Monotype Analyses Mega-thread

Status
Not open for further replies.

Seo.

Nice guys always finish last...
A couple comments for everyone, but I'm going to use these first two analyses to make the points. I'll update the OP with this stuff.

First, write out the moves section in paragraph form, not just a list. You may also include other moves in this section that are sometimes a good idea, but don't necessarily need to be slashsed on the PS! importable.

Don't be afraid to expand the usage tips section! The goal is to provide usage tips that apply to the monotype meta, not just pokemon in general. In those sections, the more detail, the better.

Lastly, remember that you guys (the community) are the QC team! If you think something is incorrect, needs to be expanded upon, or w/e, then post! Also, if you think an analysis/overview/check is good, drop a like so I know it can be uploaded.
To add on to what scpinion said about Choice Scarf Victini on Psychic, it also checks two big threats to Psychic: Choice Scarf Hoopa-Unbound and +1 Mega Gyarados. It also helps vs Steel, a type that Psychic doesn't deal too well with. As for Blue Flare vs V-Create, Blue Flare is mostly just for the Bug match-up, you get up rocks and click Blue Flare 6 times to win. Any other time V-Create is usually better unless it's a clutch situation where you need to kill two Pokemon and keep the speed or defenses.
Thanks guys! ill be editing my posts now
 
Done



Fighting
[Overview]
Mega Gallade is one of the best wallbreakers in the Monotype metagame, as its great Psychic / Fighting typing combined with its capable offensive stats make it a formidable threat on Fighting-type teams. Mega Gallade has the capability to check Psychic-types which can be a nuisance to Fighting-type teams thanks to its secondary typing and Speed that allows it to outspeed most threats. Mega Gallade also can boost its Attack to frightening heights with Swords Dance, leaving it nigh unwallable after a boost. Although, its low Defense can leave it susceptible to priotity moves and powerful physical attacks. Its Speed also does not allow it to outpace most relevant Choice Scarf Pokemon and other fast threats such as Tornadus-Therian and Deoxys-Speed.

[Set]
Gallade @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat / Drain Punch
- Zen Headbutt
- Knock Off / Shadow Sneak / Ice Punch

#Moves
Swords Dance allows Mega Gallade to increase its Attack stat to dangerous levels, and reduces the amount of Pokemon that check it after only one boost. Close Combat is Mega Gallade's most powerful STAB move, which allows it to OHKO bulky walls such as Swampert and Mandibuzz after a Swords Dance boost. Drain Punch is an alternative that allows Mega Gallade to regenerate HP to prolong its longetivity, although the decrease in power is quite noticeable. Zen Headbutt is its secondary STAB move that allows it to hit other Fighting-types and Poison-types. Knock Off is a great coverage move that enables Mega Gallade to 2HKO or OHKO most Psychic- and Ghost-types, and has the added benefit of removing your opponent's item. Shadow Sneak is another alternative that gives Mega Gallade priority to hit faster threats such as Mega Alakazam and Choice Scarf Chandelure super effectively. Finally, Ice Punch is a nice lure option that grants Mega Gallade the opportunity to OHKO bulky Ground-types such as Landorus-Therian and Garchomp.

#Set Details
The EV's are fully invested in Attack and Speed to maximize its sweeping capabilities, while Jolly was chosen to allow Mega Gallade to outspeed threats like Latios, Gengar, and Landorus. The Justified ability is preferred as it grants Mega Gallade the opportunity to raise its Attack by 1 stage if hit by a Dark-type move.

#Usage Tips
Mega Gallade should be utilized more late game when opposing walls are whittled down so it can prominently sweep. Try not to let it be weakened too much early on throughout the match as Mega Gallade's sub par Defenses do not grant it many opportunities to setup. Also beware of status moves such as Thunder Wave and Will-o-Wisp, as these moves can cripple Mega Gallade tremendously.

#Teammate Options
Mega Gallade has a difficult time dealing with Steel-types that are not hit supper effectively from Fighting-type attacks such as Doublade and Skarmory. Infernape is a great partner as it can deal with these Steel-types proficiently. Bulky Psychic-types such as Slowbro and Cresselia also wall Mega Gallade quite well it it chooses to forego Knock Off. Heracross becomes an amazing teammate here as its STAB Megahorn can 2HKO most defensive Psychic-types. Mega Sableye is a great counter to Mega Gallade as well, but sadly there aren't many options on Fighting-type teaams besides powerful special attackers such as Keldeo or status absorbers like Conkelldur to deal with this massive threat.
In the Overview:
Mega Gallade doesn't really check Psychic-types, as most Psychic-types either outspeed it, resist its STAB combination, or are bulky enough to beat it anyway.

Deoxys-S isn't a real threat, in my opinion. You might want to replace it with something like Mega Pidgeot, which is impossible for Mega Gallade to beat, as it OHKOes with Hurricane and is immune to Shadow Sneak.

I would strongly mention the difference between Mega Gallade and Mega Medicham near the end of the overview. Mega Medicham is a FAR superior wallbreaker, but Mega Gallade gives the option of sweeping. You should probably very briefly mention a reason as to why Mega Medicham can be better. (Better power? Bullet Punch to beat Mega Diancie? Fake Out to stall weather? Lots of things you can say)

In the Moves section:
I would specifically mention Mega Venusaur in the use of Zen Headbutt. The primary use of Zen Headbutt over Psycho Cut is to guarantee the OHKO after one SD, which Psycho Cut cannot do. Speaking of which, you should definitely mention Psycho Cut in the Moves section and slash it in the importable. It avoids contact so Iron Barbs, Rough Skin, and Rocky Helmet do not apply to it. It also has perfect accuracy.

Shadow Sneak's main usage is actually for Choice Scarf Latios, so you should definitely mention that by name, instead of Mega Alakazam, which is so rare I haven't seen one in months. You should also mention Choice Scarf Victini, as that is the other common reason to use Shadow Sneak over Knock Off.

In the Usage Tips section:
I think you should make it clear whether you want Mega Gallade to be a wallbreaker or a sweeper. Mega Gallade with CC and Zen Headbutt can break walls, but will have a harder time sweeping for a few reasons. CC will drop your stats, where Drain Punch restores your health. You should absolutely be using the CC set early in the game to bash holes into common switch-ins to make late-game sweeping easier. Mega Gallade carrying Knock Off can liberally spam it early-game too, as it forces many switches.Remember, with Mega Gallade you do not have Mega Medicham to wallbreak for you. Drain Punch is a far superior option when it comes to sweeping, as it prevents a chain of priority from taking out Mega Gallade. It also lets you be more reckless with setting up Swords Dance, as you will be able to heal that off. Mega Gallade is one of the only Pokemon that can both wallbreak and SD sweep and that should be noted.

I'm unsure if this is important enough to mention, but its Inner Focus ability should be emphasized. This allows Mega Gallade to defeat both Choice Scarf Jirachi and Choice Scarf Togekiss, both HUGE threats for Fighting with their flinching moves. It also means Mega Lopunny cannot Fake Out on it. I would mention this easily forgotten detail in some way.

In the Team Options:
You should probably mention that Heracross is an even better teammate because it absorbs status from Mega Sableye. Mentioning Conkeldurr is not a good idea, as even with the Guts boost, it cannot even touch Mega Sableye beyond freeze hax. Mentioning Cresselia is probably unnecessary, as it's not common at all and might give the wrong impression. Maybe replace that with Mew. You could also note these are Pokemon that are often using status moves or Scald, making Heracross's Guts even more valuable.

I would also recommend adding a mention of teaming up with other SD sweepers in here as well. Mega Gallade LOVES the offensive redundancy. It has no serious wallbreaker to help it open up teams, so having a second SD sweeper it shares checks with will make them wear the shared checks down and set up one of them to sweep in the end. You could mention Hawlucha here if you'd like.


Good work, but you're missing a few important details. I'll Like your post after I see the changes.
 
READY FOR GP


Whimsicott (Grass):

Whimsicott acts as an amazing support on Grass teams. It has the ability to check most setup sweepers with Encore in the metagame, and it fits in both offensive (emphasizing attacking options) and defensive playstyles (SubSeed). Furthermore, its secondary Fairy type makes it able to beat common issues (most notably Mega-Sableye), as well as acting as a great check for other Dark, Fighting and Dragon pokémon. It also hits an amazing speed tier of 116, effectively outspeeding most of the metagame and making it able to check faster Pokémon with ease. However, Whimsicott's subpar special attack means it is not dealing much damage most of the time, making boosting items necessary on offensive sets. Its poor bulk often leaves it vulnerable to common priorities in the tier (Ice Shard, Bullet Punch and even Extremespeed), especially on sets with uninvested defenses. Still, the support Whimsicott provides is strongly appreciated by most of its teammates, and it is an option that definitely should not be left unnoticed.


[set]
Whimsicott @ Life Orb / Pixie Plate
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Stun Spore
- Encore
- Psychic / U-turn / Giga Drain / Shadow Ball

#Moves:
Moonblast is its primary choice of STAB, and for a obvious reason: It makes it actually able to handle Mega-Sableye, Mega-Medicham/Gallade, Garchomp and so many other Dragon, Fighting and Dark Pokemons which can turn out to be very annoying for most Grass teams. Encore and Stun Spore are also very important and allows Whimsicott to check a fair amount of threats in a pinch and can prevent further setups from several Pokemons. The choice of last move really depends on what you want to cover, or the extra utility you want: Psychic can hit Poison types that are often lured in for considerable damage, notably Mega-Venusaur, as well as nabbing important KOs on Gengar and Toxicroak. Giga Drain is your secondary STAB and should be used mostly if your team is lacking Grass STABs or if you need an extra power against Ground teams, and also pairs well with Life Orb because of its secondary effect. U-turn helps you keeping up momentum, and easens prediction, especially against Pokemons who are Encored or can be threatened with Moonblast, and it serves as a great check for Hoopa-Unbound. Shadow Ball is a viable alternative that lets Whismicott to hit Psychic mons in overall (Jirachi and Victini take decent damage), while still being able to check Gengar and other Ghosts.

#Set Details:
Max Special Attack and Speed gives Whimsicott the highest damage output as possible while still being able to outspeed 115 base speed invested pokemon, as well as checking fast setup threats with Priority, which includes Mega-Pinsir, Mega-Gallade and max speed Mega-Scizor. Prankster is the mandatory choice of ability for checking said threats, and giving it the ability to cripple faster threats with Stun Spore more reliably. The choice between Life Orb and Pixie Plate depends on your last moveslot: Life Orb should be used mostly with offensive coverage moves (allows Psychic to nab a OHKO on Gengar damage and a 2HKO on most Mega-Venusaur variants after stealth rocks damage) whereas Pixie Plate suits better U-turn, Substitute and other support options because of the lack of recoil. A Choice Specs set with Switcheroo is acceptable, as it trades flexibility for more power, while still being able to cripple several walls.

#Usage Tips:
Whimsicott's main job is to stop setup sweepers in their tracks. That being said, it should be brought safely into predictable setup moves (Gyarados Dragon Dance is a good example). It is also essential to preserve Whimsicott on Dark, Fighting and Dragon matchups, since Moonblast puts a dent and those types have nearly zero switchins at all. Use Stun Spore on opposing pokemons which you feel that are massive threats (Mega-Pinsir) or are their win conditions vs Grass teams (notably Hawlucha and Togekiss) so your teammates will have an easier time revenge killing them.

#Team Options:
Most Pokemons on Grass Type Teams appreciate a lot the support that Whimsicott gives: Mega-Venusaur, Ferrothorn and Cradily can take most moves that hit it super effectively, and Whimsicott, in return, deals with Mega-Medicham, Mega-Gallade and Mega-Sableye, all of which are great threats to the core. Whimsicott likes the hazard stacking that Cradily and Ferrothorn provides, bringing most Dark, Dragon and Fighting Pokemons, as well as Gengar and uninvested special defense Mega-Venusaur variants, in the KO range. Celebi and Breloom also make up for great partners, since they are able to handle the Poison and Steel pokemons, respectively, that Whimsicott often struggles handling.
 
Last edited:

scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Gourgiest-Super (Ghost)
Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Seed Bomb/shadow sneak
- Leech Seed
- Will-O-Wisp
- Synthesis/protect/light screen

#Moves

Seed Bomb is for Water/Ground types that you may struggle with while using ghost and Shadow Sneak is for priority. Leech Seed to wear down the opponent while recovering hp and will-O-Wisp to cripple physical walls and deal damage. Synthsis is a reliable recovery CAUTION may get crippled by weather. Rest is for a recovery that isn't effected by weather. Light screen is to raise sp defence. If you struggle with gliscor you can run skill swap would not recommend it.

#Set Details

Fairly straight forward max defence and hp for bulk leftovers for a bit more recovery or rocky helmet for more damage
Frisk to see the item to tell what set their running

#Set Usage

If there are physical attackers just switch to it some exceptions
Pinsir-mega it doesn't ko it with the first hit but the second one will CAUTION if swords dance your screwed
Haxorus/dragonite/kyurem-B
Staraptor Scarf brave Bird doesn't ko first turn
Just sack something to deal with the Pokemon before
Fire Pokemon it's kinda useless against fire Pokemon I use it if they use and electric move or sack it against charizard
so it ticks down the sunny day timer only do this if your desperate

#Teammate Options

Jellicent is the best teammate it's the special version of gourgiest it covers the fire weakness and can soak up damage
Sableye-mega it can check what gourgiest can't with prankster will-O-wisp
Doublade is another good option it is physically bulky and resists the main problems that gourgiest has (pinsir-mega, the dragons)


Enjoy!!!


#Checks and Counters

It Counters ground attackers so excadrill is not a big threat gyarados is manage able. Checks are kyurem-b Haxorus and Dragonite. Checks Herracross scizor durant. Walls most other physical attackers including mega-lopunny

+1 252 Atk Heracross Knock Off (97.5 BP) vs. 252 HP / 252+ Def Gourgeist-Super: 194-230 (51.8 - 61.4%) -- 96.1% chance to 2HKO after Leftovers recovery
+1 252 Atk Heracross Knock Off vs. 252 HP / 252+ Def Gourgeist-Super: 130-154 (34.7 - 41.1%) -- guaranteed 3HKO
Keep in mind you can Synthsis

252+ Atk Choice Band Dragonite Outrage vs. 252 HP / 252+ Def Gourgeist-Super: 207-244 (55.3 - 65.2%) -- guaranteed 2HKO after Leftovers recovery
Just Synthsis till they confused or will-O-wisp

252 Atk Reckless Staraptor Brave Bird vs. 252 HP / 252+ Def Gourgeist-Super: 278-330 (74.3 - 88.2%) -- guaranteed 2HKO after Leftovers recovery
This is the most dangerous thing to ghost teams use prankster Sableye will-O-wisp

252+ Atk Life Orb Excadrill Iron Head vs. 252 HP / 252+ Def Gourgeist-Super: 121-144 (32.3 - 38.5%) -- 2.9% chance to 3HKO after Leftovers recovery
I don't know much about using this on ghost. So some other people are really going to have to help here. Acast I know you've used this.

In moves, I think you can remove light screen and skill swap. I sometimes see substitute on these, so that may be worth a slash.

For usage tips, can you talk about some of the major that's this let's you check, opposed to just discussing what beats it. I.e. expand upon your first sentence in that section. You might also talk about how this mon can take pressure off mega sab to spread burns, which might let it setup easier? (Idk if this is really true, though)

In team mates, mention chandelure too, since it allows ghost to make a nice fire, water, grass core.
 

Confluxx [Old]

Banned deucer.
Ready for GP.

Klefki (Fairy) Overview

Klefki's Prankster ability and access to Light Screen, Reflect, Thunder Wave, Spikes makes it very effective as a support/utility Pokemon. Dual Screens are very important as Fairy is a set-up oriented type. It's Fairy/Steel typing gives it two immunities being Dragon and Poison, and many resistances allowing it to switch-in to strong wallbreakers such as Weavile, Mega Gardevoir, Hoopa-Unbound, Alakazam, Meloetta and it's also a situational switch-in to Hydreigon, Kyurem-B, Tornadus-T, Gengar etc. allowing it to cripple them with Thunder Wave. It also takes neutral from Steel which makes it Fairy's best switch-in to Steel. Klefki should be played with carefully as it lacks offensive presence and it's stats all around are subpar without support from screens. It's access to Foul Play prevents it from being set-up fodder to physical attackers, especially Ground types who are immune to Thunder Wave.


Klefki (Fairy) Dual Screens

Klefki (M) @ Light Clay
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Reflect
- Light Screen
- Foul Play / Spikes
#Moves
Reflect and Light Screen boost the Defense and Special Defense of the entire team allowing your other Pokemon to take advantage of that and do some serious damage to the opponent while being able to survive due to the screens. Thunder Wave is a great support option for Klefki as it cripples the opponent and slows it down, allowing other Pokemon to revenge kill it. Paralyzing set-up sweepers is especially appreciated. On the last slot Foul Play can be used to punish Pokemon trying to set-up on Klefki using Swords Dance or other moves that boost physical attack or Spikes for hazard stacking which enables your other Pokemon to clean up easier.

#Set Details
Maximum investment in HP and Defense is used to check Mega Scizor better as it's a big threat to Fairy types, the rest of the EVs go to Special Defense as Klefki doesn't need it in anything else other than it's defenses to make it as bulky as possible.

#Usage Tips
Klefki can switch-in to many things as it's typing gives it a lot of resistances and two immunities. When inside, it's main job is to set-up screens, Spikes (if it's running that) and paralyze the opponent, opening the door for it's team mates to put in some work. Generally you wanna keep Klefki alive as long as you can or as long as you need it so it can set-up screens more than once or neutralize more threats with Thunder Wave. You have to be very careful if you're running Spikes over Foul Play as Mega Scizor will be able to set up with Swords Dance and plow through your team even through Reflect.
#Team Options
The best partners for Klefki are Pokemon that can take advantage of it's ability to set-up Dual Screens. Therefore one of the best team options is definitely Azumarill because it can use Klefki's Dual Screens as an opportunity to Belly Drum and do some massive damage to the opposing team and possibly even win the game right there. Slurpuff is also a very good Belly Drum user as it has access to Unburden allowing it to outspeed almost everything bar really fast Choice Scarf users. Calm Mind Clefable, Choice Specs Sylveon and Choice Scarf Togekiss are also very dangerous Pokemon under screens for wallbreaking (Sylveon), setting up and sweeping (Clefable) and flinching down the opponent (Togekiss) all while taking less damage. If the Klefki set of choice is Spikes, Flamethrower / Fire Blast Clefable or Fire Blast Togekiss, both with Babiri Berry and preferably with Reflect up can serve as Choice Band Scizor or Swords Dance Mega Scizor checks.


Klefki Checks and Counters
Thundurus as a check on Flying/Electric

Thundurus is immune to Klefki's Thunder Wave so there's not much Klefki can do to cripple Thundurus. Thundurus has access to Prankster as well as Taunt which could potentially shut down Klefki. The reason it's a check and not a counter though is because Taunt Thundurus is situational just like Klefki not having Foul Play, which is also situational. Klefki's Foul Play 3HKO's Thundurus but Thunderbolt 3HKO's Klefki even under Light Screen (that's assuming it's holding Light Clay and not Leftovers) so Thundurus kills Klefki before Klefki kill it. Klefki also needs a turn to use Light Screen so Thundurus definitely beats it 1v1 if it's the standard Klefki spread.

252 SpA Life Orb Thundurus Thunderbolt vs. 252 HP / 0 SpD Klefki through Light Screen: 104-123 (32.7 - 38.6%) -- 99.5% chance to 3HKO

If it's SpD Klefki however than it can beat Thundurus 1v1 with Foul Play + Life Orb recoil.

Mandibuzz as a counter on Dark/Flying

The only utility Mandibuzz provides in the match-up vs Fairy is Defog which it can only do vs Klefki that gets rid of Klefki's screens on top of hazards, so even if it has to take a Thunder Wave it won't matter too much as there's nothing else Klefki can do to it and is forced to switch out.

Magnezone as a counter on Steel/Electric

Magnezone is immune to Thunder Wave, resists both of Klefki's STABs if it's running them and doesn't take much from Foul Play as it is a special attacker. It also gets access to Magnet Pull which prevents Klefki from switching out and can proceed to kill it off with Thunderbolt or Flash Cannon.

Garchomp as a counter on Dragon.

Garchomp is immune to Thunder Wave and can beat Klefki with Earthquake even if it wants to set-up a Reflect. If the Klefki has Magnet Rise Fire Blast will also get the job done as Klefki can't touch Garchomp.

Mega Diancie as a check on Fairy/Rock.

Mega Diancie's Magic Bounce ability prevents Klefki from spreading paralysis and setting up Spikes. Even with Light Screen up Mega Diancie is still gonna be able to beat it with Earth Power or Hidden Power Fire. The reason it's listed a check is because Klefki has the potential to run Flash Cannon even if it's not commonly and there are better options over it.

Galvantula as a check to Klefki on Bug.

Galvantula is immune to Thunder Wave which means Klefki can not cripple it. Thunder under Light Screen to a physically defensive Klefki does 25.7 to 30.5% which means it's a guaranteed 4HKO. If it's a specially defensive variant of Klefki it's gonna be a 5HKO at least and Foul Play from Klefki can 4HKO it with Foul Play.

252 SpA Galvantula Thunder vs. 252 HP / 0 SpD Klefki through Light Screen: 82-97 (25.7 - 30.5%) -- guaranteed 4HKO

252 SpA Galvantula Thunder vs. 252 HP / 252+ SpD Klefki through Light Screen: 58-69 (18.2 - 21.6%) -- possible 5HKO

0- Atk Klefki Foul Play vs. 0 HP / 0 Def Galvantula: 75-89 (26.6 - 31.6%) -- guaranteed 4HKO

Gliscor as a counter on Ground.

Gliscor can't be touched by any of Klefki's moves and can proceed to kill it off by using Earthquake.

Nidoking as a counter on Poison.

Nidoking can't be paralyzed by Klefki's Thunder Wave and can easily beat it with Earth Power.

Mamoswine as a counter on Ice.

Mamoswine being a Ground/Ice type can't be crippled by Klefki and beats it with Earthquake.

Diggersby as a counter on Normal.

Diggersby is immune to Thunder Wave which means Klefki can't do much more it as it's only job is supporting the rest of the team. Diggersby can finish it off with Earthquake.

Swampert as a counter on Water.

Swampert among other Water/Ground types counter Klefki as they can kill it off with Earthquake and not be touched by Thunder Wave.

Infernape as a counter on Fighting.

Not much that Klefki can do to Infernape other than paralyse it. But it's gonna get beaten by Fire type attacks.

Victini as a counter on Psychic.

Victini being part Fire type can take on Klefki even through paralysis. It's listed as a counter assuming there's no luck involved because if Victini gets paralyzed twice in a row Foul Play can 2HKO it.

Landorus as a counter on Flying.

It's immune to Thunder Wave and Klefki doesn't have much to touch with, but Landorus can take it out with a Ground type move.

Chandelure as a check on Ghost.

Although it has to take a Thunder Wave it's Fire typing allows it to take on Klefki with Fire Blast or Flamethrower.

Mega Sableye as a counter on Ghost/Dark.

Mega Sableye prevents Klefki from spreading paralysis and setting up Spikes. It still allows it to set up screens but other than that it forces it to switch out and it can wear it down with Will'O'Wisp as Klefki doesn't have anything to touch it.
 
Last edited:

scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Azumarill (Water) Overview
[Overview]
Having access to possibly the greatest ability in terms of wallbreaking, Azumarill is one water's primary physical wallbreakers and a great option on any balanced or offensive team. Coupled with a choice band, it can hit insanely hard. However, choice banded is not its only set. Belly drum Azumarill can be hard to stop if it finds an opportunity to set up and that's not an issue with its bulk. Its speed is its main disadvantage. Its mediocre speed forces it to rely on Aqua Jet too much and makes it utter fodder when faced with faster 'mons that resist Aqua Jet such as Latios or Kyurem-B.
Azumarill also gets Sap Sipper which fits on any defensive/stall water team with ease, being water's best way to counter grass types. Sap Sipper makes Azumarill ridiculously weak and its not advisable to use it on any offensive set.


Azumarill (Water) Choice Band
[Set]
Azumarill @ Choice Band
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Play Rough
- Aqua Jet
- Knock Off
- Superpower

#Moves
Play rough is STAB that deals out the most damage out of any of its moves. Aqua jet is priority which helps out water a lot and is Azumarill's main selling point which sets it apart from other physical wallbreakers. Superpower hits steel types and breaks through normal's eviolite core + Staraptor since Staraptor becomes pure normal on the turn it roosts. Knock off gets rid of items and is a strong dark coverage move overall, doing solid damage to Slowbro and other psychic types.

#Set Details
Max attack along with Adamant nature and Choice Band/Huge Power make Azumarill a premier choice in terms of wallbreakers. 252 speed outspeeds other Azumarills and walls that are hard to break through. Rest is dumped into HP. Max speed can be replaced with max HP which allows it to take on faster yet weaker attackers. On a wallbreaking set, Huge Power is the much preferred ability because Sap Sipper decreases its power horribly and is not viable on non defensive sets.

#Usage Tips
Azumarill should be sent out to revenge kill 'mons that are already weakened with its priority. Azumarill is not bulky enough to be switched in on non resisted hits but offers a great switch in to specs keldeo which balanced water has trouble with. Azumarill should not be switched in on pokemon that can burn it such as Sableye or scald users if you don't have Lanturn. Allowing Azumarill to be burnt cripples it completely.

#Team Options
Empoleon provides a handy grass neutrality. Stealth rock through Swampert or Empoleon make it easier to break through sashes while defog or rapid spin help Azumarill switch in more often. Lanturn is a premier electric immunity which also provides heal bell support and allows the user to play with Azumarill more offensively, without the fear of getting burnt. Special attackers like Keldeo and Volcanion can break through physical walls that give azumarill a hard time, such as Skarmory.


Azumarill (Water) Belly Drum
[Set]
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

#Moves
This set is based around Belly Drum + Sitrus Berry. Azumarill's semi decent bulk allows it countless opportunities to set up belly drum. Aqua Jet is STAB that patches up Azumarill's low speed while Play Rough is the best STAB option Azumarill has. Knock Off is a decent coverage move to hit mons that resist Play Rough such as Skarmory or Ferrothorn, as well as having the niche to remove problematic items for the team. Knock Off can be replaced with Superpower for more power in exchange for the attack and defense drop.

#Set Details
Max HP gives Azumarill a lot of opportunities to set up a Belly Drum. Max Attack EVs coupled with Adamant nature makes Azumarill able to break through pretty much every wall after a Belly Drum. On an offensive set like this, Huge Power is the superior ability over Sap Sipper because Sap Sipper Azumarill is horrendously weak even after the Belly Drum.

#Usage Tips
Azumarill should only be sent out after faster 'mons that can eat up an Aqua Jet like Kyurem-B or Volcanion have been taken out. Seeing as Azu has to rely on sitrus berry to cover up the 50% taken by Belly Drum, it is wise not to send it in and let it get worn down. Versus types like Dragon, it is better to not use Belly Drum because you rarely see a dragon 'mon that dies to Aqua Jet. Instead of wasting your HP, Azumarill should be preserved in the Dragon matchup as a dragon immunity and an outrage switch in that gets a kill every time it comes in on a scarf draco meteor or outrage.

#Team Options
Since BD Azumarill isn't much of a wallbreaker w/o a belly drum, it is wise to have another physical wallbreaker like Mega Sharpedo in the back to break through annoyances for Azumarill. It also likes having strong special wallbreakers like Keldeo or Volcanion to break through what Sharpedo or Azumarill itself can't. Lanturn or Swampert can provide an electric type immunity while Empoleon or Tentacruel can eat up grass hits, making them viable team mates for Azumarill.


Azumarill Checks and Counters
Volcanion as a check to Azumarill for Water/Fire teams.
Volcanion's typing makes it able to eat up everything that Azumarill can do. Both of its STABs are resisted/immune while Volcanion's decent physical bulk allows it to take banded superpower / knock off. Water Absorb also makes it Fire's only check to Belly Drum Azumarill.

252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Volcanion: 114-135 (37.8 - 44.8%) -- guaranteed 3HKO
252+ Atk Choice Band Huge Power Azumarill Superpower vs. 0 HP / 0 Def Volcanion: 204-240 (67.7 - 79.7%) -- guaranteed 2HKO
252 SpA Choice Specs Volcanion Sludge Wave vs. 172 HP / 0 SpD Azumarill: 374-442 (97.3 - 115.1%) -- 87.5% chance to OHKO

Skarmory as a counter to Azumarill for Steel/Flying teams.
Being one of the best physical walls available overall, its not wonder that Skarmory can beat Azumarill. Play Rough is resisted, Knock off damage can be roosted off while superpower makes it weaker every turn as you roost. Whirlwind can force Azumarill out in the case that it gets a Belly Drum off.

252+ Atk Choice Band Huge Power Azumarill Superpower vs. 252 HP / 252+ Def Skarmory: 136-160 (40.7 - 47.9%) -- guaranteed 3HKO after Leftovers recovery

Mega Venusaur as a counter to Azumarill on Grass/Poison.
Mega Venusaur resists both of its STABs and takes absolutely nothing from both of its coverage moves. It can freely switch in whenever it wants and giga drain/sludge bomb to grab the kill.

252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 248 HP / 96+ Def Mega Venusaur: 94-111 (25.8 - 30.5%) -- guaranteed 4HKO
0 SpA Mega Venusaur Giga Drain vs. 172 HP / 0 SpD Azumarill: 234-276 (60.9 - 71.8%) -- guaranteed 2HKO
Nice job man. These look good imo. Only one suggestion:
For choice band, mention waterfall as an option over superpower (but don't slash it imo). It has a fair chance to 2hko skarm after rocks, which let's you play aggressively with this against flying and steel. Just make sure you have enough speed invested to move first so you can catch it before it roosts and take advantage of the flinch chance.
 

scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Edit: DONE

Whimsicott (Grass):

Whimsicott acts as an amazing offensive support on Grass teams. Prankster + Stun Spore and Encore allows it to effectively check lots of fast threats and setup sweepers in the metagame. Furthermore, its secondary Fairy type makes it able to beat common issues (most notably Mega-Sableye), as well as acting as a great check for other Dark, Fighting and Dragon pokémon.




[set]
Whimsicott @ Life Orb / Pixie Plate
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Psychic / Giga Drain / U-turn / Substitute
- Encore
- Stun Spore

#Moves:
Moonblast is its primary choice of STAB, and for a obvious reason: It makes it actually able to handle Mega-Sableye, Mega-Medicham/Gallade, Garchomp and so many other Dragon, Fighting and Dark Pokemons which can turn out to be very annoying for most Grass teams. The secondary attacking option really depends on what you want to cover: Psychic can hit Poison types that are often lured in for considerable damage (especially Mega-Venusaur), as well as checking Gengar and Toxicroak more reliably. Giga Drain is your secondary STAB and should be used mostly if your team is lacking Grass STABs or if you need an extra power against Ground teams, and also pairs well with Life Orb because of its secondary effect. U-turn helps you keeping up momentum, and Substitute shields from status as well as granting the utility of scouting moves (these two options are better off with Pixie Plate). Encore and Stun Spore are the main reasons of why you should be using Whimsicott: It checks a fair amount of threats in a pinch and can prevent further setups from several Pokemons.

#Set Details:
Max Special Attack and Speed gives Whimsicott the highest damage output as possible while still being able to outspeed 115 base speed invested pokemon, as well as checking fast setup threats with Priority, which includes Mega-Pinsir, Mega-Gallade, max speed Mega-Scizor, and so on. Prankster is the mandatory choice of ability for checking said threats, and giving it the ability to cripple faster threats with Stun Spore more reliably. The choice of Life Orb and Pixie Plate depends on the secondary attacking option that you have chosen (the former suits better direct offense moves, while the latter is better for the likes of U-turn, Substitute and other support options).

#Usage Tips:
Whimsicott's main job is to stop setup sweepers in their tracks. That being said, it should switch into predictable setup moves (Gyarados Dragon Dance is a good example), but it has to watch out for attacks because they can wear this set down pretty fast. It is also essential to preserve Whimsicott on Dark, Fighting and Dragon matchups, since Moonblast puts a dent and those types have nearly zero switchins at all. Use Stun Spore on opposing pokemons which you feel that are massive threats or are their win conditions vs Grass teams so your teammates will have an easier time revenge killing it.

#Team Options:
Most Pokemons on Grass Type Teams appreciate a lot the support that Whimsicott provides: Mega-Venusaur and Ferrothorn can take most troublesome moves for Whimsicott and in return, it deals with Mega-Medicham, Mega-Gallade and Mega-Sableye, all of which are great threats to the core. Celebi and Breloom also make up for great partners, since they are able to handle the Poison and Steel pokemons, respectively, that Whimsicott often struggles handling.
Please keep this as a wip until you get a bunch of likes or have replied to feedback from the community.
 
DONE

Choice Specs Keldeo
#Set:
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

#Moves:
Scald is a STAB move with a chance of burn, and for physical mons on switchin. Also better accuracy then Hydro Pump. Hydro Pump is another Water STAB for more power, barely any switch-ins for mons that resist. Secret Sword is Keldeos best Fighting STAB, Damage is based on opponents defense, which helps with things like Chansey. Icy Wind is basically for Grass, Flying and Dragon Switch-ins, also lowers the users speed by 1

#Set Details:
Specs Keldeo helps so much with fighting since it lacks special sweepers, it helps counter defensive mons such as Skarmory, Landorus, Gliscor, etc that fighting is somewhat weak to, Hydro pump has barely any switch-ins for certain types. Keldeo has 2 Water STAB, Scald and Hydro Pump, since scald has a chance to burn, it helps out with physical mons, and the accuracy is really useful when you don’t want to risk it at times, and hydro pump has a chance to almost OHKO every pokemon that doesn’t resist water. The Secret Sword hits on the defensive side, therefore it helps with special mons on switch-ins such as Chansey, Empoleon, Hoopa-U and more, and Icy Wind is basically to lower a mons speed, and for things that keldeo cannot hit with its STABs such as Latios, Latias, and Dragonite.

#Usage Tips:
Bring Keldeo in on Fire type moves, which fighting types such as breloom, cobalion, lucario and heracross are weak to, and Keldeo can be used to take down physical walls to open up late game sweeps for the rest of your team. Keldeo is a key pokemon for fighting because it helps vs threats like Skarmory, Mega Sableye, and Gliscor, not only that but as it tends to be fightings only special attacker, it eliminates any physical defensive mons allowing the rest of the team to sweep.

#Team Options:
Keldeo is weak to Electric and Flying, so having Terrakion/Cobalion on your team is useful for switch ins, also cobalion for stealth rocks. Another good teammate for Keldeo is Breloom since it resists grass types and does serious damage together vs Ground/Rock/Ice/Dark/Steel. Lastly, having something to late game sweep after keldeo takes out physical walls, such as Mega Gallade or Mega Medicham
Moves:
You must mention Hidden Power Electric as a way of hitting Azumaril and Gyarados. It is commonly used over Hydro Pump for this reason. Hidden Power Electric also importantly hits Slowbro one of the biggest pains for Fighting to take out. Absolutely slash Hydro Pump with this.

You should mention in Icy Wind that it's specifically for hitting Dragonite and Garchomp, as they are really the main reasons to even use Icy Wind.

Set Details:
Set Details is for explaining the EV spread (max spa/spe), the item (Specs), and ability if necessary. It is not for explaining moves, which is what the Moves section is for. You could move most of the examples there. Try to fix this section up to be more about the other parts of the set.

Usage Tips:
This is a good place to explain when and how to use moves.
Scald: Use liberally to spread burns and damage. It can't miss so it's reliable and hits everything unresisted hard. It helps when predicting switch-ins that you want burned, such as Mega Venusaur and Zapdos.
Icy Wind: Should only be used when Scald is resisted AND Icy Wind is at least super effective. Icy Wind is a completely inferior move otherwise. Its main use is specifically for Dragon-types, and more importantly as I said, for Dragonite and Garchomp. Keldeo is commonly the only carrier of Ice-type coverage on Fighting, so its role in taking these two down cannot be understated.
Hidden Power Electric: Please add this move, as it is incredibly important to Keldeo. It should be used to weaken Azumarill to the point where Belly Drum cannot be feasibly used. It can also be used to hit Gyarados and prevent it from freely setting up.

It may actually be worth mentioning Mega Scizor by name here because of just how important Keldeo is. On teams lacking Infernape, Keldeo is almost always the only answer Fighting has to Mega Scizor, so keeping it healthy to check Mega Scizor is critical. You could just make this a point of keeping Keldeo healthy so that it can check certain offensive threats. Then Mega Scizor would be a great example here. It cannot be expressed enough how important Keldeo is as a switch-in to resisted attacks.

Team Options:
Terrakion's role of handling Flying-types got kind of pushed to the side. Keldeo struggles with quite a few Flying-types, such as Mega Charizard Y and Thundurus. You could mention Rock Tomb Breloom as a way of helpfully handling these (Still don't eclipse Terrakion, which is a far better check) as a decent segue into the Breloom sentence.

Breloom's resistance to Grass-types is rather unimportant because it can almost never do anything back. Grass-types ignore Spore, and are commonly bulky enough to soak up its hits. Also, the list of types they do damage together is sort of out of place, as that's just a list of types Keldeo handles itself. Breloom is useful for taking out specific Pokemon such as Azumaril, Gyarados, and Slowbro. Notice these are the Pokemon Hidden Power Electric hit. Keldeo appreciates Breloom handling them for it a lot. Breloom's access to Spore also can set up Keldeo to come in for free and fire off Scalds.

Mega Medicham is not a good example of a sweeper. You can say Keldeo appreciates Mega Medicham's assistance in breaking down walls such as physically defensive Gastrodon and Mega Venusaur that Keldeo cannot touch. Add Hawlucha or Lucario instead of it.

Speaking of Mega Venusaur, you should mention it as a complete counter to Keldeo, so Mega Gallade, Mega Medicham, Hawlucha are great teammates to deal with Mega Venusaur.

Certain specially defensive walls are pains for Keldeo to break. So this is a good way to include Mega Medicham as a second wallbreaker to help Keldeo out. Examples you can use are specially defensive Togekiss (thankfully fading out of use though) and specially defensive Mew.


I'll Like your post after the changes are made. Good job!

Btw, please make this WIP in the meantime.
 

Seo.

Nice guys always finish last...
Moves:
You must mention Hidden Power Electric as a way of hitting Azumaril and Gyarados. It is commonly used over Hydro Pump for this reason. Hidden Power Electric also importantly hits Slowbro one of the biggest pains for Fighting to take out. Absolutely slash Hydro Pump with this.

You should mention in Icy Wind that it's specifically for hitting Dragonite and Garchomp, as they are really the main reasons to even use Icy Wind.

Set Details:
Set Details is for explaining the EV spread (max spa/spe), the item (Specs), and ability if necessary. It is not for explaining moves, which is what the Moves section is for. You could move most of the examples there. Try to fix this section up to be more about the other parts of the set.

Usage Tips:
This is a good place to explain when and how to use moves.
Scald: Use liberally to spread burns and damage. It can't miss so it's reliable and hits everything unresisted hard. It helps when predicting switch-ins that you want burned, such as Mega Venusaur and Zapdos.
Icy Wind: Should only be used when Scald is resisted AND Icy Wind is at least super effective. Icy Wind is a completely inferior move otherwise. Its main use is specifically for Dragon-types, and more importantly as I said, for Dragonite and Garchomp. Keldeo is commonly the only carrier of Ice-type coverage on Fighting, so its role in taking these two down cannot be understated.
Hidden Power Electric: Please add this move, as it is incredibly important to Keldeo. It should be used to weaken Azumarill to the point where Belly Drum cannot be feasibly used. It can also be used to hit Gyarados and prevent it from freely setting up.

It may actually be worth mentioning Mega Scizor by name here because of just how important Keldeo is. On teams lacking Infernape, Keldeo is almost always the only answer Fighting has to Mega Scizor, so keeping it healthy to check Mega Scizor is critical. You could just make this a point of keeping Keldeo healthy so that it can check certain offensive threats. Then Mega Scizor would be a great example here. It cannot be expressed enough how important Keldeo is as a switch-in to resisted attacks.

Team Options:
Terrakion's role of handling Flying-types got kind of pushed to the side. Keldeo struggles with quite a few Flying-types, such as Mega Charizard Y and Thundurus. You could mention Rock Tomb Breloom as a way of helpfully handling these (Still don't eclipse Terrakion, which is a far better check) as a decent segue into the Breloom sentence.

Breloom's resistance to Grass-types is rather unimportant because it can almost never do anything back. Grass-types ignore Spore, and are commonly bulky enough to soak up its hits. Also, the list of types they do damage together is sort of out of place, as that's just a list of types Keldeo handles itself. Breloom is useful for taking out specific Pokemon such as Azumaril, Gyarados, and Slowbro. Notice these are the Pokemon Hidden Power Electric hit. Keldeo appreciates Breloom handling them for it a lot. Breloom's access to Spore also can set up Keldeo to come in for free and fire off Scalds.

Mega Medicham is not a good example of a sweeper. You can say Keldeo appreciates Mega Medicham's assistance in breaking down walls such as physically defensive Gastrodon and Mega Venusaur that Keldeo cannot touch. Add Hawlucha or Lucario instead of it.

Speaking of Mega Venusaur, you should mention it as a complete counter to Keldeo, so Mega Gallade, Mega Medicham, Hawlucha are great teammates to deal with Mega Venusaur.

Certain specially defensive walls are pains for Keldeo to break. So this is a good way to include Mega Medicham as a second wallbreaker to help Keldeo out. Examples you can use are specially defensive Togekiss (thankfully fading out of use though) and specially defensive Mew.


I'll Like your post after the changes are made. Good job!

Btw, please make this WIP in the meantime.
Thanks! and alright will do
 

Confluxx [Old]

Banned deucer.
Mega Sceptile
#Set:
Sceptile-Mega (M) @ Sceptilite
Ability: Overgrow
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dragon Pulse
- Energy Ball
- Hidden Power [Ice]
- Rock Slide / Earthquake


#Move Set:
Dragon Pulse and Energy Ball is Mega Sceptile's main STABs.
Rock Slide is for Pokemon like Charizard. It also is here so Sceptile can use Hidden Power Ice.
You could also use EQ>Rock Slide to hit Pokemon like Heatran and Magnezone hard.
Hidden Power Ice hits things like Lando and to revenge kill weakened flying types / dragon types.

#Set Details:

The max speed with a hasty nature investments allows you to outspeed many things and speed tie with Mega Beedrill. Max Special attack is to ensure you hit hard and the extra 4 attack is to boost Rock Slide / EQ's power if you need to. The hasty nature is used to not lower Mega Sceptile's attack because it will be using it and Mega Sceptile isn't a bulky Pokemon. It has Overgrow because Unburden cannot be used with a mega stone.


#Usage Tips:

Mega Sceptile can serve as a revenge killer or late game sweeper if your opponent has lost all their checks / counters to it. Keep in mind, using Rock Slide / Earthquake on Pokemon that aren't 4x weak to it isn't really useful. Dragon Pulse would do a better job or Energy Ball will probably do more. Mega Sceptile can reliably revenge kill Landorus (that isn't scarf) and other Pokemon like non-scarf Salamence. Revenge killers usually have an easy time killing Mega Sceptile so you have to switch or make reads. When revenge killing, make sure the opponent doesn't have priority that could potentially knock you out because Mega Sceptile's typing and defensive stats aren't great.
#Team Options:

Pokemon like Cradily can help with flying and fire types, depending who they are. Ferrothorn is also a great Pokemon to have because it takes flying, poison, ice and dragon type moves with ease. Stealth Rocks help against Dragon, Flying, Bug and Ice teams so Sceptile can dominate. Ludicolo with Rain Dance can support Mega Sceptile when taking fire-type attacks and Ludicolo can deal with dragon, ice and flying types with Scald or Ice Beam. Breloom is also great because if you are running the Rock Slide variant or you are up against a bulky steel type who doesn't get KO'd by Earthquake, Breloom can help you take them down by using Mach Punch to deal damage or put the opponent to sleep for Mega Sceptile to potentially come in.
Mega Sceptile doesn't really need Hidden Power Ice as Grass shouldn't have too many issues dealing with Landorus. Mega Sceptile can actually kill it off with a Grass move if you weaken Landorus just a bit. Leaf Storm actually has a very high chance to OHKO Landorus-I, and it 100% OHKOs both Landorus forms after rocks. That's why I would suggest adding either Leaf Storm or Giga Drain to give Mega Sceptile some more longevity. Over Hidden Power Ice you should add Focus Blast or Hidden Power Fire for Ferrothorn and Mega Scizor which is a big threat to Grass.
 
WIP
Jellicent (Ghost) Overview
Jellicent is an amazing special wall and is almost necessary for a good ghost team. With 100 hp and 105 SpD it can sure tank plus a reliable recovery which most ghost walls lack. It can wear down Pokemon with toxic or will-o-wisp. It hardly ever gets OHKO from a special move. It has STAB scald/surf/hydro pump no other ghost type has a viable water move. It is very effective stalling Pokemon especially with cursed body which hinders scarf and specs Pokemon. It can switch in on most special attacks and can even 6-0 a whole team if used correctly. The only 2 flaws with this Pokemon is getting statuses and strong hitting physical attacks. Which can be covered with other ghost types.


Jellicent (Ghost) Special wall
Jellicent @ Leftovers
Ability: Cursed Body/Water absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Acid Armor
- Recover
- Scald
- Toxic

#Moves

Recover is for recovery and to stall more. Toxic and will-O-wisp to stall Pokemon Should not use both. Scald good to fish for burn if you have will-O-wisp use hex or hydro pump hex is good over acid Armor if your using will-o-wisp hydro pump is unreliable with a lower accuracy and has lower pp which jellicent needs because it stalls out teams. highly recommend water coverage. Acid Armor is to bulk up for physical attacks. Taunt is to not get set up on like bisharp or scizor. Ice beam is for coverage helps with flying and Dagon matchups. Trick room is for having a trick room team.

#Set details

Max sp defence and hp with calm nature will let you tank special attacks makes it an amazing switch in option. Leftovers recovers a little hp helps to deal with dark wall breakers like hydreigon (scarf) curse body can be a last hope if your getting swept. Cursed body also takes care of choices locked Pokemon. Water absorb is good against water types makes them think twice before using a water move. Defence does not matter since you have acid Armor.

#Usage tips

If there's a special attackers like volcanion switch. If it's a dark type wall breaker like hydriegon or specs Thunderbolt/energy ball let something die so jellicent can take care of it. Keep jellicent healthy with recover. Use toxic to stall out. if your physical wall is down its a good idea to use Acid Armor or will-o-wisp. As you know hoopa-u and other dark wall breakers is a huge problem use Sableye-mega to tank dark type moves. Make sure you don't let it get toxiced. Taunt will break the stall make sure you switch to get rid of taunt. if it gets para that's good it can stall out more. Taunt stops set up sweepers like SubCM keldeo and passive Pokemon like skarmory. If your running a trick room team switch in on passive Pokemon or special attackers who can't do much.
#Teammate Options

Gourgiest-super is the partner of jellicent it tanks the physical attacks. Golurk is another good option if you predict a scarfed into Thunderbolt and can set up stealth rocks or on flying teams and dragon teams use stone edge or ice punch. Doublade is a good partner since jellicent tanks fire attackers. Sableye-mega can bounce back status moves and is neutral to dark a good option for hoopa-u and hydreigon. Gengar and Chandelure both can tank grass attacks I would not recommend always switching in chandelure can help with hoopa-u but it's a speed tie so watch out. Gengar learns dazzling gleam which helps with dark and dragon matchups. For trick room teams use specs chandelure or sub chandelure. Swords dance Doublade can deal some serious damage. Life orb hoopa can cover most problems with ghost like bulky poison and steel types with hyperspace hole and focus blast.
 
Last edited:
Ready for QC
1/2
QC 1: all falls down


Mega Medicham (Fighting) Overview
Mega Medicham stars as the strongest wallbreaker on Fighting due to its monstrous Attack doubled by Pure Power. Backed by two high Base Power STAB attacks in High Jump Kick and Zen Headbutt, Mega Medicham is capable of breaking through even the most defensive of teams. Its Psychic sub-typing grants it the all important ability to take out Mega Venusaur, which plagues Fighting teams in general. Its coveted double priority helps patch up its lesser Speed and allows it to clean up weakened foes. Mega Medicham does fight for the Mega Evolution spot with Mega Gallade, which has the dual function of both wallbreaking, albeit not nearly as well as Mega Medicham can, and sweeping, but Mega Medicham provides immediate power with its much higher Attack stat. Mega Medicham is also utterly walled Mega Sableye and Slowbro. Even with priority, its relatively low Speed stat combined with its almost nonexistent bulk make Mega Medicham almost a liability against faster teams. That being said, Mega Medicham fills the role of dedicated wallbreaking and will find its way onto many Fighting teams.


Mega Medicham (Fighting) Wallbreaker
[SET]
Medicham @ Medichamite
Ability: Pure Power
EVs: 16 HP / 240 Atk / 252 Spe
Adamant Nature
- Fake Out
- High Jump Kick
- Bullet Punch
- Zen Headbutt / Psycho Cut

#Moves
As Medicham is quite slow before Mega Evolving, Fake Out is an important tool to do so safely. It also provides a way of easily chipping down foes and stalling out weather conditions. High Jump Kick is the most powerful move Mega Medicham has, able to at least 2HKO almost the entire metagame. Zen Headbutt provides a way for Mega Medicham to hit Ghost-types and importantly also hits Mega Venusaur and Clefable, both of which would otherwise wall it. Psycho Cut can be used over Zen Headbutt for accuracy and the avoidance of Rough Skin, Rocky Helmet, and Iron Barbs, but it cannot guarantee a 2HKO on Clefable like Zen Headbutt can. Bullet Punch is the mandatory final move as it lets Mega Medicham OHKO Mega Diancie and serves as helpful priority in other cases. If the team has an alternative way to handle Mega Diancie, which may sometimes have Sticky Web support, and doesn't need the extra priority Bullet Punch offers, Thunder Punch may be used instead to 2HKO Slowbro when it tries to switch in.

#Set Details
Pure Power is the ability that makes Mega Medicham into the colossal threat that it is. Adamant is the preferred nature to allow Mega Medicham to 2HKO Clefable with Zen Headbutt, but Jolly can be used to Speed tie with opposing base 100 Speed threats such as Mega Charizard Y. 16 HP EVs allows Mega Medicham to live a Mega Pinsir Quick Attack at full health. Speed is maximized over Attack in order to at least Speed tie with other neutral natured base 100s. The rest of the EVs are put into Attack to maximize Mega Medicham's damage.

#Usage Tips
Mega Medicham should usually use Fake Out to safely Mega Evolve, but against slower foes or Pokemon likely to switch out, using an appropriate STAB move is recommended. Use Mega Medicham liberally throughout the match to break walls for its team. High Jump Kick should be used frequently, although be careful of Ghost-types and Protect users. Don't be afraid to just use High Jump Kick even against Flying-teams, as only a few Pokemon, such as Gyarados and Landorus-T, can take more than one hit. Mega Medicham should look to take out Mega Venusaur with Zen Headbutt and Mega Diancie with Bullet Punch to relieve its team of these otherwise almost untouchable threats. If running Thunder Punch, be careful not to reveal it too early, as Slowbro must be hit on the switch in, because otherwise Thunder Wave will allow Slowbro to outspeed Mega Medicham and repeatedly Slack Off the damage. Mega Medicham should almost never be switched into attacks, as it has very poor bulk.

#Team Options
Mega Medicham greatly appreciates the help of Stealth Rock, as many foes will be put into range of Bullet Punch after Stealth Rock damage and just one hit. Cobalion is a particularly good teammate for Mega Medicham, as it can set up Stealth Rock, run Volt Switch to safely bring Mega Medicham in, and handle many Fairy-type foes with its STAB Iron Head. A way to handle Mega Sableye is necessary, as it completely walls Mega Medicham, so Keldeo and Guts Heracross do very well. Heracross is especially good as it can also deal with Slowbro, which also easily walls Mega Medicham. Keldeo is almost the perfect pair for Mega Medicham, as the two can break almost any wall in the metagame together, being two of the most powerful wallbreakers specially and physically. Setup sweepers such as Hawlucha make for perfect teammates, as Mega Medicham breaks the walls that hold them back. Choice Scarf Terrakion is a nice revenge killer that helps Mega Medicham with the threats that are faster than it.
 
Last edited:

Acast

Ghost of a Forum Mod & PS Room Owner
is a Forum Moderator Alumnusis a Battle Simulator Staff Alumnus
Gourgiest-Super (Ghost)
Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Seed Bomb/shadow sneak
- Leech Seed
- Will-O-Wisp
- Synthesis

#Moves

Seed Bomb is for Water/Ground types that you may struggle with while using ghost and Shadow Sneak is for priority. Leech Seed to wear down the opponent while recovering hp and will-O-Wisp to cripple physical walls and deal damage. Synthsis is a reliable recovery CAUTION may get crippled by weather. Rest is for a recovery that isn't effected by weather. Light screen is to raise sp defence. If you struggle with gliscor you can run skill swap would not recommend it.

#Set Details

Fairly straight forward max defence and hp for bulk leftovers for a bit more recovery or rocky helmet for more damage
Frisk to see the item to tell what set their running

#Set Usage

If there are physical attackers just switch to it some exceptions
Pinsir-mega it doesn't ko it with the first hit but the second one will CAUTION if swords dance your screwed
Haxorus/dragonite/kyurem-B
Staraptor Scarf brave Bird doesn't ko first turn
Just sack something to deal with the Pokemon before
Fire Pokemon it's kinda useless against fire Pokemon I use it if they use and electric move or sack it against charizard
so it ticks down the sunny day timer only do this if your desperate

#Teammate Options

Jellicent is the best teammate it's the special version of gourgiest it covers the fire weakness and can soak up damage
Sableye-mega it can check what gourgiest can't with prankster will-O-wisp
Doublade is another good option it is physically bulky and resists the main problems that gourgiest has (pinsir-mega, the dragons)


Enjoy!!!


#Checks and Counters

It Counters ground attackers so excadrill is not a big threat gyarados is manage able. Checks are kyurem-b Haxorus and Dragonite. Checks Herracross scizor durant. Walls most other physical attackers including mega-lopunny

+1 252 Atk Heracross Knock Off (97.5 BP) vs. 252 HP / 252+ Def Gourgeist-Super: 194-230 (51.8 - 61.4%) -- 96.1% chance to 2HKO after Leftovers recovery
+1 252 Atk Heracross Knock Off vs. 252 HP / 252+ Def Gourgeist-Super: 130-154 (34.7 - 41.1%) -- guaranteed 3HKO
Keep in mind you can Synthsis

252+ Atk Choice Band Dragonite Outrage vs. 252 HP / 252+ Def Gourgeist-Super: 207-244 (55.3 - 65.2%) -- guaranteed 2HKO after Leftovers recovery
Just Synthsis till they confused or will-O-wisp

252 Atk Reckless Staraptor Brave Bird vs. 252 HP / 252+ Def Gourgeist-Super: 278-330 (74.3 - 88.2%) -- guaranteed 2HKO after Leftovers recovery
This is the most dangerous thing to ghost teams use prankster Sableye will-O-wisp

252+ Atk Life Orb Excadrill Iron Head vs. 252 HP / 252+ Def Gourgeist-Super: 121-144 (32.3 - 38.5%) -- 2.9% chance to 3HKO after Leftovers recovery
I don't know much about using this on ghost. So some other people are really going to have to help here. Acast I know you've used this.

In moves, I think you can remove light screen and skill swap. I sometimes see substitute on these, so that may be worth a slash.

For usage tips, can you talk about some of the major that's this let's you check, opposed to just discussing what beats it. I.e. expand upon your first sentence in that section. You might also talk about how this mon can take pressure off mega sab to spread burns, which might let it setup easier? (Idk if this is really true, though)

In team mates, mention chandelure too, since it allows ghost to make a nice fire, water, grass core.
Skill Swap is near useless, yes. But Light Screen is actually one of my favorite ways of using Gourg. It's a great physical wall on its own and it can stall out a physical attacker quite easily, but it's usually not going to stay in for more than a few turns at a time because of its weak Sp Def stat and how easy it is for the opponent to switch in a mon that can OHKO it.
Because of that, scpinion's comment about letting Sableye set up more easily is exactly right. I've found that Gourgeist's most effective role is providing opportunities for its teammates to set up, as opposed to straight stalling on its own. Light Screen makes it very easy for Mega Sableye to set up, and I haven't tried Doublade as a teammate yet, but Light Screen worked extremely well when I wanted to set up Aegislash while that was still legal.

So basically I would add Light Screen as a slash next to Synthesis, but all the other moves you have listed are fine. I haven't used Substitute myself, so I wouldn't know if it's good or not.

I also agree with scpinion on Chandelure. Chandy is possibly the most important teammate because it takes advantage of Gourgeist's glaring weakness to Fire. If you can predict when your opponent uses a fire move, Chandelure gets a Flash Fire boost when it switches in and will rip holes in some teams.

Under "Checks and Counters", you listed Haxorus as a check, which just isn't true. Haxorus is barely even a threat. Dragonite is strong, but I wouldn't consider it a check either. If you're focusing on Dragon, the easiest way to deal with Gourgeist is an Ice Beam from Kyurem-B, but any of Dragon's special attackers can get the job done. Basically any decent special attacker can 2HKO it, and many can OHKO it.

Kyurem-B:
4 SpA Teravolt Kyurem-B Ice Beam vs. 252 HP / 4 SpD Gourgeist-Super: 288-338 (77 - 90.3%) -- 18.8% chance to OHKO after Stealth Rock
With a Life Orb that turns into a guaranteed OHKO.

Dragalge:
252+ SpA Choice Specs Adaptability Dragalge Sludge Wave vs. 252 HP / 4 SpD Gourgeist-Super: 352-416 (94.1 - 111.2%) -- 68.8% chance to OHKO
Draco Meteor is a OHKO.

Latios:
252 SpA Life Orb Latios Ice Beam vs. 252 HP / 4 SpD Gourgeist-Super: 322-382 (86 - 102.1%) -- 93.8% chance to OHKO after Stealth Rock
Draco Meteor does a little more damage.

Garchomp:
0 SpA Garchomp Fire Blast vs. 252 HP / 4 SpD Gourgeist-Super: 166-196 (44.3 - 52.4%) -- 78.5% chance to 2HKO after Stealth Rock and Leftovers recovery
-Garchomp will probably suffer a burn before Gourg is KO'd, so it's not the best option.

EDIT: I forgot to say that just about any Taunt user will shut down Gourgeist as well.
 
Last edited:

Funbot28

Banned deucer.
In the Overview:
Mega Gallade doesn't really check Psychic-types, as most Psychic-types either outspeed it, resist its STAB combination, or are bulky enough to beat it anyway.

Deoxys-S isn't a real threat, in my opinion. You might want to replace it with something like Mega Pidgeot, which is impossible for Mega Gallade to beat, as it OHKOes with Hurricane and is immune to Shadow Sneak.

I would strongly mention the difference between Mega Gallade and Mega Medicham near the end of the overview. Mega Medicham is a FAR superior wallbreaker, but Mega Gallade gives the option of sweeping. You should probably very briefly mention a reason as to why Mega Medicham can be better. (Better power? Bullet Punch to beat Mega Diancie? Fake Out to stall weather? Lots of things you can say)

In the Moves section:
I would specifically mention Mega Venusaur in the use of Zen Headbutt. The primary use of Zen Headbutt over Psycho Cut is to guarantee the OHKO after one SD, which Psycho Cut cannot do. Speaking of which, you should definitely mention Psycho Cut in the Moves section and slash it in the importable. It avoids contact so Iron Barbs, Rough Skin, and Rocky Helmet do not apply to it. It also has perfect accuracy.

Shadow Sneak's main usage is actually for Choice Scarf Latios, so you should definitely mention that by name, instead of Mega Alakazam, which is so rare I haven't seen one in months. You should also mention Choice Scarf Victini, as that is the other common reason to use Shadow Sneak over Knock Off.

In the Usage Tips section:
I think you should make it clear whether you want Mega Gallade to be a wallbreaker or a sweeper. Mega Gallade with CC and Zen Headbutt can break walls, but will have a harder time sweeping for a few reasons. CC will drop your stats, where Drain Punch restores your health. You should absolutely be using the CC set early in the game to bash holes into common switch-ins to make late-game sweeping easier. Mega Gallade carrying Knock Off can liberally spam it early-game too, as it forces many switches.Remember, with Mega Gallade you do not have Mega Medicham to wallbreak for you. Drain Punch is a far superior option when it comes to sweeping, as it prevents a chain of priority from taking out Mega Gallade. It also lets you be more reckless with setting up Swords Dance, as you will be able to heal that off. Mega Gallade is one of the only Pokemon that can both wallbreak and SD sweep and that should be noted.

I'm unsure if this is important enough to mention, but its Inner Focus ability should be emphasized. This allows Mega Gallade to defeat both Choice Scarf Jirachi and Choice Scarf Togekiss, both HUGE threats for Fighting with their flinching moves. It also means Mega Lopunny cannot Fake Out on it. I would mention this easily forgotten detail in some way.

In the Team Options:
You should probably mention that Heracross is an even better teammate because it absorbs status from Mega Sableye. Mentioning Conkeldurr is not a good idea, as even with the Guts boost, it cannot even touch Mega Sableye beyond freeze hax. Mentioning Cresselia is probably unnecessary, as it's not common at all and might give the wrong impression. Maybe replace that with Mew. You could also note these are Pokemon that are often using status moves or Scald, making Heracross's Guts even more valuable.

I would also recommend adding a mention of teaming up with other SD sweepers in here as well. Mega Gallade LOVES the offensive redundancy. It has no serious wallbreaker to help it open up teams, so having a second SD sweeper it shares checks with will make them wear the shared checks down and set up one of them to sweep in the end. You could mention Hawlucha here if you'd like.


Good work, but you're missing a few important details. I'll Like your post after I see the changes.
I just find that the SD set is meant to be a sweeper, as maybe an AoA set can mention its wallbreaking capabilities?
 
I just find that the SD set is meant to be a sweeper, as maybe an AoA set can mention its wallbreaking capabilities?
The main reason to use Mega Gallade over Mega Medicham is its ability to sweep, so there is no reason to use an all-out attacker set on Mega Gallade. The wallbreaking/dedicated sweeping difference is based on whether you choose to use CC or Drain Punch, as that will naturally affect how you use Mega Gallade. CC should be taken advantage of throughout the game to help the team because it has so much power even without SD boosts. Drain Punch lacks CC's power but gives Mega Gallade more health, making it a far better tool for dedicated sweeping. It's this choice and difference in usage that gives Mega Gallade a viability on the level of Mega Medicham, which would otherwise outclass it due to its sheer power. Both sets can sweep, but whether Mega Gallade wants to be dedicated to sweeping or also be used for wallbreaking is up to the user.
 

Seo.

Nice guys always finish last...
Ready for QC #2

Special Defensive Heatran (steel)
QC (1/2)

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Lava Plume
- Stealth Rock / Protect / Roar
- Toxic
- Earth Power

#Moves

Lava Plume, Toxic, and Earth Power are necessary, as without Earth Power Heatran can't check Fire types like its supposed to and its more likely to get 6-0d by another Heatran. Lava Plume is for fire STAB aswell as gives Heatran a chance to burn. Toxic is pretty much necessary on Specially Defensive Heatran since you're really weak and without it you can't answer Mega Charizard-Y or Volcarona, one of the biggest things Heatran's supposed to do. Stealth Rock helps other Steel-type Pokemon sweep easier. Heatran is particularly a good user of Stealth Rock as it can force out Mega Sableye, but if Skarmory or Ferrothorn sets Stealth Rock then Heatran appreciates the freed up moveslot. Which can give you an opportunity to add taunt to prevent Mandibuzz and Venusaur from healing up, and Zapdos from defogging. Another option is Stone Edge, to OHKO Mega Charizard Y and Volcarona.

#Set Details

Heatran is a must on steel, it supports steel a lot with flash fire to take immunity from fire moves which things on your team such as Skarmory, Ferrothorn, Doublade and Scizor don’t appreciate. It is also a reliable stealth rocker, and deals with threats such as Victini and opposing Heatrans. You can also use 44 speed for 16 speed Mandibuzz and 16 speed Mega Venusaur, and 204 speed for 16 speed Zapdos and Adamant Bisharp. Leftovers help it out with regaining HP. Air Balloon can be used to deal with opposing Heatran better and to give another immunity to Ground-type moves.

#Usage Tips

One of the main things you can do with Heatran is switch in on a fire move to boost up your fire moves with flash fire. On steel, Fire-Type Pokemon such as Victini, Entei, Darmanitan and Chandelure are great threats to steel. Heatran basically covers those threats, and since they all tend to be choiced items, you just hit earth power, or its your chance to set up stealth rock if you did not do so already. Heatran is a good pivot into most special moves, like Mega Manectric's Thunderbolt.

#Team Options

Skarmory is the best Pokemon on steel to form a defensive core with Heatran. Skarmory is weak to fire type attacks in which Heatran is immune to, and Heatran is weak to ground types which doesn’t have any affect on Skarmory. These two pokemon can also form a hazard stack team since Skarmory learns spikes and Heatran learns stealth rock. Ferrothorn is a good partner to take on water moves, and it can also set up spikes in combination with Heatran's stealth rock. Since Steel appreciates the hazards, Pokemon like Doublade and Bisharp help since Doublade isn’t affected by rapid spin and Defog raises bisharps attack, not only do these Pokemon help with hazard control but they both get access of swords dance which also helps late game sweeps, not to mention Doublade is also immune to fighting type attacks
 
Last edited:

Seo.

Nice guys always finish last...
Finished editing Choice Specs Keldeo and Choice Scarf Victini, thank you to everyone that helped
 

all falls down

thanks ugly god
is a Tiering Contributor Alumnus
6TI

  • Mention strong STAB Knock Off in overview (the only way Steel can get past some stuff like Porygon-2)
  • You should slash Life Orb with Lum Berry as it's an option that gives Bisharp a lot of power, noticeably helping vs Dragon and Bug while making it a lot more useful in matchups where it can't get a chance to set up a Swords Dance like vs Ground, where Life Orb Adamant Sucker Punch is a great way to revenge kill Pokemon like Landorus and Excadrill under sand.
  • You should also slash a Jolly nature with Adamant, which lets Bisharp outspeed Pokemon like Adamant Diggersby (big threat to both types), max speed Adamant Mega Scizor (relevant in HO Steel matchup since they never have Roost), Modest Volcanion, and stuff like Garchomp, Gliscor and Mew that don't speed creep enough.
  • (mention this stuff in moves / set details)
Rimz said:
Rimz

  • First of all make sure you are saying which type it is next to the Pokemon, since Keldeo behaves very differently from Fighting than Water.
  • Slash HP Bug with Icy Wind, as it is probably the best hidden power on Fighting teams since it hits everything on Psychic including Celebi. Mention HP Electric to hit Gyarados and Azumarill and mention HP Ghost to hit Psychic mons plus Jellicent in the moves section (no slashes)
  • Expand on Usage Tips: mention how Scald is a very spammable move that lets you wear down threatening walls to your team
  • You don't use Scald so you can burn "physical pokemon", you use it so you can burn checks to it like Mega Latias and Slowbro and weaken them for your team. Fix this in your description
Rimz said:
Rimz

  • Same thing as before, mention the type.
  • A tip for your writing in general; avoid sequential lines like "One teammate is ___, another one is ___ a third one is ___ a fourth one is ___ and finally ____" just omit the transitions and say the Pokemon outright. The less fluffy the better. So you would just say something like "Slowbro is a good teammate for Victini since it can pivot into Water- and Ground-type moves aimed at Victini. Choice Scarf Victini in particular has trouble getting past bulky Water-type Pokemon, so strong special attackers like Hoopa-U and Meloetta make for good partners. Stealth Rock setters like Jirachi, Mew, and Celebi are good teammates for Victini since hazards lets Victini wallbreak better and helps with Bug-type teams; Victini also hates Stealth Rock, so Defog support from Mew, Latios and Latias is appreciated" (mention SR setters and defoggers by the way!)
  • Don't be overly specific in usage tips, or if you're going to be pair it with something general. Instead of just saying "if you don't let sharpedo or gyarados get to +2 you can kill it" (which, by the way, literally never happens because sharpedo's always going to be atleast +1 when victini comes in and it can just protect, unless sharpedo is switching into victini which it never should), say something like "Choice Scarf Victini can revenge kill a bunch of threatening Pokemon for Psychic teams, like Mega Gyarados, Choice Scarf Hoopa-U, Heracross, and Mega Scizor."
  • Try to be more formal with your writing, "you get up rocks and click Blue Flare 6 times to win" comes off as informal and could be rewritten better
  • Slash Trick with Blue Flare (and thus make this the fourth moveslot)
Terrors said:
azumarill
terrors

  • Stress Azumarill's good defensive typing and bulk in the overview, making it a good switch in to Fighting-, Dragon-, and Dark-type Pokemon
  • Mention its good movepool, being one of the few Water types that can use Knock Off and Superpower well
  • Be a little more specific, at the end put that because of sap sipper it's one of Water's only counters to Breloom and Serperior
  • Why does your Belly Drum set have zero speed?? Put 164 speed on the set to outspeed uninvested base 70s and below, notably Skarmory, Clefable, Jellicent, Lanturn... and so much more.
  • Give the band set speed too. Put 164 speed in the analysis, but mention 84 speed in set details to outspeed base 60s like clefable and mention max speed to outspeed uninvested 80s, other Azumarill and slower Mega Scizor.
  • Waterfall is a necessary STAB on CB sets, it is really spammable vs types like Bug and Flying, lets you beat Hippowdon, etc. Slash Superpower and Knock off in last slot, with superpower being first
  • Be more specific in general, for example mention that band superpower is a great way to lure Ferrothorn, one of the biggest annoyances to Water teams

more to come soon, this actually took a lot longer than expected
 
6TI
  • Mention strong STAB Knock Off in overview (the only way Steel can get past some stuff like Porygon-2)
  • You should slash Life Orb with Lum Berry as it's an option that gives Bisharp a lot of power, noticeably helping vs Dragon and Bug while making it a lot more useful in matchups where it can't get a chance to set up a Swords Dance like vs Ground, where Life Orb Adamant Sucker Punch is a great way to revenge kill Pokemon like Landorus and Excadrill under sand.
  • You should also slash a Jolly nature with Adamant, which lets Bisharp outspeed Pokemon like Adamant Diggersby (big threat to both types), max speed Adamant Mega Scizor (relevant in HO Steel matchup since they never have Roost), Modest Volcanion, and stuff like Garchomp, Gliscor and Mew that don't speed creep enough.
  • (mention this stuff in moves / set details)
I made the changes you mentioned
 

Seo.

Nice guys always finish last...
Rimz
  • First of all make sure you are saying which type it is next to the Pokemon, since Keldeo behaves very differently from Fighting than Water.
  • Slash HP Bug with Icy Wind, as it is probably the best hidden power on Fighting teams since it hits everything on Psychic including Celebi. Mention HP Electric to hit Gyarados and Azumarill and mention HP Ghost to hit Psychic mons plus Jellicent in the moves section (no slashes)
  • Expand on Usage Tips: mention how Scald is a very spammable move that lets you wear down threatening walls to your team
  • You don't use Scald so you can burn "physical pokemon", you use it so you can burn checks to it like Mega Latias and Slowbro and weaken them for your team. Fix this in your description
Rimz
  • Same thing as before, mention the type.
  • A tip for your writing in general; avoid sequential lines like "One teammate is ___, another one is ___ a third one is ___ a fourth one is ___ and finally ____" just omit the transitions and say the Pokemon outright. The less fluffy the better. So you would just say something like "Slowbro is a good teammate for Victini since it can pivot into Water- and Ground-type moves aimed at Victini. Choice Scarf Victini in particular has trouble getting past bulky Water-type Pokemon, so strong special attackers like Hoopa-U and Meloetta make for good partners. Stealth Rock setters like Jirachi, Mew, and Celebi are good teammates for Victini since hazards lets Victini wallbreak better and helps with Bug-type teams; Victini also hates Stealth Rock, so Defog support from Mew, Latios and Latias is appreciated" (mention SR setters and defoggers by the way!)
  • Don't be overly specific in usage tips, or if you're going to be pair it with something general. Instead of just saying "if you don't let sharpedo or gyarados get to +2 you can kill it" (which, by the way, literally never happens because sharpedo's always going to be atleast +1 when victini comes in and it can just protect, unless sharpedo is switching into victini which it never should), say something like "Choice Scarf Victini can revenge kill a bunch of threatening Pokemon for Psychic teams, like Mega Gyarados, Choice Scarf Hoopa-U, Heracross, and Mega Scizor."
  • Try to be more formal with your writing, "you get up rocks and click Blue Flare 6 times to win" comes off as informal and could be rewritten better
  • Slash Trick with Blue Flare (and thus make this the fourth moveslot)

more to come soon, this actually took a lot longer than expected
Updated these changes, thanks!
 
Done
Mega Tyranitar (Dark) Dragon Dance
#Set:
Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Stone Edge
- Crunch
- Ice Punch

#Moveset:
Dragon Dance boosts both its Attack and Speed, allowing it to hit much harder while becoming faster. Stone Edge is a powerful Rock STAB with a high critical-hit raito. Crunch is a Dark STAB with a small chance to lower the foe's defense. Ice Punch is for Ice Coverage with the ability to check Landorus-I/Landorus-T, Garchomp, and Gliscor.

#Set Details:
Max Attack to hit as hard as possible, even before boosting, and 252 Speed investment after 1 boost allows you to hit ~360 Speed (enough to outrun base 110s/Scarf Magnezone).

#Usage Tips
Try your best to save it late game, once walls/major threats to it are taken out by your team-mates. When your ready to boost it, its recommended to send it into a Special Attacker (since it has incredible natural Special Bulk). Avoid boosting against Pokemon like Mew or Chansey, as they can status it and make it a lot harder to pull off a successful sweep. You also might want to note its not very fast to start, to outspeed certain Choice Scarfers, you may need to boost it 2-3 times before being able to outspeed them.

#Team Options:
Sableye is a fantastic partner for it, because of its immunity to Fighting (which Ttar is 4x weak to), and it has the ability to weaken threats to it (i.e. by Will-O-Wisp, Taunt, Confide, ect). Hoopa-U is a pretty good Fighting/Fairy check that has immediately good speed to start thanks to Choice Scarf, and a whole list of coverage options to fit your teams needs (not to mention it has astounding offenses on both side, its encouraged to run it mixed). Crawdaunt/Sharpedo are also good options since they have the ability to threaten Ground (Crawdaunt is a fantastic Physical Wallbreaker with Aqua Jet Priority, while Sharpedo can easily rise its Speed thanks to Speed Boost, and can be ran Physical, Special, or Mixed).


Overview
Mega Tyranitar isn't exactly the most popular Mega on Dark, but so many people overlook how great it is! It has a plethora of options, allowing it to run a variety of sets, ranging from being a Dragon Dance Sweeper, or a general Tank. Thanks to Sandstream, it gets increased Special Defense, and upon Mega Evolution its stats are increased all around! When used right, Mega Tyranitar can make to be an amazing asset to any team!

I'm not all too familiar with Mega Tyranitar due to plainly using regular Tyranitar over it on Dark but:

Moveset: I would like for a few Pokemon that notably get hit by Stone Edge to be mentioned. Examples include Zard Y, Dragonite (I don't think it matters which you put Dragonite under. With Multiscale, Stone Edge and Ice Punch will still deal about the same damage). Also mention that Crunch hits several types that don't resist the move. You should mention Earthquake somewhere as an alternative. This is very important upon removing things like Heatran, Bisharp, Mega Diancie etc. Because with the set you have above, Bisharp pretty much walls you. I'd also mention something about Fire Punch as well. It can be used as a nice check to things such as Skarmory, Scizor, and Ferrothorn.

Set Details: Explain why Sand Stream is preferred as an ability. In order to get a Special Defense boost and deal passive damage to the foe along with breaking Focus Sash Pokemon. Tyranitar likes the passive damage. Tell about Tyranitarite. Having better Speed, bulk, and an Attack after Mega Evolving. I'd give a mention about what helps it survive after Mega Evolution. One example is surviving Adamant Life Orb Iron Head Bisharp.

Usage Tips: In my opinion, I'd also mention Rotom-W as a Pokemon that also likes to inflict status.

Teammates: You should mention Bisharp as well. Hoopa-U isn't the only one that can check Fairy-types for Tyranitar. I'd also mention Mandibuzz being a good partner with Mega Tyranitar. You have a Ground-type immunity and a Pokemon that can wear down other threats for Mega Tyranitar with Toxic and Mandibuzz can be your nice entry hazard remover. If you want to be an effective setup sweeper, you wouldn't want hazards to drag you down not only that but set you up to be KO'd by the opposing threat.

Overview: You really need to discuss more about Mega Tyranitar. Well, the first thing is that not all of Mega Tyranitar's stats are increased. "All around" sounds like you're referring to every stat, but it doesn't get a boost in Special Attack. Talk about how good its bulk and typing allows it to threaten certain types in the game like Fire, Ice, Flying etc. I'd also mention with the boost of of Special Defense from the Sandstream, what sort of special attacks does it survive because of that. You also need to discuss Tyranitar's flaws as well. Its terrible Speed is one flaw it has. With Mega Tyranitar having a bad Speed stat, it has to rely on a Dragon Dance or two in order to outspeed several Pokemon in the metagame. Tyranitar has a handful of resistances but handful of weaknesses in the process especially 4x weakness against Fighting-type attacks, which really hurts its chances of even trying to set up. Lacking reliable recovery and prone to residual damage really reduces Mega Tyranitar's ability to be an effective tank and limits its ability to set up.

EDIT: Ouch really need to slow down when doing these checks.
 
Last edited:
DONE

Lucario (Fighting) Overview

[Overview]
Lucario has a decent Attack stat, which when backed by the help of Swords Dance, can make it into a threatening sweeper. Lucario's access to STAB Steel-type moves makes it a niche pick to help Fighting teams handle bulky Fairy-type threats. It is blessed with high damage attacks, such as Close Combat and Iron Tail, and has the rare +2 priority in Extreme Speed. As Fighting is a predominantly physically based type, Lucario's decent Special Attack stat, access to Nasty Plot, and reliable STAB in Flash Cannon and Aura Sphere make it a viable specially based sweeper. Special Lucario also has access to Vacuum Wave and a much wider range of coverage options such as Dark Pulse. Lucario does suffer from a very disappointing Speed stat and a lack of useful coverage, making it easy to check. Lucario also struggles with finding use against offensive teams, and will often be relegated to only being used for revenge killing instead of its main role of sweeping.

Lucario (Fighting) Swords Dance

[SET]
Lucario @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Iron Tail
- Extreme Speed

#Moves
Swords Dance boosts Lucario's Attack to ridiculous heights, giving it the power to break through many walls and threaten to sweep entire teams. Close Combat is Lucario's most reliable STAB move and is the main attack it should be using. In spite of its pitiful accuracy, Iron Tail is the primary reason to use Lucario, as it is capable of OHKOing any Fairy-type outside of Azumarill and Klefki. Extreme Speed's +2 priority gives Lucario a way to avoid priority moves such as Mach Punch and deals respectable damage to unresisted foes. It may be tempting to use Bullet Punch over Extreme Speed, but its only utility is to hit Mega Diancie, as all other Fairy-types are just as easily 2HKOed by Extreme Speed.

#Set Details
Maximum Attack investment with an Adamant Nature and Life Orb gives Lucario the best chance at OHKOing physically defensive Clefable with Iron Tail. It also gives a reasonable chance for Lucario to OHKO Skarmory after Stealth Rock damage and one Swords Dance. 252 Speed EVs is used to make sure Lucario outspeeds max Speed Heatran and everything slower, as its Speed tier is already low. Life Orb's immediate power lets Lucario deal relevant damage with its STAB moves even without Swords Dance boosts, making it the most useful item on this set. Inner Focus is the most viable ability for Lucario, as it allows it to avoid deadly flinches from the likes of Choice Scarf Togekiss and Choice Scarf Jirachi, both of which turn from threats into setup bait.

#Usage Tips
Lucario should be used late-game to sweep through weakened teams. That being said, do not hesitate to bring it in to revenge kill with its powerful Extreme Speed. On teams with other setup sweepers, Lucario can also act as a preliminary threat to severely weaken checks for its teammates. Make sure walls such as Hippowdon and Skarmory have taken sufficient prior damage to ensure a +2 Close Combat can take them out. Lucario should be brought in safely against defensive Pokemon such as Ferrothorn and Politoed so it can set up. Don't be afraid to set up early to break through one Pokemon before saving Lucario for later, against defensive teams, Lucario will have many opportunities to Swords Dance. With the help of one Swords Dance, Lucario can act as a last resort answer to Mega Sableye and Mega Venusaur, capable of 2HKOing both with Iron Tail, but should not be relied on exclusively for these two threats.

#Team Options
Mega Gallade is a great teammate for Lucario as the threat of both sweepers pressure down their shared checks. Lucario is completely walled by Doublade, so a teammate such as Keldeo that can handle it is greatly appreciated. Keldeo is especially notable as its wallbreaking capabilities help Lucario handle checks such as Skarmory and Gyarados, while Lucario can in turn help with Clefable. Mega Medicham couples with Lucario to provide great offensive momentum and pressure. Cobalion and Infernape should be used with Lucario, as they set up Stealth Rock that it needs to get some KOs. Cobalion is also able to Volt Switch into Lucario safely and Infernape has the benefit of checking both Doublade and Skarmory, which can both stop Lucario's sweep. Breloom is another notable partner, as it can help handle Slowbro, Jellicent and Hippowdon, which wall Lucario completely; Mega Diancie and Excadrill, which are resistant to Extreme Speed; and can use Spore to help give Lucario opportunities to set up.


Edit: Changing set name, as a special Lucario will also use Life Orb. Avoiding confusion.
 
Last edited:
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top