Life Orb (which it is most commonly run with). Mienshao possesses access to the move Hi Jump Kick, that when coming off its high base attack (125) and gaining as STAB bonus can be extremely devastating to just about any pokemon that take neutral from it. However, its defenses are extremely low at 65/60/60 and it can’t take much before having to switch out.
Mienshao @ Life Orb Trait: Regenerator EVs: 4 HP / 252 Atk / 252 Spe Jolly Nature (+Spe, -SAtk) - Fake Out - U-Turn - Stone Edge - Hi Jump Kick
LO Mienshao is by far its most common set. He is able to function as both a lead and a sweeper (although a fragile one) and can devastate most pokemon with a Fake Out followed by any of its other attacks. With Regenerator, Mienshao benefits heavily from U-Turn and can do decent damage while also recovering a good portion of its health. Stone Edge is run to prevent Mienshao from being entirely walled by the likes of Salamence or Gyarados.
Cofagrigus is possibly Mienshao’s biggest and most effective counter. Cofagrigus can burn with Will-O-Wisp and eliminate Mienshao’s Regenerator with Mummy. With the right predictions, Cofagrigus (and any other ghost for that matter) can effectively destroy Mienshao by guaranteeing a miss with Hi Jump Kick which takes 50% of Mienshao’s total health. Gyarados and Salamence can handle Mienshao well too, as long as you stay weary of a possible Stone Edge.
Mienshao @ Life Orb / Focus Sash Trait: Regenerator/Inner Focus EVs: 4 HP / 252 Atk / 252 Spe Adamant Nature (+Atk, -SAtk) - Fake Out - U-Turn - Taunt - Hi Jump Kick / Brick Break
Mienshao’s Anti-Lead set is also fairly common and can be quite threatening to most common leads such as Tyranitar and Azelf. A Fake Out + U-Turn can severely injure some leads, Taunt can prevent setup on slower pokemon (like the aforementioned Tyranitar) and Hi Jump Kick is a devastating move for just about any lead to be hit with.
Your best bet for a counter is the same as the previous. Predicting a Hi Jump Kick could be crucial and any ghost can get away with avoiding all its attacks. Just beware a Taunt which will hinder ghosts like Jellicent and Cofagrigus.
Mienshao @ Choice Scarf / Choice Band Trait: Regenerator EVs: 6 Hp / 252 Atk / 252 Spe Jolly Nature (+Spd, -SAtk) - Hi Jump Kick - Stone Edge - U-Turn - Payback / Fake Out
Mienshao @ Life Orb Trait: Regenerator EVs: 6 Hp / 252 Atk / 252 Spe Jolly Nature (+Spd, -SAtk) - Swords Dance - Hi Jump Kick - Stone Edge - Baton Pass / Payback / Taunt
Again, ghosts are your best bet at avoiding damage from Mienshao. Avoid using ghost type attacks however as the Me First move will decimate you.
(510 60 105 60 120 60 105 Dark)
---Zoroark---
Zoroark has one huge trick up it's sleeve - and that's its ability, Illusion. When Zoroark comes in, it appears as another Pokemon, giving it valuable set-up time or surprise KO's. Even with the advent of Team Preview, it's hard to keep track of Zoroark in the middle of the match and it has the potential to take out multiple Pokemon. But Illusion isn't its only card: it has superb attacking stats on both ends of the spectrum, at 105/120 and base 105 speed, as well as a great special movepool.
As wonderful as this sounds, Zoroark is incredibly frail at 60/60/60 and is weak or neutral to all forms of powerful priority. It also has a lackluster physical movepool, meaning for the most part its Swords Dance set is outclassed by the Nasty Plot set. Alert opponents will also be able to notice exactly when it's Zoroark coming in - common Illusion partners like Conkeldurr and Reuniclus take lesser or no Stealth Rock damage at all, meaning that its cover is already blown.
Zoroark @ Life Orb Trait: Illusion EVs: 6 hp / 252 SAtk / 252 Spe Timid Nature (+Spd, -Atk) - Nasty Plot - Dark Pulse / Night Burst - Focus Blast - Flamethrower
Zoroark is an incredibly effective abuser of Nasty Plot because of his great Speed and Special Attack stats. Illusion is the trump card of this set and is the reason why you would choose him over other Nasty Plotters, letting you set up as he pretends to be another Pokemon. Dark Pulse and Focus Blast together provide near-perfect coverage, hitting everything but Toxicroak and Heracross for super-effective damage... and then Flamethrower covers both of those. It also helps dispatch of Ferrothorn and other Steel-types without having to rely on Focus Blast's awful accuracy. As far as Dark Pulse versus Night Burst, Dark Pulse is recommended for 100% accuracy and the chance to flinch, although Night Burst has a 40% chance to drop their accuracy and a little more of a power boost but comes with a 95% accuracy rate. It's really your choice, but Zoroark's too frail to miss.
Bulky Fighting-types are the bane of Zoroark's existence. Both Conkeldurr and Hitmontop have the bulk to take a +2 Focus Blast and can OHKO with Fighting-type moves. Both also have access to priority, which maims Zoroark. Its defenses are also so poor that it really can't take any kind of hit at all - a Choice Scarfer or something faster can bust it open. Really, anything that can get a hit in on it (whether by being faster or being able to take a hit on its own) can be considered a check.
Zoroark @ Life Orb Trait: Illusion EVs: 252 Atk / 40 SpA / 216 Spe Naive Nature (+Spd, - SDef) - Swords Dance - Sucker Punch - Flamethrower - Low Sweep
Again, Zoroark's high sweeper-related stats allow him to run another similar set. Swords Dance hits considerably less hard, but it accomplishes two things very differently than NP Zoroark - it utilizes Swords Dance, making it look more like certain Pokemon (Scizor, Heracross) who otherwise would never be able to Nasty Plot, and it has access to priority in the form of Sucker Punch, meaning that things that outspeed it no longer can be completely sure they've got it down. Flamethrower is what separates this from traditional Swords Dancers - it lets Zoroark drop Ferrothorn and Skarmory who otherwise walls other SDers. Low Sweep is Zoroark's only physical Fighting-type move, and it's particularly useful in bypassing Tyranitar who otherwise walls the rest of the set.
Zoroark is, again, stopped cold by bulky Fighting-types who take a hit and OHKO back. This set is also walled by Hippowdon and Gliscor, as well as other Pokemon with high Defense and aren't weak to Fire.
Zoroark @ Choice Scarf Trait: Illusion EVs: 24 Atk / 252 SpA / 232 Spe Naive Nature (+Spd, - SDef) / Timid Nature (+Spd, -Atk) - Dark Pulse / Night Burst - Focus Blast - U-Turn / Hidden Power Ice - Flamethrower
Zoroark is an exceptional user of Choice Scarf user, because it can pose as a terribly slow Pokemon that the opponent would keep their Pokemon in on while it's OHKO'd by Zoroark. Dark Pulse is obligatory STAB, Focus Blast offers near-perfect coverage, Flamethrower cleans Steel-types, and U-turn provides a way to scout out their switch-in... or see if they even knew it was Zoroark in the first place. If you run U-turn, use Naive; if you're running HP Ice, use Modest and move the Attack EVs to HP. The Speed EVs allow Zoroark to outrun Choice Scarf Garchomp and all positive-natured +1 base 100s, the most common tier that will have +1 Speed.
...and again, Zoroark absolutely cannot break through Fighting-types. Once you realize what Zoroark is locked into, you can set up on the move as well - things like Scrafty can get in on Dark Pulse, Ghost-types on Focus Blast, and Heatran can get on Flamethrower and HP Ice. That list is by no means conclusive, but just some suggestions and um some filler because saying "bulky fighting types and priority" for each counter section is kind of annoying. 
Zoroark @ Choice Specs Trait: Illusion EVs: 6 Atk / 252 SpA / 252 Spe Timid Nature (+Spd, -Atk) - Dark Pulse / Night Burst - Focus Blast / Extrasensory - Grass Knot - Flamethrower
This set differs itself from Choice Scarf because of its raw power - it's meant simply to break down an opponent's counter to the Pokemon that Zoroark disguised itself as. Between Dark Pulse, Focus Blast, Grass Knot, and Flamethrower, Zoroark achieves phenomenal coverage, hitting 11/17 types for supereffective damage. Zoroark is a viable asset to any form of a Pokemon who needs its counter removed, meaning you have to be incredibly careful with it - one mistake could give away what's going on and you could miss out on your chance.
Same old counters, again. Priority, outspeed, bulky fighters. As a little change-up, CB Scizor can come in on anything except Flamethrower and threaten to OHKO with Bullet Punch or U-turn away if they know it's choiced (they won't try otherwise).
(480 60 67 85 77 75 116 Grass)
---Whimsicott---
Find yourself getting Rock Polish'd upon by Terakion or Dragon Dance'd upon by Salamence all the time, and then getting swept?
No worries! Try Whimsicott, the end-all be-all of stat-uppers. This Pokemon has the ability Prankster, meaning that all of its non-attacking moves gets +1 priority. They DD? Encore it, then set up a Substitute and Leech Seed away as they can do nothing to you. Really, Whimsicott is a giant *** to anything that has any kind of set-up move, or just any team without a Grass-type. There's not a lot that stops Whimsicott full-on... except Grass-types.
Whimsicott @ Leftovers Trait: Prankster EVs: 252 HP / 252 Def / 6 SpD Bold Nature (+Def, - SAtk) - Leech Seed - Substitute - Encore / Taunt - Stun Spore / Toxic
It's simple - bring it in on something trying to stat-up or use SR or something, and Encore it. From there you can Substitute and Leech Seed, wearing away anything and everything. Priority Stun Spore also helps Whimsicott be an annoying bastard. The difference between Encore and Taunt is minimal - Taunt helps stop things like Ferrothorn setting up Spikes, but overall it's significantly less useful than Encore because simply Taunting set-up moves gives them a chance to attack you with boosted stats.
If you don't have a Grass-type to scare off Whimsicott, you're going to have to lose a Pokemon or two to whittle away its Substitute PP. Icicle Spear, Double Chop, and other multi-hit moves also break away its subs and give it significant troubles (although watch out for Cotton Guard variants!).
(509 95 117 70 65 70 92 Dark/Ground)
---Krookodile---
Krookodile is the sole possessor of a very unique and good typing in Dark/Ground. Its dual STABs alone hit most Pokemon for at least neutral damage - that, coupled alongside very good base 117 Attack and decent 95 Speed stats, makes it a solid Pokemon. It doesn't have access to +Speed set-up moves like Dragon Dance, but Krookodile can abuse Bulk Up and Claw Sharpen to a good extent. However, the best part about Krookodile is its excellent ability: Moxie. Every time Krookodile nabs a KO, its attack gets boosted by +1, meaning that Krookodile could end up cleaning off a team, easy.
Krookodile @ Choice Scarf / Choice Band Trait: Moxie EVs: 6 HP / 252 Atk / 252 Spe Adamant (+Atk, -SAtk) / Jolly Nature (+Spd, -SAtk) - Earthquake - Crunch - Pursuit - Stone Edge
Choice Scarf is Krookodile's best set, boosting its rather average 95 Speed and giving it more opportunities to revenge other Pokemon. Adamant Krook reaches 424 Speed, which outpaces most of the non-scarfed, non-boosted metagame (meaning things like Deoxys-S are the only things that outspeed it). Earthquake and Crunch are obligatory stabs, and Pursuit is to kill off pesky Gengars and such that run away from Krookodile. Stone Edge adds extra coverage to fliers like Gyarados and Salamence, although Salamence does outspeed Krook at +1.
Krookodile is weak to most forms of priority, meaning they're the best way to check it. Fighting-types, most notably Breloom and Verizion, resist EVERY move on the set and can set up on their own. Skarmory also utterly walls Krookodile, taking nothing from any of its moves. Bulky waters like Gyarados, Suicune, and Swampert can come in and OHKO with Water-type moves.
Krookodile @ Life Orb Trait: Moxie / Intimidate EVs: 6 HP / 252 Atk / 252 Spe Jolly Nature (+Spd, -SAtk) - Bulk Up - Earthquake - Crunch / Taunt - Stone Edge
Krookodile has the ability to run a Bulk Up set thanks to somewhat viable defenses. Earthquake and Stone Edge get very good coverage, and the addition of a secondary STAB in Crunch adds to that. Bulk Up obviously is the key move here, and its Krookodile's only option to increase its Attack save Claw Sharpen and Choice Band (and Claw Sharpen isn't mentioned because the only thing the Accuracy boost helps with is Stone Edge). Intimidate is mentioned as an option because you're already boosting your Attack through Bulk Up - the Moxie boost is rarely applicable, and Intimidate eases Krook into set-up. Taunt is also mentioned so that you can set up on Pokemon like Blissey or Skarmory, who can otherwise status/Whirlwind Krook's boosts away.
The same counters for the last set are applicable here, as well. Priority, Breloom/Verizion, bulky waters, and Skarmory (without Taunt) can eat this set for breakfast.
(480 105 140 55 30 55 95 Fire)
---Darmanitan---
Darmanitan is the definition of Generation V power creep. An absolutely monstrous base 140 Attack stat, followed by a solid base 95 Speed stat and a satisfactory physical movepool basically defines "power". Its ability, Sheer Force, boosts its Flare Blitz to even higher levels while also removing any Life Orb recoil. However, despite its power, Darmanitan remains non-relevant in the Gen V metagame because of its awful SR weakness and by being an easy target for priority moves.
Darmanitan @ Choice Scarf / Choice Band / Life Orb Trait: Sheer Force EVs: 6 HP / 252 Atk / 252 Spe Adamant Nature (+Atk, -SAtk) - Flare Blitz - U-Turn - Superpower / Earthquake - Rock Slide
Sheer Force boosts most of the moves on this set, and provides for a superpowerful Flare Blitz. U-turn allows Darmanitan to act like a scouter, and Superpower & Rock Slide are for coverage, though you'll be clicking Flare Blitz most of the time regardless. The items each completely change the set - Choice Scarf provides a boost to speed in which Darmanitan is lacking, though there are still other scarfers that outrun him. Choice Band gives Darmanitan an enormous power boost, giving it the capability to 2HKO bulky waters like Vaporeon, Milotic, and Jellicent, as well as Dragon-types like Garchomp (although you certainly won't be staying in on it for the second hit). Life Orb offers a slightly less powerful boost, though it no longer has recoil through Sheer Force and it gives you the capability to change attacks (and it can feign Choice Band because it no longer has recoil). The choice between Superpower and Earthquake is basically whether or not you want Levitators to be able to come in for free on your move or whether you want the -1 Attack and Defense drops. Regardless, the move of choice slaps Tyranitar and Heatran who both enjoy coming in on Darmanitan's Flare Blitz (slightly less so Tyranitar, but still). Jolly can be used if you want to outspeed +Speed Lucario and Suicune, but neither of those are relevant at all in this metagame so it's generally pointless.
Darmanitan's biggest weakness is alternate damage - between recoil from Flare Blitz, Stealth Rock, Spikes, and weather, it won't be living much longer than a couple turns. Darmanitan is incredibly vulnerable to priority of all kinds (save Bullet Punch), and its mediocre speed means that anything that can outspeed (read: other scarfers) can come in and smash it. Bulky waters that can take a Flare Blitz can come in and threaten it with their Water-type move of choice, though it's not getting burned by Scald anytime soon. |
|  | | Chub 777 V.I.P. Member


Posts: 440 Join date: 2010-08-07
 | Subject: Re: Competative Battling [Gen V] Fri Mar 18, 2011 3:17 am | |
| | Powerflare wrote: | | Chub 777 wrote: | I've never heard of Metagross with explosion. Excadrill is the 5th gen tank and Landorus is the new Gliscor but since it's a ledgendary it has good stats. | Yeah, this was a common 4th generation Metagross set (or at least the one I used; I may have modified it):
Metagross @ Choice Band Ability: Clear Body Nature: Adamant (+Atk, -SAtk) EVs: 252 HP / 252 Atk / 4 Spd
Moveset: Meteor Mash Earthquake Ice Punch (some use TPunch) Explosion
Exacdrill is extremely powerful in the sand, but so is Landorus. Besides the obvious Water-type, Excadrill, Garchomp, Tyranitar, and Landorus make an extremely powerful four-some. TTar makes the sand, Garchomp—already powerful–gets better evasion in the sand with Sand Veil, Excadrill can speed up by 2x with Sand Rush, and Landorus can increase its Rock-, Ground-, and Steel-type moves by 33%.
I'm actually quite excited about Latios being removed from the Uber tier. I made a mistake for the tournament, which is too late to fix. I should've banned the Soul Dew from the tournament, but its too late... Anyways, Latios has a great set:
Latios @ Choice Specs Ability: Levitate Nature: Timid (+Spd, -Atk) EVs: 4 HP / 252 SAtk / 252 Spd
Moveset: Draco Meteor Surf Thunderbolt Trick
Of course, I was dumb enough to forget to ban the Soul Dew from the tournament. Holding the Soul Dew, Latios can effictively have a 591 Sp. Attack stat if it has a positive nature, 31 IVs, and 252 EVs for that stat. The -2 Sp. Attack with Draco Meteor no longer matters.
Update: Good news for the tournament! The Soul Dew is available yet in 5th gen SO that makes the item illegal.  Update 2: Gliscor is still very common this gen since it gets Poison Heal. Now, it can hold a Toxic Orb and get healed every turn and use Fling to poison the opponent. Amazing, right!? Poison Heal was pretty uncommon before and the only Pokémon that I can remember that could have it was Shroomish and Breloom. Breloom's decent, but not very potent in OU. Of course, I like playing non-Uber matches which are for all tiers but Uber, though most Pokémon in non-Uber matches are still OU.
|
Metagross: Ouch, 4 speed EVs. Earthquake makes up for this, though, as the fast ones are usually Electric or Fire types.
Four-some: The only downside is that you need a sandstorm to activate all of that. Unless you're out in a sandstorm area, it costs you one move to activate all of it. Sure it's a good risk but say Landorus recived an Ice Punch. But then again...
Uber stuff: I don't get why Lati@s are being removed for the uber tier. It's a ledgendary and can still pack a punch due to it's typing._________________ Uhh...hey you! Use Bug Type Pokémon Please visit my Penguin Generation Website!  Click here to lvl me up! Pokémon White Pre-National Dex Party:  *     |
|  | | Powerflare Administrator


Posts: 580 Join date: 2009-11-27 Age: 15
 | Subject: Re: Competative Battling [Gen V] Fri Mar 18, 2011 2:39 pm | |
| | Chub 777 wrote: | Metagross: Ouch, 4 speed EVs. Earthquake makes up for this, though, as the fast ones are usually Electric or Fire types.
Four-some: The only downside is that you need a sandstorm to activate all of that. Unless you're out in a sandstorm area, it costs you one move to activate all of it. Sure it's a good risk but say Landorus recived an Ice Punch. But then again...
Uber stuff: I don't get why Lati@s are being removed for the uber tier. It's a ledgendary and can still pack a punch due to it's typing. | Metagross' intent isn't to be fast. Also, Tyranitar's ability activates the Sandstorm... that's why its a good combo. Legendary has nothing to do with being Uber. In most cases, its about base stats and the Base Stat Total. Lati@s only have a 600 BST like many other OU Pokémon. The Soul Dew, which is unobtainable in 5th gen at the moment, is probably what put them on the Uber tier. Also, a lot of Pokémon can pack a punch—much harder than Lati@s. |
|  | | Chub 777 V.I.P. Member


Posts: 440 Join date: 2010-08-07
 | Subject: Re: Competative Battling [Gen V] Fri Mar 18, 2011 6:30 pm | |
| | Powerflare wrote: | | Chub 777 wrote: | Metagross: Ouch, 4 speed EVs. Earthquake makes up for this, though, as the fast ones are usually Electric or Fire types.
Four-some: The only downside is that you need a sandstorm to activate all of that. Unless you're out in a sandstorm area, it costs you one move to activate all of it. Sure it's a good risk but say Landorus recived an Ice Punch. But then again...
Uber stuff: I don't get why Lati@s are being removed for the uber tier. It's a ledgendary and can still pack a punch due to it's typing. | Metagross' intent isn't to be fast. Also, Tyranitar's ability activates the Sandstorm... that's why its a good combo. Legendary has nothing to do with being Uber. In most cases, its about base stats and the Base Stat Total. Lati@s only have a 600 BST like many other OU Pokémon. The Soul Dew, which is unobtainable in 5th gen at the moment, is probably what put them on the Uber tier. Also, a lot of Pokémon can pack a punch—much harder than Lati@s. |
Yeah. A Wobbuffet with Spell Tag (or even a Chandelure) is hard to defeat. I've also heard that a Kecleon also packs a punch._________________ Uhh...hey you! Use Bug Type Pokémon Please visit my Penguin Generation Website!  Click here to lvl me up! Pokémon White Pre-National Dex Party:  *     |
|  | | Powerflare Administrator


Posts: 580 Join date: 2009-11-27 Age: 15
 | Subject: Re: Competative Battling [Gen V] Fri Mar 18, 2011 9:04 pm | |
| | Chub 777 wrote: | | Yeah. A Wobbuffet with Spell Tag (or even a Chandelure) is hard to defeat. I've also heard that a Kecleon also packs a punch. | I'm assuming you mean Shadow Tag? Technically, you can't get a Shadow Tag Chandelure yet (it hasn't been released), but I did say ALL Dream World abilities for the Tournament so... Chandelure is just a great Pokémon anyways. Its impressive 145 base Special Attack, which is the highest of all non-legendary Pokémon and the highest of all Ghost-type Pokémon, its impressive movepool (also see Litwick, its pre-evo's movepool), and access to some of the best STAB moves in the game make it a powerful Pokémon to use. Of course, Tyranitar resists both of its STAB moves—and can punish it with Pursuit as Chandelure will always switch out when T-Tar enters—and its mediocre speed doesn't help it. I'd pick Volcarona as an overall better Fire-type this generation thanks to its access to Quiver Dance and Fiery Dance. However, Chandelure is also a Ghost-type, which serves a different function. Also, Chandelure can lead right off the bat with an insanely powerful Overheat (therefore, it can be Scarfed) whereas Volcarona functions better under a different strategy—always functioning better with a Life Orb or Leftovers. In my opinion, Chandelure (at least in the way I like to use it) is short-term (blasting with Overheat and by the time its too weak to use Chandelure is KO'd), while Volcarona is long-term, building up its power and unleashing massive Fire-type fury later. |
|  | | Chub 777 V.I.P. Member


Posts: 440 Join date: 2010-08-07
 | Subject: Re: Competative Battling [Gen V] Sat Mar 19, 2011 7:30 pm | |
| | Powerflare wrote: | | Chub 777 wrote: | | Yeah. A Wobbuffet with Spell Tag (or even a Chandelure) is hard to defeat. I've also heard that a Kecleon also packs a punch. | I'm assuming you mean Shadow Tag? Technically, you can't get a Shadow Tag Chandelure yet (it hasn't been released), but I did say ALL Dream World abilities for the Tournament so... Chandelure is just a great Pokémon anyways. Its impressive 145 base Special Attack, which is the highest of all non-legendary Pokémon and the highest of all Ghost-type Pokémon, its impressive movepool (also see Litwick, its pre-evo's movepool), and access to some of the best STAB moves in the game make it a powerful Pokémon to use. Of course, Tyranitar resists both of its STAB moves—and can punish it with Pursuit as Chandelure will always switch out when T-Tar enters—and its mediocre speed doesn't help it. I'd pick Volcarona as an overall better Fire-type this generation thanks to its access to Quiver Dance and Fiery Dance. However, Chandelure is also a Ghost-type, which serves a different function. Also, Chandelure can lead right off the bat with an insanely powerful Overheat (therefore, it can be Scarfed) whereas Volcarona functions better under a different strategy—always functioning better with a Life Orb or Leftovers. In my opinion, Chandelure (at least in the way I like to use it) is short-term (blasting with Overheat and by the time its too weak to use Chandelure is KO'd), while Volcarona is long-term, building up its power and unleashing massive Fire-type fury later. |
Yeah, that's the one. I agree with Chandelure being short term and Volcarona as long term. Larvesta evolves into Volcarona at level 59 whereas Lampent can be leveled up to it's final stage as early as level 41 (via Dusk Stone). Chandelure has a whopping 145 Special Attack stat while Volcarona is lagging behind at 135. Chandelure is mostly a special attacker while Volcarona is more of a physical attacker*.
*Volcarona doesn't learn that many physical moves although Larvesta does._________________ Uhh...hey you! Use Bug Type Pokémon Please visit my Penguin Generation Website!  Click here to lvl me up! Pokémon White Pre-National Dex Party:  *     |
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Posts: 580 Join date: 2009-11-27 Age: 15
 | Subject: Re: Competative Battling [Gen V] Sat Mar 19, 2011 8:33 pm | |
| | Chub 777 wrote: | Yeah, that's the one. I agree with Chandelure being short term and Volcarona as long term. Larvesta evolves into Volcarona at level 59 whereas Lampent can be leveled up to it's final stage as early as level 41 (via Dusk Stone). Chandelure has a whopping 145 Special Attack stat while Volcarona is lagging behind at 135. Chandelure is mostly a special attacker while Volcarona is more of a physical attacker*.
*Volcarona doesn't learn that many physical moves although Larvesta does. | I'd still say that Volcarona is a Special Attacker because of its impressive 135 base stat (just not 145) which is higher than many. Its clearly not a physical attacker with only a 60 base Attack stat.
In this week's discussions, I'd like to put some light on defensive Pokémon (since offense is the main focus). I'd like to talk about Jellicent. Jellicent spells bulky water—literally. J-E-L-L-I-C-E-N-T, bulky water. Not only does it function as a bulky water, but it is a good replacement for Rotom as a spin-blocker since they lost their Ghost-typing this generation. I've never used it, but I'm gonna try it soon. |
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Posts: 440 Join date: 2010-08-07
 | |  | | Powerflare Administrator


Posts: 580 Join date: 2009-11-27 Age: 15
 | Subject: Re: Competative Battling [Gen V] Mon Mar 21, 2011 6:25 pm | |
| | Chub 777 wrote: | The coincidental thing is, I caught a shiny Frillish the other day and couldn't find a thread for it. ---- Well Rotom is Electric type while Jellicent is a Water type. But again, they're both (good) Ghost types. It's a shame Jellicent and Frillish don't have Levitate. | But sadly, Rotom's other forms (which are better than regular Rotom) lost their Ghost-typing this gen and gained the type of the appliance they represent. |
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