Other Metagames Teambuilding Project

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A lot of this is stolen from Aerow 's thread, lots of credit to him
Welcome to the Other Metas Teambuilding Project. The goal of this is to provide a helpful resource for both new and experience players to find useful sets for a variety of OMs, and for these sets to be usable on a variety of teams and playstyles. These sets may be able to be modified to suit the users needs as necessary. All sets will be arranged by OM, and then further into roles (i.e. wallbreaker, physical sweeper, hazard remover, etc). This thread will comprise mainly of the Other Metas of Balanced Hackmons, Almost Any Ability, Tier Shift, and STABmons with the possible addition of other metagames OMs such as 1v1 and Inverse Battles. Going through all the sets for all the different metas will be a lot of work, so I have enlisted a council to sift through all the submissions and make sure all content added is quality. The council is as follows:
insanelegend
Adrian Marin
w0rd
ggggd
Kl4ng
Rumors

Your job: to post some of your favorite sets for AAA Tier Shift, BH and STABmons. If you have a set that is useful and you have enough knowledge of the metagame in question, feel free to post it in the proper format. Please only post higher tier sets, these sets will mostly be sets that work on most teams without specific niches. With this in mind, I hope you will contribute a set or two and discuss the viability and possible improvement of other sets in a respectful manner. When posting a set, put the set in the format below (PS Importable) and fill out additional information about the set to help others better understand what it does and how to use it properly. Thank you and have fun

Here are some viability rankings so you can decide what pokemon deserve places on this thread:
AAA
Balanced Hackmon
STABmons
Tier Shift

And here is the posting format:
Sprite (get sprites from here)
Sawk @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 252 Spe / 4 SpD
Adamant Nature
- Close Combat
- Knock Off
- Ice Punch
- Poison Jab

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

What It Does: Talk about how it does its role, essentially. Talk about the moves, item, and EV spread, and talk about how it fares against common Pokemon.

Good Teammates: Pokemon it works well with, and why.

What Counters It: Talk about the Pokemon that trouble it, hinder it, or otherwise limit it as it tries to carry out the duties of its role.

Any Additional Info: Alternate EV spread, items, and ideas, as well as other miscellaneous information (maybe a replay proving its effectiveness from high level play).
 
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Almost Any Ability
Set count: 3


Physical Attackers

Heracross @ Life Orb
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Megahorn
- Knock Off
- Stone Edge / Swords Dance


Role: Physical Attacker, Wallbreaker

What It Does: Deals absurd damage to anything that doesn't resist its STABs - 252+ Atk Life Orb Tough Claws Heracross Close Combat vs. 252 HP / 252+ Def Suicune: 238-281 (58.9 - 69.5%) is an example of the raw damage output Heracross can put in.

Good Teammates: Wish passers such as Vaporeon can keep Heracross healthy and allow it to keep coming in and doing damage.

What Counters It: Not much. Zapdos is the closest counter to Heracross, but it has to run air cutter to do anything back. Pure Fairy types can also work, but they will need maximum investment in physical bulk and decent physically defensive stats to do it.

Any Additional Info: Probably the most problematic Pokemon for stall teams.

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Entei @ Choice Band / Life Orb
Ability: Refrigerate
Evs: 252 Atk / 252 Spd / 4 Def
Adamant nature
- Sacred Fire
- Extremespeed
- Stone Edge
- Bulldoze / Iron Head / Filler
Role: Revenge Killer, Wallbreaker, Physical Attacker

What It Does: What Entei does is simple. It comes in, KOs something, goes right back out. Extreme Speed is very powerful off of a choice banded adamant 115 attack, refrigerate having amazing coverage to do work against most forms of offense. Sacred Fire is the catch all against slower foes, as anything coming in takes a coin flip for a burn. The burn is just icing on the cake with this mons power. Adamant Nature is chosen because of the power boost and the power of extremespeed. Bulldoze is a possible filler move if you really hate heatran. Honestly, the Last two slots really don't matter, you could run eruption and the set would still work extremely well between the coverage and power of sacred fire + refrigerate Extremespeed.

Good Teammates: Many teams love having sweepers eliminated, but this things ability to take out steel and flying types reliably is very important in its versatility. It is great at breaking stall, and Paired with Bisharp makes a scary stallbreaking core that will rip many stall teams to bits. Since Entei is a catch all, beating both playstyles, it doesn't have persay great partners, its just nice glue for a team to handle otherwise rough cores/mons.

What Counters It: If you are not running bulldoze, heatran will hard wall this set all day. If you are, there is really no true wall for it. Fast steels or ice resists are concerns if they have power, because they can tank an extremespeed and kill you. While entei does have good bulk, it is unfortunately not enough to live a lot of neutral hits from these faster mons.

Any Additional Info: If you want to add bulk, or make it a bulky mon to begin with, be my guest. Bulky spreads aren't my favorite, but they are just as good as these. There really aren't a ton of "options" with this mon, its just one of those mons you can slap on a team and get good results *cough* bisharp *cough*


Special Attackers


Mixed Attackers


Bulky Attackers


Wallbreakers

Heracross @ Life Orb
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Megahorn
- Knock Off
- Stone Edge / Swords Dance


Role: Physical Attacker, Wallbreaker

What It Does: Deals absurd damage to anything that doesn't resist its STABs - 252+ Atk Life Orb Tough Claws Heracross Close Combat vs. 252 HP / 252+ Def Suicune: 238-281 (58.9 - 69.5%) is an example of the raw damage output Heracross can put in.

Good Teammates: Wish passers such as Vaporeon can keep Heracross healthy and allow it to keep coming in and doing damage.

What Counters It: Not much. Zapdos is the closest counter to Heracross, but it has to run air cutter to do anything back. Pure Fairy types can also work, but they will need maximum investment in physical bulk and decent physically defensive stats to do it.

Any Additional Info: Probably the most problematic Pokemon for stall teams.

________________________________________________________________________


Entei @ Choice Band / Life Orb
Ability: Refrigerate
Evs: 252 Atk / 252 Spd / 4 Def
Adamant nature
- Sacred Fire
- Extremespeed
- Stone Edge
- Bulldoze / Iron Head / Filler
Role: Revenge Killer, Wallbreaker, Physical Attacker

What It Does: What Entei does is simple. It comes in, KOs something, goes right back out. Extreme Speed is very powerful off of a choice banded adamant 115 attack, refrigerate having amazing coverage to do work against most forms of offense. Sacred Fire is the catch all against slower foes, as anything coming in takes a coin flip for a burn. The burn is just icing on the cake with this mons power. Adamant Nature is chosen because of the power boost and the power of extremespeed. Bulldoze is a possible filler move if you really hate heatran. Honestly, the Last two slots really don't matter, you could run eruption and the set would still work extremely well between the coverage and power of sacred fire + refrigerate Extremespeed.

Good Teammates: Many teams love having sweepers eliminated, but this things ability to take out steel and flying types reliably is very important in its versatility. It is great at breaking stall, and Paired with Bisharp makes a scary stallbreaking core that will rip many stall teams to bits. Since Entei is a catch all, beating both playstyles, it doesn't have persay great partners, its just nice glue for a team to handle otherwise rough cores/mons.

What Counters It: If you are not running bulldoze, heatran will hard wall this set all day. If you are, there is really no true wall for it. Fast steels or ice resists are concerns if they have power, because they can tank an extremespeed and kill you. While entei does have good bulk, it is unfortunately not enough to live a lot of neutral hits from these faster mons.

Any Additional Info: If you want to add bulk, or make it a bulky mon to begin with, be my guest. Bulky spreads aren't my favorite, but they are just as good as these. There really aren't a ton of "options" with this mon, its just one of those mons you can slap on a team and get good results *cough* bisharp *cough*


Revenge Killers

Bisharp @ Life Orb
Ability: Adaptability
252 HP / 252 Atk / 4 Def or 252 Atk / 252 Spe / 4 Def
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance

Role: Physical Attacker / Revenge Killer

What it Does: Knock off and Iron Head become very strong thanks to Adaptability, and Sucker punch is very useful for revenging, but you have to be wary of gale wings Staraptor/Braviary/Honchkrow as these outspeed you as while making sucker punch useless. With swords dance, you boost your damage output, as well essentially becoming the OU version of Crawdaunt (except Crawdaunt has Dragon Dance). Usually you're able to hit really hard, and sucker punch right back to finish the kill.

Good Teammates: Gale Wings users are good partners as these usually outspeed most of the metagame as well as getting priority, and take advantage of the holes that Bisharp creates in the enemy team. They also are immune to ground and would resist fighting if normal type didn't exist.

What Counters it: Fighting types can revenge kill it thanks to a resistance to Sucker Punch, while things like Bulky Zygarde, Unaware Skarmory, Hippowdon, and Cobalion are decent counters. Gale Wings users are also good revenge killers if Bisharp is low enough on health for Brave Bird to KO.

Additional info: Pursuit is a viable option, as pursuit can deal damage before switches getting rid of problematic Psychic and Ghost types.

________________________________________________________________________

Entei @ Choice Band / Life Orb
Ability: Refrigerate
Evs: 252 Atk / 252 Spd / 4 Def
Adamant nature
- Sacred Fire
- Extremespeed
- Stone Edge
- Bulldoze / Iron Head / Filler
Role: Revenge Killer, Wallbreaker, Physical Attacker

What It Does: What Entei does is simple. It comes in, KOs something, goes right back out. Extreme Speed is very powerful off of a choice banded adamant 115 attack, refrigerate having amazing coverage to do work against most forms of offense. Sacred Fire is the catch all against slower foes, as anything coming in takes a coin flip for a burn. The burn is just icing on the cake with this mons power. Adamant Nature is chosen because of the power boost and the power of extremespeed. Bulldoze is a possible filler move if you really hate heatran. Honestly, the Last two slots really don't matter, you could run eruption and the set would still work extremely well between the coverage and power of sacred fire + refrigerate Extremespeed.

Good Teammates: Many teams love having sweepers eliminated, but this things ability to take out steel and flying types reliably is very important in its versatility. It is great at breaking stall, and Paired with Bisharp makes a scary stallbreaking core that will rip many stall teams to bits. Since Entei is a catch all, beating both playstyles, it doesn't have persay great partners, its just nice glue for a team to handle otherwise rough cores/mons.

What Counters It: If you are not running bulldoze, heatran will hard wall this set all day. If you are, there is really no true wall for it. Fast steels or ice resists are concerns if they have power, because they can tank an extremespeed and kill you. While entei does have good bulk, it is unfortunately not enough to live a lot of neutral hits from these faster mons.

Any Additional Info: If you want to add bulk, or make it a bulky mon to begin with, be my guest. Bulky spreads aren't my favorite, but they are just as good as these. There really aren't a ton of "options" with this mon, its just one of those mons you can slap on a team and get good results *cough* bisharp *cough*


Physical Walls


Special Walls


Mixed Walls


Hazard Setters


Hazard Removers


Support


Pivots
 
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Tier Shift

Physical Attacker

Sawk @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 252 Spe / 4 SpD
Adamant Nature
- Close Combat
- Knock Off
- Stone Edge
- Ice Punch

Role: Physical Attacker, Wallbreaker

What It Does: Sawk is an infamous wallbreaker in the Tier Shift metagame. Its blend of power and coverage make it very hard to switch into, and it can punch gaping holes many stall teams, allowing teammates to sweep. The deadliest version is Choice Band. With Stealth Rocks on the opposing side of the field and the appropriate coverage move, it can 2HKO almost any pokemon in Tier Shift. The above set nets reliable 2HKOs on Amoongus, Gligar, Alomomola, Hippowdon, and many other walls. Sawk's speed, while not great, is enough to work with against slower teams such as rain teams that have not set up their weather. Sturdy makes Sawk an amazing safety net that can check all kinds of threats if it has taken no damage and entry hazards are not up. Consider it on every offensive team you make.

Good Teammates: Calm Mind Cresselia is a teammate who likes Sawk drawing out and beating pokemon such as Skarmory, Mega Aggron, and specialy defensive Hippowdon who might put an end to its sweep. After these bulky phasers are gone, Cresselia can promptly sweep the weakened team. Sawk can also lure in Psychic-types that Cresselia loves to set up on and threaten Dark-types such as Mega-Absol that can KO Cresselia. Another good partner is Victini. Victini can take Psychic and Fairy-type attacks and retaliate with V-Creates. In return, Sawk eliminates the pesky Dark and Rock-types that plague Victini.

What Counters It: Sawk has checks, but very few counters. Physically defensive Cresselia is able to take two Knock Offs, restore its health with Moonlight, and threaten Sawk out with STAB phychic attacks. Spiritomb doesn't care about anything Sawk can dish out and can set up if its CM Rest Talk or simply threaten to burn it. Granbull can counter, but should be careful that its health is no worn down too quickly, and make sure Sawk doesn't get rid of its Leftovers as it can be worn down easily after that. Weezing is like Granbull, but can also burn.

Any Additional Info: Sawk can run Life Orb for more flexibility, but it loses a lot of guranteed 2HKOs and this does not work with Sturdy. Mold Breaker Earthquake can be run to beat Weezing, but doesn't have many uses outside of that. Stone Edge is another option that hits a few pokemon like Mantine hard, but isn't usually worth it. To prove Sawk's power, here is a replay against a stall team led by Adrian Marin with four fighting resists. He had to leave before we could conclude it, but Sawk's usefulness is clear enough. http://replay.pokemonshowdown.com/tiershift-150790853
Special Attacker


Special Attacker


Mixed Attacker


Bulky Attacker


Wallbreaker

Sawk @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 252 Spe / 4 SpD
Adamant Nature
- Close Combat
- Knock Off
- Stone Edge
- Ice Punch

Role: Physical Attacker, Wallbreaker

What It Does: Sawk is an infamous wallbreaker in the Tier Shift metagame. Its blend of power and coverage make it very hard to switch into, and it can punch gaping holes many stall teams, allowing teammates to sweep. The deadliest version is Choice Band. With Stealth Rocks on the opposing side of the field and the appropriate coverage move, it can 2HKO almost any pokemon in Tier Shift. The above set nets reliable 2HKOs on Amoongus, Gligar, Alomomola, Hippowdon, and many other walls. Sawk's speed, while not great, is enough to work with against slower teams such as rain teams that have not set up their weather. Sturdy makes Sawk an amazing safety net that can check all kinds of threats if it has taken no damage and entry hazards are not up. Consider it on every offensive team you make.

Good Teammates: Calm Mind Cresselia is a teammate who likes Sawk drawing out and beating pokemon such as Skarmory, Mega Aggron, and specialy defensive Hippowdon who might put an end to its sweep. After these bulky phasers are gone, Cresselia can promptly sweep the weakened team. Sawk can also lure in Psychic-types that Cresselia loves to set up on and threaten Dark-types such as Mega-Absol that can KO Cresselia. Another good partner is Victini. Victini can take Psychic and Fairy-type attacks and retaliate with V-Creates. In return, Sawk eliminates the pesky Dark and Rock-types that plague Victini.

What Counters It: Sawk has checks, but very few counters. Physically defensive Cresselia is able to take two Knock Offs, restore its health with Moonlight, and threaten Sawk out with STAB phychic attacks. Spiritomb doesn't care about anything Sawk can dish out and can set up if its CM Rest Talk or simply threaten to burn it. Granbull can counter, but should be careful that its health is no worn down too quickly, and make sure Sawk doesn't get rid of its Leftovers as it can be worn down easily after that. Weezing is like Granbull, but can also burn.

Any Additional Info: Sawk can run Life Orb for more flexibility, but it loses a lot of guranteed 2HKOs and this does not work with Sturdy. Mold Breaker Earthquake can be run to beat Weezing, but doesn't have many uses outside of that. Stone Edge is another option that hits a few pokemon like Mantine hard, but isn't usually worth it. To prove Sawk's power, here is a replay against a stall team led by Adrian Marin with four fighting resists. He had to leave before we could conclude it, but Sawk's usefulness is clear enough. http://replay.pokemonshowdown.com/tiershift-150790853
Special Attacker


Revenge Killer


Pivot


Physical Wall


Special Wall


Mixed Wall


Lead


Hazard Setter


Hazard Remover


Clergic


Support

Politoed @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Sleep Talk
- Rest
- Toxic / Hypnosis / Ice Beam

Role: Support

What It Does: Rain is a dominant force, and Politoed makes it possible. Politoed's main duty is to exist, switch in when necessary, and stay alive until it is no longer needed. Politoed usually can also help wall or weaken a threat to the team, allowing the sweepers it supports to do their job more effectively. Scald is a pain to switch into, as most pokemon do not appreciate a burn and the only type with a burn immunity is weak to Scald. It can pack quite a punch uninvested and can easy deal with frailer pokemon. Rest and Sleep Talk ensure longevity that allows many more turns of rain. They also allow Politoed to function as a true wall and soak up weak attacks meant to harm its teamates. Its bulk still isn't great, so don't try to take too many hits with it. This is a common mistake, and will usually lead to a loss. Politoed should usually be conserved at all times along with one win condition (usually Kabutops) so that a comeback is very possible. Don't sack it off at the first opportunity or use it as a suicide lead. Rain get easily be stalled out and then your game plan is lost. In the last slot, its a toss up. Toxic can hinder walls such as Alomomola and Gastrodon, Hypnosis can neutralize many threats, and Ice Beam makes pokemon such as Altaria think twice about switching in. A physically defensive spread is can also be utilized.

Good Teammates: Teammates are the whole reason Politoed is used. It supports a multitude of rain-based threats, including Kabutops, Mega Swampert, Kingdra, Ludicolo, Tornadus-T, Thundurus-T, and many more. Rain activates Swift Swim and give boosts to Water-type attacks, allowing pokemon like Kabutops and Ludicolo to run through entire teams. Manaphy benefits from Rest and Hydration, and helps break walls that could normally trouble the pokemon Politoed supports thanks to Tail Glow. Thundurus-I can help maintain Politoed's rain with priority Rain Dance and has the benefit of perfect accuracy Thunder.

Counters: Almost any pokemon with an ability that grants water immunity (Jellicent, Toxicroak, Gastrodon, Seismitoed, etc) can switch in and limit the ability to spam Scald. Manaphy does not care about burns or poisoning thanks to Hydration, and can set up Tail Glows easily. Crocune doesn't care about anything Politoed has except for Perish Song, and can set up all over it. Its not as much about countering Politoed, but the entire playstyle. Amoongus, Gastrodon, and Mega Venusaur are some pokemon that can stop rain in its tracks.

Additional Info: Politoed should only be used on rain teams, horribly outclassed otherwise.
 
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STABmons roles:

Physical Attacker
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 Def or 252 Atk / 252 Speed / 4 HP
Adamant Nature / Jolly Nature
- Knock Off
- Diamond Storm
- Sucker Punch / Earthquake
- Taunt / Parting Shot / Superpower

Role: Physical Attacker / Weather Setter / Offensive Pivot

What It Does: Brings the muscle with one of the strongest Knock Offs in the game. Sets Sandstorm, which a lot of big threats in STABmons don't mind and actually appreciate (3 other S-rank Pokemon are immune to it). Punishes a lot of switch-ins with either STAB Knock Off, STAB Diamond Storm, or Parting Shot. Sucker Punch is a nice deterrent to attackers without priority. One of the biggest selling points, however, is its ability to switch into enemy Knock Offs.

Knock Off is mandatory. Spam it frequently. Diamond Storm is a waaay more reliable Stone Edge and lets Tyranitar deter Defiant Thundurus from switching in in hopes of grabbing a Parting Shot boost. The Defense boost also helps Tyranitar sponge revenge attempts. With max HP, it can live a non-LO Adamant Diggersby Earthquake before the boost, however. Superpower is used in 252+ Speed, once it can OHKOes Adamant non-sashs Diggersby, others M-TTar and 100% Bisharp.

Adamant gives Tyranitar the power it needs, especially with Sucker Punch, which OHKOs 0/4 Thundurus after SR 100% of the time. (Can you tell I hate Thundurus yet?) Earthquake is a decent alternative for coverage and the most relevant threats it hits with it are Heatran, Terrakion, and Diancie, the latter two being fairly safe counters to Tyranitar otherwise.

Good Teammates: Tyranitar has a lot of weaknesses, so covering them is hard to do in just one other teammate. Generally, Venusaur or Amoonguss are good options, since they take Fighting, Water, Fairy, and Grass with no problem while not minding about Ground, Steel, or Bug too much. Tyranitar also sponges their weaknesses to Psychic, Flying, and Fire.

What Counters It: Just about every Fighting-type, namely Terrakion and Keldeo. Mega Scizor need only watch out for a stray Fire Blast, but this set doesn't really have the room for it (Tyranitar in other roles will carry it, though.) Diancie isn't necessarily an immediate threat, but the resistance to Dark helps and it can setup Geomancy (if it didn't lose its Power Herb) or even hit it with the physical Play Rough. Moonlight is watered down by Sand though. The rare Chesnaught can tussle with it and win. An already poisoned Gliscor won't mind Knock Off and can easily wear it down. Quagsire can also stomach a hit, but Taunt will block Recover/Toxic.

Any Additional Info: Putting Unnerve on regular Tyranitar instead of Sand Stream can work in the right situations since Belly Drum+Sitrus Berry is still common, but it limits Tyranitar's switch-in potential to an extent. Since Tyranitar lacks recovery of any kind, it really appreciates Wish support. Overall, Tyranitar should be played aggressively, smacking things really hard with Knock Off and Taunting walls that try to come in and stall it out. If you're using it to check certain threats like Meloetta and Talonflame, you'll need to play a little more conservatively, unless you're confident in passing Wishes to it.
By: Eevee General

Special Attacker
Togekiss @ Power Herb
Ability: Super Luck
EVs: 248 Hp / 8 Def / 196 SAtk / 56 Spd
Modest Nature
- Geomancy
- Oblivion Wing
- Moonblast
- Substitute / Aura Sphere / Fire Blast
Role: Special attacker
What it does: Togekiss is by far the best non-physical setup sweeper in the tier, using Geomancy and a Power Herb to allow it to become an extremely threating strong, fast and bulky pokemon all in one turn. Oblivion Wing is the crux attacking move of the set, allowing Togekiss to remain healthy after taking any moves that try to whittle it down, such as fakespeed, bullet punch, ice shard, and sucker punch. Moonblast is used as the secondary attacking slot since it is the most powerful move that Togekiss can run without making its coverage redundant with Oblivion wing, and allows it to beat Sableye even after a Topsy-Turvy. Substitute is used in the last slot, allowing it to turn walls such as Chansey, Ferrothorn, Heatran and other things that could threaten it with status into setup fodder, while also giving it protection from Sableye, Quagsire, and Revenge killing. Aura sphere can be used in this slot as well allowing Togekiss to have a way to deal large amount to Heatran and nearly guarantee the OHKO against Bulky Mega-Tyranitar, while Fire Blast guarantees OHKOs on all Scizor, and Aegislash, while also able to bring Skarmory to Sturdy. The given EV spread ensures that you will never be KO'd by a silk scarf Adamant Diggersby FakeSpeed from full HP, while also speed creeping scarved base 108s, most notably Terrakion. The remainder of the EVs are put into SpAtk to maximize damage ouput. Modest is the preferred nature since the needed increase in speed is easier to accomplish with higher EV investment rather than a timid nature, and modest 196 SpAtk reaches 357 while 252 Ttimid only hits 339 SpAtk.
Good Teammates: Things that can bring Togekiss in on walls such as Mega-Scizor and U-turn Landorus-i are great to change momentum from long-term offensive pressure into sweeping pressure. Things that make it easier for Togekiss to set up are also greatly appreciated, such as Dual Screens Espeon or Deoxys-s, Parting Shot Bisharp or Sableye, hazard removal, and Sleep support. Particular pokemon that work well with Togekiss are Lum Shift Gear Aegislash, choiced Keldeo, BD Stoutland, BD Kangaskhan, and BD Talonflame.
What Counters It: Specially Heatran with roar will only be OHKO'd by an Aura Sphere at +2 if all hazards are up, and can effectively neuter Togekiss by making it waste the Power Herb. Sash Alakazam can beat Togekiss after a Geomancy, able to steal the stat boosts with Heart Swap, but can only OHKO with Psystrike with a modest nature, and cannot beat Substitute variants. Sash Smash Cloyster can also beat all variants of Togekiss if no hazards are on the field. Mega-Tyranitar, Aegislash, and Transform Chansey can all beat Togekiss depending on what is being run in the fourth moveslot.
Any Additional Info: The entire moveset could be changed to a Serene grace set, using some combination of Air slash and Thunder wave mixed into the given moves to take a more defensive approach to sweeping, and allows Togekiss to be more useful if forced out after using the Power Herb. Moonblast could also be dropped off of the Standard set giving more coverage at the cost of brute strength.
By: Ellipse

Mixed Attacker
Offensive pivot
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 Def or 252 Atk / 252 Speed / 4 HP
Adamant Nature / Jolly Nature
- Knock Off
- Diamond Storm
- Sucker Punch / Earthquake
- Taunt / Parting Shot / Superpower

Role: Physical Attacker / Weather Setter / Offensive Pivot

What It Does: Brings the muscle with one of the strongest Knock Offs in the game. Sets Sandstorm, which a lot of big threats in STABmons don't mind and actually appreciate (3 other S-rank Pokemon are immune to it). Punishes a lot of switch-ins with either STAB Knock Off, STAB Diamond Storm, or Parting Shot. Sucker Punch is a nice deterrent to attackers without priority. One of the biggest selling points, however, is its ability to switch into enemy Knock Offs.

Knock Off is mandatory. Spam it frequently. Diamond Storm is a waaay more reliable Stone Edge and lets Tyranitar deter Defiant Thundurus from switching in in hopes of grabbing a Parting Shot boost. The Defense boost also helps Tyranitar sponge revenge attempts. With max HP, it can live a non-LO Adamant Diggersby Earthquake before the boost, however. Superpower is used in 252+ Speed, once it can OHKOes Adamant non-sashs Diggersby, others M-TTar and 100% Bisharp.

Adamant gives Tyranitar the power it needs, especially with Sucker Punch, which OHKOs 0/4 Thundurus after SR 100% of the time. (Can you tell I hate Thundurus yet?) Earthquake is a decent alternative for coverage and the most relevant threats it hits with it are Heatran, Terrakion, and Diancie, the latter two being fairly safe counters to Tyranitar otherwise.

Good Teammates: Tyranitar has a lot of weaknesses, so covering them is hard to do in just one other teammate. Generally, Venusaur or Amoonguss are good options, since they take Fighting, Water, Fairy, and Grass with no problem while not minding about Ground, Steel, or Bug too much. Tyranitar also sponges their weaknesses to Psychic, Flying, and Fire.

What Counters It: Just about every Fighting-type, namely Terrakion and Keldeo. Mega Scizor need only watch out for a stray Fire Blast, but this set doesn't really have the room for it (Tyranitar in other roles will carry it, though.) Diancie isn't necessarily an immediate threat, but the resistance to Dark helps and it can setup Geomancy (if it didn't lose its Power Herb) or even hit it with the physical Play Rough. Moonlight is watered down by Sand though. The rare Chesnaught can tussle with it and win. An already poisoned Gliscor won't mind Knock Off and can easily wear it down. Quagsire can also stomach a hit, but Taunt will block Recover/Toxic.

Any Additional Info: Putting Unnerve on regular Tyranitar instead of Sand Stream can work in the right situations since Belly Drum+Sitrus Berry is still common, but it limits Tyranitar's switch-in potential to an extent. Since Tyranitar lacks recovery of any kind, it really appreciates Wish support. Overall, Tyranitar should be played aggressively, smacking things really hard with Knock Off and Taunting walls that try to come in and stall it out. If you're using it to check certain threats like Meloetta and Talonflame, you'll need to play a little more conservatively, unless you're confident in passing Wishes to it.
By: Eevee General

Special Wall

Physical Wall

Mixed Wall

Trapper

(Weather)Support
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 Def or 252 Atk / 252 Speed / 4 HP
Adamant Nature / Jolly Nature
- Knock Off
- Diamond Storm
- Sucker Punch / Earthquake
- Taunt / Parting Shot / Superpower

Role: Physical Attacker / Weather Setter / Offensive Pivot

What It Does: Brings the muscle with one of the strongest Knock Offs in the game. Sets Sandstorm, which a lot of big threats in STABmons don't mind and actually appreciate (3 other S-rank Pokemon are immune to it). Punishes a lot of switch-ins with either STAB Knock Off, STAB Diamond Storm, or Parting Shot. Sucker Punch is a nice deterrent to attackers without priority. One of the biggest selling points, however, is its ability to switch into enemy Knock Offs.

Knock Off is mandatory. Spam it frequently. Diamond Storm is a waaay more reliable Stone Edge and lets Tyranitar deter Defiant Thundurus from switching in in hopes of grabbing a Parting Shot boost. The Defense boost also helps Tyranitar sponge revenge attempts. With max HP, it can live a non-LO Adamant Diggersby Earthquake before the boost, however. Superpower is used in 252+ Speed, once it can OHKOes Adamant non-sashs Diggersby, others M-TTar and 100% Bisharp.

Adamant gives Tyranitar the power it needs, especially with Sucker Punch, which OHKOs 0/4 Thundurus after SR 100% of the time. (Can you tell I hate Thundurus yet?) Earthquake is a decent alternative for coverage and the most relevant threats it hits with it are Heatran, Terrakion, and Diancie, the latter two being fairly safe counters to Tyranitar otherwise.

Good Teammates: Tyranitar has a lot of weaknesses, so covering them is hard to do in just one other teammate. Generally, Venusaur or Amoonguss are good options, since they take Fighting, Water, Fairy, and Grass with no problem while not minding about Ground, Steel, or Bug too much. Tyranitar also sponges their weaknesses to Psychic, Flying, and Fire.

What Counters It: Just about every Fighting-type, namely Terrakion and Keldeo. Mega Scizor need only watch out for a stray Fire Blast, but this set doesn't really have the room for it (Tyranitar in other roles will carry it, though.) Diancie isn't necessarily an immediate threat, but the resistance to Dark helps and it can setup Geomancy (if it didn't lose its Power Herb) or even hit it with the physical Play Rough. Moonlight is watered down by Sand though. The rare Chesnaught can tussle with it and win. An already poisoned Gliscor won't mind Knock Off and can easily wear it down. Quagsire can also stomach a hit, but Taunt will block Recover/Toxic.

Any Additional Info: Putting Unnerve on regular Tyranitar instead of Sand Stream can work in the right situations since Belly Drum+Sitrus Berry is still common, but it limits Tyranitar's switch-in potential to an extent. Since Tyranitar lacks recovery of any kind, it really appreciates Wish support. Overall, Tyranitar should be played aggressively, smacking things really hard with Knock Off and Taunting walls that try to come in and stall it out. If you're using it to check certain threats like Meloetta and Talonflame, you'll need to play a little more conservatively, unless you're confident in passing Wishes to it.
By: Eevee General

Revenge Killer
Diggersby @ Life Orb / Silk Scarf
Ability: Huge Power
EVs: 252 Atk / 252 Spe / 4 Def
Jolly / Adamant Nature
- Fake Out
- Extreme Speed
- Earthquake
- Smack Down / U-turn

Role: Revenge Killer, Physical Attacker

What It Does: Keeps most setup in check thanks to a powerful 1-2 punch in Fake Out+Extreme Speed. General revenger that picks off weakened threats. Solid win condition.

Fake Out and Extreme Speed are pretty non-negotiable to get the most out of this role. Ground STAB can be swapped for Bonemerang to break subs, but Fake Out+Espeed can do this already. Most counters rely on an immunity to Ground to beat Diggersby, so Smack Down can negate that. U-turn is helpful to bring in a counter to their counter, however.

Jolly is generally recommended to try and speed tie other Diggersby. Silk Scarf grants a boost to Normal moves, which you will be using the most, without adding recoil, but Life Orb increases the damage output and powers up all attacks.

Good Teammates: Magnezone to clear the field of Steel types. U-turn to Kyurem-B on most Flying-types like Landorus-T. Thundurus can pick off most of the counters listed below with either STAB or shut them down with Taunt.

What Counters It: Skarmory, Landorus-T, Gliscor, most Steel-types not weak to Earthquake (Ferrothorn, Forretress, Aegislash w/ Air Balloon), Gengar, Sableye (can stomach 1 Earthquake and retaliate with Will-o-Wisp), defensively invested Aerodactyl, Gyarados, Gourgeist, Chesnaught.

Any Additional Info: Wild Charge is really only helpful against Skarmory, Gyarados, and Aerodactyl, but Skarmory is by far the more popular check and is often not 2HKO'd by the move, making it a poor choice in most cases. A stronger STAB move like Head Charge can up your chances to 2HKO some switch-ins. Super Fang ignores Intimidate and resistances (except Ghost obviously), giving you the chance to follow-up with Extreme Speed before they can recover. Lovely Kiss can disable a foe, but is probably more suited for a setup set.
By: Eevee General

Wall/Stallbreaker

Other
Kyurem-Black @ Lum Berry
Ability: Teravolt
EVs: 56 HP / 176 Atk / 112 Def / 164 Spe
Jolly Nature
- Roost
- Dragon Dance
- Substitute
- Icicle Crash

Role:
Physical Sweeper

What It Does:
Sets up on certain walls and sweeps. Generally, if its hard counters are gone and this thing gets behind a Substitute, it's pretty much game over. As such this is better reserved for mid to late game sweeps. The EVs are specialized for a reason to make this easier:

56 HP gives you a Stealth Rock number and ensures Seismic Toss won't break your subs. 112 Def ensures a few things. 1) Adamant Non-Life Orb Diggersby cannot break your sub with Fake Out. 2) Unaware 4 Atk Quagsire cannot break your sub with Earthquake. 164 Spe and Jolly means you outspeed max Speed Mega Aerodactyl after a Dragon Dance. The rest goes into Attack.

The main draw here is setting up on Quagsire, usually the go-to dedicated physical wall for setup. If the opponent forgets about Teravolt, all the better. Generally, they'll try to Toxic stall you out, which is why Substitute is so important and the Defensive spread allows you to keep it intact as you Dragon Dance/Roost. So why a Lum Berry if you have Substitute? Because this allows you to switch into Quagsire as well and not care about Scald or Toxic. It also allows you to get up a Substitute after Sableye has tried to Dark Void or Will-O-Wisp you should you find yourself trying to setup on that. Sub won't block Taunt or Parting Shot (sound-based), however, so remember that versus Sableye.

Good Teammates:
Spinners and Defoggers are important so Kyurem-B can save as much HP as possible when switching in. Even though this set is designed with Stealth Rock in mind, the 1/4 loss is annoying when you also lose another 1/4 to Substitute, meaning a Roost will have to happen sooner rather than later. Magnezone can remove Scizor and Skarmory for a late-game sweep. Dugtrio can support with Spikes/Stealth Rock and remove Magnezone/Heatran.

What Counters It: There's no guarantee to 2HKO Heatran at +6 and even if Heatran has no defensive investment whatsoever. I can't stress this enough: remove Heatran first! (+6 176 Atk Teravolt Kyurem-B Icicle Crash vs. 0 HP / 0 Def Heatran: 154-181 (47.6 - 56%) -- 84% chance to 2HKO.) Heatran can do a number of things, including Roar, Taunt, Doom Desire, and Searing Shot (basically a standard set), which will halt your sweep.

Other reliable counters include Scizor, Magnezone, and Aegislash who resist Ice and have Steel STAB.

Notable checks: Chansey is 2HKO'd if she switches into +1 Icicle Crash, but she can get in on a Sub or Dragon Dance and then Whirlwind you out. Ferrothorn can also be 2HKO'd, though not reliably even at +1, and will Gyro Ball you to death. Clefable can force you out before a Dragon Dance with Moonblast. Mega Tyranitar is bulky enough to stomach at least one Icicle Crash at +1, but it needs to come in on the turn Kyurem-B Substitutes or it will lose. Azumarill can stand up to Kyurem-B and break you down with Play Rough. Skarmory Whirlwinds no problem. The main problem with these checks is a flinch from Icicle Crash will ruin them, so count on them at your own risk. Jirachi can use as setup bait and force a switch.

Any Additional Info: I've seen other attacks besides Icicle Crash used, like Ice Punch and Icicle Spear, probably because the accuracy of Crash turns some people off. However, you need the power of a +1 Crash to ensure 2HKO's on certain checks unless you can guarantee their removal before you setup. This requires more team support, which should be at the forefront of your mind when designing your Kyurem-B build.

Leftovers can go over Lum, but then you lose the utility of coming in on Quagsire. A lucky Burn or stray Toxic will halt your sweep before it even starts.

If you're really confident about removing hazards, you could swap out Roost for Earth Power or another physical attack like Fusion Bolt. I find the recovery that Roost provides more important however, in case you're forced into Kyurem-B early and need to patch up Stealth Rock damage or if you start to Sub and realize the opponent still has a way to counter you (Azumarill is bulky Huge Power instead Thick Fat support).

Lastly, here's a list of abilities it ignores with Teravolt that are relevant to STABmons: Unaware (Quagsire/Clefable), Sturdy (Skarmory), Thick Fat (Azumarill/Mega Venusaur).


Sets: 3
:[/hide]
 
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Balanced Hackmons

Imposter (1)

Chansey @ Eviolite
Ability: Imposter
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Fake Out
- Skill Swap
- Final Gambit
- Recover / Heal Bell


Role: Imposter

What It Does: If you've played Balanced Hackmons, you're very familiar with Chansey by now. For the uninitiated, Chansey acts as both an excellent scouting tool, revealing the opponent's set to you, and an excellent check to most sweepers, as it often as the bulk to switch in, steal boosts, and then use those boosts to KO the sweeper while often taking a hit or two in the process. It can then proceed to demolish an unprepared team as that sweeper.

For it's moveset, Fake Out breaks Illusion Pokemon it can't copy, Skill Swap turns Pokemon behind Substitutes into itself, shutting down their momentum, and Final Gambit is a suicide move that KOs almost everything as long as Chansey is healthy, though it'll be rare that you ever use it. Last move is effectively filler, but recovery and status clearing is never a bad option for something that'll switch in a lot.

Good Teammates: Chansey can act more or less independently and needs almost no support. However, a back-up plan is needed in case you run into an Imposter proof or resistant set, most commonly Gengar-Mega.

What Counters It: Imposter proof sets literally do not fear Chansey and resistant sets only fear it if they are at low HP. Worst case scenario, Chansey can stall out 20 of their PP, but more commonly they can safely KO Chansey before it can KO them, assuming Chansey can even hurt them. Gengar-Mega is the most common by using Spooky Plate Judgement and Fighting coverage. There are some ways to get around this, such as putting your own Spooky Plate on Chansey, but these methods are situational and generally not recommended unless you're using double Imposter.

Chansey can also be shut down by teams synergized to deal with Imposters. For example, a dual-STAB-only nuke Palkia literally cannot hurt a Water Absorb Xerneas.

Though rare, you also have to watch out for Imposter lures. Magnet Pull Steel-types with Shed Shell, though very rare, can trap and destroy Imposters. There's also cases of using a Steel type to set up a tempting boost, and then predicting the switch by switching to a set with Magnet Pull that completely shuts down what the Imposter copied, allowing for the switch-in to have about 24 turns to do whatever it pleases.

Any Additional Info: Preparing for Imposter is mandatory as, while it won't be in every game, you'll see it extremely often. Imposter is also not a cure-all for all of your team's problems, as it is only as threatening to the opposing team as they let it be. In fact, if a team is very anti-Imposter, then Chansey can even become a liability.


Physical Attacker (0)


Special Attacker (0)


Mixed Attacker (1)

Rayquaza-Mega @ Sky Plate / Life Orb / Safety Goggles / Lum Berry
Ability: Aerilate
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely/Hasty Nature
- Fake Out
- ExtremeSpeed
- Boomburst / Techno Blast
- King's Shield / Magma Storm / Infestation / Shell Smash / Earth Power / other coverage

Role: Mixed Attacker/Revenge Killer

What it Does: Mega-Rayquaza is one of the best -ate abusers in the meta right now. But for those who are unfamiliar with -ates in Balanced Hackmons, Mega-Ray can be used to sweep or revenge kill most of the tier. Fast and frail Pokemon are defeated by priority and bulkier Pokemon fall to his highly damaging mixed attacks. There are very few specific sets that can counter this beast.

Fake Out + ExtremeSpeed combine to make the most powerful high priority Normal moves. Fake Out is +3 priority and has a 100% chance to flinch, giving you a free hit unless you opponent is packing a Protect-esque move or, very rarely, Shield Dust/Inner Focus. Extremespeed is +2 and 80 BP, which becomes about 104 before STAB. Boomburst hits pokemon that try to use purely physically defensive bulk, such as Mega-Aggron, to counter Mega-Ray. Techno Blast is an option to bypass Soundproof and Cacophony, a common ability Mega-Aggron will run. Common filler moves are King's Shield for other -ate match ups, Magma Storm for bulky steel walls and Shedinja, Infestation for a more accurate method of killing Shedinja, and other coverage moves.

Lonely maxmizes Attack and minimizes Defense. This gives Mega-Ray the best chance of defeating an Impostor. ExtremeSpeed does maximum damage on switch in and if speed tie is won. It generally the preferred nature because Mega-Ray is unable to outspeed to sweeper threats like the Mega-Mewtwos and Mega-Gengar. Therefore users tend to try to maximize his priority damage. Hasty is an alternative if you wish to maximize speed to win speed ties against opposing Mega-Ray. A Sky Plate further increases the already potent damage of your Aerilate boosted attacks and a Life Orb does so even more, though at the cost of longevity. Safety Goggles allows you to shrug-off Spores and the occasional weather effect. Lum Berry removes a crippling status condition one time, most particularly burns.

Good Teammates: Primal-Groudon breaks many of the bulky Steel pokemon used to counter -ate users like Mega-Ray with Dual STABs that are super effective to any Steel type other then Mega-Scizor with Flash Fire. A dedicated Shedinja counter-Pokemon like Mega-Gyarados and Mega-Gengar, which commonly run Mold Breaker sets intend to kill Shedinja, allow Mega-Rayquaza to attack unhindered if you choose not to run your anti-Shedinja moves on Rayquaza itself. Finally, anything that can keep Stealth Rock off the field, clear nasty status like burns, and even pass Wishes will greatly enhance the usefulness of your Mega-Rayquaza.

What Counters it: Depending on moveset and chosen coverage, the counters vary. Registeel, Mega-Diancie, Aegislash, Fur Coat Chansey, Imposters, Shedinja, Soundproof Mega Aggron, some other Soundproof and Fur Coat sets are the most common checks, however. If it can get in safely, Refrigerate Kyurem-B scares the hell out of Rayquaza, even if the latter runs King's Shield.

Additional Info: There are other Mega-Ray sets floating around, including Protean and Contrary, but Aerliate is generally considered to outclass any other set. This may change if a ban is implemented against -Ates. You must have an answer to this set if you want to get anywhere on the BH ladder right now. It is currently the most used and centralizing force in BH. Also, be wary about making your own set "unstoppable", otherwise a Imposter can switch in and turn your set against you.


Bulky Attacker (0)


Imposter-Resistant/Immune Attacker (0)


Wall Breakers (0)


Leads (0)


Physical Walls (0)


Special Walls (0)


Mixed Walls (0)


Support* (0)


Revenge Killer (1)

Rayquaza-Mega @ Sky Plate / Life Orb / Safety Goggles / Lum Berry
Ability: Aerilate
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely/Hasty Nature
- Fake Out
- ExtremeSpeed
- Boomburst / Techno Blast
- King's Shield / Magma Storm / Infestation / Shell Smash / Earth Power / other coverage

Role: Mixed Attacker/Revenge Killer

What it Does: Mega-Rayquaza is one of the best -ate abusers in the meta right now. But for those who are unfamiliar with -ates in Balanced Hackmons, Mega-Ray can be used to sweep or revenge kill most of the tier. Fast and frail Pokemon are defeated by priority and bulkier Pokemon fall to his highly damaging mixed attacks. There are very few specific sets that can counter this beast.

Fake Out + ExtremeSpeed combine to make the most powerful high priority Normal moves. Fake Out is +3 priority and has a 100% chance to flinch, giving you a free hit unless you opponent is packing a Protect-esque move or, very rarely, Shield Dust/Inner Focus. Extremespeed is +2 and 80 BP, which becomes about 104 before STAB. Boomburst hits pokemon that try to use purely physically defensive bulk, such as Mega-Aggron, to counter Mega-Ray. Techno Blast is an option to bypass Soundproof and Cacophony, a common ability Mega-Aggron will run. Common filler moves are King's Shield for other -ate match ups, Magma Storm for bulky steel walls and Shedinja, Infestation for a more accurate method of killing Shedinja, and other coverage moves.

Lonely maxmizes Attack and minimizes Defense. This gives Mega-Ray the best chance of defeating an Impostor. ExtremeSpeed does maximum damage on switch in and if speed tie is won. It generally the preferred nature because Mega-Ray is unable to outspeed to sweeper threats like the Mega-Mewtwos and Mega-Gengar. Therefore users tend to try to maximize his priority damage. Hasty is an alternative if you wish to maximize speed to win speed ties against opposing Mega-Ray. A Sky Plate further increases the already potent damage of your Aerilate boosted attacks and a Life Orb does so even more, though at the cost of longevity. Safety Goggles allows you to shrug-off Spores and the occasional weather effect. Lum Berry removes a crippling status condition one time, most particularly burns.

Good Teammates: Primal-Groudon breaks many of the bulky Steel pokemon used to counter -ate users like Mega-Ray with Dual STABs that are super effective to any Steel type other then Mega-Scizor with Flash Fire. A dedicated Shedinja counter-Pokemon like Mega-Gyarados and Mega-Gengar, which commonly run Mold Breaker sets intend to kill Shedinja, allow Mega-Rayquaza to attack unhindered if you choose not to run your anti-Shedinja moves on Rayquaza itself. Finally, anything that can keep Stealth Rock off the field, clear nasty status like burns, and even pass Wishes will greatly enhance the usefulness of your Mega-Rayquaza.

What Counters it: Depending on moveset and chosen coverage, the counters vary. Registeel, Mega-Diancie, Aegislash, Fur Coat Chansey, Imposters, Shedinja, Soundproof Mega Aggron, some other Soundproof and Fur Coat sets are the most common checks, however. If it can get in safely, Refrigerate Kyurem-B scares the hell out of Rayquaza, even if the latter runs King's Shield.

Additional Info: There are other Mega-Ray sets floating around, including Protean and Contrary, but Aerliate is generally considered to outclass any other set. This may change if a ban is implemented against -Ates. You must have an answer to this set if you want to get anywhere on the BH ladder right now. It is currently the most used and centralizing force in BH. Also, be wary about making your own set "unstoppable", otherwise a Imposter can switch in and turn your set against you.


Trapper (0)
 
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EV

Banned deucer.
STABmons


Diggersby @ Life Orb / Silk Scarf
Ability: Huge Power
EVs: 252 Atk / 252 Spe / 4 Def
Jolly / Adamant Nature
- Fake Out
- Extreme Speed
- Earthquake
- Smack Down / U-turn

Role:
Revenge Killer

What It Does: Keeps most setup in check thanks to a powerful 1-2 punch in Fake Out+Extreme Speed. General revenger that picks off weakened threats. Solid win condition.

Fake Out and Extreme Speed are pretty non-negotiable to get the most out of this role. Ground STAB can be swapped for Bonemerang to break subs, but Fake Out+Espeed can do this already. Most counters rely on an immunity to Ground to beat Diggersby, so Smack Down can negate that. U-turn is helpful to bring in a counter to their counter, however.

Jolly is generally recommended to try and speed tie other Diggersby. Silk Scarf grants a boost to Normal moves, which you will be using the most, without adding recoil, but Life Orb increases the damage output and powers up all attacks.

Good Teammates: Magnezone to clear the field of Steel types. U-turn to Kyurem-B on most Flying-types like Landorus-T. Thundurus can pick off most of the counters listed below with either STAB or shut them down with Taunt.

What Counters It: Skarmory, Landorus-T, Gliscor, most Steel-types not weak to Earthquake (Ferrothorn, Forretress, Aegislash w/ Air Balloon), Gengar, Sableye (can stomach 1 Earthquake and retaliate with Will-o-Wisp), defensively invested Aerodactyl, Gyarados, Gourgeist, Chesnaught.

Any Additional Info: Wild Charge is really only helpful against Skarmory, Gyarados, and Aerodactyl, but Skarmory is by far the more popular check and is often not 2HKO'd by the move, making it a poor choice in most cases. A stronger STAB move like Head Charge can up your chances to 2HKO some switch-ins. Super Fang ignores Intimidate and resistances (except Ghost obviously), giving you the chance to follow-up with Extreme Speed before they can recover. Lovely Kiss can disable a foe, but is probably more suited for a setup set.

This post will need updating with the advent of ORAS, when Diggersby will gain access to Knock Off and the elemental punches, making some of its counters obsolete.
 
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Eevee General said:
STABmons


Diggersby @ Life Orb / Silk Scarf
Ability: Huge Power
EVs: 252 Atk / 252 Spe / 4 Def
Jolly / Adamant Nature
- Fake Out
- Extreme Speed
- Earthquake
- Smack Down / U-turn

Role: Revenge Killer

What It Does: Keeps most setup in check thanks to a powerful 1-2 punch in Fake Out+Extreme Speed. General revenger that picks off weakened threats. Solid win condition.

Fake Out and Extreme Speed are pretty non-negotiable to get the most out of this role. Ground STAB can be swapped for Bonemerang to break subs, but Fake Out+Espeed can do this already. Most counters rely on an immunity to Ground to beat Diggersby, so Smack Down can negate that. U-turn is helpful to bring in a counter to their counter, however.

Jolly is generally recommended to try and speed tie other Diggersby. Silk Scarf grants a boost to Normal moves, which you will be using the most, without adding recoil, but Life Orb increases the damage output and powers up all attacks.

Good Teammates: Magnezone to clear the field of Steel types. U-turn to Kyurem-B on most Flying-types like Landorus-T. Thundurus can pick off most of the counters listed below with either STAB or shut them down with Taunt.

What Counters It: Skarmory, Landorus-T, Gliscor, most Steel-types not weak to Earthquake (Ferrothorn, Forretress, Aegislash w/ Air Balloon), Gengar, Sableye (can stomach 1 Earthquake and retaliate with Will-o-Wisp), defensively invested Aerodactyl, Gyarados, Gourgeist, Chesnaught.

Any Additional Info: Wild Charge is really only helpful against Skarmory, Gyarados, and Aerodactyl, but Skarmory is by far the more popular check and is often not 2HKO'd by the move, making it a poor choice in most cases. A stronger STAB move like Head Charge can up your chances to 2HKO some switch-ins. Super Fang ignores Intimidate and resistances (except Ghost obviously), giving you the chance to follow-up with Extreme Speed before they can recover. Lovely Kiss can disable a foe, but is probably more suited for a setup set.

This post will need updating with the advent of ORAS, when Diggersby will gain access to Knock Off and the elemental punches, making some of its counters obsolete.
Archived
Edit: Can work as Physical Attacker too
 
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mega-ray.png

Balanced Hackmons
(Rayquaza-Mega) @ Sky Plate/Safety Goggles/Lum Berry
Ability: Aerilate
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely/Hasty Nature
- Fake Out
- ExtremeSpeed
- Boomburst/Techno Blast
- Filler

Role: Mixed Attacker/Revenge Killer

What it Does: Mega Ray is quite simply the best -ate in the meta right now. But for those who are unfamiliar with -ates in BH, Mega Ray can be used to sweep or revenge kill most of the tier. Fast and frail Pokemon are defeated by priority and bulkier Pokemon fall to his highly damaging mixed attacks. There are very few specific sets that can counter this beast.

Fake out+Espeed combine to make the most powerful high priority normal moves. Fake Out is +3 and always flinches, giving you a free hit unless you opponent is packing a protect move. Extremespeed is +2 and 80 BP, which becomes about 104 before STAB. Boomburst hits pokemon that try to use purely physically defensive bulk, such as Mega Aggron, to counter Mega-Ray. Techno Blast is an option to bypass Soundproof, a common fix Mega Aggron will run. Common Filler moves are King's Shield for other -ate match ups, Magma Storm for bulky steel walls and Shedinja, Infestation for a more accurate method of killing Shedinja, and other coverage moves.

Lonely maxmizes Attack and minimizes Defense. This gives Mega-Ray the best chance of defeating an Impostor. Extremespeed does maximum damage on switch in and if speed tie is won. It generally the preferred nature because Mega-Ray is unable to outspeed to sweeper threats like the Mega Mewtwos and Mega Gengar. Therefore users tend to try to maximize his priority damage. Hasty is an alternative if you wish to maximize speed to win speed ties against opposing Mega-Rays. A Sky Plate further increases the already potent damage of your Aerilate boosted attacks. Safety Goggles allows you to switch into Spores. Lum Berry removes a crippling status condition one time.

Good Teammates= Primal Groudon- breaks many of the bulky Steel pokemon used to counter -ate users like Mega-Ray with Dual STABS that are SE to any Steel type other then Mega-Scizor with Flash Fire. A Dedicated Shedinja Counter- Pokemon like Mega Gyarados and Mega Gengar which commonly run Mold Breaker sets intend to kill Shedinja allow Mega-Rayquaza to attack unhindered if you choose not to run your own Shedinja protection. Support Pokemon- This is a bit general, but anything that can keep Stealth Rocks off the field, clear nasty status like burns, and even pass Wishes will greatly enhance the usefulness of your Mega-Rayquaza.

What Counters it: Registeel, Mega-Diancie, Aegislash, Fur Coat Chansey, Imposters, Shedinja, Soundproof Mega Aggron, some other Soundproof and Fur Coat sets.

Additional Info: There are other Mega-Ray sets floating around, including Protean and Contrary, but Aerliate is generally considered to outclass any other set. This may change if a ban is implemented against -Ates. You must have an answer to this set if you want to get anywhere on the BH ladder right now. It is currently the most used and centralizing force in BH. Also try not to make your own set "unstoppable" otherwise a Imposter can switch in and turn your set against you.

Edit: Thank you for the clean up Rumors, but I purposely excluded Life Orb. Life Orb is a gift to stall and with Fake Out you will continuously wear down your Pokemon by taking little shots. Longevity is key in Balanced Hackmons and i personally can't condone Life Orb in the meta.
 
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OM

It's a starstruck world
is a Community Contributor Alumnusis a Battle Simulator Moderator Alumnus
AAA

Bisharp @ Life Orb / Chople Berry / Leftovers
Ability: Adaptability
252 HP / 252 Atk / 6 Def
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance

Role: Bulky Physical / Revenge Killer

What it Does: With a chople berry, Bisharp can stand to take a hit from fighting type attacks and then knock off, iron head them back, Sucker punch is very useful, but you have to be wary of the usual gale wings staraptor or chatot as these outspeed you as well as making sucker punch useless.
With swords dance, you boost your moves, as well as becoming the OU version of crawdaunt (except crawdaunt has dragon dance). Usually your able to hit really hard, and sucker punch right back to finish the kill.

Good Teammates: Staraptor / Chatot, Both of these usually outspeed the metagame as well as getting priority, with chatots chatter and staraptor's Brave bird. Both of them get some good normal type moves with boomburst and return and come packed with defog. They also are immune to ground and would resist fighting if normal type didn't exist.

What Counters it: Every RU-OU fighting type with mach punch or that is faster. Zygarde, Excadrill, Registeel, Staraptor, chatot

Additional info: Pursuit or MEtal burst might be viable , as pursuit can deal damage before switch ins and Metal burst usually can KO an opponent, depending on how much damage is done to you.
 
Just a heads up to everyone, I'm not going to take any -ate sets beyond the most bog standard ones, just in case the results of the suspect vote, whenever it happens, invalidates many/all of them. That said...


View attachment 30121
Balanced Hackmons
(Rayquaza-Mega) @ Sky Plate/Safety Goggles/Lum Berry
Ability: Aerilate
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely/Hasty Nature
- Fake Out
- ExtremeSpeed
- Boomburst/Techno Blast
- Filler

Role: Mixed Attacker/Revenge Killer

What it Does: Mega Ray is quite simply the best -ate in the meta right now. But for those who are unfamiliar with -ates in BH, Mega Ray can be used to sweep or revenge kill most of the tier. Fast and frail Pokemon are defeated by priority and bulkier Pokemon fall to his highly damaging mixed attacks. There are very few specific sets that can counter this beast.

Fake out+Espeed combine to make the most powerful high priority normal moves. Fake Out is +3 and always flinches, giving you a free hit unless you opponent is packing a protect move. Extremespeed is +2 and 80 BP, which becomes about 104 before STAB. Boomburst hits pokemon that try to use purely physically defensive bulk, such as Mega Aggron, to counter Mega-Ray. Techno Blast is an option to bypass Soundproof, a common fix Mega Aggron will run. Common Filler moves are King's Shield for other -ate match ups, Magma Storm for bulky steel walls and Shedinja, Infestation for a more accurate method of killing Shedinja, and other coverage moves.

Lonely maxmizes Attack and minimizes Defense. This gives Mega-Ray the best chance of defeating an Impostor. Extremespeed does maximum damage on switch in and if speed tie is won. It generally the preferred nature because Mega-Ray is unable to outspeed to sweeper threats like the Mega Mewtwos and Mega Gengar. Therefore users tend to try to maximize his priority damage. Hasty is an alternative if you wish to maximize speed to win speed ties against opposing Mega-Rays. A Sky Plate further increases the already potent damage of your Aerilate boosted attacks. Safety Goggles allows you to switch into Spores. Lum Berry removes a crippling status condition one time.

Good Teammates= Primal Groudon- breaks many of the bulky Steel pokemon used to counter -ate users like Mega-Ray with Dual STABS that are SE to any Steel type other then Mega-Scizor with Flash Fire. A Dedicated Shedinja Counter- Pokemon like Mega Gyarados and Mega Gengar which commonly run Mold Breaker sets intend to kill Shedinja allow Mega-Rayquaza to attack unhindered if you choose not to run your own Shedinja protection. Support Pokemon- This is a bit general, but anything that can keep Stealth Rocks off the field, clear nasty status like burns, and even pass Wishes will greatly enhance the usefulness of your Mega-Rayquaza.

What Counters it: Registeel, Mega-Diancie, Aegislash, Fur Coat Chansey, Imposters, Shedinja, Soundproof Mega Aggron, some other Soundproof and Fur Coat sets.

Additional Info: There are other Mega-Ray sets floating around, including Protean and Contrary, but Aerliate is generally considered to outclass any other set. This may change if a ban is implemented against -Ates. You must have an answer to this set if you want to get anywhere on the BH ladder right now. It is currently the most used and centralizing force in BH. Also try not to make your own set "unstoppable" otherwise a Imposter can switch in and turn your set against you.
Archived with a few edits.
 

EV

Banned deucer.
STABmons


Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Knock Off
- Diamond Storm
- Sucker Punch / Earthquake
- Taunt / Parting Shot

Role:
Physical Attacker / Weather Setter / Offensive Pivot

What It Does: Brings the muscle with one of the strongest Knock Offs in the game. Sets Sandstorm, which a lot of big threats in STABmons don't mind and actually appreciate (3 other S-rank Pokemon are immune to it). Punishes a lot of switch-ins with either STAB Knock Off, STAB Diamond Storm, or Parting Shot. Sucker Punch is a nice deterrent to attackers without priority. One of the biggest selling points, however, is its ability to switch into enemy Knock Offs.

Knock Off is mandatory. Spam it frequently. Diamond Storm is a waaay more reliable Stone Edge and lets Tyranitar deter Defiant Thundurus from switching in in hopes of grabbing a Parting Shot boost. The Defense boost also helps Tyranitar sponge revenge attempts. With max HP, it can live a non-LO Adamant Diggersby Earthquake before the boost, however.

Adamant gives Tyranitar the power it needs, especially with Sucker Punch, which OHKOs 0/4 Thundurus after SR 100% of the time. (Can you tell I hate Thundurus yet?) Earthquake is a decent alternative for coverage and the most relevant threats it hits with it are Heatran, Terrakion, and Diancie, the latter two being fairly safe counters to Tyranitar otherwise.

Good Teammates: Tyranitar has a lot of weaknesses, so covering them is hard to do in just one other teammate. Generally, Venusaur or Amoonguss are good options, since they take Fighting, Water, Fairy, and Grass with no problem while not minding about Ground, Steel, or Bug too much. Tyranitar also sponges their weaknesses to Psychic, Flying, and Fire.

What Counters It: Just about every Fighting-type, namely Terrakion and Keldeo. Mega Scizor need only watch out for a stray Fire Blast, but this set doesn't really have the room for it (Tyranitar in other roles will carry it, though.) Diancie isn't necessarily an immediate threat, but the resistance to Dark helps and it can setup Geomancy (if it didn't lose its Power Herb) or even hit it with the physical Play Rough. Moonlight is watered down by Sand though. The rare Chesnaught can tussle with it and win. An already poisoned Gliscor won't mind Knock Off and can easily wear it down. Quagsire can also stomach a hit, but Taunt will block Recover/Toxic.

Any Additional Info: Putting Unnerve on regular Tyranitar instead of Sand Stream can work in the right situations since Belly Drum+Sitrus Berry is still common, but it limits Tyranitar's switch-in potential to an extent. Since Tyranitar lacks recovery of any kind, it really appreciates Wish support. Overall, Tyranitar should be played aggressively, smacking things really hard with Knock Off and Taunting walls that try to come in and stall it out. If you're using it to check certain threats like Meloetta and Talonflame, you'll need to play a little more conservatively, unless you're confident in passing Wishes to it.
 
Eevee General said:
STABmons

Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Knock Off
- Diamond Storm
- Sucker Punch / Earthquake
- Taunt / Parting Shot

Role: Physical Attacker / Weather Setter / Offensive Pivot

What It Does: Brings the muscle with one of the strongest Knock Offs in the game. Sets Sandstorm, which a lot of big threats in STABmons don't mind and actually appreciate (3 other S-rank Pokemon are immune to it). Punishes a lot of switch-ins with either STAB Knock Off, STAB Diamond Storm, or Parting Shot. Sucker Punch is a nice deterrent to attackers without priority. One of the biggest selling points, however, is its ability to switch into enemy Knock Offs.

Knock Off is mandatory. Spam it frequently. Diamond Storm is a waaay more reliable Stone Edge and lets Tyranitar deter Defiant Thundurus from switching in in hopes of grabbing a Parting Shot boost. The Defense boost also helps Tyranitar sponge revenge attempts. With max HP, it can live a non-LO Adamant Diggersby Earthquake before the boost, however.

Adamant gives Tyranitar the power it needs, especially with Sucker Punch, which OHKOs 0/4 Thundurus after SR 100% of the time. (Can you tell I hate Thundurus yet?) Earthquake is a decent alternative for coverage and the most relevant threats it hits with it are Heatran, Terrakion, and Diancie, the latter two being fairly safe counters to Tyranitar otherwise.

Good Teammates: Tyranitar has a lot of weaknesses, so covering them is hard to do in just one other teammate. Generally, Venusaur or Amoonguss are good options, since they take Fighting, Water, Fairy, and Grass with no problem while not minding about Ground, Steel, or Bug too much. Tyranitar also sponges their weaknesses to Psychic, Flying, and Fire.

What Counters It: Just about every Fighting-type, namely Terrakion and Keldeo. Mega Scizor need only watch out for a stray Fire Blast, but this set doesn't really have the room for it (Tyranitar in other roles will carry it, though.) Diancie isn't necessarily an immediate threat, but the resistance to Dark helps and it can setup Geomancy (if it didn't lose its Power Herb) or even hit it with the physical Play Rough. Moonlight is watered down by Sand though. The rare Chesnaught can tussle with it and win. An already poisoned Gliscor won't mind Knock Off and can easily wear it down. Quagsire can also stomach a hit, but Taunt will block Recover/Toxic.

Any Additional Info: Putting Unnerve on regular Tyranitar instead of Sand Stream can work in the right situations since Belly Drum+Sitrus Berry is still common, but it limits Tyranitar's switch-in potential to an extent. Since Tyranitar lacks recovery of any kind, it really appreciates Wish support. Overall, Tyranitar should be played aggressively, smacking things really hard with Knock Off and Taunting walls that try to come in and stall it out. If you're using it to check certain threats like Meloetta and Talonflame, you'll need to play a little more conservatively, unless you're confident in passing Wishes to it.
Archived with a few changes.
 

EV

Banned deucer.
Archived with a few changes.
Can you explain in the archive why Superpower is an option in the last slot? I'd like all my sets to have explanations for each option listed. (Honestly though I don't know what it's trying to accomplish other than hitting other Tyranitars, which hate Parting Shot already, and the -1/-1 leaves your Ttar open for an easy revenge kill, thus opening up a switch and a turn for setup.)
 
Balanced Hackmons
shed sprite.gif

Shedinja @ Lum Berry/Safety Goggles
Ability: Sturdy
EVs: 252 Atk
Brave Nature
IVs: 0 Spe
- Ice Shard
- Endeavor
- Recycle/Hail/Safeguard
- Baton Pass
Role: Pivot/Support

What It Does: In the new 510 EV era of Balanced Hackmons, the average offensive Pokemon is much more frail then it used to be. In the old days all but the frailest Pokemon could safely expect to switch into a hit or even two. Without the extra padding 252 EVs in each stat provided most players find they need something to take the hits for their big sweeper threats. Enter Shedinja. Shedinja is immune to all typical direct damage abuse due to its unique trait of only having 1 HP no matter what level Sheddy is. This trait combined with Sturdy results Pokemon that's HP cannot be dropped to zero by normal means. However Shedinja is not invincible by an stretch of the imagination. He is still KO'd on switch in when Hazards are up, (even just one spike), any damaging status Ko's if not immediately healed, residual damage from moves like Infestation, Curse, or Magma Storm will defeat Shed, and lastly damaging Weather effects will KO Shed. Also Mold Breaker effects that ignore Sturdy are deadly to Sheddy as well. That being said Shedinja is a great choice on a team using several frail sweepers like MMY and Mega Gengar as there are debatably no better pivots in the meta.

The most common issues with Shed arise from Players miss using him. Shedinja is not a set up threat. A BH player worth there salt will have a safe switch in for Shed or a hard Counter. Setting up can result in Shed being trapped in with a angry Mega Gyarados holding its Mega Stone, just waiting to Mega evolve gain Mold Breaker and pulverize your Shedinja. It is also a bad idea to blindly spam Endeavor. Endeavor makes contact with the opposing Pokemon exposing it to Iron Barbs and Rocky Helmet residual damage which will KO your Shed.

The best way to use Shedinja is conservatively. Always Baton Pass after using him to soak up a hit you don't want to take on something else and watch your opponents reaction. Normally if an opponent sees Shed they will switch to an obvious Shed counter like a Ghost or Mold Breaker. If after a few appearances from Shedinja your opponent appears to have no clear counter then perhaps risk an Endeavor. But do not spam it recklessly. Shedinja can also be used as last ditch effort to stop a set up sweeper, revenge killing with Endeavor and Ice Shard.

Another common mistake with Shedinja is to run the Team Builder recommended Jolly set. This hinders Shed by making him outspeed some slower pokemon and causing the Pokemon you wish to pivot in safely take a hit. Remember if Shed pivots he does not take damage from residual damage like Curse and Infestation, so he will stay safe. Brave and Zero Ivs ensure Mega Bro and a few other mega slow Pokemon outspeed. Since Shed has only 1 HP investment in any defensive stat is useless. Simply invest in attack only. Ice Shard is priority with no immunities and no contact, making it ideal for Shed's purposes. Endeavor always drops non-Ghosts down to 1 HP, enabling a Ice Shard finisher. Recycle+Lum Berry is the most common and best Item combo for Shed. Weather is extremely rare, but Status inflecting moves are not. And its best to counter the more common threat. Baton Pass is not slashed with Parting Shot, Volt Switch, or U-Turn because each as a crippling flaw that prevents Shed from being able to safely pivot every time. Using Parting Shot on a Magic Bounce forces the Opponent to switch and not you. This enables free switches to a Mold Breaker which quickly will Pursuit KO. Volt Switch doesn't affect ground, forcing you to manually switch out on Groudon or Garchomp. U-Turn makes contact which can result in hitting a Rocky Helmet. Therefore Baton Pass, while carrying no damage or additional effect, is the safest option for Shed.

Weather may be rare but a Safety Goggles set can be worth running. In that case switch Recycle with Safeguard for status protection or Hail to kill other Sheds and do damage to foes.

Good Teammates: Pokemon that can remove Hazards is a must, frail sweepers who need him the most (MMY, Mega Gengar), Yveltal to counter Mold Breaker Gengar, and Registeel or Mega Aggron to counter Mega Gyarados. Also Aroma/Heal Bell support is a must for Safety Goggles sets or if Lum Berry Shed gets hit by Knock Off.

Counters: Ghost types, Mega Gyarados, Pokemon carrying a Rocky Helmet, Mold Breaker, Partial Trapping Moves, Leech Seed, Curse, Status inflicting moves, Sand Stream or Snow Warning, or Hazards and Whirlwind.

Additional Info: Shedinja is one of the biggest learning curves for new players. It takes a little while to learn how to use him correctly and counter him efficiently. But a properly used Shedinja can be a potent thorn in the opponent's side.

Edit: Sorry that the post ended up being so long, but I could write a whole essay on Shed.
 
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AAA

Bisharp @ Life Orb / Chople Berry / Leftovers
Ability: Adaptability
252 HP / 252 Atk / 4 Def
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance

Role: Bulky Physical / Revenge Killer

What it Does: With a chople berry, Bisharp can stand to take a hit from fighting type attacks and then knock off, iron head them back, Sucker punch is very useful, but you have to be wary of the usual gale wings staraptor or chatot as these outspeed you as well as making sucker punch useless.
With swords dance, you boost your moves, as well as becoming the OU version of crawdaunt (except crawdaunt has dragon dance). Usually your able to hit really hard, and sucker punch right back to finish the kill.

Good Teammates: Staraptor / Chatot, Both of these usually outspeed the metagame as well as getting priority, with chatots chatter and staraptor's Brave bird. Both of them get some good normal type moves with boomburst and return and come packed with defog. They also are immune to ground and would resist fighting if normal type didn't exist.

What Counters it: Every RU-OU fighting type with mach punch or that is faster. Zygarde, Excadrill, Registeel, Staraptor, chatot

Additional info: Pursuit or MEtal burst might be viable , as pursuit can deal damage before switch ins and Metal burst usually can KO an opponent, depending on how much damage is done to you.
Thank you for your submission! Sorry it took me so long to respond to this - didn't get any notifications of any activity in this thread for some reason.

Added though I edited some stuff.

Bulky Physical to Physical Attacker: It's got decent physical defense but isn't really that bulky despite the investment so I think physical attacker is a better category for it.
Removal of Chople Berry and Leftovers: Bisharp takes a hit in damage output without Life Orb, for example missing the KO on Skarmory at +2 and doing far less damage to things like Suicune which is critical.
Counter/Checks changes: Most of what you listed are either revenge killers or can't stand up to it at all so I redid this section to be more accurate.
Removal of Metal Burst: Hasn't really got the HP stat to use it honestly.
I also reworded some things for grammar reasons.


AAA

Bisharp @ Life Orb
Ability: Adaptability
252 HP / 252 Atk / 4 Def or 252 Atk / 252 Spe / 4 Def
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance

Role: Physical Attacker / Revenge Killer

What it Does: Knock off and Iron Head become very strong thanks to Adaptability, and Sucker punch is very useful for revenging, but you have to be wary of gale wings Staraptor/Braviary/Honchkrow as these outspeed you as while making sucker punch useless. With swords dance, you boost your damage output, as well essentially becoming the OU version of Crawdaunt (except Crawdaunt has Dragon Dance). Usually you're able to hit really hard, and sucker punch right back to finish the kill.

Good Teammates: Gale Wings users are good partners as these usually outspeed most of the metagame as well as getting priority, and take advantage of the holes that Bisharp creates in the enemy team. They also are immune to ground and would resist fighting if normal type didn't exist.

What Counters it: Fighting types can revenge kill it thanks to a resistance to Sucker Punch, while things like Bulky Zygarde, Unaware Skarmory, Hippowdon, and Cobalion are decent counters. Gale Wings users are also good revenge killers if Bisharp is low enough on health for Brave Bird to KO.

Additional info: Pursuit is a viable option, as pursuit can deal damage before switches getting rid of problematic Psychic and Ghost types fr your team.
 
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xJownage

Even pendulums swing both ways
Almost Any Ability


Entei @ Choice Band / Life Orb
Ability: Refrigerate
Evs: 252 Atk / 252 Spd / 4 Def
Adamant nature
- Sacred Fire
- Extremespeed
- Stone Edge
- Bulldoze / Iron Head / Filler
Role: Revenge Killer, Wallbreaker, Status Spreader

What It Does: What Entei does is simple. It comes in, KOs something, goes right back out. Extreme Speed is very powerful off of a choice banded adamant 115 attack, refrigerate having amazing coverage to do work against most forms of offense. Sacred Fire is the catch all against slower foes, as anything coming in takes a coin flip for a burn. The burn is just icing on the cake with this mons power. Adamant Nature is chosen because of the power boost and the power of extremespeed. Bulldoze is a possible filler move if you really hate heatran. Honestly, the Last two slots really don't matter, you could run eruption and the set would still work extremely well between the coverage and power of sacred fire + refrigerate Extremespeed.

Good Teammates: Many teams love having sweepers eliminated, but this things ability to take out steel and flying types reliably is very important in its versatility. It is great at breaking stall, and Paired with Bisharp makes a scary stallbreaking core that will rip many stall teams to bits. Since Entei is a catch all, beating both playstyles, it doesn't have persay great partners, its just nice glue for a team to handle otherwise rough cores/mons.

What Counters It: If you are not running bulldoze, heatran will hard wall this set all day. If you are, there is really no true wall for it. Fast steels or ice resists are concerns if they have power, because they can tank an extremespeed and kill you. While entei does have good bulk, it is unfortunately not enough to live a lot of neutral hits from these faster mons.

Any Additional Info: If you want to add bulk, or make it a bulky mon to begin with, be my guest. Bulky spreads aren't my favorite, but they are just as good as these. There really aren't a ton of "options" with this mon, its just one of those mons you can slap on a team and get good results *cough* bisharp *cough*
 
Kingslayer2779 Sorry, sorry, I've meant to get to your submission for awhile now, but ORASmash and now holiday visiting family has kept me from finishing up on it. I need still go through it to proof, edit, and try to condense, but it'll get added when I manage to find the time to sit down and do that.
 
STABmons

Togekiss @ Power Herb
Ability: Super Luck
EVs: 248 Hp / 8 Def / 196 SpAtk / 56 Spd
Modest Nature
- Geomancy
- Oblivion Wing
- Moonblast
- Substitute / Aura Sphere / Fire Blast
Role: Special attacker (I would prefer to label it "special sweeper" or "sweeper"
What it does: Togekiss is by far the best non-physical setup sweeper in the tier, using Geomancy and a Power Herb to allow it to become an extremely threating strong, fast and bulky pokemon all in one turn. Oblivion Wing is the crux attacking move of the set, allowing Togekiss to remain healthy after taking any moves that try to whittle it down, such as fakespeed, bullet punch, ice shard, and sucker punch. Moonblast is used as the secondary attacking slot since it is the most powerful move that Togekiss can run without making its coverage redundant with Oblivion wing, and allows it to beat Sableye even after a Topsy-Turvy. Substitute is used in the last slot, allowing it to turn walls such as Chansey, Ferrothorn, Heatran and other things that could threaten it with status into setup fodder, while also giving it protection from Sableye, Quagsire, and Revenge killing. Aura sphere can be used in this slot as well allowing Togekiss to have a way to deal large amount to Heatran and nearly guarantee the OHKO against Bulky Mega-Tyranitar, while Fire Blast guarantees OHKOs on all Scizor, and Aegislash, while also able to bring Skarmory to Sturdy. The given EV spread ensures that you will never be KO'd by a silk scarf Adamant Diggersby FakeSpeed from full HP, while also speed creeping scarved base 108s, most notably Terrakion. The remainder of the EVs are put into SpAtk to maximize damage ouput. Modest is the preferred nature since the needed increase in speed is easier to accomplish with higher EV investment rather than a timid nature, and modest 196 SpAtk reaches 357 while 252 Ttimid only hits 339 SpAtk.
Good Teammates: Things that can bring Togekiss in on walls such as Mega-Scizor and U-turn Landorus-i are great to change momentum from long-term offensive pressure into sweeping pressure. Things that make it easier for Togekiss to set up are also greatly appreciated, such as Dual Screens Espeon or Deoxys-s, Parting Shot Bisharp or Sableye, hazard removal, and Sleep support. Particular pokemon that work well with Togekiss are Lum Shift Gear Aegislash, choiced Keldeo, BD Stoutland, BD Kangaskhan, and BD Talonflame.
What Counters It: Specially Heatran with roar will only be OHKO'd by an Aura Sphere at +2 if all hazards are up, and can effectively neuter Togekiss by making it waste the Power Herb. Sash Alakazam can beat Togekiss after a Geomancy, able to steal the stat boosts with Heart Swap, but can only OHKO with Psystrike with a modest nature, and cannot beat Substitute variants. Sash Smash Cloyster can also beat all variants of Togekiss if no hazards are on the field. Mega-Tyranitar, Aegislash, and Transform Chansey can all beat Togekiss depending on what is being run in the fourth moveslot.
Any Additional Info: The entire moveset could be changed to a Serene grace set, using some combination of Air slash and Thunder wave mixed into the given moves to take a more defensive approach to sweeping, and allows Togekiss to be more useful if forced out after using the Power Herb. Moonblast could also be dropped off of the Standard set giving more coverage at the cost of brute strength.
 
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Ellipse said:
STABmons
Togekiss @ Power Herb
Ability: Super Luck
EVs: 248 Hp / 8 Def / 196 SpAtk / 56 Spd
Modest Nature
- Geomancy
- Oblivion Wing
- Moonblast
- Substitute / Aura Sphere / Fire Blast
Role: Special attacker (I would prefer to label it "special sweeper" or "sweeper"
What it does: Togekiss is by far the best non-physical setup sweeper in the tier, using Geomancy and a Power Herb to allow it to become an extremely threating strong, fast and bulky pokemon all in one turn. Oblivion Wing is the crux attacking move of the set, allowing Togekiss to remain healthy after taking any moves that try to whittle it down, such as fakespeed, bullet punch, ice shard, and sucker punch. Moonblast is used as the secondary attacking slot since it is the most powerful move that Togekiss can run without making its coverage redundant with Oblivion wing, and allows it to beat Sableye even after a Topsy-Turvy. Substitute is used in the last slot, allowing it to turn walls such as Chansey, Ferrothorn, Heatran and other things that could threaten it with status into setup fodder, while also giving it protection from Sableye, Quagsire, and Revenge killing. Aura sphere can be used in this slot as well allowing Togekiss to have a way to deal large amount to Heatran and nearly guarantee the OHKO against Bulky Mega-Tyranitar, while Fire Blast guarantees OHKOs on all Scizor, and Aegislash, while also able to bring Skarmory to Sturdy. The given EV spread ensures that you will never be KO'd by a silk scarf Adamant Diggersby FakeSpeed from full HP, while also speed creeping scarved base 108s, most notably Terrakion. The remainder of the EVs are put into SpAtk to maximize damage ouput. Modest is the preferred nature since the needed increase in speed is easier to accomplish with higher EV investment rather than a timid nature, and modest 196 SpAtk reaches 357 while 252 Ttimid only hits 339 SpAtk.
Good Teammates: Things that can bring Togekiss in on walls such as Mega-Scizor and U-turn Landorus-i are great to change momentum from long-term offensive pressure into sweeping pressure. Things that make it easier for Togekiss to set up are also greatly appreciated, such as Dual Screens Espeon or Deoxys-s, Parting Shot Bisharp or Sableye, hazard removal, and Sleep support. Particular pokemon that work well with Togekiss are Lum Shift Gear Aegislash, choiced Keldeo, BD Stoutland, BD Kangaskhan, and BD Talonflame.
What Counters It: Specially Heatran with roar will only be OHKO'd by an Aura Sphere at +2 if all hazards are up, and can effectively neuter Togekiss by making it waste the Power Herb. Sash Alakazam can beat Togekiss after a Geomancy, able to steal the stat boosts with Heart Swap, but can only OHKO with Psystrike with a modest nature, and cannot beat Substitute variants. Sash Smash Cloyster can also beat all variants of Togekiss if no hazards are on the field. Mega-Tyranitar, Aegislash, and Transform Chansey can all beat Togekiss depending on what is being run in the fourth moveslot.
Any Additional Info: The entire moveset could be changed to a Serene grace set, using some combination of Air slash and Thunder wave mixed into the given moves to take a more defensive approach to sweeping, and allows Togekiss to be more useful if forced out after using the Power Herb. Moonblast could also be dropped off of the Standard set giving more coverage at the cost of brute strength.
Archived
 
Almost Any Ability


Entei @ Choice Band / Life Orb
Ability: Refrigerate
Evs: 252 Atk / 252 Spd / 4 Def
Adamant nature
- Sacred Fire
- Extremespeed
- Stone Edge
- Bulldoze / Iron Head / Filler
Role: Revenge Killer, Wallbreaker, Status Spreader

What It Does: What Entei does is simple. It comes in, KOs something, goes right back out. Extreme Speed is very powerful off of a choice banded adamant 115 attack, refrigerate having amazing coverage to do work against most forms of offense. Sacred Fire is the catch all against slower foes, as anything coming in takes a coin flip for a burn. The burn is just icing on the cake with this mons power. Adamant Nature is chosen because of the power boost and the power of extremespeed. Bulldoze is a possible filler move if you really hate heatran. Honestly, the Last two slots really don't matter, you could run eruption and the set would still work extremely well between the coverage and power of sacred fire + refrigerate Extremespeed.

Good Teammates: Many teams love having sweepers eliminated, but this things ability to take out steel and flying types reliably is very important in its versatility. It is great at breaking stall, and Paired with Bisharp makes a scary stallbreaking core that will rip many stall teams to bits. Since Entei is a catch all, beating both playstyles, it doesn't have persay great partners, its just nice glue for a team to handle otherwise rough cores/mons.

What Counters It: If you are not running bulldoze, heatran will hard wall this set all day. If you are, there is really no true wall for it. Fast steels or ice resists are concerns if they have power, because they can tank an extremespeed and kill you. While entei does have good bulk, it is unfortunately not enough to live a lot of neutral hits from these faster mons.

Any Additional Info: If you want to add bulk, or make it a bulky mon to begin with, be my guest. Bulky spreads aren't my favorite, but they are just as good as these. There really aren't a ton of "options" with this mon, its just one of those mons you can slap on a team and get good results *cough* bisharp *cough*
Archived (Why the hell won't this thread give me any notifications oml)
 

EV

Banned deucer.
STABmons


Kyurem-Black @ Lum Berry
Ability: Teravolt
EVs: 56 HP / 176 Atk / 112 Def / 164 Spe
Jolly Nature
- Roost
- Dragon Dance
- Substitute
- Icicle Crash

Role: Physical Sweeper

What It Does: Sets up on certain walls and sweeps. Generally, if its hard counters are gone and this thing gets behind a Substitute, it's pretty much game over. As such this is better reserved for mid to late game sweeps. The EVs are specialized for a reason to make this easier:

56 HP gives you a Stealth Rock number and ensures Seismic Toss won't break your subs. 112 Def ensures a few things. 1) Adamant Non-Life Orb Diggersby cannot break your sub with Fake Out. 2) Unaware 4 Atk Quagsire cannot break your sub with Earthquake. 164 Spe and Jolly means you outspeed max Speed Mega Aerodactyl after a Dragon Dance. The rest goes into Attack.

The main draw here is setting up on Quagsire, usually the go-to dedicated physical wall for setup. If the opponent forgets about Teravolt, all the better. Generally, they'll try to Toxic stall you out, which is why Substitute is so important and the Defensive spread allows you to keep it intact as you Dragon Dance/Roost. So why a Lum Berry if you have Substitute? Because this allows you to switch into Quagsire as well and not care about Scald or Toxic. It also allows you to get up a Substitute after Sableye has tried to Dark Void or Will-O-Wisp you should you find yourself trying to setup on that. Sub won't block Taunt or Parting Shot (sound-based), however, so remember that versus Sableye.

Good Teammates: Spinners and Defoggers are important so Kyurem-B can save as much HP as possible when switching in. Even though this set is designed with Stealth Rock in mind, the 1/4 loss is annoying when you also lose another 1/4 to Substitute, meaning a Roost will have to happen sooner rather than later.

What Counters It: There's no guarantee to 2HKO Heatran at +6 and even if Heatran has no defensive investment whatsoever. I can't stress this enough: remove Heatran first! (+6 176 Atk Teravolt Kyurem-B Icicle Crash vs. 0 HP / 0 Def Heatran: 154-181 (47.6 - 56%) -- 84% chance to 2HKO.) Heatran can do a number of things, including Roar, Taunt, Doom Desire, and Searing Shot (basically a standard set), which will halt your sweep.

Other reliable counters include Scizor, Magnezone, and Aegislash who resist Ice and have Steel STAB.

Notable checks: Chansey is 2HKO'd if she switches into +1 Icicle Crash, but she can get in on a Sub or Dragon Dance and then Whirlwind you out. Ferrothorn can also be 2HKO'd, though not reliably even at +1, and will Gyro Ball you to death. Clefable can force you out before a Dragon Dance with Moonblast. Mega Tyranitar is bulky enough to stomach at least one Icicle Crash at +1, but it needs to come in on the turn Kyurem-B Substitutes or it will lose. Azumarill can stand up to Kyurem-B and break you down with Play Rough. Skarmory Whirlwinds no problem. The main problem with these checks is a flinch from Icicle Crash will ruin them, so count on them at your own risk.

Any Additional Info: I've seen other attacks besides Icicle Crash used, like Ice Punch and Icicle Spear, probably because the accuracy of Crash turns some people off. However, you need the power of a +1 Crash to ensure 2HKO's on certain checks unless you can guarantee their removal before you setup. This requires more team support, which should be at the forefront of your mind when designing your Kyurem-B build.

Leftovers can go over Lum, but then you lose the utility of coming in on Quagsire. A lucky Burn or stray Toxic will halt your sweep before it even starts.

If you're really confident about removing hazards, you could swap out Roost for Earth Power or another physical attack like Fusion Bolt. I find the recovery that Roost provides more important however, in case you're forced into Kyurem-B early and need to patch up Stealth Rock damage or if you start to Sub and realize the opponent still has a way to counter you (Azumarill is bulky Huge Power instead Thick Fat support).

Lastly, here's a list of abilities it ignores with Teravolt that are relevant to STABmons: Unaware (Quagsire/Clefable), Sturdy (Skarmory), Thick Fat (Azumarill/Mega Venusaur).
 
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