DOWN TO THE CORES (NU)
Hitmonchan @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Mach Punch
- Ice Punch
- Drain Punch
Punching holes (literally) in teams is what Hitmonchan does. Fighting types are always strong, and Hitmonchan has great coverage, strong power thanks to LO and Iron First and priority to boot. Earthquake handles those pesky Garbodor switchins, but you need to predict accurately. It can check big threats like Klinklang in a pinch thanks to Mach Punch.
Skuntank @ Lum Berry
Ability: Aftermath
EVs: 252 Atk / 232 SpD / 24 Spe
Adamant Nature
- Crunch
- Pursuit
- Sucker Punch
- Taunt
Everyone needs a friend, and Hitmonchan is no exception. Skuntank takes care of any Psychic-types that trouble Hitmonchan, like Xatu, Exeggutor, Mesprit, Musharna and what not. Quad STAB is what I prefer to run, and it's even better this gen with DARK receiving a major buff. You don't need any other moves than the ones elected. He doesn't serve many purposes, but they're important ones.
Musharna @ Leftovers
Ability: Synchronize
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
- Thunder Wave
- Baton Pass
- Moonlight
- Psychic
A major wall that is feared by many. It's just hard to break, really really hard. Thunder Wave is an excellent option, letting you outspeed everything in the tier and heal before they can hit you. Worth noting that 12 speed EV's let you hit 97 speed, which is faster than 383/4=95.75, aka the speed of a paralyzed Swellow. Baton Pass lets me pivot out, useful for predicting switches risk free and avoiding Pursuit. It's so easy to cripple a Skuntank switchin and pivot out to Hitmonchan next.
Bouffalant @ Leftovers
Ability: Sap Sipper
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Head Charge
- Earthquake
- Swords Dance
- Substitute
Might be PU, but it's a major threat even in RU (and UU if you're a daredevil). Sub freely on status attempts, Grass-types, paralyzed mons and more. SD is to exploit free turns that you may get with Sub. Nobody wants to face a +2 Bouffalant. It just has great stats overall, great moves, great ability. Can easily sweep through defensive teams with ease and appreciates Musharna's ability to tank Fighting-moves and spread paralysis, as Bouffalant is kind of slow.
Omastar @ Focus Sash
Ability: Shell Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Spikes
- Stealth Rock
- Scald
- Ice Beam
My lead most of the time. Hazard spam just works, and having a powerful Scald is great against other SR leads like Steelix, Archeops, Rhydon etc. It's also a Klinklang check which is a really big threat obviously. Sash makes leading much easier, it gives you the option to sack for SR/damage rather than being forced out or just having to think hard about what you lead with. I mostly go with Omastar because hazard damage helps so much when attempting to sweep with Hitmonchan/Bouffalant, as well as just switching around between Mushy and Vileplume, stalling while they get worn down.
Vileplume @ Leftovers
Ability: Effect Spore
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Sleep Powder
- Synthesis
- Sludge Bomb
- Giga Drain
Complements Omastar very nicely; this guy stops mons like Lilligant or Lanturn in their tracks. Sleep Powder is the second best move in the game after Spore, essentially a free kill as Vileplume beats all the immune Grass-types. Sludge Bomb/Giga Drain are just more coverage and STAB to boot. Plus they hit hard from even uninvested Vileplume as she has base 110 SpAtk. I went with a SpDef spread so I can tank coverage moves like Ice Beam/Psychic more easily as well as wall Specs Swellow, put it to Sleep and kill it.
http://replay.pokemonshowdown.com/nu-364125330 (this is before I updated the EV's on Mushy; it is relevant as if you get lucky you'll get a free heal on a full para and go from there)
Importable:
Hitmonchan @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Mach Punch
- Ice Punch
- Drain Punch
Punching holes (literally) in teams is what Hitmonchan does. Fighting types are always strong, and Hitmonchan has great coverage, strong power thanks to LO and Iron First and priority to boot. Earthquake handles those pesky Garbodor switchins, but you need to predict accurately. It can check big threats like Klinklang in a pinch thanks to Mach Punch.
Skuntank @ Lum Berry
Ability: Aftermath
EVs: 252 Atk / 232 SpD / 24 Spe
Adamant Nature
- Crunch
- Pursuit
- Sucker Punch
- Taunt
Everyone needs a friend, and Hitmonchan is no exception. Skuntank takes care of any Psychic-types that trouble Hitmonchan, like Xatu, Exeggutor, Mesprit, Musharna and what not. Quad STAB is what I prefer to run, and it's even better this gen with DARK receiving a major buff. You don't need any other moves than the ones elected. He doesn't serve many purposes, but they're important ones.
Musharna @ Leftovers
Ability: Synchronize
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
- Thunder Wave
- Baton Pass
- Moonlight
- Psychic
A major wall that is feared by many. It's just hard to break, really really hard. Thunder Wave is an excellent option, letting you outspeed everything in the tier and heal before they can hit you. Worth noting that 12 speed EV's let you hit 97 speed, which is faster than 383/4=95.75, aka the speed of a paralyzed Swellow. Baton Pass lets me pivot out, useful for predicting switches risk free and avoiding Pursuit. It's so easy to cripple a Skuntank switchin and pivot out to Hitmonchan next.
Bouffalant @ Leftovers
Ability: Sap Sipper
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Head Charge
- Earthquake
- Swords Dance
- Substitute
Might be PU, but it's a major threat even in RU (and UU if you're a daredevil). Sub freely on status attempts, Grass-types, paralyzed mons and more. SD is to exploit free turns that you may get with Sub. Nobody wants to face a +2 Bouffalant. It just has great stats overall, great moves, great ability. Can easily sweep through defensive teams with ease and appreciates Musharna's ability to tank Fighting-moves and spread paralysis, as Bouffalant is kind of slow.
Omastar @ Focus Sash
Ability: Shell Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Spikes
- Stealth Rock
- Scald
- Ice Beam
My lead most of the time. Hazard spam just works, and having a powerful Scald is great against other SR leads like Steelix, Archeops, Rhydon etc. It's also a Klinklang check which is a really big threat obviously. Sash makes leading much easier, it gives you the option to sack for SR/damage rather than being forced out or just having to think hard about what you lead with. I mostly go with Omastar because hazard damage helps so much when attempting to sweep with Hitmonchan/Bouffalant, as well as just switching around between Mushy and Vileplume, stalling while they get worn down.
Vileplume @ Leftovers
Ability: Effect Spore
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Sleep Powder
- Synthesis
- Sludge Bomb
- Giga Drain
Complements Omastar very nicely; this guy stops mons like Lilligant or Lanturn in their tracks. Sleep Powder is the second best move in the game after Spore, essentially a free kill as Vileplume beats all the immune Grass-types. Sludge Bomb/Giga Drain are just more coverage and STAB to boot. Plus they hit hard from even uninvested Vileplume as she has base 110 SpAtk. I went with a SpDef spread so I can tank coverage moves like Ice Beam/Psychic more easily as well as wall Specs Swellow, put it to Sleep and kill it.
http://replay.pokemonshowdown.com/nu-364125330 (this is before I updated the EV's on Mushy; it is relevant as if you get lucky you'll get a free heal on a full para and go from there)
Importable:
Hitmonchan @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Mach Punch
- Ice Punch
- Drain Punch
Skuntank @ Lum Berry
Ability: Aftermath
EVs: 252 Atk / 232 SpD / 24 Spe
Adamant Nature
- Crunch
- Pursuit
- Sucker Punch
- Taunt
Musharna @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Thunder Wave
- Baton Pass
- Moonlight
- Psychic
Bouffalant @ Leftovers
Ability: Sap Sipper
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Head Charge
- Earthquake
- Swords Dance
- Substitute
Omastar @ Focus Sash
Ability: Shell Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Spikes
- Stealth Rock
- Scald
- Ice Beam
Vileplume @ Leftovers
Ability: Effect Spore
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Sleep Powder
- Synthesis
- Sludge Bomb
- Giga Drain