Pokemon Spotlights: Sun & Moon (Pokemon of the Week: See Post #89)

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Alakazam has been one of the most powerful Pokemon introduced in the first generation and despite its ups and downs throughout generations of competitive battling, it has managed to stay relevant in the sixth generation thanks to the advent of its Mega Evolution. Mega Alakazam now enters the seventh generation still doing what it does best: demolish offensive teams with its sky-high Special Attack and Speed stats. The introduction of Tapu Lele has been extremely beneficial for Mega Alakazam, making it THE premier sweeper under the Psychic Terrain. Psychic Terrain boosts its Psychic STAB by 50%, making its base 175 Special Attack much more dangerous than it already is. An immunity to priority moves is godsend for a Pokemon as fast as Mega Alakazam, allowing it to punish Pokemon that rely on priority to deal with this monster. Mega Alakazam finally gets justice as a Mega Evolution with a +10 boost to its Special Defense, totaling it to base 105.

Alakazam @ Alakazite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Modest Nature
- Psychic
- Focus Blast
- Shadow Ball
- Encore / Substitute / Hidden Power Fire

An All-Out-Attacker is Mega Alakazam's best set. Psychic is the powerful STAB move, allowing it to dent anything bar Dark-types and special walls. Focus Blast hits Dark- and Steel-types hard while Shadow Ball hits bulky Psychics such as Mew, Jirachi, and Tapu Lele. The last move slot can be modified according to your preference. Encore cripples set-up sweepers and walls alike, Substitute allows Alakazam to evade status and Sucker Punch, while Hidden Power Fire allows Alakazam to reliably counter Mega Scizor (especially under Psychic Terrain) and Ferrothorn. Mega Alakazam's Trace ability is useful for countering weather sweepers and gaining useful abilites in general, such as Adaptability and Analytic. While Mega Alakazam does well on its own, having a teammate in Tapu Lele boosts its offensive potential, forming a Psychic spam core with Tapu Lele acting as the wallbreaker and Alakazam acting as a sweeper.

Despite the buffs it received this generation, Mega Alakazam still carries the same flaws that held it back the last generation. Despite a decent boost on its Defenses through Mega Evolution, its low HP means that Mega Alakazam struggles to take hits, especially on the physical side. Mega Alakazam is incredibly susceptible to priority, although this somewhat mitigated by Psychic Terrain. While Mega Alakazam is powerful, its inability to hold items means that it misses OHKOs on bulkier Pokemon. Psychic typing, while decent offensively, is lackluter defensively giving it weaknesses from common utility moves such as Pursuit, U-Turn, and Knock Off.

Despite Mega Alakazam's defensive flaws, Mega Alakazam continues to shine thanks to its offensive prowess and the offensive nature of the current metagame. Just remember, as long as offense is dominant, Mega Alakazam is much more dominant.


I'd also like to reserve Mega Charizard X.
 
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Martin

A monoid in the category of endofunctors
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Magnezone is a very interesting Pokemon in the OU metagame for a number of reasons. It has a very high special attack and good bulk combined with low speed, which makes it a perfectly good wallbreaker in its own right, but what really sets Magnezone apart from anything else in the tier is its near-exclusive access to a game-changing ability: Magnet Pull; this prevents opposing Steel-types switching out against its user, giving Magnezone a niche which it shares with no other viable Pokemon in that it is capable of consistently trapping and eliminating various important targets including Skarmory, Celesteela, and Ferrothorn, which can give various wallbreakers and sweepers massive headaches. This means that it is an important partner for a large number of Pokemon such as Salamence when used on the ladder, and it acts as an important counter-pick Pokemon in tournaments. Beyond this, its decent typing both offensively and defensively allows it to put large dents in a lot of teams even when it isn't trapping its targets.

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon

This is Magnezone's most well-known; it takes advantage of Magnezone's very good wallbreaking potential to KO what it traps in one hit. Maximum Special Attack investment in conjunction with Choice Specs and a Modest nature gives Magnezone an effective special attack stat of 591, allowing it to deal very heavy damage to anything which doesn't resist it's choice of attack—with the exception of a handful of exceptionally specially bulky Pokemon such as Chansey—and its good natural bulk makes coming in on its key trapping targets very easy. Its moveset is optimised to make Magnezone effective both as a trapper and beyond trapping, with Volt Switch preventing it from being locked into a risky type, Flash Cannon denting most common Electric-type stops, and Hidden Power Fire sending Ferrothorn and Mega Scizor to an early grave. Assault Vest is also a viable option for it's ability to compress roles like pivoting around and sponging special hits on a consistent basis with it's ability to trap Steel-types, although it is worth noting that if you run such a set it is recommended that you run an EV spread of 144 HP / 188 SpA / 176 Spe with a Modest nature, which allows Magnezone to 2HKO specially defensive Ferrothorn whilst outpacing adamant Mega Mawile.

That said, Magnezone has its fair share of flaws. Its typing is both a blessing and a curse, giving it welcome resistances to Dragon-, Psychic-, Flying-, Electric-, and Fairy-type attacks but leaving it vulnerable to two very dangerous offensive types in Fighting and Fire in addition to a crippling Ground-type weakness—with the most dangerous side-effect of this being its vulnerability to both Dugtrio and Landorus-T, and this combines with its Fighting-type weakness and low speed to result in it not being able to trap and eliminate any viable Mega Metagross variant. Speaking of its less-than-desirable speed stat, it means that Magnezone can have a very hard time staying healthy due to often taking a hit before it moves, and it means that it faces heavy competition from Tapu Koko and Thundurus in the role of standalone Electric-type, which have significantly higher speed stats alongside better coverage, harder-hitting Electric-type STABs and the flexibility to run power-boosting items other than Choice Specs viably, as well as Magearna as a Steel-type, which matches or out-does Magnezone in just about every area and consequentially outclasses it beyond its ability to trap Steel-types. Finally, while it isn't a complete sitting duck in all matchups without Steel-types to trap, it does still have a large number of matchups that it struggles to make an impact in, most notably including stall, and also struggles with teams running items like Shed Shell on their Steel-types.

Regardless of these flaws, give Magnezone a try if you want to trap and eliminate a Steel-type or two for a teammate; you won't be disappointed!
 
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Sobi

Banned deucer.
Reserving Ferrothorn
Status: DONE (comment for QC: Because these are not analyses, I tried to be slightly general on some stuff, but I may have skipped some important details, idk; let me know if anything key needs to be added/explained in more detail)
Ferrothorn has been one of the best entry hazard setters and defensive Pokemon thanks to its amazing Grass / Steel typing that provides it with many useful resistances, which, in conjunction with great bulk, allows it to check many threats, including Tapu Fini, Manaphy, Latios, and Kyurem-B. Its access to Spikes, Leech Seed, and Thunder Wave makes it a valuable Pokemon on any balance and stall team, and its decent-for-a-defensive-Pokemon Attack stat means it isn't passive either, threatening Pokemon with Power Whip and Gyro Ball, the latter of which takes advantage of its low Speed.


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball / Power Whip
- Power Whip / Protect / Thunder Wave

Most Ferrothorn sets resemble this one, which aims to give Ferrothorn as many roles as possible, ranging from a status spreader to an entry hazard setter. Spikes wears down grounded foes, and Leech Seed provides both recovery and wears down the foe. Gyro Ball OHKOes Weavile and Kyurem-B, as well as faster Pokemon like Gengar and Mega Pinsir. Power Whip hits Manaphy, Azumarill, and Hippowdon super effectively, while Protect allows Ferrothorn to scout for moves and regain Leftovers recovery. Alternatively, Thunder Wave slows down switch-ins like Heatran and both Mega Charizard formes. The given EV spread allows Ferrothorn to take hits better physically and specially, such as +3 Manaphy's Ice Beam.

However, Ferrothorn's typing is a bit of a mixed bag; while it provides useful resistances and immunities, it gives Ferrothorn a nasty 4x weakness to a rather offensive type in Fire, meaning Mega Charizard X, Mega Charizard Y, and Alolan Marowak are very threatening. Similarly, while Ferrothorn's poor Speed means it often has a stronger Gyro Ball, it is forced to take a hit before attacking most of the time, making it worn down and pressured even more to fulfil its role.

Nevertheless, Ferrothorn never fails to impress, and should always be considered when building a balance team - give it a try!
 
Hoopa-Unbound

Ever since its fateful introduction into the ORAS OU metagame, Hoopa-Unbound has proven to be a very fearsome Pokemon, and it is easy to see why. With godlike offensive stats, unmatched in the OU tier, in tandem with destructively powerful moves to choose from propel Hoopa-Unbound to the upper echelons of viability. Very few Pokemon can safely switch into Hoopa-U, as its sky-high stats and wide movepool allow it to be very unpredictable, capable of viably running a large number of sets. It’s offensive coverage can smash up-and-coming tanks such as Toxapex, Mantine and Tapu Fini. As such, Hoopa-Unbound is infamous for its positive match-up vs Balanced and Stall playstyles, as little to no Pokemon can withstand its blows and its less-than-stellar base 80 Speed matters not, as it is easily capable of outspeeding many Pokemon on more bulky team compositions. It’s no slouch defensively, either. Sporting a decent base HP and a surprisingly high Special Defense of 130 allow it to tank powerful moves such as a Tapu Lele’s Moonblast, Life Orb Latios’ Draco Meteor and an opposing Choice Specs Hoopa-U Dark Pulse.


Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Psyshock
- Focus Blast
- Trick / Thunderbolt

This is arguably Hoopa-Unbound’s most dangerous set. 252 Speed EVs allow it to outpace threats such as Tapu Bulu and Buzzwole, who’d otherwise easily be able to dispatch Hoopa with their respective STAB moves. The rest are placed in Special Attack in order to strike as hard as possible. Dark Pulse is the primary STAB move of choice, heavily denting most of the OU tier. Psyshock handily deals with Chansey, who’d otherwise be a stellar switch-in. It also provides handy Psychic coverage when, paired with Dark Pulse, help deal with common switch-ins such as Clefable, Buzzwole and all four Tapus. Focus Blast provides excellent Fighting-type coverage to smash would-be counters such as Tyranitar, Bisharp, and other Dark-type Pokemon. Finally, Trick can be used to cripple those sturdy enough to withstand repeated blows from Hoopa; namely Alolan-Muk and Mandibuzz. However, Thunderbolt may be a superior option in order to strike down the latter Dark-type and Pokemon such as Azumarill and Tapu Fini.


Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Gunk Shot
- Drain Punch
- Zen Headbutt / Fire Punch / Ice Punch / Trick

Hoopa-Unbound can just as easily equip a Choice Band and remain as formidable as ever. Hoopa’s signature, Hyperspace Fury, when fueled by maximum Attack EVs and a Choice Band, utterly obliterates many Pokemon. Its additional side-effect of piercing Substitute and Protect comes in handy to strike those foolish enough to seek refuge against Hoopa-Unbound. However, it drops Hoopa’s Defense with each successful nuke, so players must be wary in order to remain healthy enough to withstand dangerous revenge killers such as Dugtrio and Choice Scarf Tyranitar. Those blessed enough to resist Hoopa’s primary move on this set, such as Clefable, Azumarill, and all four Tapus get crushed by Gunk Shot. Drain Punch provides additional coverage that comes in handy to dismantle Tyranitar, who’d otherwise be a great switch-in once again. A lot of moves can occupy the last moveslot, allowing one to pick and choose what troublesome Pokemon it can eliminate. Zen Headbutt is primarily for Fighting-types that otherwise would be decent Hyperspace Fury switch-ins such as Buzzwole, and Terrakion. Fire Punch allow it to easily OHKO Mega Scizor, whilst also heavily damaging Celesteela and Skarmory. Ice Punch is exclusively for Landorus-Therian, softening up a common defensive threat for an ally. Lastly, Trick is for crippling defensive switch-ins whilst also alleviating the need for predicting.

Hoopa-Unbound excels when paired with Pokemon that can use Volt Switch or U-Turn, enabling it to receive free switch-ins, giving it more opportunities to smash apart opposing Pokemon. Therefore, Pokemon such as Tapu Koko, Scizor, and Genesect pair well with Hoopa, as Hoopa uses the momentum generated by the aforementioned Pokemon excellently. Having said that, Hoopa teams require U-Turn switch-ins themselves, as Hoopa-Unbound’s very lacking Defense stat coupled with its quadruple Bug weakness leaves it very susceptable to Pokemon such as Genesect, Choice Scarf Landorus-T and Pheromosa. Pokemon such as Garchomp punish U-Turn users by chipping away a large chunk of HP, which Hoopa-U appreciates. Hoopa-U, although not being weak to entry hazards, doesn’t appreciate the continuous chip damage upon switching in. Rather, it values teammates with strong hazard control, teammates that can keep up Stealth Rock to dramatically increase the pressure generated whenever Hoopa enters the battlefield, as the bonus damage provided by hazards are impactful.

Despite Hoopa-Unbound’s incredible assets, it comes with numerous flaws. It’s middling base 80 Speed leaves it vunerable to many powerful attackers that can dispatch it with ease, such as Genesect, Pheromosa, Dugtrio, and more. Its defensive typing leaves much to be desired, meaning that it struggles to switch into many Pokemon and must rely on teammates to grant it the switch-ins it desires. It also unfortunately is burdened with a near-useless ability in Magician that hardly ever comes in handy, leaving much to be desired. It should also be mentioned that, despite Hoopa-U’s terrifyingly strong offenses, there are some Pokemon sturdy enough to stand up to it. Depending on the set, Alolan-Muk, bulky Magearna and the very rare Mandibuzz provide decent switch-ins, but they must be cautious; Alolan-Muk and Magearna both fall to the Choice Band set, and Mandibuzz drops to a Specs-boosted Thunderbolt.

Hoopa-Unbound is an incredibly fun Pokemon to use, as it is very satisfying to watch Pokemon drop to insanely powerful Hyperspace Fury attacks. Give it a try next time you're teambuilding!

e: reserving clefable
 
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Terrakion

Terrakion is one of the most threatening wallbreakers in OU. Its high base 108 Speed puts it above a lot of common Pokémon like both Mega Charizards, Garchomp and Mega Pinsir. Huge base 129 Attack combined with high powered STABs lets it hit extremely hard, and while its movepool isn't very big, its STABs alone let it hit everything commonly seen in OU for at least neutral damage. It can even boost its high Attack and Speed with Swords Dance and Rock Polish, respectively.

However, the terracotta warrior does still have its flaws. While its typing is amazing offensively, it gives it bad weaknesses to common Ground, Water, Fighting and Fairy type moves. While its Speed is good, it's still slower than Pokémon like Mega Metagross, Latios and Alakazam. It also has to rely on Stone Edge, which has shaky accuracy.

Terrakion @ Rockium Z
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Stone Edge
- Substitute / Rock Polish / Iron Head / Quick Attack

This is Terrakion's flagship set right now. Swords Dance takes its already huge Attack to insane levels, letting it at worst 2HKO the entire tier. Close Combat is its main STAB, as it's more powerful and more accurate than Stone Edge. Stone Edge hits most of the Pokémon that resist Close Combat for at least neutral damage. With the Rockium Z, Stone Edge becomes a 180 base power Continental Crush, letting Terrakion break through many Pokémon that could otherwise wall it like Gliscor, Landorus-T and Toxapex. Since Terrakion can force a lot of switches, Substitute is the best option for the final slot, as it gives Terrakion a safety barrier against status and revenge killing. It also lets Terrakion set up on Mega Sableye. Rock Polish can be used to clean against offensive teams. Iron Head can 2HKO Magic Guard Clefable without missing, while Quick Attack can be used for some priority. The EVs maximise Speed and Attack, Terrakion's best 2 traits. Rockium Z is used to transform Stone Edge into Continental Crush; it also lets Terrakion switch into Knock Off almost for free, as it resists the move and gets a boost from Justified. This is how dangerous Terrakion is after a Swords Dance:

+2 252 Atk Terrakion Continental Crush vs. 244 HP / 8 Def Gliscor: 478-564 (135.7 - 160.2%)
+1 252 Atk Terrakion Continental Crush vs. 248 HP / 244+ Def Landorus-Therian: 340-402 (89.2 - 105.5%) -- guaranteed OHKO after Stealth Rock
+2 252 Atk Terrakion Continental Crush vs. 252 HP / 252+ Def Toxapex: 312-367 (102.6 - 120.7%)
+2 252 Atk Terrakion Continental Crush vs. 252 HP / 232+ Def Slowbro: 399-471 (101.2 - 119.5%)
+2 252 Atk Terrakion Continental Crush vs. 252 HP / 252+ Def Mew: 421-496 (104.2 - 122.7%)
+2 252 Atk Terrakion Continental Crush vs. 248 HP / 252+ Def Cresselia: 372-438 (83.9 - 98.8%) -- 75% chance to OHKO after Stealth Rock

If you need a wallbreaker, give Terrakion a shot: it won't disappoint you.

Sorry for the delay, been ill the last few days.
 
Reserving Volcarona ;)

Edit: And Scolipede

Seems like I just like bugs ¯\_(ツ)_/¯

With a unique dual Bug / Fire typing, access to one of the best boosting moves in Quiver Dance, and solid offensive stats across the board, Volcarona is one of the most powerful setup sweepers in the OU tier. Additionally, Volcarona possesses coverage moves such as Giga Drain and Psychic that allow it to deal with opponents that would normally give it a hard time. With the proper Z-Move, Volcarona can power through traditional checks and counters such as Toxapex. Although its typing does come with an unfortunate 4x weakness to Stealth Rock, it also provides numerous resistances including important resistances to Fighting-, Fairy-, Grass-, Ice-, and Steel-type moves. Flame Body can also prove useful as a last ditch effort to burn any physical attackers that hit Volcarona with a contact move.

Volcarona @ Firium Z / Psychium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Giga Drain / Psychic
- Hidden Power Ground / Hidden Power Ice / Psychic

Volcarona is one of the select few Pokemon to have access to Quiver Dance, a move that boosts three stats at once, and is the only OU-viable option. That being said, Quiver Dance is essential on any Volcarona set, with the other three moves providing excellent coverage, which generally consists of a combination of Fire Blast and Hidden Power Ground / Hidden Power Ice, and the third coverage move usually being one of Psychic or Giga Drain depending on your team's needs. Fire Blast hits extremely hard off of Volcarona's high base 135 Special Attack even before a boost, and incinerates any Pokemon without significant Special Defense or a resistance. When powered up by Firium Z into Inferno Overdrive, Volcarona is able to blow past Landorus-T even without a boost and nearly OHKO Pokemon such as Garchomp and Gyarados after a single boost. Giga Drain threatens bulky Water-types that don't take much from Fire Blast and allows Volcarona to heal any prior damage taken. Hidden Power Ground hits Heatran, which otherwise walls Volcarona. Hidden Power Ice can be used to nail Dragon-types that wall Volcarona if Heatran is not an issue. The next best move option is Psychic, which, when used in conjunction with Psychium Z, becomes a 175-Base Power Shattered Psyche that is capable of OHKOing Toxapex and Alolan Marowak, although the latter is already taken care of with Hidden Power Ground. Hurricane is an interesting option on Rain teams, as it provides a 100% accurate Flying-type nuke with a handy 30% chance to confuse. It seems counterproductive to run Volcarona on a Rain team, but it easily deals with threats to rain teams such as Mega Venusaur and Alolan Ninetales. Volcarona also learns Roost, which can be helpful in restoring health lost from Stealth Rock Damage or damage taken while setting up, and is sometimes seen on more defensive variants, but the loss of a coverage move and offensive presence is usually not worth it in the long run.

Despite Volcarona's stellar offensive stats, decent offensive typing, and access to a ridiculously powerful boosting move, it still has many flaws that can be easily taken advantage of. Most notably, Volcarona's 4x weakness to Stealth Rock severely limits the number of times it can enter the field. This weakness is further compounded with fast Choice Scarf users such as Nihilego, Keldeo, and Garchomp outspeeding Volcarona even at +1 and easily revenging it with Rock-type moves. Keeping this in mind, hazard control is crucial to Volcarona's success on the battlefield. Chansey is probably the only reliable counter in the entire tier, certainly a testament to Volcarona's obscene power. Chansey can take any hit Volcarona throws at it, and can wear it down with Toxic and Seismic Toss, all while recovering any damage taken with Soft-Boiled. With regards to checks, Fire-types such as Mega Charizard Y and Heatran resist both of Volcarona's STAB moves, and take little from Giga Drain. However, Heatran must watch out for Hidden Power Ground while Mega Charizard Y fears a boosted Shattered Psyche or Inferno Overdrive. Dragon-types such as Garchomp and Zygarde can usually tank one or two hits, but are eliminated by Hidden Power Ice. Bulky Water-types such as Tapu Fini and Toxapex can check Volcarona, but must be wary of Giga Drain and Psychic respectively. Alolan Muk can tank a hit when equipped with Assault Vest and OHKO with Rock Slide. Tyranitar can eat any one hit, even a boosted hit, and OHKO with Stone Edge.

Overall, Volcarona is one of the most unique Pokemon in the game between its typing, stat distribution, and access to Quiver Dance. After a single boost, Volcarona is capable of running through entire teams without a proper answer to it. Although slightly one-dimensional in terms of gameplay, Volcarona is an excellent addition to any offensive team, and with proper hazard control and team synergy, it can easily be one of your strongest assets.
 
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Sobi

Banned deucer.
I'll take Alomomola

Alomomola's many qualities make it a valuable member on any stall team: its gigantic HP stat allows it to pass enormous Wishes; its Regenerator ability allows it to stay healthy throughout the match; and its useful support moves in Toxic and Mirror Coat allow it to wear down the foe and become a nuisance. Its Water typing is effective defensively and boosts the power of Scald, which chips away at the foe. Finally, its good Defense allows it to take physical hits with ease. All of these traits make it a Pokemon you should definitely consider on your team.

Alomomola @ Leftovers
Ability: Regenerator
EVs: 36 HP / 220 Def / 252 SpD
Calm nature
- Scald
- Wish
- Protect
- Toxic

Alomomola pretty much fulfill's the same role on every team it is run on: a Wish passer. Regnerator greatly helps this because Alomomola can continue to pass Wishes. Scald can wear down Pokemon, and the burn chance threatens physical attackers. Protect works well with Wish if you want to heal Alomomola — it can also scout for moves and allow poisoned foes to take more damage. Finally, Toxic targets Water-, Grass-, and Dragon-types, all of which Alomomola can't do much to.

Alternative moves include Knock Off, which provides utility in removing items. Mirror Coat can be used against special attackers such as Mega Charizard Y; for example, Alomomola can take a Solar Beam and requite with Mirror Coat, OHKOing Mega Charizard Y. An alternative item to run is Rocky Helmet, which punishes physical attackers.

However, Alomomola's nature is passive, allowing setup sweepers like Keldeo and Gyarados to set up on it. For example, Alomomola cannot do anything to both if them once they have created a Substitute. Tapu Koko, Tapu Bulu, and Raikou can hit Alomomola super effectively with their STAB moves. Finally, Taunt shuts Alomomola down completely, preventing it from using any of its status moves and making it setup fodder.

What Alomomola sets do you run? Let us know in the comments below!
 
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Sobi

Banned deucer.
reserving hawlucha



Hawlucha is a threatening Pokemon thanks to its ability Unburden, which can really turn games around. This, coupled with a boosting move in Swords Dance, allows Hawlucha to shine during the late-game, effectively cleaning teams with a boosted Acrobatics. Furthermore, access to Substitute means it can set up with Swords Dance without worry, and a Sitrus Berry allows it to stay alive for longer, giving it more chances to set up. Finally, Fighting and Flying are two very offensive STAB types that Hawlucha can take advantage of to scare off the opposition.

Hawlucha @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Acrobatics
- High Jump Kick

This Hawlucha is extremely straightforward—Sitrus Berry + Unburden is an excellent combination, because Sitrus Berry not only activates Unburden to give Hawlucha an appreciated boost in Speed, but also heals Hawlucha, making its attempt at a sweep easier. The Attack and Speed EVs allow Hawlucha to be as powerful and as fast as possible, with 12 HP EVs ensuring that once Hawlucha sets two Substitute's, its Sitrus Berry is activated, preparing it for a sweep.

Substitute shields Hawlucha from any form of status, which can really hinder its sweep, and also makes setting up with Swords Dance easier. Once Hawlucha has consumed its Sitrus Berry, Acrobatics's power increases, making it an extremely threatening, spammable move. High Jump Kick, while incredibly risk if luck does not favour you, completely destroys Pokemon that do not resist it, especially if Hawlucha has already accumulated a couple of Swords Dance boosts.

However, while this set sounds awesome in theory, it's countered by many common Pokemon. Zapdos, for instance, can take any of Hawlucha's attacks and simply OHKOes back with a Discharge. Skarmory can also stomach Hawlucha's attacks, even a +2 High Jump Kick. Clefable's ability Unaware means it is unaffected by any of Hawlucha's stat boosts, and can retaliate with a super effective Moonblast. Finally, Regenerator Slowbro can not only stomach a boosted Acrobatics, but also utilize Regenerator to annoy Hawlucha even more.

Do you run this Hawlucha set? How do you find it? Let us know in the comments below!
 
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Sobi

Banned deucer.
these are fun

mamoswine is mine
Mamoswine's base 130 Attack stat means its STAB attacks hit devestatingly hard, allowing it to pressure almost any Pokemon not weak them. While it has subpar Speed for a wallbreaker, this is greatly offset by an amazing priority move in Ice Shard, which can help it clean late-game and finish weakened Pokemon. Furthermore, Thick Fat is a great ability to help against Fire-type attacks, and also gives it more opportunities to switch in. Finally, its part Ground typing allows it to switch into Electric-types, which there are an abundance of, such as Tapu Koko.

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Freeze-Dry

This set functions as a wallbreaker, which is why four STAB moves are run; Mamoswine needs all the power it can get. Life Orb, for example, provides a great boost to its attacks at the cost of a bit of health, though the recoil is negligible, as Mamoswine isn't a Pokemon that is required to stay for long. The EVs and nature ensure Mamoswine Speed ties with Hoopa-U and outspeeds Tapu Bulu, with maximum Attack investment making sure its attacks are as powerful as possible. Earthquake and Icicle Crash both provide useful, spammable STAB moves, the latter having a very useful chance to flinch the foe. Ice Shard hits Dragon-, Flying-, and Ground-types super effectively and can be used to finish off weakened threats. Freeze-Dry hits Water-types that would otherwise have a very easy time against Mamoswine, such as Gyarados and Quagsire.

However, Mamoswine is over-reliant on Ice Shard to beat faster teams, and the move does little damage to Pokemon like Ferrothorn. Mega Metagross and Crawdaunt have Bullet Punch and Aqua Jet, respectively, to hit Mamoswine super effectively. This is exacerbated by Mamoswine's poor typing defensively and bulk, and its low Speed means it is out-prioritized by these Pokemon if it uses Ice Shard.

What are you waiting for? Give it a try!
d o n e
 
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Clefable

Clefable, formerly the undisputed Queen of OU, has taken a slight fall from grace in the new generation. With the introduction of powerful new threats like Ash-Greninja and the four Tapus and the reappearance of former enemies capable of handling Clefable such as Genesect, Greninja and Hoopa-Unbound, Clefable’s role as a reliable Stealth Rock user has been undermined. Additionally, the introduction of many viable Fairy-type Pokemon have populated coverage slots with Poison and Steel-type moves and have paved the way for threats like Alolan-Muk to flourish in OU, which is bad news for Clefable. However, it notably remains very flexible and can fulfill many different roles, such as a bulky pivot, Calm Mind sweeper, Unaware tank, and a utility set with Stealth Rock and Thunder Wave. It boasts two top-tier abilities and a wide movepool packed with viable moves one can pick and choose from such as Knock Off, Heal Bell, Wish, Encore, the list goes on. Not to mention that despite the changes, mono-Fairy typing is great, packing useful resists and only two weaknesses. It’s safe to say Clefable is still a dominant threat in SM OU, and should never be underestimated.


Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 184 Def / 72 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Soft-Boiled
- Thunder Wave / Knock Off

Thanks to Clefable’s solid bulk and typing, it is an extremely consistent and reliable Stealth Rock user. Capable of switching into a fair number of Pokemon, including the only OU-viable Magic Bounce user in Mega Sableye, it can get plenty of opportunities to use the move. Moonblast is your necessary STAB attack, and Soft-Boiled keeps Clefable healthy to allow it to check and counter Pokemon consistently throughout the battle. Thunder Wave, despite receiving an accuracy nerf this generation, remains a strong option to severely dissuade threats from switching into Clefable such as Genesect or Gengar. Knock Off may also be chosen to heavily cripple Pokemon such as Alolan-Marowak by removing its Thick Club, a Pokemon that would otherwise be a stellar Clefable switch-in. Calm Mind can be swapped in over Stealth Rock if one desires a late-game sweeper as opposed to a more utility-focused build. Thanks to Magic Guard, Clefable can run 252 HP EVs to maximize its HP without having to worry about taking extra damage from weather and Stealth Rock.


Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Heal Bell / Knock Off / Flamethrower
- Wish
- Protect

This set utilizes Clefable’s second and equally as impactful ability, Unaware, to wall a lot of boosting threats in the metagame. It is a stellar switch-in to Pokemon such as Garchomp, Buzzwole, Mimikyu, Landorus-Therian, and more. One can opt to instead invest EVs into Special Defense to better check Pokemon like Manaphy, Tapu Koko, and Thundurus lacking Taunt. Moonblast is a necessity on all Clefable sets, as it allows Clefable to still function when Taunted. Wish and Protect are used due to Soft-Boiled’s illegality (as it is a Generation 3 tutor move) combined with the Unaware ability (as it is a Generation 5 ability). Although its undesirable, it certainly is superior than Moonlight, as it sports a low PP count with a nasty side effect of not healing nearly as much in most weather conditions. Heal Bell is the preferred option in the second slot, but if one desires another move or already has a user of Heal Bell on their team then Knock Off and Flamethrower make for sufficient replacements. Knock Off utility is great for removing impactful items such as Alolan-Marowak’s Thick Club and enemies’ Choice items, whereas Flamethrower hits Steel-types like Scizor and Ferrothorn hard, punishing them for attempting to switch in. This set is geared more towards Stall and Balanced playstyles, as the unique Unaware ability goes a long way in helping check dangerous boosting sweepers.

However, Clefable isn’t without flaws. As previously mentioned, the abundance of Steel and Poison moves in the meta at the moment isn’t favored by Clefable. Many OU-viable Pokemon are of the Steel-type, which naturally threaten Clefable. Pokemon that resist Moonblast, such as Alolan-Marowak, Toxapex, Mega Metagross and Mega Scizor can easily switch into Clefable, however the latter two must be wary of a Thunder Wave and Flamethrower, respectively. The newly introduced bulky Fairy-type Tapu Fini is easily capable of switching in and Taunting Clefable, shutting it down hard, whilst also taking little damage from an unboosted Moonblast. Clefable can do very little against Toxapex, as it can Haze to nullify any Calm Mind boosts and proceed to use super-effective Sludge Bombs. It should be noted that although Clefable is relatively tanky with investment, it’s not bulky enough to withstand extremely powerful attacks such as a Mega Charizard Y’s Fire Blast or a Tapu Lele’s Psychic.

As Clefable is better suited on Balance or Stall playstyles, it prefers team-mates that synergize with it well defensively. Heatran is capable of sponging Poison and Steel-type moves directed at it, as well as repelling dangerous threats like Genesect. It also can break stall effectively, something Clefable struggles accomplishing without Calm Mind. As it lures in Fire-types like Alolan-Marowak and Mega Charizard-Y, Clefable prefers bulky Pokemon like Tyranitar and Toxapex to sponge these powerful moves. These two Pokemon synergize pretty well with Clefable as well, as the former’s Sand Stream ability doesn’t interfere with Clefable thanks to Magic Guard and can trap pesky Pokemon like Hoopa-Unbound and Gengar, and the latter can supply Toxic Spikes support for Clefable, helping it wear down the enemy team. Lastly, two great offensive partners for Clefable are Dugtrio and Magnezone, as they both trap and kill common Clefable counters like Heatran, Toxapex, Celesteela, and Skarmory, which allows Clefable to do its job unhindered.

Clefable's a very versatile Pokemon, and its unlikely that you haven't built a team without one on it. If you haven't, what are you waiting for? Try it out next time you're teambuilding!
Thundurus-Incarnate

Boasting high offensive stats, stellar movepool and a unique base 111 Speed, it’s evident why Thundurus remains a powerful threat in the OU metagame. Its Prankster ability enables it to cripple offensive threats with a Thunder Wave, granting its Trainer a lot of speed control and allows it to act as a check to many dangerous sweepers such as Serperior, Pheromosa, and Alakazam. Its adequate defensive typing allows it to switch into a few Pokemon, primarily Mega Scizor, Tornadus-Therian and Pokemon choice-locked into Ground-type moves. It also can comfortably run a physical set, utilizing its Defiant ability to pressure Landorus-Therian and other Intimidate users. Because it deters the use of Defog thanks to its ability, Thundurus fits nicely on teams with a hazards lead or a team dependant on hazards. However, with Sun and Moon came several nerfs felt by Thundurus, such as Prankster moves failing against threats like Weavile, Tyranitar, and the newly introduced Alolan-Muk. Thunder Wave’s accuracy also dropped to 90% which, in theory, shouldn’t be that detrimental but it makes Thundurus less consistent. Sun and Moon also introduced two new Electric-types, the much faster Tapu Koko and the much stronger Xurkitree, both of which offer strong competition for a teamslot.


Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast / Grass Knot / Sludge Wave

This set utilizes Thundurus’ Prankster ability to check boosting sweepers whilst also employing its stellar offensive stats to dish out a lot of damage. Thunder Wave, when boosted by Prankster, propels the move up in priority, enabling Thundurus to cripple faster threats like Serperior, set-up sweepers and Choice Scarf Pokemon. Thunderbolt is obligatory on special sets as it is a reliable STAB attack that hits hard. Hidden Power Ice nails Landorus-T, Dragonites and Latios hard on the switch-in, and pairs well with Thunderbolt as coverage, forming the infamous Bolt-Beam combination. Flying may be an option over Ice as a Hidden Power type for the extra damage the STAB bonus provides, and hits Grass-types like Tapu Bulu and Amoonguss harder. Several moves can occupy the last slot, but the preferred move is Focus Blast, as that OHKOs and 2HKOs common Thundurus switch-ins like Tyranitar, Heatran and Ferrothorn. Grass Knot easily dispatches bulky Grounds like Mega Swampert, Quagsire and, more notably, Hippowdon. Lastly, Sludge Wave easily OHKOs Tapu Lele, Tapu Bulu and Tapu Koko, whilst also securing the 2HKO on Specially Defensive Clefable, who’d otherwise wall this set.


Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast / Grass Knot

This set instead utilizes Nasty Plot to launch Thundurus’ Special Attack to astronomical levels, allowing it to sweep past teams with ease. Thunderbolt is a necessity, and hits incredibly hard after a Nasty Plot boost. Hidden Power Ice provides stellar coverage, and secures some crucial OHKOs after a Nasty Plot, like Latios (after Stealth Rock), and Garchomp. Again, the last slot is open to a few options. Focus Blast provides great coverage and high power, but its shaky accuracy is a large drawback. Additionally, as this set lacks the immediate power Life Orb provides, Grass Knot is necessary to muscle past Quagsire, as a neutral Focus Blast fails to 2HKO after Leftovers. It also deals a substantially larger amount of damage to Hippowdon, Mega Swampert and Gastrodon.

However, Thundurus is not infallible. Its Flying-type combined with its extreme frailty means it can ill afford to switch in on Pokemon repeatedly. Additionally, Thundurus fails to pick up crucial OHKOs such as Thunderbolt on a Weavile or an Assault Vest Tornadus-Therian without the assistance of Stealth Rock. As such, it strongly appreciates strong hazard control from its team. Pokemon such as Tapu Fini and Starmie can provide removal for Thundurus whilst also acting as an Ice-type move switch in. Slower Pokemon that benefit greatly from Thundurus’ abilities to spread paralysis make for great team-mates as well. Thundurus’ ability to break bulkier teams with Taunt and high power enables strong team-mates to sweep up later, such as Shift Gear Genesect, Pheromosa and Choice Scarf Tapu Lele.

It should be said that Thundurus has a few checks and counters in the OU tier, namely Pokemon that can switch into its array of moves. Despite it learning Grass Knot, Grass-type coverage isn’t too common on Thundurus and as such bulky Ground-types like Hippowdon are stellar switch-ins, as it doesn’t fear an unboosted HP Ice. In the same vein, Alolan-Marowak switches into Thundurus with relative ease, as Lightning Rod allows it to absorb Thundurus’ hardest hitting attack. It, however, gets crushed by Knock Off as, even if it lives the strike, loses its valuable Thick Club item in the process. Ice-types like Mamoswine and Weavile can revenge-kill a Thundurus with little to fear. It should be noted that both of the aforementioned Pokemon are immune to Prankster Thunder Wave, and as such do not need to worry about being inflicted with paralysis before taking Thundurus out.

It’s evident that Thundurus took quite a fall from grace after being banned in Generation 5, but by no means is it an underpowered Pokemon. Give it a try next time you’re teambuilding!


e: Reserving Gyara as well
 
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Sun

Who cares if one more light goes out? Well I do...
is a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnus

Landorus-t has always been a top-tier ou pokemon since BW, its fantastic typing Ground/Flying combined with its very good stats make him a very solid and versatile Pokemon in the current ou metagame, due to U-turn is a really good pivot, and thanks to intimidate its able to deal with a lot of physical threats in overused.

Ability: Intimidate
EVs: 252 HP / 212 Def / 28 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Knock off / Stone Edge / Toxic
- U-turn / Swords Dance

This is the most common set for landorus-t, this is a defensive setter set which exploit landorus-t's defensive capability, Earthquake its the main stab, stealth rock is here since this is a defensive set used to support the team, Stone edge as 3rd slot is really fine to deal with flying type the likes of mega Pinsir, knock off is a interesting move if the team has already a bird check, and finally its used to weaken Rotom-w, Ferrothorns, and to remove Specs or Scarf from keldeo switching in, another option is to use Toxic, which is really good to cripple bulky waters the likes of rotom-w, other Landorus-t and Tangrowth, as 4th slot, u-turn to grab momentum, swords dance is an option if the team suffer a lot ferrothorn, Clefable and defensive mega Scizor, the ev spread is pretty clear, 28 evs in spd allows Landorus-t to always live a hp ice from koko, the rest in physical bulk to deal better with mega Charizard x and Excadrill.

Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone edge
- Superpower / Knock off / Explosion

This is a Choice scarf Landorus-t set, the choice scarf allows landorus to outspeed a lot of faster pokemons the likes of pheromosa, Greninja, mega Alakazam, Tapu koko, tapu lele, we'll see the moves, first of all, there is Eq, always the premier stab, useful to hit hard frail pokemons or to revenge kill, u-turn to gain momentum, after that, there is stone edge, which is cool to hit mega Pinsir outspeeding it, in the 4th slot, there a are a lot of options, Superpower, is a really interesting move on scarf Lando, which allows him to hit Kartana, mega Gyarados, Porygon-z before z-conversion and Ferrothorn, knock off is the second option, hit hard latios and latias, and it provides utility for the team, removing items from the opposite pokemon, finally, we can use explosion, which is cool to catch rotoms and to gain momentum, an onorable mention to hp ice, which is a very cool option to deal better with opposite Landorus-t, ev spread pretty standard to optimize its offensive capability, unfortunately scarf Landorus-t is no longer an excellent set as it was in Oras Ou, since with the coming of the sun and moon, scarf Landorus got new switch as buzzwole, celeestela and tapu bulu.

Interesting set options are: offensive rocker, which is really interesting because can both set rocks and hit hard tapu fini, buzzwole grass types the likes of tangrowth and tapu bulu using supersonic skystrike, also landorus-t can run a double dance set, which is really cool to deal with bulky and fast teams due to swords dance and rock polish, good partners for landorus-t are hazard setters the likes of ferrothorn and clefable that can help landorus to put pokemons in range of earthquake, good wallbreakers the likes of bisharp, gyarados, weavile are a good partners since can put a lot of pressure when paired with Landorus-t, and finally, magnezone its a good partner for landorus-t due to its ability to trap steel types the likes of celesteela, skarm and mega scizor and to put pressure to water type pokemons as well.


However, Landorus-t is really weak to common water and ice type attacks from the likes of tapu fini, manaphy, weavile, mamoswine, but it is always a good choice to get advantage from Stealth rocks, ground & electric immunity and for the offensive pressure that him put, What are you waiting for? Give it a try!
 
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Sobi

Banned deucer.
Skarmory - done.
Skarmory has access to a plethora of supportive moves, including Taunt, Defog, Spikes, and Whirlwind, making it a worthwhile member of your team. Its fantastic defensive typing along with its great Defense stat allows it to check threatening Pokemon, such as Excadrill. Said defensive typing also blesses it with an immunity to Toxic, a status many Pokemon carry to cripple walls, and Spikes, as well as a neutrality to Stealth Rock. All in all, Skarmory is exceptionally difficult to wear down and can prove to be a bit of a nuisance if you aren't equipped to deal with it.

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Whirlwind
- Spikes / Defog
- Brave Bird

First of all, Sturdy is a useful ability that allows Skarmory to survive an attack that would otherwise OHKO it. The EVs allow it to take on physical attackers as best as possible. Leftovers improves Skarmory's longevity, providing it with gradual recovery. As for the moves, Roost also improves Skarmory's longevity, keeping it healthy and around for longer. Spikes is useful to wear down grounded foes - the more layers you're able to set, the better, and it works very well with Whirlwind to rack up entry hazard damage. Defog clears away entry hazards for Skarmory's team, supporting it. Brave Bird prevents Skarmory from being setup or Taunt bait - it hits Mega Venusaur and Tapu Bulu decently.

Skarmory, however, struggles from many drawbacks, including a vulnerability to special attackers as a result of its low Special Defense. And while its typing grants it useful resistances, it also burdens Skarmory with a weakness to Electric and Fire. Finally, Skarmory is quite passive, despite having access to Brave Bird, which can be rather weak anyway.

What Skarmory sets do you run? Let us know in the comments below!
 
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rs

STANDING ON BUSINESS
is a Top Tutor Alumnusis a Site Content Manager Alumnusis a Team Rater Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnusis a Past WCoP Championis a Former Smogon Metagame Tournament Circuit Champion
With the introduction of Sun and Moon, Pelipper was blessed with the ability Drizzle as well as a small boost to it's Special Attack stat. These small changes turned Pelipper, who was once not relevant at all in the OU metagame, into the best support Pokemon on any kind of rain team. With its fantastic Water / Flying typing as well as access to moves like Roost, Defog, Knock Off, Hurricane, and U-turn, it became a much better Pokemon to the fill the role of rain setter, which was previously filled by Politoed.


Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 196 Def / 64 SpD
Bold Nature
- Scald
- Hurricane
- U-turn
- Roost

Currently, this is Pelipper's best (and only) support set. The overall defensive investments allows it to repeatedly take on extremely common Pokemon like Pheromosa, Buzzwole, and Scizor. The ability and Damp Rock are essential to Pelipper's overall effectiveness to continuously support the team by setting the rain. The moves chosen on this set were dual STAB in Scald and Hurricane (100% in the Rain), U-turn to get teammates in relatively easy with Pelipper's very low Speed stat, and Roost to increase its longevity as a support Pokemon. These moves are of course interchangeable with moves like Knock Off and Defog, but it really depends on team composition and what is needed.

Though Pelipper is an OU Pokemon this generation due to these many advantages, it still sports its fair share amount of flaws. The most important weakness as a support Pokemon is its weakness to the omnipresent Stealth Rock, which limits is ability to continuously switch in and set rain for its teammates. Pelipper also a crippling weakness to Electric-type moves, so it's easily forced out by common Pokemon like Tapu Koko, Thundurus, and Rotom-Wash looking to gain momentum for their own team. Lastly, with weather being common again this generation, Pokemon like Tyranitar, Alolan Ninetales, and Mega Charizard Y can switch-in to Pelipper and get rid of its rain quite easily.

Overall, Pelipper's new ability gave it new life in the OU metagame as the best support Pokemon on Rain teams. What are you waiting for? Give it a try!


Azelf soon, whenever I stop johning
 

One of the new Ultra Beasts, Celesteela has shown to be a dominant force in the current OU metagame. Its great Steel / Flying typing and all-around bulk let it serve as a solid answer to the likes of Tapu Lele, Latios, Magearna, and Mega Scizor in a single teamslot. For such a sturdy Pokemon, it can also dish out quite a bit of damage as well thanks to its respectable offensive stats and access to useful moves such as Heavy Slam, Flamethrower, and Earthquake. Celesteela is also blessed with a fantastic ability in Beast Boost, which increases its most proficient raw stat whether it be Attack or Special Defense. These traits make Celesteela a solid choice on a variety of playstyles.


Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 8 Def / 252 SpD
Sassy / Careful Nature
- Heavy Slam
- Flamethrower / Earthquake
- Leech Seed
- Protect

This is Celesteela's best set thus far. Heavy Slam is Celesteela's main attack, hitting most Fairy-types for super-effective damage. Flamethrower lets Celesteela reliably beat other bulky Steel-types such as Mega Scizor, Skarmory, and Ferrothorn; it also does a lot of damage to Magnezone if it tries to switch in. Earthquake is also an option in order to deal enormous amounts of damage to Magnezone and Heatran and hits Electric-type Pokemon harder than any of its other attacks, though it no longer has a way to deal with most other bulky Steels. Leech Seed is essential on this set as it gives Celesteela much-needed recovery to make up for its lack of a reliable healing move. It also provides the benefit of wearing down opposing Pokemon. Finally, Protect scouts out the opponent's moves, which is especially helpful versus Pokemon that might have a move to lure Celesteela, such as Thunderbolt Latios. Additionally, it gives Celesteela a free round of Leftovers and / or Leech Seed recovery. The EV spread maximizes Celesteela's special bulk, allowing it to take on the likes of Tapu Lele, Latios, and Protean Greninja. If running Flamethrower, a Sassy nature should be used to avoid lowering Celesteela's Special Attack. If running Earthquake, a Careful nature should be used instead.

Celesteela has a couple other options up its sleeve. A physically defensive spread can be used to check Pokemon such as Azumarill and Mega Metagross, though the specially defensive set allows it to check more Pokemon overall. Celesteela can try to take advantage of its arsenal of offensive moves, which includes Heavy Slam, Flamethrower, Earthquake, Air Slash, Flash Cannon, Giga Drain, and Fire Blast. Combined with its access to Autotomize, which boosts its Speed by two stages and makes it lighter, Celesteela can run an offensive set of Autotomize + 3 attacks, which can snowball in power through Beast Boost stat increases. Keep in mind that Celesteela doesn't have much immediate strength unless it's running a Life Orb which has the drawback of cutting into its longevity; this means that getting into a position to sweep can be difficult without proper team support.

Despite Celesteela's many positives, it does have some flaws. It has weaknesses to Electric and Fire, meaning that Pokemon such as Heatran, Tapu Koko, and Magnezone pose significant threats. Magnezone in particular can trap Celesteela thanks to Magnet Pull and fire off super effective Thunderbolts. It's not the end of the world for Celesteela, though - these Pokemon can be lured in with Earthquake or whittled down with Flamethrower and Leech Seed + Protect stalling.

Celesteela also suffers from a lack of reliable recovery, making it extremely dependent on Leech Seed and Leftovers to stay healthy. One must play carefully to avoid having Celesteela's recovery cut off due to things like Knock Off, Taunt, or burn, otherwise it will lose a great deal of its longevity.

Overall, Celesteela proves to be a top-tier Pokemon in OU thanks to its ability to check a large portion of the metagame. Give it a try! You won't be disappointed.

feel free to point out any grammar / writing errors
 
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Gyarados

Sporting solid stats, typing and abilities, its no wonder Gyarados is as fearsome as the stories tell. Being one of the few OU-viable Mega Evolutions in the SM metagame, Gyarados can unleash hell on its enemies with its destructive Dragon Dance sets. It boasts solid defensive stats in both its regular and Mega-Evolved form and, when combined with Intimidate, allows it to set up on a myriad of Pokemon. Its Mega Evolution’s ability, Mold Breaker, helps defeat the likes of potential checks such as Quagsire, Mantine, and Clefable, ignoring their abilities. However, new threats emerging in the SM metagame put a damper on Gyarados’ viability. New up-and-coming menaces such as Tapu Koko, Tapu Bulu, Tapu Fini and Pelipper can handle Gyarados with relative ease. Gyarados also suffers from a crippling Stealth Rock weakness in its base form, which can severely limit the number of switch-ins it can execute without adequate hazard control. Furthermore, once it Mega Evolves, it no longer can return to its regular form, meaning it loses its Flying-type and the useful resistances that accompany it, but more importantly lose Intimidate.


Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch / Earthquake
- Ice Fang / Substitute / Earthquake

This offensive set abuses Gyarados’ myriad of resistances and immunities in both regular and Mega form to set up Dragon Dances and crush the opposing team. Dragon Dance is the necessary move to propel Gyarados’ offensive stats to overwhelming levels. Waterfall hits incredibly hard after a single Dragon Dance, and helps hit Ground and Fire-type Pokemon like Hippowdon, Heatran, and Alolan-Marowak. Similarly, Crunch hits equally as hard against threats like Slowbro and Jirachi. Earthquake is a viable coverage move that targets Water-types such as Rotom-Wash (due to Mold Breaker) and Tapu Fini. Ice Fang, despite its low Base Power, provides incredible type coverage that handles Pokemon such as Garchomp and Tapu Bulu. Although Substitute cuts Gyarados’ scarce HP down, it offers protection from dangerous moves such as Ferrothorn’s Leech Seed and Thunder Wave and enables Gyarados to completely set up on Pokemon such as Mega Sableye, Slowbro, Alomomola.

As Gyarados doesn’t have a reliable way to recover off passive damage outside of Rest sets, its fundamental that teams supporting a Gyarados have strong hazard control in order to maintain as much health as possible. Latias makes for a good partner, as it can use Defog to rid the battlefield of entry hazards, and can also use Healing Wish to breathe new life into Gyarados, granting it a second chance to set up. Dugtrio helps trap Electric-types that threaten Gyarados immensely such as Magnezone and Xurkitree and eliminate them from the game. In the same vein, Magnezone traps troublesome Steel-types such as Skarmory and Ferrothorn that Gyarados often struggles to topple. Pokemon such as Garchomp and Landorus-Therian pair well with Gyarados defensively, sponging Electric-type attacks whilst also setting up Stealth Rock to support a sweep. They both also lure in bulky Water-types like Tapu Fini and Slowbro and heavily damage them, softening them up for late-game.

Gyarados may be a terrifying Pokemon, but it comes with its fair share of weaknesses. Although it boasts excellent defensive typings, it lacks the recovery to continuously switch into threats, meaning that passive damage such as Toxic and entry hazards damage Gyarados heavily over the course of a game. Gyarados is also extremely susceptible to status inflictions, which can very easily stop a sweep in its tracks. Substitute may be used to protect against this, but that comes at the cost of 25% HP and a moveslot. Bulky Pokemon such as Ferrothorn and Tangrowth have the stats to absorb boosted hits and force Gyarados out. As Gyarados has a Speed stat of 81, it finds itself outsped and picked off even at +1 by threats like Pheromosa, Mega Alakazam, and Choice Scarf Landorus.

Despite bigger and better threats introduced in Sun and Moon, Gyarados remains a potent threat in the SM metagame, and can easily breeze through unprepared teams. Give it a go next time you’re teambuilding!
reserving kyu-b + slowbro
 
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Pilo

uses walther
is a Smogon Discord Contributor Alumnus
Jirachi has been rewritten.
Jirachi’s good typing, large movepool, and well-rounded stats all lend themselves to its success in OU allowing it to check a myriad of Psychic- and Fairy-type Pokemon like Tapu Lele, Clefable, Latios, Latias, and Mega Alakazam

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Toxic / Body Slam
- Wish
- Protect

This is the set that makes the magic happen. Maximum HP investment and 224 EVs in Special Defense with a Careful nature allow Jirachi to absorb special hits to the best of its ability allowing it to take on such threats as Tapu Lele and Latios with relative ease. 32 EVs are placed into speed in order to outpace Jolly Tyranitar getting the jump on it with a powerful Iron Head, Jirachi’s main STAB move which when coupled with its ability Serene Grace has a 60% chance to flinch opposing Pokemon.

Jirachi’s second moveslot is largely up to the player. Toxic serves as a workaround to bulky Ground-types such as Garchomp, Landorus-T, and Hippowdon as well as Water-types like Rotom-Wash and Mantine and functions well in combination with Iron Head allowing Jirachi to gradually wear down foes. Body Slam, on the other hand, benefits from Serene Grace allowing Jirachi to spread paralysis, disrupting foes and crippling opposing setup sweepers. Wish is Jirachi’s primary method of recovery letting it to not only replenish its own health but the health of its allies as well making it a useful addition to the set. Protect can be used to scout for attacks as well as stall for Leftovers recovery. However, it’s mostly used for its functionality with Wish, making sure Jirachi’s Wish will land for guaranteed recovery.

Although the combination of Jirachi’s solid bulk and Serene Grace Iron Head may at first seem frightening it’s actually quite manageable. Bring in a Pokemon that can stomach its Iron Head and retaliate with a strong move and watch Jirachi crumble. Fine examples of such Pokemon include Fire-types, Heatran especially for its 4x resistance to Steel-type moves as well as Mega Charizard X and Mega Charizard Y and Ground-types like Garchomp and Landorus who can not only face Jirachi without fear but inflict chip damage upon contact with Rough Skin and Rocky Helmet respectively. All of these Pokemon, however, must be wary of a timely paralysis from Jirachi’s Body Slam should they choose to switch in. Among Jirachi’s other checks are Dark-types such as Weavile, Bisharp, and Hoopa-U who are able to make quick work of it with their STAB attacks though both Weavile and Hoopa-U struggle to switch into a STAB Iron Head

Overall, Jirachi is a solid defensive threat that packs tons of utility and deserves some consideration if your team struggles with Psychic- and Fairy-type Pokemon.
 

Duck Chris

replay watcher
is a Pre-Contributor
Dugtrio Done

Aha, you've activated my trap card! Dugtrio is a unique pokémon within the SM metagame for its ability Arena Trap, which allows it to trap and kill specific threats such as Heatran, Tyranitar, or Mega Metagross. Dugtrio's controversial ability prevents the opponent from switching if it is grounded, allowing Dugtrio to function as a revenge killer, wallbreaker, and valuable support role for many teams.

Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Reversal
- Stone Edge/Aerial Ace
- Screech/Memento

This generation, Dugtrio gained a boost to its attack stat, allowing it to more effectively kill threats without relying on 1 hitpoint reversals. Earthquake OHKO's Mega Metagross, along with previous targets such as Heatran, Tyranitar, Mega Charizard X and Excadrill. Reversal is still useful if Dugtrio gets weakened enough; with 1 hitpoint remaining reversal is actually more powerful than STAB earthquake. Stone Edge and Aerial Ace are both useful in different situations. Stone Edge gives a guaranteed OHKO on Volcarona, as well as good damage to flying threats that are immune to Earthquake. Aerial Ace is better against Tapu Bulu, Breloom, Mega Venusaur, and other grass types, as well as Keldeo.

For the last move, you should choose based on the other spots in your team. Screech lowers your opponent's defence by two stages, allowing your next pokémon to break through a troublesome wall or gain a valuable opportunity to set up boosts. Memento lowers the opponent's attack and special attack, making it safer to set up boosts against more offensive teams. Memento is more valuable against offensive teams, where as Screech is more valuable against defensive teams.

Dugtrio is an amazing partner to many top tier pokémon in SM OU right now. Genesect can use U-turn to pivot out of its checks and right into Dugtrio, opening the way for a later sweep. Tapu Lele appreciates the removal of Mega Metagross and Tyranitar, so it can more easily spam Psychic. Furthermore, Dugtrio can also revenge kill some of the slower threats in the meta such as Hoopa-Unbound. Try dugtrio out and you may be surprised how useful it actually is.
 
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