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[WIP] The Devil's Competitive UU Guide [Edited with Tier Changes on 1/6/2015]


YagamiNoir

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The Devil's Competitive UU Guide

 

Welcome, fellow mortal, to the devilish database of UU. 

 

A few things to note of this guide:

 

  • Feedback and suggestions are appreciated and you can feel free to list them down, although more often than not I go with my gut and stick with my own speculative sets. I have prepared a part of this guide previously, but I will eagerly and openly accept all opinions. 
  • I am very specific when it comes to my guides, as some of you may or may not know. This means that most, if not all of my guides are more than just copy-pasta sets with just EVs, moves and the like. I give long, but specific descriptions, notably in regards to counters, moves, and EV investment goals. So if you're not one that's inclined to read through a wall to get what you want, you might as well turn your webpage off right now.   
  • This guide simultaneously gives my personal view on the current UU meta and the current imbalance of powerhouses in the tier. So there's gonna be stuff like Chansey and Marowak inside. All of what I say is ultimately speculative, before someone rants at me in regards to my opinion.
  • The guide will be made alphabetically, and as soon as possible. It will, of course, adapt to official decisions made by the council and the competitive community. 

Things one can expect to cover upon in such a guide:

  • Specific EV Spreads with explanations and movesets
  • Checks and counters for each individual Pokemon listed
  • Rankings for each Pokemon in accord with the UU Viability Thread
  • Admittedly super long text walls

 

In accord and in response to the recent establishment of the fixed UU and the preliminary NU, the guide will undergo significant changes in which Pokemon that are not provided in the official list (linked below) will not have as much relevance in UU. As of such, the thread will either be changed to an NU Tier guide due to the length of both tiers that befits the space I had initially prepared, but depending on the assistance and modification of a GT Mod will remain as such.

 

As of the moment, I will complete Pokemon that are listed in the official thread only.  However, the text walls I had written previously will not go to waste as I intend to create a NU list in accord the guides for formerly UU Pokemon, however, but only as a relevant part of it begins to take form. 

 

Current UU list:

[spoiler]

Altaria

Azumarill

Blastoise

Breloom

Chansey

Claydol

Clefable

Crawdaunt

Crobat

Donphan

Exeggutor

Fearow

Flareon

Gligar

Granbull

Haunter

Hitmonlee

Houndoom

Hypno

Kangaskhan

Kingler

Lanturn

Magmar

Manectric

Misdreavus

Omastar

Porygon2

Quagsire

Sneasel

Steelix

Swellow

Tentacruel

Vileplume

Xatu [/spoiler]

 

Pre-change UU list:

 

 [spoiler] Absol

Aggron

Altaria

Ampharos

Armaldo

Azumarill

Blastoise

Breloom

Camerupt

Chansey

Claydol

Clefable

Cradily

Crawdaunt

Crobat

Donphan

Electabuzz

Electrode

Exploud

Exeggutor

Fearow

Flareon

Girafarig

Gligar

Golduck

Golem

Granbull

Grumpig

Haunter

Hitmonlee

Hitmontop

Houndoom

Hypno

Jynx

Kabutops

Kangaskhan

Kingler

Lanturn

Lapras

Mantine

Misdreavus

Mr.Mime

Muk

Nidoking

Nidoqueen

Ninetales

Omastar

Pikachu

Pinsir

Poliwrath

Porygon2

Primeape

Quagsire

Raichu

Scyther

Sharpedo

Shiftry

Shuckle

Sneasel

Solrock

Stantler

Steelix

Swellow

Tentacruel

Venomoth

Victreebel

Vileplume

Walrein

Whiscash

Xatu [/spoiler]

Edited by YagamiNoir
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Absol 

BST: 465 (65/130/60/75/60/75)

Ranking: B+
A disasterous 130 Attack alongside the strongest UU Pursuit and an expansive movepool make it a fearsome foe to many frail Pokemon at it's mercy of prediction.

[spoiler] Choice Band
Nature: Adamant/Jolly
EV Spread: 6 HP (or anything else but Special Attack)/252 Attack/252 Speed
Ability: Pressure
Item: Choice Band

Pursuit
Superpower
Megahorn/Bite
Quick Attack/Rock Slide/Double-Edge

Choice Band STAB Pursuit is incredibly deadly. Even without switch outs, it can still OHKO a few vulnerable Pokemon, such as 252/92 Misdreavus, which usually means checkmate if Absol gets in favourably. Even bulky Pokemon such as 252/0 Cradily take a whooping 71% maximum as they switch out from Pursuit (in fear of Superpower/Megahorn without a Defense boost). Pokemon such as bulky Flareon need to debate whether or not it is killed on the spot with Superpower or killed on a predicted Pursuit. With the split, Megahorn is what makes the Psychic types cover in fear instead of Shadow Ball now, again using prediction to kill them with either Megahorn or Pursuit. Quick Attack is standard priority to pick off some weakened threats at low health. Rock Slide is particularly useful against Pokemon such as (under discussion) Crobat, bulky Mantine, and Altaria, that resist Superpower and Megahorn. Double-Edge mainly hits bulky Poison types that resist both of Absol's base 120 moves, such as Nidoking/Nidoqueen.

Swords Dance
Nature: Adamant/Jolly
EV Spread: 6 HP or anything else except Special Attack(HP even preffered)/252 Attack/252 Speed
Ability: Pressure
Item: Salac Berry/Leftovers

Swords Dance
Superpower
Megahorn/Bite/Pursuit
Quick Attack/Substitute/Taunt/Magic Coat

Set up a Swords Dance, then start destroying things. Although that's not much Absol can really set up on other than a mono-attacking Psychic of some sort, Substitute allows it to set up while having a psuedo-shield with it. Taunt and Magic Coat stop phazing and crippling status, so they're good against an annoying Blastoise or other phazer trying to phaze you out of your boosts. Bite is an option if one prefers more consistent damage over Pursuit, since the switching game isn't not as relevant in setup fights. Even HP is preffered so that Salac Berry can activate sooner at 25% health.

Mixed Attacker
Nature: Lonely/Naughty/Hasty/Naive
EV Spread: 158 Attack/100 Special Attack/252 Speed or 252 Attack/6 Special Attack/252 Speed
Ability: Pressure
Item: Blackglasses/Salac Berry/Liechi Berry/Leftovers

Megahorn
Fire Blast
Ice Beam
Pursuit/Superpower

This set aims to lure in Pokemon such as Donphan and Gligar that are vulnerable to Absol's Special Attacks. Fire Blast allows it to smite some stray steels with sun Support, like Steelix, whereas Ice Beam allows it to checkmate Gligar, and 2HKO Donphan and Altaria. Pursuit's utility is counterproductive with the luring aspect, especially considering that being unable to OHKO some variants of Grumpig/Hypno on switch out, unless minor damage is involved, is a dead giveaway it's not running a Choice Band. Megahorn can still easily threaten all Psychic types, though, and Superpower is also an option due to the coverage it provides alongside Megahorn. Blackglasses is chosen, alongside the Attack investment, to ensure that Pursuit will always OHKO 252/200+ Grumpig, and 252/192+ Hypno after minor damage. One can either choose more Special Attack investment to ensure the OHKO/2HKO, Donphan being particularly significant if you invest, but being able to 2HKO with a combination of a physical attack + a coverage move is also fine.

Checks and Counters:
Absol excels best when coming in on something it can checkmate between a 120 BP move and Pursuit, so if it comes down to that, all you can do is predict -- some Pokes can even lose no matter what, so Absol's role is not that "counterable" in some situations. That aside, bulky Hitmontop is the best Absol counter due to Intimidate and Fighting STAB, as well as Mach Punch. Note that less bulky variants of Hitmontop are still 2HKOed by CB Superpower though, and a +1 Superpower (SD) can even OHKO some variants. Gligar, Crobat, Altaria, Tentacruel and Mantine's resistance to Superpower and Megahorn help a lot, but all are vulnerable to a 2HKO from CB Double-Edge, Rock Slide against flying types, and in the case of the former three Ice Beam. Boosted Bites with their flinches are also an annoyance especially if Tentacruel lacks Speed investment. Bulky Donphan and Blastoise avoid the 2HKO from CB Absol but Donphan is 2HKOed by Ice Beam. Blastoise usually cannot beat Absol without taking tons of damage (and Specially Defensive variants are 2HKOed) but RestTalk sets fare moderately well especially if it comes in on Superpower. Counter also works. At the end of the day, Absol is also frail and fairly slow despite it's power so revenge killing it is also easy as can be, as is prediction on the right move, although prediction works on both sides. [/spoiler]

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Aggron

BST: 530 (70/110/180/60/60/50)

Ranking: B
A tank with a bittersweet defensive typing despite it's massive typing and an expansive movepool, Aggron is good at countering Normal and Flying types in the tier while dishing out powerful attacks of it's own.

[spoiler] Choice Band
Nature: Adamant/Jolly
EV Spread: 76 HP/252 Attack/180 Speed or 6 (in anything but S.Attack)/252 Attack/252 Speed 
Ability: Rock Head (with Double-Edge)/Sturdy (if not, either ability is usable)
Item: Choice Band

Rock Slide
Iron Tail/Double-Edge
ThunderPunch/Ice Punch
Earthquake/Superpower

Choice Band Aggron is a pretty decent offensive pivot. It can switch it fearlessly on Pokemon such as Fearow, for example, and begin dealing tons of damage. Rock Slide and Iron Tail function as STAB; despite the latter's inaccuracy, Iron Tail notably nabs key 2HKOes on Pokemon such as semi-bulky Hitmontop and theraten Cradily. Double-Edge works well alongside Rock Head to consistently threaten Pokemon without resorting to the inaccurate Iron Tail, although the damage difference is notable. The split has been slight comfortable for Aggron due to it's access to the elemental punches; with them, Aggron can now reliably 2HKO even the bulkiest Blastoise and Poliwrath with ThunderPunch. It's access to Ice Punch means it can also damage Pokemon such as Gligar, Claydol and other Ground types that would otherwise resist it's Rock STAB. Earthquake allows Aggron to threaten Pokemon such as Steelix, Lanturn, and Tentacruel, whereas Superpower is particularly useful for a more solid Steelix 2HKO and to deal massive damage to Porygon2, although it is already 2HKOed by Iron Tail.

Paraflinch
Nature: Adamant
EV Spread: 252 HP (odd HP)/252 Attack/4 Speed
Ability: Rock Head/Sturdy
Item: Leftovers

Rock Slide
Thunder Wave
Substitute
Focus Punch/Ice Punch

This can work if you like hax. The trick is to Thunder Wave something that responds, fish for a free Sub, then start hammering with Rock Slide. The prospect of Thunder Wave leading to a possibility of a free Substitute then hammering with Rock Slide flinches is fairly annoying in it's own right. Focus Punch works well alongside Substitute, whereas Ice Punch is also an option to deal some damage to Ground types that are immune to Thunder Wave. The HP should be odd so you can create desirably as much Substitutes as possible.

Checks and Counters:
Physically Defensive Quagsire is the best counter there is to Aggron, apart from an incredibly gimmicky Hidden Power Grass or rare Toxic, due to it's access to Recover and Earthquake to hit Aggron with for an OHKO. Bulky variants of Donphan can avoid the 2HKO from Choice Band Ice Punch and it can obviously OHKO it in return. Hitmontop is also a safe bet, but less bulky variants are generally inferior to Donphan despite Intimidate, as it is vulnerable to massive damage from Double-Edge and Iron Tail, and can fail to OHKO Aggron in some cases. Other bulky Pokemon, such as Claydol and Blastoise with super effective moves to hit with alongside their great bulk work well, but they are decimated by an elemental punch of choice. Although Magneton doesn't cushion hits too well, Magneton does have Magnet Pull to prevent escape and has a 25% chance to OHKO uninvested Aggron with Thunderbolt. Anything with a fairly strong Water/Ground/Fighting move also threatens it enough alongside it's vulnerability to being revenge killed although not everything can switch in reliably. [/spoiler]
 

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Altaria

BST: 490 (75/70/90/70/105/80)

Ranking: B+

The sole Dragon resident in UU, Altaria seems like it has a lot to offer up both offensively and defensively, despite mediocre stats. It can run a cleric set to good effect alongside Dragon Dance, and Natural Cure Rest means it's going to sit in the match for a pretty decent while.

 

[spoiler] Dragon Dance

Nature: Adamant/Impish/Careful

EV Spread:(Offensively orientated) 4 HP/252 Attack/252 Speed or 76 HP/252 Attack/180 Speed

                   (Defensively orientated) 252 HP/6 Defense/188 Special Defense/64 Speed or 252 HP/198 Defense/64 Speed

Ability: Natural Cure

Item: Liechi Berry/Leftovers

 

Dragon Dance

Dragon Claw

Earthquake

Aerial Ace/Roar/Substitute/Rest

 

Here we have Altaria's main offensive set. It can be tailored to be more offensive or defensive, to either deal as much damage as possible or provide more resilience to pick up multiple Dragon Dance boosts. Dragon Claw is the main STAB move of choice, complementing itself with Earthquake that covers Steel types that resist it's main STAB. The final move depends on one's needs. Aerial Ace would be Altaria's most reliable coverage move, as it allows it to threaten Bug, Grass and Fighting types in the tier. Roar notably counter-phazes opposing Blastoise and Grumpig before they can phaze Altaria out of it's boosts as well. Substitute provides more opportunities to setup and avoids status and revenge killing, while Rest allows it to consistently be healthy for opportunities to set up in a match. Offensively, 180 Speed means you outpace Sneasel after one Dragon Dance, although maxing it is also an option. 64 Speed on a Defensive set means you outpace base 95s such as Haunter and Sharpedo after a Dragon Dance. The rest in placed in bulk of choice after maxing HP to minimize damage from tons of threats. 

 

Cleric

Nature: Calm/Careful/Sassy/Bold/Impish/Relaxed

EV Spread: 252 HP/70 Defense/188 Special Defense or 252 HP/208 Defense/50 Special Defense

Ability: Natural Cure

Item: Leftovers

 

Rest

Heal Bell

Toxic/Dragon Claw/Aerial Ace 

Haze/Fire Blast/Earthquake

 

Although lacking in the utility department, Altaria's defenses and a different variety of attack moves differ it from other clerics, such as Lanturn and Vileplume as defensive Heal Bell users. Capable of being resillient from both spectrums, having the most resistances among all clerics, extra Speed, impeccable pivot capability, and differing attack moves may fit Altaria into your team as a cleric. Rest mainly functions to abuse Natural Cure/Rest, making it a consistently available pivot so long as switch ins are available, depending on the situation. Heal Bell heals status for the team, making it a solid counteract against Toxic stall and a good response to teams that have trouble with Ninetales, be it in terms of setup variants or defensive variants that opt for Will-O-Wisp. Toxic is Altaria's main form of damage, stalling courtest of Natural Cure/Rest, again depending on switch in opportunities. You can run a STAB of choice for more consistent damage as well, and pick up a coverage move in the final slot. Haze and Roar function to disrupt setup sweepers. It's notable that Altaria is a really solid check to Calm Mind Ninetales. 

 

 

Checks and Counters:

Bulky Water types in general are solid answers to Altaria, as it lacks the offensive power needed to 2HKO any of them even after an Attack boost. Walrein and Lapras in particular stand out due to access to a cold STAB Ice Beam that easily freezes the poor Dragon, at best fearing Toxic from the cleric set. Similarly, Blastoise can phaze Altaria out unless it has Roar itself and hit it with Ice Beam, although it otherwise just sits there walling it and cannot do much back. Other physical walls such as Donphan and Steelix work potently against the Dragon Dance set; the former two can wear it down with Rock Slide while the latter has recovery and can catch up to the setup war if it wants; Donphan dislikes Toxic and is less effective against the cleric though, and setup variants of Steelix are vulnerable to Roar or Haze, and, on the other hand doesn't take Fire Blast that well.  Ironically, Armaldo makes for a solid counter to Altaria as well due to it's STAB Rock attacks and not particularly scathed by any of it's attacks.  Although Altaria is bulky with Natural Cure/Rest, Sneasel in particular can OHKO with a Choice Band Ice Punch. It's ultimately not that hard-hitting, although quite bulky, so an early response will ensure things won't get out of hand. [/spoiler]

 

 

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Ampharos

BST: 500 (90/75/75/115/90/55)

Ranking: C

Electric types are known for their Speed, but in this sheep's *shudders* case, it's more about the bulk and utility. Ampharos has good all around stats and a good offensive and supportive kit to work with.

 

[spoiler]Mixed Attacker

Nature: Quiet

EV Spread:252 HP/6 Attack/252 Special Attack or 120 HP/132 Attack/252 Special Attack

Ability: Static

Item: Leftovers/Petaya Berry

 

Thunderbolt

Hidden Power Grass/Hidden Power Ice

Substitute/Signal Beam/Thunder Wave

Focus Punch

 

A set dedicated on dealing tons of damage to most of anything. If you're having trouble with bulky Waters, Thunderbolt is your best friend for smiting tons of damage out of them. The Hidden Power of choice depends on your preference. Hidden Power Grass is usually nice since it allows you to hit Quagsire and Whiscash, and at the very least tickle others like Lanturn and land an x4 hit on Golem. Hidden Power Ice, on the other hand, covers Gligar and other Ground types such as Nidoking and Nidoqueen. Substitute and Focus Punch form the main part of the mixed core, allowing Ampharos to dent through Pokemon such as Clefable, Chansey, Porygon2 and Cradily. Signal Beam can be swapped over Substitute, although it admittedly doesn't cover too much. Thunder Wave and Focus Punch can allow you to debate on parahax if you're one for taking gambles. 

 

Dual Screen Support

Nature: Bold/Calm

EV Spread: 252 HP/252 Defense/4 Special Defense or 252 HP/80 Special Attack/180 Special Defense

Ability: Static

Item: Leftovers

 

Thunderbolt

Heal Bell

Reflect/Hidden Power Grass/Hidden Power Ice

Light Screen/Thunder Wave/Toxic

 

Dual Screen, Heal Bell and status support in a whole kit is pretty decent. Alongside a STAB that threatens bulky Waters and Flying types it can go against offense and defense pretty well. Dual Screens are the particular reason to run Ampharos over Lanturn as a support Pokemon, since it means Ampharos and it's teammates won't be as easily squashed by attacks. To testify, Ampharos can avoid the 2HKO from a fair few STAB Earthquakes behind Reflect, such as from non-Choiced Donphan, and even from some Choice Banders such as Nidoqueen and Gligar. You can opt to run one screen alongside a status move, be it Thunder Wave or Toxic, to slow opponents or put a timer on them, or that of a Hidden Power of choice; the moves can be arranged en lieu. 

 

Rain Dance Support

Nature: Modest/Calm 

EV Spread: 252 HP/252 Special Attack/4 Special Defense

Ability: Static

Item: Leftovers/Magnet

 

Rain Dance

Thunder

Hidden Power Water/Hidden Power Grass

Thunder Wave/Toxic/Light Screen

 

Ampharos works pretty well on a Rain Team, as well as being able to set up Rain itself. It allows it to abuse a powerful 120 BP STAB in Thunder that allow has that nasty 30% paralysis rate. Notably, you can now clean stuff such as 252/0 Hypno and Grumpig in two hits. Hidden Power Water benefits from the Rain boosts that allows it to hit Steelix and Camerupt, as well as it being more powerful against some Ground types over Hidden Power Ice. Hidden Power Grass is still an option Whiscash and Quagsire are still of concern. Thunder Wave and Toxic are options if you want reliable status support alongside your rain, whereas Light Screen allows you to cushion attacks from opponents that are abusing it. 

 

Agility

Nature: Modest/Mild

EV Spread: 92 HP(even HP)/252 Special Attack/164 Speed

Ability: Static

Item: Petaya Berry/Leftovers

 

Agility

Thunderbolt

Hidden Power Grass/Hidden Power Ice

Substitute

 

Every Electric appreciates Speed, and Ampharos can run Agility to patch up for that. After an Agility, Ampharos outpaces anything significant it needs to; you can invest further to outpace Crobat and Electrode, but they generally don't max their Speed and don't fare well against Ampharos anyway. Substitute and Petaya Berry also provide a nifty cushion and boost to further aid your sweeping attempt. The Speed hits 98 by default, which outpaces Pokemon that invest up to 90-93 Speed, hitting 196 after an Agility, outpacing up to the fastest of Swellow.

 

Checks and Counters:

Ampharos' checks and counters and dependent on the Hidden Power it runs. Naturally, Grass and Ground types that resist Electric serve as Ampharos' best counters. Vileplume in particular stands out as it isn't even scathed that hard by Hidden Power Ice and has Synthesis and Leech Seed to recover HP with, and able to cripple Ampharos with sleep or wear it down with Attacks, although it can fail to break Ampharos' Substitutes in one attack. Depending on the Hidden Power, Steelix and Camerupt are only threatened by Hidden Power Water which is considerably rare in comparison to it's other HP's, and have STAB Earthquake to hit Ampharos with. Claydol can switch in on most of it's Attacks and set up Light Screen to weaken damage from Hidden Power, although Toxic can be an annoyance. Nidoking and Nidoqueen are immune to status effects from it and at best fear Hidden Power Ice/Water. Cradily can usually come in on Thunderbolt, but will be forced to stall with Recover if it ends up switching in on Focus Punch, comboed by Signal Beam/Hidden Power Ice. While Lanturn doesn't particularly fear anything from it, it fails to do too much in return and usually ends up in an endless stall war. Ampharos is also naturally slow outside of Agility, so it is prone to revenge killing from Pokemon with powerful STAB Earthquakes, such as Golem. 

[/spoiler] 

 

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Armaldo

BST: 496 (75/125/100/70/80/45)

Ranking: B

Armaldo is quite a sad case of a fossil. Losing it's invaluable Bug STAB post-split, Armaldo's appealing stats are let down by a quite disappointing typing in tandem with it's shallow movepool.  Most of it's roles are outclassed by others, but it can work if you desire it's niches. Then again, Armaldo is still incredibly powerful and the best Normal type counter at the moment; it's not weak to coverage attacks other than a rare Rock Slide. 

 

[spoiler] Defensive Pivot

Nature: Impish

EV Spread: 252 HP/6 Attack/252 Defense

Ability: Battle Armor

Item: Leftovers

 

Rock Slide/Rock Blast

Rest

Earthquake/Superpower/Low Kick/Sleep Talk

Knock Off

 

Armaldo has the niche of being a defensive Knock Off Tank. If you're going to run an Armaldo, you're going to run it to counter a Kangashkan or Normal type, since it is only 4HKOed by Choice Band variants, and by far the best counter to them there is above everything else in the tier. This is also pretty effective in crippling physical attackers trying to setup, depending on what moves it has. Armaldo's typing means it isn't hit hard by any coverage move by any Normal type bar a rare Rock Slide. Armaldo's Defense allows it to take on quite a few physical attackers and Knock Off their Choice Band if they decide to stay in, and it's also pretty decent against stuff like Sneasel which can't 3HKO it with a Choice Band or 2HKO with a Swords Dance under it's belt. RestTalk allows Armaldo to consistently hold it's ground against stuff like Granbull and other physical threats; Knocking Off their Choice Band is a pretty big job on Armaldo's part. 

 

Swords Dance

Nature: Jolly

EV Spread: 6 HP (even HP)/252 Attack/252 Speed

Ability: Battle Armor

Item: Salac Berry/Leftovers

 

Swords Dance

Rock Slide/Rock Blast

Earthquake/Low Kick/Superpower

Substitute

 

An inferior Kabutops -- kind of, I guess. Armaldo is as fast as a Marowak, so the speed creep can be a surprising factor in some cases. The debate between Rock Slide and Rock Blast is dependent on either a flinch chance or the ability to do more damage and break through Substitutes -- the latter being niche over Kabutops. A +2 Rock move will 2HKO a lot of sturdy walls; you win against Blastoise unscathed if you get the lucky flinch. To cover up your Rock STAB, you can opt for either Earthquake, Low Kick or Superpower against Steel and Rock types that attempt to cushion your Rock attacks. Substitute allows safer setup, avoiding status and helping you to activate Salac Berry; Armaldo hits 159 Speed max, which is enough to outpace positive base 90s. 

 

Rapid Spin

Nature: Adamant

EV Spread: 6 HP/252 Attack/252 Speed

Ability: Battle Armor

Item: Leftovers

 

Rapid Spin

Rock Slide

Swords Dance/Substitute

Earthquake/Low Kick/Superpower/Knock Off

 

With the departure of Forretress and Cloyster to OU, Spikes are very rare in UU now, if existent at all, and the most viable of those Armaldo can't fare too well against. Armaldo is, however, one of the more powerful offensive Rapid Spinners in UU, since unlike Donphan and Blastoise, has a way to touch Misdreavus for heavy damage, allowing it to spin away Spikes unhindered. If you do manage to get it safely in on a Cloyster setting up Spikes, Rock Slide will 2HKO 252/0+ variants with an Adamant Nature, so a lucky flinch will again time Cloyster's doom. This set can also double up as a Swords Dance setter, although Substitute also helps against stray Haunter that attempt to burn you. The final slot can be used for either Knock Off support or an extra coverage move. Maxing Speed is preferred since it allows you to outpace less invested variants of Cloyster and aim for the flinch with Rock Slide. Adamant is desirable to have a chance of 2HKOing Misdreavus and Cloyster without a Swords Dance boost, or OHKO with. 

 

Checks and Counters:

Armaldo is a miniature Rhydon, so countering it is a considerable struggle as it is. Typical bulky Waters won't even work that well since they risk not only a 2HKO but also a flinch on a Swords Danced Rock Slide. In fact, nearly the entire tier can be 2HKOed after it attains a Swords Dance! Claydol, due to Armaldo's sore lack of a Bug move bar the unreliable Fury Cutter, is the best counter to Armaldo, although it dislikes Knock Off and boosted hits of Return or Double-Edge can take it's toll, although it can soften damage with Reflect. Donphan is another thing to take a hit with, since it can phaze Armaldo or Counter a boosted hit. Poliwrath notably resists Rock Slide and has STAB Waterfall to threaten Armaldo with, although boosted hits are going to hurt. Breloom resists it's Rock STAB and Earthquake and takes little from Low Kick, although it's decimated by Superpower. Although it will struggle against Substitute variants, it can generally stall it out with SubSeed and set up on the fossil. Although it's hard to cushion a hit from Armaldo, it's slow and pretty vulnerable to revenge killing, with it's notable Water weakness being a major pain. Any powerful Special Attacking Water type such as Tentacruel, Sharpedo and some others can revenge kill it with little fuss. Against the defensive variant, bulky Waters such as Blastoise and Quagsire also work since said variants of Armaldo don't have as much offensive presence. 

[/spoiler] 

 

 

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Azumarill

Ranking: A

The Pokemon that arguably benefitted the most from the split, Azumarill is what it appears to be; a literal offensive wrecking ball that tears through teams without too much fuss. 

 

[spoiler] Choice Band

Nature: Adamant/Jolly

EV Spread: 252 HP/252 Attack/4 Speed or 4 HP/252 Attack/252 Speed

Ability: Huge Power

Item: Choice Band

 

Waterfall

Ice Punch

Superpower

Return/Double-Edge

 

Here we have it, the physical offensive terror, ready to unleash havoc on UU with an utterly massive 336 Attack and impeccable coverage. Waterfall acts as main STAB; if you want more damage, you get a 50% boost from it in rain; it then becomes so powerful that very little can take the hit well. Ice Punch covers Grass types, notably Vileplume, that can cushion Waterfall fairly well otherwise. Superpower provides nice coverage against Lapras and Walrein, as well as nabbing a stronger hit on Claydol and Miltank. Return and Double-Edge cover other specific Water types, such as Tentacruel, that resist all given attacks otherwise; Double-Edge is particularly useful to 2HKO Blastoise unlike Superpower that lowers your attack. Said Azumarill can be bulky or fast; depending on nature, it hits either 101/112 Speed, which speed creeps a fair bit of things.

 

Belly Drum

Nature: Jolly

EV Spread: 6 HP (even HP)/252 Attack/252 Speed

Ability: Huge Power

Item: Salac Berry

 

Belly Drum

Substitute

Waterfall

Return

 

Belly Drum Azumarill can be a nightmare for unprepared teams; particularly ones that lack anything fast or without priority. Substitute and Belly Drum put it in Salac Berry range in which it can begin sweeping; Azumarill outspeeds positive base 100s at +1! Waterfall and Return ensures you'll get netural damage on everything in the tier bar an incredibly rare Shedinja. Make sure the HP is even on his set so that the Salac Berry activates at 25% health. Maximum Attack is recommended so you can OHKO as much as possible at +6; notably, a lack of investment means Blastoise can barely survive and phaze you out. 

 

SubPunch

Nature: Adamant

EV Spread: 252 HP (even HP, if running Liechi Berry.) /252 Attack/4 Speed

Ability: Huge Power

Item: Liechi Berry/Leftovers

 

Substitute 

Waterfall

Focus Punch

Ice Punch/Return

 

This set makes use of Azumarill's plentiful HP stat and the ability to create 51 HP Substitutes to fire off powerful Focus Punches at your foes. Although it no longer hits as hard, it's good against squishier teams especially given you won't be as prone to revenge killing with the free cushion on your belt. Make sure your HP is even if you're running Liechi Berry. 

 

Checks and Counters;

Countering an Azumarill full on is probably an impossible task, since it can 2HKO nearly the entire tier with the appropriate move, or sweep with the Belly Drum set. With rain support, this is even worse. Faster Pokemon that can revenge kill it find it hard to switch in on Sub, whereas slower Pokemon are at risk being decimated by Belly Drum. The most desirable checks are likely physically Defensive Vileplume, Exeggutor and Bellosom. Although the Choice Band set can 2HKO them and they are at risk of the Belly Drum set, they can check the Choice Band attacker and outpace uninvested Azumarill with a few extra Speed EVs, healing with Giga Drain or putting it to sleep. Lanturn resists Waterfall and Ice Punch, but depending on it's investment, even Waterfall will deal a scary amount of damage, and it definitely doesn't appreciate it's other moves. It does have Thunderbolt to hit with alongside resistance though. Bulkier variants of Blastoise, Tentacruel and Poliwrath are also considerable checks with their innate defense and resistances, but the former cannot do enough damage back apart from Toxic or Hidden Power Electric/Grass whereas Poliwrath and Tentacruel still at risk of a 2HKO by Return. Checking Azumarill, provided it has yet to nab a Salac Berry boost, is probably the more reliable option. Shiftry, Manectric, Pikachu and other Grass and Electric types can threaten to OHKO with their powerful attacks if they manage a safe switch in. Azumarill is dangerous to play around with, so be cautious. [/spoiler] 

 

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Blastoise

BST: 530 (79/83/100/85/105/78)

Ranking: B

The pinnacle of UU's defensive pivots in the past before the split came along, Blastoise has suffered considerably from the new power spikes in UU, but still retains it's effective duties and functions. 

 

[spoiler] Defensive

Nature: Bold/Relaxed/Calm/Sassy Nature

Physically Defensive: 252 HP/182 Defense/76 Speed or 252 HP/252 Defense/4 Special Attack

Specially Defensive: 252 HP/112 Defense/146 Special Defense or 252 HP/36 Defense/146 Special Defense/76 Speed or 252 HP/252 Special Defense/4 Speed

Ability: Torrent

Item:Leftovers

 

Surf

Rest/Hidden Power Grass/Ice Beam/Earthquake

Sleep Talk/Rapid Spin

Roar/Toxic/Counter/Haze

 

Being perhaps the most reliable wall in UU, it is a very potent check to the likes of many Pokemon in the Choice Band plagued metagame, such as Aggron and Absol. It also combats setup Pokemon such as Hitmontop very effectively.  Note, however, that even with maximum investment, it will fall to the likes of two Earthquakes from Adamant Donphan and Golem, although it can reliably check the both of them, if the former lacks significant HP investment. Surf is potent against previously said types that are weak to it. RestTalk allows it to consistently check the physical attackers of the UU tier, as well as a few Special ones such as Omastar, who even with this set cannot 2HKO it with a super effective Hidden Power of choice. Rapid Spin is also one of Blastoise's common traits if you're not running a RestTalk set. From this point on, Blastoise's utility as a wall expands to Roar as the best option -- although ineffective against Mr.Mime, the negative priority is nullified alongside Sleep Talk, meaning it can easily phaze out slower and considerably common setup attackers. Hidden Power Grass also allows it to deal with Quagsire, as well as checking Omastar much more reliably. Toxic is an option to cripple Pokemon such as Lanturn, that would otherwise switch in without hassle. Earthquake particularly stings the likes of Lanturn, Ampharos and Electabuzz, all of which check/counter it effectively with their powerful Electric STAB moves. Ice Beam allows it to touch Grass types. Counter is also a viable move in tandem with RestTalk, and is noteworthy to be more useful against physical attackers that don't take much from STAB Surf or can 2HKO it before it can retaliate, such as Absol.

 

76 Speed gives it 107 Speed, which outspeeds up to uninvested Misdreavus and Golduck,  meaning it can phaze them away of their boosts if need be with a Sleep Talked Roar or Haze. It also outpaces the fastest of Golem and Marowak and Adamant max Speed Donphan, and Jolly Donphan will fail to 2HKO with a Choice Band Earthquake. The rest is dumped into Defense to maximize it's defensive capabilities --  while not the best, it is capable of cushioning considerably very powerful moves such as two Choice Band Megahorns (9% 2HKO chance) from Absol. You can tailor the Speed in according to what you prefer. On a more Specially Defensive set, Blastoise can sponge Special hits from a large variety of things. For instance, a Modest Golduck will never 2HKO it after a Calm Mind (although considerably close after prior damage), is only 4HKOed by a +1 Psychic from Grumpig and uninvested Xatu, is only 3HKOed by a Porygon2 Modest Thunderbolt, is only 3HKOed by uninvested Vileplume Giga Drain (75), and has only has a 30% chance to be 3HKOed by an Omastar Hidden Power. The rest is dumped into Defense if Sassy is opt, but the additional Speed is favoured on a Calm Mind set to make use of it's Haze utility and faster Rest before said Pokes do.

 

CounterCoat 

Nature: Bold

EV Spread: 252 HP/148 Defense/110 Special Defense

Ability: Torrent

Item: Leftovers/Chesto Berry

 

Counter

Mirror Coat

Rest/Toxic

Roar/Surf/Sleep Talk

 

With Blastoise's immense mixed bulk, it will be deceptively hard to OHKO without a powerful super effective attack. To this trait, Blastoise can employ the use of Counter and Mirror Coat to take out many unsuspecting threats attempting to do significant damage to it. Counter is effectively on most Choice Banders such as Absol, Flareon, and Nidoking, whereas Mirror Coat notably strikes Electric types, defensive variants of Vileplume, stray Hidden Power Grass or Giga Drain, and Psychic types. Variating between the two depending on threat, Blastoise can take down multiple foes courtesy of Rest and Chesto Berry to replenish it's HP to attempt Counter and Mirror Coat on more foes. Counter and Mirror Coat, however, are easily exploited by status, hence why Roar is opt to prevent foes from setting up and inclining them to attack Blastoise. Toxic cripples stray threats if they decide not to attack Blastoise and think they can get away with it, whereas Surf provides it with a decent source of damage against most foes that are weak to it. Although fully reliant on coincidence, a RestTalk set alongside Counter and Mirror Coat allow it to stay much longer in a match if you're one to gamble, but is generally unreliable.

 

The spread aims to avoid the 2HKO from Choice Band Superpower from Flareon, Pinsir and Absol with the Defense investment, the rest dumped into Special Defense adding to it's bulk on the special spectrum, being capable of tanking special hits such as avoiding the 2HKO from an Omastar Hidden Power Grass, a Grumpig +1 Psychic, and so on.

 

Special Attacker

6 HP/252 Special Attack/252 Speed (UU) 46 HP/252 Special Attack/212 Speed (OU) 

Modest/Timid Nature

Petaya Berry/Chesto Berry

Torrent

 

Rain Dance/Water Spout

Hydro Pump/Rest

Ice Beam

Hidden Power Grass

 

While it may seem that a defensively-inclined Pokemon may be unsuited to an offensive role, Torrent differs it from other offensive Water types where an extra 50% boost really adds to the extra power, especially in the rain. To testify it's offensive power, former foes Grumpig and Hypno are easily washed away by a Rain, Petaya and Torrent-boosted Hydro Pump. Alternatively, Water Spout's immense base power at full health. Standard Snorlax (currently banned),Dusclops and Umbreon won't find it too fondly and are also OHKOed, and even Blissey needs to be wary as it takes 60-71% from a Modest Hydro Pump. Resists, such as Lanturn, also take hefty amounts, for instance  40/216 Lanturn taking 67-79%. While Hydro Pump now outdamages even a super effective Ice Beam, the coverage it provides is still very important, moreso Hidden Power Grass that strikes Pokemon that are immune to it for super effective damage bar Mantine. Alternatively, Blastoise can also run a Water Spout set to great effect; to testify it's power, it can 2HKO Hypno and Grumpig without Rain with a Modest Nature. Although it would require it to maintain full health consistently, Rest can be used alongside a Chesto Berry and Water Spout to give it a second chance at utilizing the immense base power. 

 

Checks and Counters:

Blastoise can do a fair variety of things, so it's counters are also particularly specific. Bulky Grass types such as Vileplume, Bellosom and Exeggutor serve as the safest checks and counters, being able to counter both variants. All have sleep, Leech Seed, recovery, Grass STAB and good bulk, and Sunny Day to get rid of possible rain. Exeggutor, however, does need to be careful of Ice Beam, and the latter two dislike Toxic. Lapras doesn't particularly fear much from Blastoise, having access to Thunderbolt or Thunder and having either Rest or Heal Bell to dissipate Toxic. Ampharos takes considerable damage from Earthquake and boosted Water Attacks but can reply with a powerful Thunderbolt or Thunder and can set up screens to reduce damage. Tentacruel and Lanturn are overall decent switch ins on Blastoise apart from Earthquake, although setting up can be stopped with Roar on the former.  Faster Electric types and Grass types, such as Shiftry and Manectric, can also get the job done on a safe switch in and if Blastoise is at KO range; noting that Counter or Mirror Coat can backfire on attempts of a 2HKO. 

[/spoiler]

 

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Breloom

BST:460 (70/130/80/60/60/70)

Ranking: A

One of the gifted (or not-so) gifted recipients of the rare but accurate sleep move in the form of Spore with high Attack and STAB Focus Punch to complement it's signature kit. 

 

[spoiler] Spore + Focus Punch

Nature: Adamant/Jolly

EV Spread:6 HP/252 Attack/252 Speed

Ability: Effect Spore

Item: Liechi Berry/Black Belt/Leftovers

 

Spore

Focus Punch

Substitute

Rock Slide/ThunderPunch/Leech Seed

 

This is Breloom's signature attacking set. Between Spore and Substitute, Breloom can easily find opportunities to fire off it's incredibly powerful STAB Focus Punches. It's notable that Spore isn't necessarily used first turn; ultimately, it's about predicting. Using Substitute first turn can be more desirable, given that your opponent usually sends out something best used as sleep fodder or immune to sleep in response to an unfavourable turn against a Breloom. This allows the choice next turn of firing off a Focus Punch, also reserving Spore for a more desirable target. The final move covers threats depending on preference. Rock Slide and ThunderPunch aim to deal damage to Flying types that otherwise resist it's STAB, although it's notable that Rock Slide covers far more in the tier, for instance Bug types such as Venomoth and Scyther for more damage, as well as hitting Altaria that takes neutral damage from Thunderpunch. ThunderPunch's main trait over Rock Slide is it's ability to hit Tentacruel. Depending on the item of choice, the HP should be tailored to either odd or even; to get an early Liechi Berry or to produce more Substitutes. Alternatively, the set can double up as a SubSeed set to prolong longevity and rack up passive damage. 

 

Choice Band

Nature: Adamant/Jolly

EV Spread: 6 HP/252 Attack/252 Speed

Ability: Effect Spore

Item: Choice Band

 

Superpower

Rock Slide

Mach Punch

Return/Double-Edge

 

Breloom has the most powerful attack of all Fighting type attacks in the tier in the form of STAB Superpower, denting most of anything that doesn't resist it along with a Choice Band. Although Breloom has less coverage than Machamp, it does make up for it with reliable priority in the form of Mach Punch, which does massive damage to frail, faster opponents. Return and Double-Edge allow it to dent bulky Psychic types, depending on which longevity or more damage is desirable. 

 

Boosting Attacker

Nature: Adamant/Jolly

EV Spread: 6 HP/252 Attack/252 Speed

Ability: Effect Spore

Item: Salac Berry/Leftovers

 

Swords Dance/Bulk Up 

Superpower/Sky Uppercut/Brick Break

Rock Slide/Return/Double-Edge

Substitute/Spore/Mach Punch

 

Breloom is capable of running either a Swords Dance or a Bulk Up set. The former allows it to immediately pose a massive power spikes whereas the latter adds to it's Defenses with a smaller attack boost. It helps given it's resistance to Earthquake, for instance. Due to the setup nature of this set, Sky Uppercut and Brick Break are alternatives are the main STAB over Superpower, although it's notable that a +2 Superpower does nab a few significant kills left and right if you run Swords Dance. There are quite a few options that can be arranged en lieu on this set. +2 Mach Punch is particularly nice, and even nicer if you do get an instance of a +4. Substitute and Spore allow more chances to setup, leaving only a slot left for coverage. 

 

Checks and Counters:

Despite Breloom's power and ability to cripple an opponent with sleep, it is fairly easy to check and counter. Hypno stands as the best counter, being immune to Sleep, possessing reliable recovery, and having a decent chance to OHKO with an uninvested Psychic. The only thing Hypno fears is a boosted Double-Edge, that can 2HKO or OHKO variants that have less defense investment. Vileplume. Nidoqueen, Nidoking and Exeggutor are also solid counters, as all has Sludge Bomb and Psychic respectively and reliable recovery in addition to the former two being immune to Leech Seed. Nidoking, however, doesn't appreciate Focus Punch by itself, and boosted Return/Double-Edge will hurt all of them. Claydol can wall Breloom all day, setting up Reflect or directly attacking it, or bypassing Spore if it has Sleep Talk. Defensive variants of Misdreavus can take most of what the mushroom gives it except a rare Iron Tail. Despite Breloom's access to Mach Punch on some sets, the SporePunch set is pretty vulnerable to revenge killing if you do manage to avoid a Sub, or sleep, or switch in something with a Lum Berry. Pokemon such as Venomoth, Haunter, and a fair few others can easily revenge kill it, especially given their resistance to Mach Punch. [/spoiler]

 

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Camerupt

BST: 460 (70/100/75/105/75/40)

Ranking: C

Camerupt, courtesy of it's unique typing, is likely the best Electric type counter in the game, doubling up with it's powerful offensive typing that allows it function as a tanky wallbreaker. 

 

[spoiler] Mixed Attacker

Nature: Quiet/Brave/Mild/Rash/Lonely/Naughty

EV Spread: 96 HP/160 Attack/252 Special Attack or 6 HP/252 Attack/252 Special Attack or 160 Attack/252 Special Attack/96 Speed

Ability: Magma Armor

Item: Petaya Berry/Leftovers/Liechi Berry

 

Earthquake

Fire Blast/Overheat

Hidden Power Grass/Rock Slide/Substitute

Explosion

 

This is Camerupt's bread and butter set for wallbreaking. Earthquake and the Fire STAB of choice complement each other for pretty decent coverage, coming from Camerupt's decent attack stats. Fire Blast is notably preferable to nab clutch kills on bulkier foes such as Vileplume and 2HKO Misdreavus, although Overheat is also nice if you're going for an all-out before dying playstyle. Hidden Power Grass allows it to dent Water types such as Quagsire, Walrein and Poliwrath for some decent damage, although Earthquake is sometimes more powerful, if not always on other Water types such as Lanturn and Tentacruel. Rock Slide covers Charizard, Altaria and Mantine, three Pokemon that resist it's STAB combination. Substitute allows it to fire off attacks without being as vulnerable to revenge killing, as well as easing the berry activation. Explosion is it's most powerful move, and allows it to scare off and open holes in teams although in a kamikaze way. If you're running a berry, make the HP even. The nature and EVs depend on preference; Brave and 252 Attack allow Earthquake to 2HKO Pokemon such as Chansey. 96 Speed allows it to outpace uninvested base 50s, such as Azumarill and Chansey. 

 

Tank

Nature: Sassy

EV Spread: 244 HP/12 Attack/252 Special Defense

Ability: Magma Armor

Item: Leftovers

 

Earthquake

Flamethrower/Fire Blast/Overheat

Rest/Hidden Power Grass/Explosion

Sleep Talk/Roar/Toxic

 

Camerupt's typing allows it double up as a Special Tank to counter Pokemon such as Ninetales, Manectric and Venomoth.  The sheer bulk itself also allows it to counter most Special Attackers that aren't Water types, as well making it a close check to Pokemon like Alakazam. It's also nice against status, such as against Vileplume and Haunter, since it is immune to Will-O-Wisp, and can Sleep Talk on Vileplume. Roar can be used to phaze setup attackers and scout for switch ins, since Water types are easy responses against Camerupt. Toxic can also cripple said switch ins. Although counterproductive to it's purpose, you can still go out with a bang if you feel like you've done your job. The HP is tailored as such because 1 extra HP doesn't do anything significant, and is better placed elsewhere. The HP should be a number divisible by 16 -- 176 with 244 EVs, to be specific. 

 

Eruption

Nature: Hasty/Naive

EV Spread: 6 HP/252 Special Attack/252 Speed

Ability: Magma Armor

Item: Petaya Berry/Salac Berry/Chesto Berry

 

Eruption

Earthquake

Fire Blast/Overheat

Explosion/Rest

 

As much as Camerupt is too slow to make use of Eruption, it's still fast enough to outpace slower Pokemon below 100 Speed, allowing it to mash them to a powerful 150 base power move of choice. After Camerupt gets out of desirable range, Camerupt can either Explode or use RestoChesto for a second attempt. 

 

Choice Band

Nature: Lonely/Naughty/Brave

EV Spread: 6 HP/252 Attack/252 Special Attack or 252 Attack/36 Special Attack/220 Speed

Ability: Magma Armor

Item: Choice Band

 

Earthquake

Rock Slide

Overheat

Explosion

 

Camerupt is perhaps an odd Pokemon to use Choice Band with, given the heavy competition with tons of powerful Ground-type physical attackers such as Golem, Donphan and Marowak. If you are to use it, though, you'd use it for these reasons; free switching on Will-O-Wisp, Ninetales, Venomoth, Manectric, and the ability to use Overheat to burn off stuff like Misdreavus and Gligar. 220 Speed allows it to outpace uninvested base 65s, such as Walrein. 

 

Checks and counters:

Naturally, Camerupt's Water weakness is it's ultimate Achilles Heel, so Water types are easy answers to it. Blastoise is it's ultimate counter, being able to appropriate cushion any attack with the exception of Explosion and hating Toxic if it lacks Rest, before swiftly disposing of it with STAB Surf. Poliwrath, Walrein, Lapras and Kingler also work, but they won't cushion against Camerupt as effective as Blastoise does, given their weaknesses to coverage moves or lower stats.  Camerupt's Speed also means it is very vulnerable to revenge killing, so Ground types such as Donphan and Golem, or Water types such as Sharpedo, Lanturn, and Tentacruel, can easily revenge kill it on a safe switch. If they switch in on a Substitute though, they're in for big trouble, since they can all be dispatched easily with the proper move. [/spoiler] 

 

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Chansey

BST: 450 (250/5/5/35/105/50)

Ranking: B

The pre-evolution of the notorious pink blob in OU was once a neglected and non-existent relic. With the new UU underway, Chansey finally has a chance to shine as one of the best Special Walls in UU available. 

 

[spoiler] Cleric

Nature: Bold

EV Spread: 252 HP/252 Defense/6 Speed or 84 HP/252 Defense/174 Special Defense

Ability: Natural Cure

Item: Leftovers

 

Wish/Softboiled

Aromatherapy

Toxic/Thunder Wave

Protect/Seismic Toss/Counter

 

If you're looking for something to sponge powerful Special Attacks, you've come to the right Pokemon entry. UU is of no shortage of clerics and Wish users, such as Clefable, but Chansey stands out with it's sheer innate base stats. 250 HP/105 Special Defense easily makes it the best thing in UU to take Special Attacks. The recovery move of choice is dependent on preference. Wish is generally preferred since Chansey's a pretty powerful support, although Softboiled means you can get an immediate heal instead of a two-turn one. Aromatherapy heals the team of status. Toxic and Thunder Wave are two general status moves you can opt for depending on preference. Protect pairs with Wish to get a safe Wish heal, whereas Seismic Toss is it's only reliable source of damage. Counter can work against weaker physical attackers attempting to decimate you. You can split the Defenses or max HP, depending on whether or not you want to cushion physical or special hits more comfortably. It's notable that the HP usually doesn't make that much of a difference. 88 HP hit a Leftovers number.

 

Checks and counters:

Pokemon that don't mind Chansey's utility and physical attackers are usually solid answers to the pink blob. Fighting types and Pokemon that have Guts above all work potently. Hitmonlee in particular is immune to Thunder Wave and can benefit from Toxic if it runs Facade, whereas Swellow can benefit from Toxic and a Guts boost while dealing massive damage with Facade, although Thunder Wave is an annoyance for it. Other Fighting types can also easily threaten Chansey, such as Primeape, Hitmontop and Poliwrath, although they are more vulnerable to status. Nidoqueen and Nidoking are immune to both Toxic and Thunder Wave and can 2HKO it with a Choice Band or OHKO with Superpower provided they have + Attack, but should be wary of Counter. Utility that can avoid status such as Taunt or Substitute also make Blissey setup fodder even as a Special Attacker; Taunt users such as Crobat, Gligar and Absol work decently against it, as the former can use Super Fang whereas the latter can setup after Taunting. Generally, powerful physical attackers such as Flareon and many others also leave it running for cover, although it gets a free switch on a Special Attack, so keeping the physical pressure up should avoid too much problems.    [/spoiler] 

Edited by YagamiNoir
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Claydol

BST: 500 (60/70/105/70/120/75)

Ranking: B+

Claydol's unique typing allows it to function as a supportive tank, wall, or even a setup attacker, being one of the tier's most potent defensive pivots.

 

[spoiler] Physically Defensive Dual Screens

Nature: Bold

EV Spread: 252 HP/132 Defense/124 Speed or 252 HP/216 Defense/28 Special Defense/12 Speed

Ability: Levitate

Item: Leftovers

 

Reflect

Psychic

Ice Beam/Earthquake

Rest/Toxic/Light Screen

 

In the current UU metagame plagued with monstrous powerhouses such as Hitmonlee and Donphan, Claydol acts as a potent check to most of them, courtesy of it's unique defensive typing that gives it nice resistances and immunities to Rock, Psychic, Ground, Electric and Fighting. Claydol can reliably beat most physical attackers since after setting up Reflect, very little can scath Claydol unless Swords Dance is involved, and Claydol can survive four hits from Choice Band Hitmonlee's Thief and Rest off the damage if needed. Psychic and Ice Beam work on threats such as Flying and Poison types, also being a good check to Nidoqueen and Nidoking. Earthquake is particularly useful against Pokemon like Ninetales and Flareon, as it will sting fairly well even with -Attack, since the Speed on this set is important. Toxic allows Claydol to cripple walls it otherwise can't touch, whereas Light Screen makes it a dedicated Dual Screener than supports a teammate, particularly one setting up. The Speed EVs aim to outspeed Jolly/Adamant Marowak, respectively, hitting 111/97 Speed, the rest dumped in Defense, or if there are EVs to spare Special Defense.

 

Calm Mind

Nature: Bold/Modest/Calm/Relaxed/Sassy

EV Spread: 252 HP/216 Defense/40 Speed or 132 HP/252 Special Attack/124 Speed or 252 HP/52 Defense/204 Special Defense

Ability: Levitate

Item: Leftovers

 

Calm Mind

Psychic

Hidden Power Ground/Ice Beam/Signal Beam

Rest

 

Claydol functions well with a generic Calm Mind set, despite the fact that it is more defensive than offensive. With the newfound boosts from said Calm Mind, Claydol can either turn deceptively powerful or incredibly hard to break from the special end, allowing to function as a diverse setup pivot. Psychic/Hidden Power Ground provide as much crucial coverage as possible on this set. Ice Beam is an option for additional coverage against Flying types like Xatu, and stuff like Marowak and the like. Signal Beam allows you to touch Dark types and Psychic types. Rest gives you more longevity and chances to setup, while Depending on variant, the EVs are very flexible. Apart from Speed that fits the 108 benchmark, maximum Special Attack particularly nabs the OHKO on 252/0 Machamp and all other Fighting types before a boost is nabbed. On a Specially Defensive variant, the EVs are tailored for most if not all Water types to only 3-4HKO with Surf, so it can safely pick up more boosts.  A physically defensive variant is synergetic with Calm Mind to offer as much physical defense as possible to cover up said vulnerability while Calm Mind does it's boosting bit. 

 

Rapid Spin

Nature: Relaxed/Sassy

EV Spread: 252 HP/216 Defense/40 Special Defense or 252 HP/136 Defense/120 Special Defense

Ability: Levitate

Item: Leftovers

 

Rapid Spin

Earthquake

Psychic

Toxic/Psychic/Ice Beam/Rest/Explosion

 

Although spinning isn't that big of a thing in UU now due to the departure of Forretress, if you do want it to spin, it can work out. The set is mixed here with Relaxed/Sassy since this set isn't as reliant on Speed in comparison to it's other sets and appreciates being able to deal damage from both spectrums. Explosion is an option here to blow up on something after you think you've done your job. With Sassy and 120 Special Defense EVs, Claydol avoids the 2HKO from uninvested Cloyster. 

 

Suicide Lead

Nature: Jolly/Timid

EV Spread: 252 HP/4 Defense/252 Speed or 4HP/252 Attack/252 Speed

Leftovers/Salac Berry

Levitate

 

Reflect

Light Screen

Earthquake/Magic Coat/Psychic

Explosion/Rest/Ice Beam

 

Set up Dual Screens, go boom on something, facilitate a fast early game setup. This set capitalizes on Claydol's solid speed and excellent mixed bulk, as well as Explosion to act as a dedicated suicide lead or simply an overall team supporter. Reflect and Light Screen make up for the lack of EVs that are invested on the support variant -- note that Claydol appreciates the Speed to set up Light Screen before your opponent can corespond with an attack rather than the optimal bulk capable with stronger defenses. Explosion is mandatory on the suicide lead set, while moves on the support set can be arranged en lieu; both special attacks can be run alongside, or simply one with Rest for further longevity. Magic Coat is useful for Taunt (to be common) and status. 

 

Checks and Counters:

Stopping Claydol from setting up it's screens is considerably difficult, but it's easy to deal with otherwise. Misdreavus is Claydol's best counter. Although Claydol can still set up Screens, t doesn't have much to fear from it unless it doesn't have a way to deal with the Calm Mind set, (or in rare cases, an offensively built one with Shadow Ball) in which it can either set up Calm Mind itself or use Perish Song to stop it from getting too far. It's immunity to Explosion, ability to spinblock, Heal Bell to heal Toxic, Pain Split to recover, and a STAB SE Shadow Ball makes it easily a prime counter. Blastoise is in another boat, although less offensive variants of Blastoise can be fodder to Calm Mind sets if they don't run Haze or Roar (and if it's the final Pokemon, Blastoise loses). Bulky Waters and Grass types generally check it well. Lapras and Walrein generally settle against Claydol well, healing status and having two SE STABs against it, and can phaze if necessary. Mantine's high innate Special Defense and Haze also means it can check it extremely well regardless of set. Politoed can Perish Song or Encore it and whittle it down itself or with the help of a teammate. Although odd, it can also run Damp to avoid Explosion. Slowking wins the Calm Mind war even if it comes in a turn late as it doesn't get too scathed by Signal Beam. Bulky Grass types such as Vileplume and Exeggutor are promising, but their weaknesses to Signal Beam/Ice Beam/Psychic diminish their effectiveness versus Calm Mind sets. An early answer to Claydol is also useful if it hasn't set up it's screens. Absol can Pursuit Claydol on switch out, possibly OHKOing with a Choice Band. Water, Grass and Dark types like Sneasel, Shiftry, Kabutops and Tentacruel can also deal tons of damage without screens, although they're generally frail switch ins. [/spoiler]

 

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Clefable
BST: 483 (95/70/73/85/90/60)
Ranking: A
A jack of all trades, master of none. Clefable can fill in multiple roles with it's incredibly diverse movepool, but it's niches are limited to only specific sets and some of it's sets are heavily outclassed by many of UU's new contenders. 
 

[spoiler]

Encore Cleric
Nature: Bold/Calm/Timid
EV Spread: 252 HP/220 Defense/36 Special Defense or 252 HP/6 Defense/252 Speed
Ability: Cute Charm
Item: Leftovers
 
Encore
Softboiled/Wish
Aromatherapy/Heal Bell
Thunder Wave/Toxic/Hyper Voice/Seismic Toss
 
With the many addition of new clerics such as Chansey and Umbreon, Clefable's viability of contending for the cleric spot has vastly diminished, even though it used to be one of UU's most common clerics. Clefable's main niche over all other clerics is it's access to Encore, which provides opportunities for teammates for a safe switch or even setup. Clefable complements this nicely with it's own cleric abilities that allow it to provide full support throughout teammates with either Wish Support, clearance of status, and status of it's own. Hyper Voice and Seismic Toss act as attack moves so it isn't Taunt bait, depending on what is preferable. A Timid nature can be 252 with Max Speed so Clefable can Encore more desirably against certain Pokemon, although it does detract from bulk.
 
Calm Mind
Nature: Bold
EV Spread: 252 HP/220 Defense/36 Special Defense
Ability: Cute Charm
Item: Leftovers
 
Calm Mind
Softboiled
Hyper Voice/Thunderbolt
Flamethrower/Fire Blast/Ice Beam
 
Clefable, although again facing strong competition as a Calm Minder, is one of the rare ones that have instantaneous recovery in the form of Softboiled (given Alakazam and Espeon might be off the list soon). This allows it to set up much easier than most others due to it's good bulk, and isn't as vulnerable to Dark-types and Ghost types compared to most of the Psychic-type Calm Minders. Hyper Voice/Flamethrower or Fire Blast is the best coverage if you decide to opt for a STAB move, meaning you won't be a sitting duck against stuff like Magneton and Lanturn. Boltbeam is still a viable combo for coverage if you dislike the Rock type vulnerability the former combo has. 
 
Dual Screens
Nature: Bold
EV Spread: 252 HP/220 Defense/36 Special Defense or 252 HP/6 Defense/252 Speed
Ability: Cute Charm
Item: Leftovers
 
Reflect
Light Screen
Encore
Softboiled/Wish/Aromatherapy/Seismic Toss/Hyper Voice
 
Clefable is also one of the bulkier users of Dual Screens, and, unlike some others has instantaneous recovery and a wide variety of utility to complement it. 
 
Checks and Counters:
Fighting types can break through Clefable relatively easily, especially if they carry Brick Break to break through it's screens. Hitmonlee is probably the Fighting type that doesn't fear status the most given Limber stops Thunder Wave, and can easily decimate it with a Fighting STAB of choice. Other Fighting types such as Hariyama, and Primeape work potently, but dislike switching into Thunder Wave. Taunt users generally excel in halting it's utility. Umbreon in particular can loop between Taunt, Wish, and Toxic to disrupt any set Clefable wants to throw at it, healing status with Heal Bell. Although Crobat and Houndoom don't fare too well against the offensive set and status, Taunt/Super Fang can cripple it fairly significantly. Gligar and Absol are two others that can setup while carrying Taunt, the latter also having a powerful Superpower, although they dislike the offensive set in general. Against offensive sets, Special pivots like Chansey, Grumpig and Hypno are also effective at stopping it, the latter having Taunt as well. You won't know what a Clefable is going to do, but ultimately it doesn't give an immediate impact unless an Encore setup is underway, so predicting well against specific checks will ensure it won't be too troublesome. 

[/spoiler]

 
 
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Cradily

BST: 495 (86/81/97/91/107/43)

Ranking: B+

The other newcomer fossil of UU, this time in a more fortunate case. High innate bulk and setup alongside Suction Cups allow it to be a hard-to-stop setup tank if not responded to in time. 

 

[spoiler] Curse

Nature: Careful

EV Spread: 252 HP/4 Defense/252 Special Defense

Ability: Suction Cups

Item: Leftovers

 

Curse

Rock Slide

Recover/Rest

Earthquake/Sleep Talk

 

This is Cradily's standard setup set. Curse boosts complement Cradily's prime Special bulk very well, and it can only be stopped by Haze since it prevents Roar or Whirlwind due to Suction Cups. Rock Slide is it's primary STAB for damage. The debate between Recover and Rest variates between instantaneous recovery or the ability to get through status, notably Toxic. Earthquake complements Rock Slide for near unresisted coverage, whereas Sleep Talk allows it to burn the two turns of Rest Sleep without always being fodder.

 

Toxic Stall

Nature: Bold/Impish/Relaxed

EV Spread: 252 HP/252 Defense/6 Special Defense

Ability: Suction Cups

Item: Leftovers

 

Barrier

Amnesia

Recover/Rest

Toxic

 

A situationally gimmicky, albeit effective, Toxic stall set. Due to the nature of Cradily avoiding phazing, Cradily can freely set up it's defenses to be a near unstoppable brick wall, to the point where even Fighting types can prove ineffective, which is why Defense is maxed over Special Defense. Recover/Rest again go by the choice between instant and status-clear healing, and Toxic is this Cradily's primary source of damage, because it'd otherwise just drive your opponents mad or earn you disrespect. The set itself just might, depending on one's ability to stop it.

 

Utility Tank

Nature: Sassy/Careful

EV Spread: 252 HP/6 Defense/252 Special Defense

Ability: Suction Cups

Item: Leftovers

 

Toxic

Recover

Rock Slide

Giga Drain/Mirror Coat/Earthquake

 

Cradily's sheer bulk itself can also allow it to function as a strong special pivot without setup. This is especially reliable with it's access to Mirror Coat that allows it to severely dent any Special Attacker foolish enough to hit it. Recover is preferred here for it's instantaneous recovery. Giga Drain and Earthquake function as coverage moves, the former allowing it to threaten specific Water types. 

 

Checks and Counters:

Due to the nature of it being unable to be Roared or Whirlwinded, Cradily's set up sets can only be beaten through either the use of Haze, utility or sheer power. In terms of sheer power, Fighting types such as Hitmonlee are effective in breaking through even a set up Cradily on either set with a Choice Band Superpower or Cross Chop. Lesser Fighting types such as Primeape aren't as effective against the Toxic Stall set, but they also have their merits. Setting up alongside it is also an option, an example being Hitmontop with Bulk Up, since Cradily's offense isn't too threatening and it resists Rock Slide in addition to its good Defense. Taunt is effective against the Toxic stall set and shutting down it's utility in general. Pokemon such as Crobat, Absol and Gligar are effective, since the former is immune to Toxic and can Taunt/Super Fang/Toxic on Toxic stall sets (although Curse sets beat it) whereas the latter two can Taunt and set up on it, although the latter can get worn down quickly. Absol's access to Superpower and Megahorn threatens Cradily though, and it can do up to 77% on switch out with a Choice Banded Pursuit. If it opts for Recover over Rest, Toxic is also an easy solution to Cradily, especially on Pokemon such as Blastoise with it's access to Haze.

[/spoiler]

 

 

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Crawdaunt

BST: 468 (63/120/85/90/55/55)

Ranking: B

The rouge crustacean appears in this metagame in the UU environment with it's fantastic dual STAB combination and massive Attack stat.

 

[spoiler] Setup Attacker

Nature: Jolly/Adamant

EV Spread: 6 HP(even number)/252 Attack/252 Speed

Ability: Hyper Cutter

Item: Salac Berry/Leftovers

 

Dragon Dance/Swords Dance

Crabhammer/Waterfall

Crunch

Double-Edge/Taunt/Substitute

 

Crawdaunt makes for an incredibly powerful setup attacker despite it's low Speed. Dragon Dance fixes Crawdaunt's Speed, whereas Swords Dance allows Crawdaunt a more powerful attack boost. A boosted Crabhammer with it's immense base power is enough to smash many opponents to the ground especially with rain support. Waterfall can be opt for more accuracy and a flinch chance, in exchange for lower damage. Crunch covers Waterfall well and covers most of the metagame bar a few Pokemon, such as Poliwrath. Double-Edge covers the minority of Pokemon that resist it's Crunch/Waterfall or Crabhammer combo, such as Poliwrath and Shiftry. Taunt and Substitute allow Crawdaunt to avoid status and set up more freely, the latter giving it a cushion and allowing it to activate Salac Berry on a Swords Dance set. 

 

Choice Band

Nature: Jolly/Adamant

EV Spread: 6 HP/252 Attack/252 Speed

Ability: Hyper Cutter

Item: Choice Band

 

Crabhammer/Waterfall

Crunch

Double-Edge

Superpower/Aerial Ace

 

Crawdaunt also functions well with a direct Choice Band set, again having rain support that boosts it's Water STAB over the roof. Crabhammer's powerful is even comparable and perhaps more powerful than Azumarill's Waterfall. Superpower and Aerial Ace are filler coverage moves; the former allows it to mash down pokemon such as Porygon2 and Walrein whereas the latter allows you to 2HKO Poliwrath without the Attack drop or recoil from Double-Edge or Superpower. 

 

Checks and counters:

Crawdaunt's sheer power makes it incredibly difficult to directly counter, if possible. Poliwrath in particular resists it's dual STAB (being immune to one) and has it's Fighting STAB to hit it for SE damage, although damage from Double-Edge, Aerial Ace or Superpower will still hurt a lot. Everything else can practically be 2HKOed by Choice Band or a boosted hit, but there are a few notable checks. Physically Defensive Vileplume and Bellosom can tank a +2 Crunch and OHKO back in return with Giga Drain, recovering HP back, although they both are potentially 2HKOed by Choice Band variants. Checking it due to it's speed and weaknesses, such as Breloom and Hitmonlee's Mach Punch, is probably the better option, because nothing in the tier can comfortably wall a Crawdaunt -- everything takes borderline massive damage and Pokemon such as Blastoise are crippled by Taunt. Grass, Fighting and Electric types, such as Manectric, Shiftry, and Hariyama are all effective Pokemon that revenge kill it provided they come in on a safe switch and Crawdaunt isn't faster. Electrode particularly outspeeds even a +1 Crawdaunt with ease. The only thing you can do is to predict on a Choice Band set and try not to let it set up to a hopeless situation on a setup set. [/spoiler]

 

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Crobat

BST: 535 (85/90/80/70/80/130)

Ranking: C

One of the rarer Pokemon that debatably got more crippled than buffed with the split, Crobat's main asset is it's top Speed which is the second highest in the tier, functioning as either an anti-stall or revenge kill Pokemon. 

 

[spoiler] Stallbreaker

Nature: Jolly/Timid

EV Spread: 252 HP/4 Defense/252 Speed

Ability: Inner Focus

Item: Leftovers

 

Taunt

Super Fang

Toxic

Protect/Whirlwind/Haze/Sludge Bomb/Wing Attack

 

Crobat's immunity to Toxic, high Speed, decent bulk and overall utility make it a decent addition to a team as a utility stallbreaker. Taunt stops opposing utility, such as status and support, which is useful when combating most support or wall-orientated Pokemon. Super Fang allows to chip off half health of a full health switch in, regardless of type, meaning that you can cripple Rock types and Steel types despite their advantage over you. Toxic racks up another source of damage, and you get to Taunt people off of their Heal Bell and Aromatherapy Pokemon, which is useful especially when paired with Spikes. Protect allows you to scout for moves on Choice Banders as well as stall out Toxic damage. Whirlwind and Haze allow it to phaze out boosting Pokemon if necessary. Although Crobat's Speed means it will rarely end up as Taunt bait outside of the use of Magic Coat, Sludge Bomb or Wing Attack allow it to deal damage depending on what is preferable, tailoring the nature to fit the attack. Maximum HP and Speed allow it to be as bulky and as fast as possible.

 

Special Attacker

Nature: Timid

EV Spread: 4 HP (even number)/252 Special Attack/252 Speed

Ability: Inner Focus
Item: Petaya Berry/Leftovers

 

Sludge Bomb

Heat Wave

Shadow Ball

Substitute/Giga Drain/Air Cutter/Hidden Power Ground/Toxic

 

With the split, Crobat's Special movepool is now more plentiful than it's physical one, making it's most viable offensive approach now a Special Attacking set. Sludge Bomb is primary STAB, Heat Wave settles with Steel types that are immune to Sludge Bomb, whereas Shadow Ball leaves reasonable dents on Ghost types. The final move is a toss-up; Substitute allows Crobat to attack with a cushion, as well as easing the activation of Petaya Berry, given Crobat doesn't really hit all that hard. Giga Drain allows it to dent Rock/Ground types, such as Golem, for heavy damage. Air Cutter, while not really good in general, is it's only option for Flying STAB if you want to touch some Fighting types. Hidden Power Ground allows it to touch opposing Poison and Steel types, although one would prefer Sun support so as to boost Heat Wave's damage to make it more effective. As Crobat's offense is not really that appealing, Toxic allows it to cripple Pokemon that are capable of walling it easily.

 

Choice Band

Nature: Jolly

EV Spread: 4 HP/252 Attack/252 Speed

Ability: Inner Focus

Item: Choice Band

 

Wing Attack/Aerial Ace

Pursuit

Double-Edge/Bite

Super Fang/Steel Wing

 

Most people probably won't be running this set, but I'll list it until under the premise that Crobat's Speed makes this set considerably useful as a revenge killer. Wing Attack and Aerial Ace act as primary STAB, whereas Pursuit picks off anyone that attempts to switch out from Crobat. Double-Edge is it's most powerful attack despite the recoil, whereas Bite allows some reliable damage and a flinch chance on Ghost types and Psychic types. As this set still doesn't hit all that hard due to a lack of coverage, Super Fang is another option here. Steel Wing allows it to touch Rock types such as Golem and Armaldo. 

 

Checks and counters:

Crobat's checks and counters are entirely dependent on it's set. While there's no real way to defeat Crobat's own utility, since the combination of Super Fang and Taunt allow Crobat to chip off 50% from any healthy switch in apart from a Ghost, there are Pokemon that aren't affected as much as others. Misdreavus notably fares against the stallbreaker especially well despite the fact that most of it's utility is shut down by Taunt, given it's immunity to Super Fang and Super effective Thunderbolt or Psychic to damage it with. Misdreavus also isn't particularly scathed by Shadow Ball and can set up on Special Attacking sets, although Choice Band sets are a considerable hassle. Bulky Ampharos and Tentacruel completely wall Special Attacking sets and more offensively orientated ones aren't crippled as much by Taunt, although Choice Band Crobat can sting more frail variants of the latter, and Super Fang won't leave happy memories. Although Aggron doesn't really appreciate Hidden Power Ground and Super Fang, it completely walls Crobat otherwise and has a SE Rock STAB to hit it with. Steelix similarly walls Crobat outside of Heat Wave, especially in sun, and a hit from Super Fang. Rock types such as Omastar, Golem and Kabutops also work fairly potently, but they dislike Giga Drain and a part of Crobat's utility. More offensive approaches instead of walls are generally better due to Crobat's Taunt disabling the utility of most walls. 

[/spoiler]

 

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Donphan

BST: 500 (90/120/120/60/60/50)

Ranking: B

Wielding the most powerful Earthquake in UU and a Defense stat that makes even Blastoise jealous, Donphan is one of UU's strongest physical tanks. 

 

[spoiler] 

Choice Band

Nature: Adamant/Jolly

EV Spread: 4 HP/252 Attack/252 Speed or 116 HP/252 Attack/140 Speed or 252 HP/252 Attack/4 Speed

Ability: Sturdy

Item: Choice Band

 

Earthquake

Rock Slide

Superpower

Double-Edge/Return/Iron Tail/Rapid Spin

 

Wielding one of the highest Attack stats in UU, Earthquake will decimate practically anything that doesn't resist the hit. With an Adamant Nature, debatably only opposing Donphan can stand up to one Earthquake comfortably. Due to Earthquake's exploitable immunities, however, Rock Slide allows it to deal with Flying types and sting stray Ghost switch ins. As Donphan doesn't have that much coverage, Superpower is one of the moves it runs against foes like Walrein, Cloyster and Lapras. Double-Edge and Return round up the set for additional coverage depending on what is preferable. Iron Tail is it's most powerful move against Ghosts despite it's inaccuracy. Rapid Spin can be run on the set to turn it into an offensively orientated Rapid Spinner. 140 Speed with Adamant allows it to outpace uninvested base 65s, outpacing Lapras and Walrein. You can either max Speed or bulk depending on which is preferable.

 

Defensive Tank

Nature: Impish

EV Spread: 252 HP/252 Defense/4 Speed

Ability: Sturdy

Item: Leftovers

 

Earthquake

Rapid Spin/Toxic

Knock Off/Sleep Talk

Rest/Roar/Counter

 

Donphan has a lot of options as a defensive Tank. Donphan has access to Knock Off, which allows it to combat and handicap any Choice Bander brave enough to stay in, having the Defense to take on most Choice Banders bar super powerful ones like Hitmonlee. Roar allows it to phaze away physical setup Pokemon unless they already has set up significantly. Toxic allows it to cripple anything it can't really touch, such as bulky Waters, although it's effectively against pretty much anything. Counter in tandem with it's high Defense allows it to KO any physical Attacker or at least deal significant damage back in return. It can also work as a defensive spinner or run RestTalk for overall durability. Maximizing Defense gives it as much physical tankiness as possible. 

 

Checks and Counters:

Misdreavus is one of the best counters to Donphan. It stops most of it's utility, being a spinblocker, and walls it most of the time bar Iron Tail, can heal off status with Heal Bell, recover with Pain Split, and either set up Calm Minds or wear it down with status or Shadow Ball. Claydol also fares against it very well, since it fears nothing but Toxic and can set up screens or Calm Mind. Gligar's immunity to Earthquake alongside high Defense and Knock Off makes it a potent check, as well as Taunt to disable any utility move it wants to throw at it. It can set up or Toxic it as well.  Bulky Water types such as Blastoise, KinglerMantine, Walrein and Lapras serve as decent checks to Jolly Donphan, although all of them are 2HKOed if it is Adamant and the latter three take a heavy blow from Superpower or Rock Slide. Knock Off can also be a hassle. Although Solrock doesn't really appreciate Iron Tail, it does wall it of most of it's moves and can set up Reflect and heal with Morning Sun. Lunatone has more offensive presence towards Donphan in addition to it's typing, but generally doesn't cushion hits from it as well as Solrock does. Donphan is also vulnerable to revenge kills from the likes of faster Grass, Ice and Water types due to it's generally slow speed. Said examples include Jynx, Shiftry, Tentacruel and a few others, although they will definitely falter against Donphan's attacks. [/spoiler]

 

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Electabuzz

BST: 490 (65/83/57/95/85/105)

Ranking: D

Fast and versatile in offensive coverage, Electabuzz is a decent mixed attacker, although sadly it has gained quite some competition as the meta evolves.

 

[spoiler] Mixed Attacker

Nature: Hasty/Naive

EV Spread: 4 Attack/252 Special Attack/252 Speed

Ability: Static

Item: Petaya Berry

 

Thunderbolt/Thunder

Hidden Power Grass

Cross Chop/Low Kick/Focus Punch

Ice Punch/Signal Beam/Psychic

 

Since a pure Special set is outclassed by Manectric and even a few other Electric types, Electabuzz makes use of it's main niche is it's mixed capability to act as an offensive force of the team. Thunderbolt and Thunder function as main STAB, depending on whether or not you intend to use it in rain. Hidden Power Grass allows it to maim Rock/Ground types as well as Quagsire for an OHKO or 2HKO. Cross Chop and Low Kick depend on preference, as the former allows for more consistent damage on Umbreon, Clefable and Porygon2 whereas the latter allows it to deal a harder blow on Pokemon such as Cradily. Focus Punch does the most damage, but generally is reliant on prediction to work effectively. Ice Punch allows it to cover other Ground types such as Gligar, whereas Signal Beam allows it to hit Pokemon such as Exeggutor for additional coverage. Psychic gives it the benefit of hitting Pokemon such as Nidoking and Vileplume for super effective damage. Although the EVs can be split, Electabuzz doesn't notably manage to 2HKO anything even with high Attack investment, so maximum Special Attack is recommended since it allows it to reliably 2HKO 252/0 Donphan with Hidden Power Grass. 

 

Choice Band

Nature: Jolly/Hasty/Naive

EV Spread: 4 HP/252 Attack/252 Speed

Ability: Static

Item: Choice Band

 

ThunderPunch/Thunderbolt

Ice Punch

Cross Chop/Low Kick/Focus Punch

Fire Punch

 

This set is likely going to earn me some laughingstock merit, but Electabuzz is an outclasssed Pokemon. Stuff like Manectric outclass it on the special sweeping end, Lanturn and Ampharos on the tanking and utility end, and even stuff like Pikachu do the whole mixed thing better sometimes. The only thing Electabuzz has going for it amongst all Electric types? It's physical attacking prowess, courtesy of it's plentiful physical movepool. With a Choice Band, Electabuzz stands as the only Electric type that can consistently 2HKO bulky stuff like Porygon2, Chansey, and Clefable with Cross Chop. Low Kick is meritable as Cradily is also a common switch in to Electabuzz, as well as it managing to actually sting a few others. Fire Punch and Ice Punch cover Ground and Grass types that resist Thunderbolt or ThunderPunch, which can be altered depending on your preference to give it a little mixed factor. Notably, Electabuzz can also benefit from Sun support with this set. 

 

Checks and Counters:

Despite Electabuzz's versatility, it's mediocre stats only give it moderate power that it can still be reliably walled by a variety of things. Ground types, specifically Camerupt, easily wall it any day and can retaliate with Earthquake, bar an unlikely Hidden Power Water and Focus Punch. Steelix doesn't take too much damage even from the Choice Band set bar Focus Punch and can reply with an Earthquake of it's own. Claydol does take considerable damage from Signal Beam/Hidden Power Grass but otherwise also fares against it well. Donphan can handle the Choice Band set but will falter to Hidden Power Grass from more Specially offensive variants. Lanturn doesn't take too much from it's attacks bar Cross Chop or Focus Punch and can either status or wear it down with Surf. Grass types, such as Vileplume and Bellosom, also work potently, although the both of them will take considerable damage from Choice Band Ice Punch or Fire Punch, especially with sun Support. Chansey can cushion most of it's Attacks but will fall to the Choice Band set. In all, while Electabuzz has a lot of coverage, it alone doesn't help it hit a lot of Pokemon that hard, so it's not hard to have a Pokemon on your team that can reliably deal with it. 

[/spoiler]

 

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Electrode

BST: 480 (60/50/70/80/80/140)

Ranking: D

One of the fastest Pokemon in general and the fastest Pokemon in UU, Electrode's utility and offensive kit carve it's niche as a great attacking or suicide lead. 

 

[spoiler] Special Attacker

Nature: Timid/Hasty/Naive

EV Spread: 36 HP(even number) or Attack/252 Special Attack/220 Speed

Ability: Soundproof
Item: Petaya Berry

 

Thunderbolt

Hidden Power Ice/Hidden Power Grass

Signal Beam

Substitute/Taunt/Explosion

 

Electrode's niche is to revenge kill any Pokemon that has set up on the Speed end, given how it's Speed enables it to outpace the common mark of 201-204. Thunderbolt is main STAB, Hidden Power Ice and Hidden Power Grass debate between the ability to hit specific Ground types or added Grass types, whereas Signal Beam covers stuff like Exeggutor and stings some Psychic types. The final move is a toss up; Substitute allows it to activate Petaya Berry easier as well as attack with a cushion. Taunt stops common utility especially given it's Speed that allows it to shut down a variety of more defensively orientated walls. Electrode is one of the best users of Explosion given it's Speed, so you can use it to go out with a bang after you think the job's done.

 

Suicide Lead

Nature: Hasty/Naive/Jolly

EV Spread: 252 Attack/36 Special Attack/252 Speed or 252 HP/36 Attack/252 Speed

Ability: Soundproof

Item: Liechi Berry

 

Rain Dance

Light Screen/Thunder Wave

Taunt/Thunderbolt/Thunder

Explosion

 

Electrode's wide range of utility enables it to funcion as a potent suicide lead on Rain Teams. Apart from Rain Dance, Electrode also has Light Screen and status support, both of which assist allies in setting up with Rain later on. Taunt disrupts enemy setup that can hinder Electrode, whereas Thunderbolt and Thunder are useful in situations where attacking would be preferable. Thereafter, Explode. Maximzing Attack or HP on this set is dependent on which you want to set up as much as possible before dying or giving more damage to Explosion.

 

Checks and Counters:

Electrode's tendency to Explode makes it's counters fairly limited apart from bulky Steel types, Rock types, or Ghosts. Among all, Steelix is probably the best counter apart from a Rain boosted Hidden Power Water, and with it's high innate Defense and resistance takes minimal damage from Explosion. Cradily also functions well if it has an attack to hit Electrode with, but is heavily crippled of it's utility with Taunt especially without an Attack. It also cushions Explosion considerably well due to again resistance and moderate defense. When dealing with Electrode, you'd probably want to predict when it Explodes and use said bulky Pokemon, others being Armaldo, Aggron and Golem, since nothing apart from priority can really deal the killing blow on it. While there are a lot of Pokemon that can beat it originally, the threat of Explosion alone diminishes their viability to check it, so wearing it down then switching to your Explosion cushion is probably the best option. Speaking of priority, powerful priority users such as Breloom, Hitmonlee and Fearow can hit it for a decent amount of damage to deal the killing blow before it Explodes, provided it is at range to be KOed. 

[/spoiler]

 

 

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Exploud

BST: 480 (104/91/63/91/63/68)

Ranking: D

Exploud is a strange case of a Normal type Pokemon. It can go both physical and Special, and it's stats aren't particularly tailored to any role despite a beefy 104 base HP and mediocre defenses. A Special Attacking Normal type is rare though, and that's where this guy has it's potential. 

 

[spoiler] Special Attacker

Nature: Modest

EV Spread: 68 HP/252 Special Attack/40 Special Defense/140 Speed or 228 HP/252 Special Attack/28 Speed

Ability: Soundproof

Item: Leftovers/Petaya Berry

 

Hyper Voice

Fire Blast/Overheat

Ice Beam/Surf

Shadow Ball/Substitute

 

Here we have it, Exploud's trademark over any other Normal type, being Special Attacking. Hyper Voice is main STAB, and it can deal a fair punch to things that don't resist it. Fire Blast and Overheat decimate any Steel daring to wall you, depending on what is preferable. Ice Beam and Surf primarily aim to deal with Rock types that resist the previously mentioned combination, noting that while Surf does more damage to these common resists, Ice Beam comes with the benefit of hitting Cradily for SE damage. Shadow Ball rounds up the set to hit things like Hypno and Misdreavus for SE damage. Substitute, in tandem with Exploud's high HP, allows it to activate the berry easier or fend against things that run Seismic Toss.

 

I know all of you are scratching your heads for why the EVs are tailored so oddly, so I'll explain. 68 HP reaches a Leftovers number so you get +1 extra HP from Lefties in comparison to an uninvested one. 228 HP gives 208 HP so you can both have 51 HP Subs whilst having a Lefties number. 28 Speed allows you to outpace walls that invest up to 90 Speed or so. 140 Speed hits 107 Speed which allows it to outpace everything up to uninvested Misdreavus, Kabutops, and Golduck. The rest is placed into Special Defense after maximizing Special Attack. 

 

Choice Band

Nature: Adamant/Jolly

EV Spread:  4 HP/252 Attack/252 Speed or 68 HP/252 Attack/40 Special Defense/140 Speed 

Ability: Soundproof

Item: Choice Band

 

Return/Double-Edge

Crunch

Earthquake/Low Kick

Fire Punch/Ice Punch

 

Exploud can also run a decent Choice Band set, although it's literally an inferior Kangashkan. Return and Double-Edge form STAB,and your high HP means you get to cushion a fair bit of recoil. Crunch covers Ghost types, whereas Earthquake and Low Kick help you touch a few Steels and Rocks here and there. This job is probably left done better by Overheat and Surf, but it also gets the elemental punches for a physical tool in doing that job. You can either make it fast, or bulky, depending on what is desirable.

 

Mixed Attacker

Nature: Lonely/Naughty

EV Spread: 252 Attack/92 Special Attack/24 Special Defense/140 Speed or 68 HP/252 Attack/92 Special Attack/96 Special Defense

Ability: Soundproof

Item: Leftovers/Liechi Berry/Petaya Berry

 

Return

Crunch/Low Kick

Overheat/Fire Blast

Surf/Ice Beam

 

Exploud is one of those Normal types that you think you can reliably wall with a Steel or Rock type, but in truth not really. This set capitalizes on it's great mixed potential to mash through pretty much anything that wants to wall it. Return is main STAB, Crunch deals with Ghosts and hits some Psychic types harder, whereas Low Kick allows you to touch Cradily. Overheat and Fire Blast turn Steel types that wall your physical moves into scrap metal whereas Surf and Ice Beam handle Rock types. 92 Special Attack ensures that Fire Blast will reliably 2HKO even the most specially defensive of Steelix, Surf to reliably 2HKO 252/0 Armaldo, and that Surf/Ice Beam will 2HKO Haunter if it runs Low Kick over Crunch. Attack is maximized and the rest is placed to the rest of it's stats depending on preference. It's generally preferable to make it specially tanky since Exploud usually fares better against such threats.

 

Checks and counters:
Due to it's offensive versatility, finding a real counter to this big guy is pretty hard as it is. Hitmontop is a pretty safe bet with it's overall stats, Fighting STAB, and Intimidate allowing to take hits decently from both spectrums. Poliwrath is a close second, although it doesn't appreciate hits better than Hitmontop does despite it's innate defense, but generally beats the mixed sets. Mostly, there are also Pokemon that can comfortably take one of it's sets, but not all of them. Special tanks like Chansey, Hypno, Cradily and Mr.Mime (due to Soundproof) fare against it well, although the former two cannot reliably break it's Subs, and all of them don't fare well against mixed or Choice Band sets. Similarly, defensive tanks such as Donphan and Steelix can comfortably take on the Choice Band set, but falter to mixed sets. One generally has to figure out what set it is before actually deciding to wall Exploud. Revenge killing it with Pokemon such as Hitmonlee and Primeape due to it's weakness is also a reliable option in faring against it. [/spoiler]

 

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Exeggutor

BST: 520 (95/95/85/125/65/55)

Ranking: A

The faced coconut descends from the OU tier to unleash it's powerful offensive and defensive capabilities in the tier. Exeggutor can fulfill a variety of roles and have a decent amount of sets to choose from.

 

[spoiler] SunnyBeam

Nature: Modest/Mild/Rash

EV Spread: 36 HP/252 Special Attack/220 Speed

Ability: Chlorophyll

Item: Leftovers/Petaya Berry

 

Solarbeam

Sunny Day

Psychic

Hidden Power Fire/Hidden Power Ground/Sleep Powder/Explosion

 

Exeggutor's most common offensive set. With a massive 125 base Special Attack and in between decent coverage only the most dedicated of Special Walls can reliably wall Exeggutor. Solarbeam in tandem with Sunny Day functions as STAB, with Psychic to complement it. The final move depends on preference. Hidden Power Fire gives it a chance to touch Pokemon such as Shiftry and Scizor that otherwise cushion both of it's STAB moves well, whereas Hidden Power Ground allows it to touch Fire types such as Ninetales and Houndoom. Sleep Powder allows it to disable a particular threat as they switch in. Explosion allows it to go out with a bang if it desires, especially against Pokemon that wall it such as Chansey.

 

Leech Seed

Nature: Bold/Timid

EV Spread: 252 HP/252 Defense/4 Speed or 252 HP/116 Defense/140 Speed or 252 HP/4 Defense/252 Speed 

Ability: Chlorophyll

Item: Leftovers

 

Leech Seed

Giga Drain

Sleep Powder/Psychic

Substitute/Synthesis/Moonlight

 

Exeggutor's signature typing enables it to be a potent check to most Fighting types in the tier, as well as handling other physical attackers such as Kabutops. Leech Seed cripples the opponent's HP whilst healing itself for a portion, which is essential for part of it's longevity. Giga Drain threatens a fair bit of Pokemon in UU and also gives some passive recovery, doubling up as both an offensive and defensive asset. Sleep Powder allows it to cripple a single target to sleep, which is a nice asset in its arsenal, whereas Psychic allows it to heavily dent Fighting and Poison types. Substitute allows it to stall with Leech Seed and cushion powerful attacks, whereas Synthesis and Moonlight both give it a form of instantaneous recovery. 140 Speed allows it to outpace everything up to the 90 Speed mark, whereas maximizing Speed and Defense are also options to either take hits as nicely as possible or to outpace as much as possible to stall with SubSeed.

 

Dual Screens

Nature: Bold/Timid

EV Spread: 252 HP/252 Defense/4 Speed or 252 HP/116 Defense/140 Speed or 252 HP/4 Defense/252 Speed

Ability: Chlorophyll

Item: Salac Berry/Leftovers

 

Reflect

Light Screen

Sleep Powder/Giga Drain

Psychic/Explosion/Leech Seed

 

Exeggutor also has the option of setting up Dual Screens. In tandem with it's decent innate bulk and other support utility, it can prove to be a decent addition of a team that is reliant on setup. You can make it into a more sustained Dual Screener or a suicide lead if you run Explosion, depending on which is preferable. 

 

Checks and Counters:

Between the threat of Explosion and Sleep Powder, not a lot can reliably come in and boast the ability to not be crippled by it. From what is available, however, Hypno stands as one of the more reliable counters, being immune to Sleep and having high innate Special Defense. It can also Taunt it away from it's utility whilst having recovery in Wish, although it cannot really cripple it outside of Toxic or a rare Shadow Ball. Hypno still doesn't really appreciate Explosion though. Houndoom threatens Exegggutor with its dual STAB and has Taunt to cripple it of it's utility, although a specific Hidden Power and Explosion will still hurt a lot. Misdreavus is vulnerable to Sleep and gets hit pretty hard by it's attacks, but, while like Hypno, has Taunt and recovery in Pain Split, has instead a STAB Super Effective Shadow Ball, as well as an immunity to Explosion. Sleep Talk Swellow can benefit from Sleep to decimate it with an attack although it doesn't take any of it's hits well. Sleep and Exploding aside, a safe switch in on Absol locks it into a debate between Megahorn and Pursuit. Taunt or Substitute variants also ignore it's general utility. Xatu's access to Early Bird means it can recover from Sleep earlier than most, resists most of it's common attacks bar Explosion, and has Heat Wave to dent it especially in sun as well as Calm Mind and Wish. Altaria also fares against it solidly especially since it can Natural Cure away Sleep Powder alongside a Flying STAB, resistance and high Special Defense. Electrode can be invested to outpace the common Speed on Exeggutor to revenge kill it with Signal Beam. 

[/spoiler]

Edited by YagamiNoir
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Fearow

BST: 442 (65/90/65/61/61/100)

Ranking: A

Once one of the finest UU sweepers, the lack of physical Hidden Power was a slight nerf to it, as well as new competition in Swellow. It can still work effectively as a physical sweeper on teams that need that invaluable Flying type STAB.

 

[spoiler] Choice Band

Nature: Jolly

EV Spread: 4 HP/252 Attack/252 Speed

Ability: Keen Eye

Item: Choice Band

 

Return/Double-Edge

Drill Peck

Pursuit

Quick Attack/Steel Wing

 

Here we have it, probably the only viable set Fearow has other than a gimmicky mixed set that overall doesn't do too much damage. Return and Double-Edge form main STAB that usually busts up anything that doesn't resist it. Drill Peck and superior Attack is what makes it niche over Swellow, and it's good for taking out bulky Grass types like Vileplume and the like. Pursuit allows it to pick off frail foes attempting to switch from it. Quick Attack gives priority that can be useful on frailer foes like Sneasel, whereas Steel Wing gives you a chance to touch Rock types such as Armaldo and Golem for some portion of damage.

 

Mixed Attacker

Nature: Hasty/Naive

EV Spread: 204 Attack/52 Special Attack/252 Speed

Ability: Keen Eye

Item: Liechi Berry

 

Return/Double-Edge

Drill Peck

Heat Wave

Hidden Power Ground/Hidden Power Grass

 

If you want Fearow to manage against Rock types or so trying to wall you, this set could be a decent pick, as much as it sounds gimmicky. As always, dual STAB is opt, whereas Heat Wave with the given EV Spread allows you to 2HKO Steelix in the sun even if it has significant Special Defense investment. Hidden Power Ground and Hidden Power Grass separately cover Aggron and Omastar, Kabutops and Golem respectively for a 2HKO on all of them. 

 

Checks and Counters: 

Due to Fearow's lack of coverage on the Choice Band set, Fearow is pretty easily walled by pretty much every Steel or Rock type available depending or not if it has Steel Wing, and even then it still won't manage to 2HKO some. Despite it not resisting any of it's attacks and being weak to Steel Wing, Armaldo generally takes the least damage amongst all counters if it it physically defensive as well as having the ability to reply with a Super Effective Rock STAB. Choice Band Fearow is usually a free switch in for the likes of Steelix and Aggron, both of which take close to nothing from any of it's physical attacks, but will be vulnerable to a Sun-boosted Heat Wave or Hidden Power Ground respectively. Other Rock types such as Omastar, Golem and Kabutops are also good at cushioning attacks, although all fall to a coverage move of choice. Although Solrock is weak to Steel Wing, Morning Sun, Reflect and an SE Rock STAB makes sure it does it's job pretty fine. Lapras and Walrein are also solid, given their high innate Defense and HP which will backfire Fearow that use Double-Edge, as well as a Super Effective STAB Ice Beam. Fearow also particularly lacks the ability to break through physically defensive Pokemon such as Blastoise and Donphan that have either Counter or a Super Effective move to reply with. [/spoiler]

 

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Flareon

BST: 525 (65/130/60/95/110/65)

Ranking: B

One of two current UU Eeveelutions; it's stats, movepool and typing are oddly mixed in together, but it's still a really potent physical attacker with a touch of Special tankiness.

 

[spoiler] Mixed Attacker

Nature: Lonely/Brave

EV Spread: 252 Attack/4 Special Attack/252 Speed or 112 HP/252 Attack/144 Special Attack

Ability: Flash Fire

Item: Leftovers

 

Flamethrower/Fire Blast/Overheat

Superpower

Hidden Power Grass/Hidden Power Ice

Bite/Quick Attack

 

Flareon functions decently with a mixed set. The Fire STAB is up to choice, depending on preference of power, damage or accuracy. Notably, though, if you want the OHKO on 252/252 Steelix, stick with Overheat and the given EVs. If you're comfortable with predicting or Sun support, though, you're free to use something else. Superpower is the main physical move on the set, allowing it to rip Pokemon like Porygon2, Clefable and some Water types that are weak to it such as Lapras and Walrein in half. The Hidden Power of choice depends on what you want to hit; Hidden Power Grass allows it to touch stuff like Poliwrath and Quagsire, whereas Hidden Power Ice is more usable against Altaria and Gligar. Bite allows it to deal some decent damage to Psychic and Ghost types that Flareon checks considerably well. Quick Attack gives it priority to pick off stuff that are at low health. 144 Special Attack secures the 2HKO on Altaria that have a lot of Special Defense with Hidden Power Ice, as well as previously mentioned Steelix with Overheat. Max Speed notably ties with Jolly Crawduant as well as outpacing things like faster variants of Donphan and the like.

 

Choice Band

Nature: Lonely/Brave

EV Spread: 252 Attack/4 Special Attack/252 Speed or 112 HP/252 Attack/144 Special Attack

Ability: Flash Fire

Item: Choice Band

 

Superpower

Bite

Flamethrower/Fire Blast/Overheat

Double-Edge/Return/Quick Attack

 

Flareon's base 130 Attack goes well with a Choice Band, allowing it to Choice Band Superpower anything without good Defense with reckless abandon. Psychic and Ghost types need to be wary of Bite -- sadly Shadow Ball is now Special, so this is what you get to touch these things. Fire STAB is mandatory because you're not always reliant on your physical Attacks, notably against Grass types and Scizor that can comfortably wall you otherwise. The final move picks up Normal STAB; the choice between the three goes between more damage for recoil, decent sustain, or priority. 

 

Special Cleric

Nature: Calm/Sassy

EV Spread: 252 HP/252 Special Defense/4 Speed

Ability: Flash Fire

Item: Leftovers

 

Wish

Heal Bell

Flamethrower/Fire Blast

Toxic/Roar/Return/Superpower/Bite

 

It's probably not the wisest thing in the world to send in Flareon as a special cleric. Then you see it counters things like Ninetales, most Calm Minders, Manectric, some variants of Porygon2, and Haunter with it's Special bulk. Wish heals it or teammates, so it can consistently counter the aftermentioned threats. Heal Bell heals the team of status, which is always a nice thing. The final slot depends on what you want it to do; Toxic cripples most bulky walls that want to switch in. Roar phazes setup attackers that think they can have their way with Flareon. The other coverage moves complement it's Fire STAB to hit either overall or noteworthy Pokemon you decide your Flareon should check. 

 

Checks and Counters:

Bulky Waters generally make for appropriate answers against Flareon. Blastoise is the most noteworthy given it's innate bulk that allows it to take anything from it bar Toxic and reply with Surf, Counter or Earthquake. Sets that run only Surf might have trouble with the Special cleric, but it can phaze it away if necessary as well and Rest off status. Other bulky Water types such as Mantine, Kingler,  Quagsire and Poliwrath are also decent checks, although they fall to an appropriate move, be it Hidden Power Grass or a Choice Banded Superpower or Double-Edge. Hitmontop's access to good Special bulk, Intimidate, and decent Attack can effectively tolerate it, particularly if it runs Earthquake. Whilst Solrock and Claydol get hit Super effectively by a coverage move, they have a screen of choice and a Super effective STAB move to deal with it, the former also having Morning Sun. Generally, Flareon is also very vulernable to revenge killing by Physical attackers such as Kabutops and Hitmonlee

[/spoiler]

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Girafarig

BST: 455 (70/80/65/90/65/85)

Ranking: C

Another jack of all trades, master of none. With a Normal typing to complement it's Psychic typing, it does have a niche in having said advantage against Ghost types *cough* Gunthug *cough*. Ranging between offensive, defense and utility, it's not the best at anything but it can work pretty nicely if you desire it. 

 

[spoiler] Calm Mind

Nature: Bold/Timid

EV Spread: 252 HP/252 Defense/4 Speed or 252 HP/4 Defense/252 Speed or 4 HP/252 Special Attack/252 Speed

Ability: Early Bird/Inner Focus

Item: Leftovers/Salac Berry

 

Calm Mind

Psychic

Hidden Power Fighting/Hyper Voice/Hidden Power Fire

Signal Beam/Thunderbolt/Substitute/Wish/Rest

 

With a slightly wider innate movepool, Girafarig can fulfill the role as an offensive or defensive Calm Minder. It's higher Speed, sufficient Special Attack and additional durability means it can fare slightly better against some of the Pursuit users in the tier compared to other more vulnerable Psychic types. Psychic is quintessential STAB, whereas the second coverage move of choice is dependent on preference. Hyper Voice and Hidden Power Fighting general deal around the same amount of damage to Fighting types, although the latter comes with the bonus of hitting Steel types such as Steelix. With 252 Special Attack, you get to OHKO squishy Dark types such as Houndoom and Absol after one Calm MInd with either move. Hidden Power FIre is also an option to target to omnipresent Scizor. Signal Beam and Thunderbolt are filler options, particularly helping against Psychic and Dark types such as Shiftry or Water types, respectively. Substitute allows it to avoid status and set up easier, whereas Wish allows it to heal itself while providing support to a teammate. With Early Bird, it can also run Rest itself. If running a berry, make the HP even.

 

Utility Support

Nature: Calm/Bold/Timid

EV Spread: 252 HP/156 Special Defense/100 Speed or 252 HP/252 Defense/4 Speed or 252 HP/4 Defense/252 Speed 

Ability: Early Bird/Inner Focus

Item: Leftovers/Salac Berry

 

Wish

Reflect

Light Screen

Psychic/Thunder Wave/Toxic/Magic Coat

 

Girafarig also has decent utility as a dual screen and status support. Given it's ability and typing, it is also effective against the omnipresent Vileplume. Wish provides reliable healing support, whereas dual screens support setup Pokemon. To prevent being Taunt bait, Psychic is your most reliable STAB. Thunder Wave and Toxic provide status support, depending on what is preferable. Magic Coat is an option to screw up whatever utility is possibly thrown at you. The moves can be arranged en lieu, such as only running one screen, and the like. 100 Speed particularly hits 118 Speed which allows it to outpace up to neutral base 65s such as Flareon. This is applicable on Bold sets as well although the bulk is more appreciated especially in tandem with the support from Reflect or Light Screen.

 

Checks and Counters:

 

Admittedly there isn't a lot that can reliably counter it fully, but it's in general not that durable or hard-hitting, so there are a select number of checks. On the offensive route, Dark types make for solid answers, such as Houndoom and Sneasel that can Taunt its utility whilst having the threat of Crunch, Faint Attack or Pursuit to hammer it down, although a hit or two will hurt them. They however cannot reliably hurt Girafarig behind Reflect if it is physically Defensive, although Sneasel can set up Swords Dance if Girafarig lacks a coverage move. Absol and Crawdaunt can fare against slower variants and flat out OHKO them, but are outsped and killed by offensive variants, which are admittedly and fortunately rare. Solrock resists most of it's common attacks bar Signal Beam and can heal or set up screens, although it won't exactly do too much back. Electrode and Mr.Mime can wall Hyper Voice with Soundproof, and have Taunt and Light Screen to further diminish it's effectiveness. Grumpig, Altaria and Blastoise can phaze it, the former two having Heal Bell to cure any pesky status, although a possible Magic Coat might backfire, and aren't that good against a support variant. Girafarig generally also doesn't take hits well from powerful Choice Banders such as Hitmonlee and Azumarill

[/spoiler]

 

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Gligar

BST: 430 (65/75/105/35/65/85)

Ranking: A

With a unique defensive typing, moderate Speed and offensive capability, Gligar was once the king of the Baton Pass era, although it's dwindled as the meta evolved. Nonetheless, Gligar still stands as a potent pivot.

 

[spoiler] Swords Dance

Nature: Jolly

EV Spread: 6 HP/252 Attack/252 Speed

Ability: Hyper Cutter

Item: Leftovers/Salac Berry

 

Swords Dance

Earthquake

Aerial Ace/Wing Attack

Rock Slide/Substitute/Taunt

 

Although Gligar doesn't have the most thick offensive movepool out there, it's typing is great both offensively and defensively that leaves it's dual STAB combination with little resists. Wing Attack is generally preferred over Aerial Ace for it's superior PP. Rock Slide allows it to cover Flying types for additional coverage, whereas Substitute and Taunt provide additional setup opportunities by avoiding a portion of utility. 

 

Defensive Pivot

Nature: Impish

EV Spread: 252 HP/216 Defense/40 Speed

Ability: Hyper Cutter

Item: Leftovers

 

Earthquake 

Taunt

Knock Off

Counter/Toxic/Aerial Ace

 

Gligar's strong Defense and unique Defensive typing allow it to function as a decent defensive pivot capable of checking monsters such as Hitmonlee and so on. Particularly, Knock Off on a Choice Band user can be very rewarding, although it cripples most of anything in general. You can also Counter a physical threat daring enough to ram you directly, whereas Toxic provides standard wall offense and status support. Aerial Ace provides additional coverage, particularly for the more common Pokemon such as Vileplume and Hitmonlee. 40 Speed hits 110 Speed, which outpaces a portion of base 85s that invest mildly and anything else that's slower.

 

Checks and Counters:

 

Bulky Water types generally make for solid answers to Gligar. Blastoise in particularly can either phaze it or hit it with a Super Effective Surf or Ice Beam. Similarly, Claydol has nothing to fear from Gligar and can Ice Beam it or set up Dual Screens. Quagsire and Porygon2 can use Counter or Ice Beam in response but won't appreciate boosted hits as well as the former two. While other Water types such as Walrein and Lapras work potently, the damage and flinch from Rock Slide can prove problematic. Most of these Pokemon also generally dislike Toxic or Knock Off. Bulkier variants of Altaria can phaze it or hit it with Ice Beam but will succumb to a few Rock Slides. Faster Pokemon with an Ice type attack or Water type attack can also easily dispatch it even with a type disadvantage. Tentacruel, Sharpedo, Nidoking and Pokemon such as Manectric (while Hidden Power Grass is more common) can easily revenge kill it on a safe switch. [/spoiler]

 

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Golduck

BST: 500 (80/82/78/95/80/85)

Ranking: C

Golduck is a very versatile Water type with balanced stats all around, a plentiful offensive and utility movepool. It's notable niche, of course, is its ability to negate all weather Pokemon, making it a top pick against Pokemon such as Omastar, Houndoom and Ninetales.

 

[spoiler] Calm Mind

Nature: Bold/Calm/Timid

EV Spread: Defensively orientated: 252 HP/204 Defense/52 Speed or 252 HP/204 Special Defense/52 Speed

                   Offensively orientated: 4 HP/252 Special Attack/252 Speed or 180 HP/76 Special Attack/252 Speed

Ability: Cloud Nine

Item: Leftovers/Salac Berry/Chesto Berry

 

Calm Mind

Surf/Hydro Pump

Hidden Power Grass/Encore/Disable

Substitute/Ice Beam/Protect/Rest

 

Golduck is the sole Water type, if not the most viable UU Water type, with access to Calm Mind. With it's ability to counter Pokemon such as Ninetales and Omastar courtesy of Cloud Nine, Golduck can proceed to set up and OHKO them with a move of choice. Of course, Golduck isn't limited to setting up on only weather-based users, as Substitute and Encore also provide it with ample opportunities to set up, especially when used in concert. Due to the setup nature, Hydro Pump might seem a poor choice for primary STAB, but the damage it can deal has it's payoffs. Hidden Power Grass is the best coverage move against the Water types in the tier that otherwise would take its Water STAB comfortably, whereas Ice Beam deals with Grass types such as Vileplume and Shiftry. Rest can heal Golduck at low health if desirable, whereas Protect/Disable can prevent phazing. Depending on what is desirable, you can run a fully offensive, defensive or balanced set, noting that its preferable to invest for OHKOing 120/0 Omastar and Kabutops with Hidden Power Grass with 76 Special Attack EVs. 52 Speed EVs outpace the common speed on most weather users as well as minimum Speed base 90s. It's notable that with a Calm Nature and at +1, Golduck is never 2HKOed by Manectric's Thunderbolt to testify the degree of Special bulk it can attain. Depending on what is preferable, SubSalac and ChestoResto are options for either durability or sweeping.

 

Disable/Encore

Nature:Timid

EV Spread: 180 HP/76 Special Attack/252 Speed or 252 HP/4 Special Attack/252 Speed

Ability: Cloud Nine

Item: Leftovers/Petaya Berry

 

Disable/Encore

Substitute/Protect

Surf

Hidden Power Grass/Toxic

 
Golduck is one of the faster users of Disable and Encore, allowing it to catch opponents off guard or facilitate opportunities for its teammates, as far as both moves aren't short of distribution. Between Substitute or Protect, both moves can help in certain situations, as Protect can shield Golduck from some forms of undesired utility and phazing, and the like. Disable is especially handy in dealing with a counter or unfavorable switch in as it means that you can Disable their most effective move after setting up a Sub on their switch, as well as incapacitating Choice Band users.  Surf sticks as mandatory STAB, HP Grass to dispose of Rain abusers and Quagsire, whereas Toxic allows you to spread status with the switches you manage to force. 
 
Mixed Attacker

Nature: Hasty/Naive

EV Spread: 4 HP/252 Special Attack/252 Speed

Ability: Cloud Nine

Item: Leftovers/Petaya Berry

 

Surf/Hydro Pump

Hidden Power Grass

Focus Punch

Substitute/Encore

 

Golduck has common problems against Pokemon such as Chansey and Cradily, in which Focus Punch will be able to deal hefty amounts of damage to them, as well as against bulky Pokemon like Clefable and Porygon2. With the utility from Encore/Substitute, it can find some opportunities to pull off Focus Punch.Surf/Hydro Pump and Hidden Power Grass again provide as much desirable coverage as possible. It isn't exactly worth investing in Attack given that maximizing it won't help it do anything significant.

 

Checks and Counters:

It's difficult in it's own right to find a full counter to Golduck since you don't know what it has up it's sleeve. Pokemon that switch in on a Sub attempting to revenge kill it are at risk of having their most effective move Disabled, for instance, and most walls can be worked around with through Encore and thus risk getting set up on. It is entirely dependent on its moveset since it has 4MSS if you want to be aware of how to counter it. Bulky Grass types such as Exeggutor and Vileplume stand as fairly solid checks, given the utility they possess if Golduck decides to be aggressive against them, having two STAB moves to break it's Subs which means less worries about Disable (and provided Grass STAB is used, even Specially Defensive ones have their Sub broken at +1), and decent bulk. Good prediction of it's moves means that the two generally will fare well, although one screw up such as against Sub/Encore will make them setup fodder. Notably, faster Electric Pokemon such as ElectrodeManectric and Pikachu can revenge kill certain sets, provided they effectively scout for Disable since they doesn't need Thunderbolt to break it. Electrode particularly has Taunt to prevent too much worries about Disable or Encore. However, Manectric can falter against specially defensive Calm Mind sets in which it fails to 2HKO, and Pikachu can't afford to take a hit at all. Bulky phazers such as Blastoise, Altaria and Mantine work well given that Golduck has no countermeasure against Haze; however, neither of them can do anything significant back and are set up on, whereas Altaria must watch out for Ice Beam; the former two also get screwed by Protect/Disable should they run Roar. Fortunately, Golduck cannot cover both status and phazing at the same time in one Calm Mind set. Fast Taunt users such as Crobat can disable it's utility, and Crobat can Toxic, phaze it thereafter, or cripple it with Super Fang, although it will fall against aggressive Golducks especially if they have Ice Beam. While Pokemon such as Chansey, Clefable, and Porygon2 can also effectively take certain variants, but the former two are at risk of getting set up on through Sub/Encore, and all three can get their best or only attacked Disabled and dislike Focus Punch. Ampharos has STAB Thunderbolt and strong bulk to handle it, but is again crippled by Sub or Protect/Disable. Generally, you'd want to figure out its full set first before deciding to respond to something against it, but at least it isn't that good when it comes to stats, so you'd have your chances to deal with it with minor penalties.  [/spoiler]

 

 

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Golem

BST: 485 (80/110/130/55/65/45)

Ranking: B

Rugged, round, and resistant. Golem has its competition for top tier UU Rock type, but at least it has a balance of both offensive and defensive capabilities that make it stand out.

 

[spoiler] Choice Band

Nature: Jolly/Adamant

EV Spread: 4 HP/252 Attack/252 Speed or 192 HP/252 Attack/60 Speed

Ability: Rock Head/Sturdy (depending on the existence of Double-Edge)

Item: Choice Band

 

Rock Slide/Rock Blast

Earthquake

Explosion

Fire Punch/Double-Edge/Superpower

 

Golem works well with a generic Choice Band set, acting as an offensive pivot punishing Pokemon such as Fearow as it responds to a Normal or Flying type move of choice. Rock Slide offers more consistent damage with a flinch chance whereas Rock Blast is useful for breaking Substitutes while having a chance of dealing higher damage. Earthquake complements the Rock/Ground STAB combo that hits most of everything for neutral damage bar select few. One of the main reasons to use Golem is due to it's insanely powerful Explosion, which is the strongest in the tier and will destroy even the most resilient physical walls. The final move depends on what you want to cover; Fire Punch is generally preferred to fare against Breloom, one of few Pokemon in UU that resists it's STAB moves, for an OHKO. Fire Punch also notably grabs an OHKO on 252/0 Vileplume if sun is up, something none of it's other moves bar Explosion can achieve. Double-Edge is Golem's most powerful move against and Claydol and Gligar bar Explosion, and can deal a decent check to most of everything attempting to hit you. Superpower adds more coverage against Pokemon like Chansey, Clefable and Porygon2. 60 Speed EVs outpace uninvested base 65s, such as Aggron, Chansey and Donphan. Adamant can still be run with full Speed to outpace a fair bit of the metagame.

 

Substitute Attacker

Nature: Jolly/Adamant

EV Spread: 4 HP/252 Attack/252 Speed or 184 HP/252 Attack/8 Defense/60 Speed

Ability: Rock Head/Sturdy (depending on the existence of Double-Edge)

Item: Leftovers/Liechi Berry

 

Rock Slide/Rock Blast

Earthquake

Substitute

Fire Punch/Double-Edge/Focus Punch

 
Golem can also utilize a Substitute to fare against frailer threats that try to switch in through their immunities, such as against Xatu and Haunter. This allows for more safer plays given Golem can't jump in an out a lot due to it's bad defensive typing apart from being able to tank resisted physical hits, reducing the need for prediction. Focus Punch is an option here to decimate certain Pokemon behind the safety of a Substitute. If running a Berry, ensure the HP is even, hence the 184 HP EVs are listed. 
 

Checks and Counters:

Powerful as it is, Golem's low Speed and bad typing means it has a lot of offensive and defensive checks. While there's nothing in UU that can appropriately stomach an Explosion bar a Ghost type or a Steel like Aggron or Steelix, Claydol stands as Golem's best counter due to it's resistance to its STAB. It can stomach coverage attacks through Reflect, and can wear it down with Earthquake, Ice Beam, or Toxic. Physically Defensive Solrock is another close second, given it has Reflect and Morning Sun to sustain through any of Golem's assaults bar lucky Rock Blast hits, although it will falter to Explosion. Although Breloom falters to Fire Punch and doesn't take hits that well, Breloom can switch in on either of it's STABs and Spore it, before using Focus Punch or Superpower. Generally bulky Pokemon such as Donphan, Blastoise, Vileplume and Exeggutor serve for adequate answers with their ability to take a hit and OHKO back with their STAB attacks, or in Donphan's case, Counter.  Donphan particularly is not 2HKOed by Earthquake if it is physically defensive, but the latter three are vulnerable to a 2HKO if it running Adamant, and an OHKO on the Grass types if Sun is up. Faster Pokemon can also revenge kill it easily -- any Water or Grass attack will suffice in taking it out even if it lacks STAB. Faster Water and Grass types such as Tentacruel, Kabutops and Shiftry are some examples, whereas Pokemon such as Manectric, Haunter  and Pikachu who run Hidden Power, Giga Drain or Surf respectively can still easily revenge kill it, although they obviously cannot switch in on an attack. Even physical revenge killers such as Nidoking and Hitmonlee fare well in disposing it. 

[/spoiler]

 

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Granbull

BST: 450 (90/120/75/60/60/45)

Ranking: A+

He's big, he's bad, he's back. A former behemoth deemed too powerful for UU, Granbull has since returned to the tier with a couple of new tricks apart from jaw-dropping offensive power. 

 

[spoiler] Choice Band

Nature: Adamant/Jolly

EV Spread: 4 HP/252 Attack/252 Speed or 196 HP/252 Attack/60 Speed or 124 HP/252 Attack/132 Speed

Ability: Intimidate

Item: Choice Band

 

Return/Double-Edge

Crunch

Earthquake/Superpower

Rock Slide/Iron Tail

 

Choice Band Granbull essentially bails down to "click on the appropriate move for the situation and watch things take insane amounts of damage." There is absolutely nothing in the tier that boasts the ability to wall a Choice Band Granbull. Not Hitmontop, not even Armaldo, not even Shuckle, who are renowned as perhaps the most reliable answers to Normal type attackers, cannot withstand two hits from Double-Edge and Rock Slide/Iron Tail respectively. Return is an option if you want to avoid the recoil, although it does mean you miss out against Hitmontop after Intimidate unless prior damage is involved. Crunch deals with Ghost types, whereas Earthquake/Superpower deal with Rock and Steel types depending on what is preferable. 60 Speed EVs outpace uninvested base 50s such as Chansey and Aggron, 132 Speed hits base 60s such as Blissey and Porygon2, whereas maximizing Speed is also an option to outpace up to uninvested base 70s with an Adamant Nature.  Having HP investment helps soak up Double-Edge recoil considering it's the main move you'd want to spam to destroy things.

 

Support

Nature: Impish

EV Spread: 252 HP/124 Defense/132 Speed or 252 HP/196 Defense/60 Speed

Ability: Intimidate

Item: Leftovers

 

Heal Bell

Thunder Wave/Toxic/Taunt

Return

Crunch/Earthquake

 

Courtesy of good mixed bulk and Intimidate, Granbull is capable of taking on a support role. The difference between Granbull and it's other competition for the cleric and status role is it's high innate damage as well as Taunt that allows it to screw over other walls. Heal Bell heals status for the team, Thunder Wave and Toxic cripple the enemy team with status depending on what is desirable, whereas the rest is left for damaging moves for coverage and consistent offensive presence. The higher you invest in Speed, the smaller bulk you have, but you also gain the ability to Taunt faster threats before they can do anything. 

 

Checks and Counters:

I apologize, but such a thing, unfortunately -- does not exist. The closest things to full counters to the Choice Band set are physically Defensive Steelix and Shuckle, the former of which is still at risk at dying to two Superpowers depending on the rolls (and if minor damage is involved it dies) and the latter of which has to face Rock Slide flinches or die to two Iron Tails. Shuckle can Knock Off Granbull's Choice Band, though, should it come in safely, avoid a flinch, or have Iron Tail miss. The entire tier is OHKOed or 2HKOed without fuss, and as such the only way to play against it is through proper prediction, although it works both sides. There is light at the end of the tunnel, though; given Granbull's low Speed and moderate fraility, it is still fairly easy to revenge kill. Particularly, priority attacks from Breloom and Hitmonlee prove effective, and Fighting types such as Hitmontop and Primeape act as decent checks. Hitmontop particularly can check Choice Band variants running Return over Double-Edge if it is physically defensive but will fall after minor damage. Armaldo resists most of it's Attacks but will fall to two Rock Slides or Iron Tail, although it can retaliate with Superpower for an OHKO. If you get it to a certain range, it is also possible to revenge kill it with special attacking Pokemon such as Manectric and Tentacruel, although as stated -- nothing can switch in on Choice Band Granbull safely. The support set is far more manageable with Steels and Rock types such as Golem. [/spoiler]

 

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Grumpig

BST: 470 (80/45/65/90/110/80)

Ranking: C

A former UU superstar, the prominence of Pursuit trapping and the post-split had crippled the psychic pig rather significantly. A jack of all trades, master of none.  

 

[spoiler] Utility Support

Nature: Calm/Bold

EV Spread: 252 HP/252 Special Defense/4 Speed or 252 HP/252 Defense/4 Speed

Ability: Thick Fat

Item: Leftovers

 

Heal Bell

Whirlwind/Mirror Coat

Psychic

Thunder Wave/Toxic/Magic Coat/Taunt

 

One set that probably isn't outclassed by everything else would be this. Grumpig's typing allows it to easily counter Calm Mind Pokemon such as Jynx and Xatu without fuss. Apart from being able to cure status with Heal Bell, being able to phaze Calm Mind users is a good thing courtesy of Whirlwind, and is the most reliable phazer against Mr.Mime who is immune to Roar. If you manage to catch a particular Psychic type off guard, Mirror Coat can reflect damage against the attacker thinking you would phaze it, OHKOing most targets that attempt to use Shadow Ball or Signal Beam. Psychic acts as STAB to combat common Pokemon such as Vileplume and Hitmonlee, whereas the final option is left to a choice of status support. Grumpig does have access to Magic Coat, which can be plenty useful in reflecting status back an opponent, as well as Taunt to disable Pokemon such as Porygon2 and Clefable from using status or healing up. Maximizing Defenses help it take hits as much as possible on a specific spectrum. 

 

Calm Mind

Nature: Bold/Timid

EV Spread: 252 HP/160 Defense/76 Special Defense/12 Speed or 252 HP/4 Defense/252 Speed or 4 HP/252 Special Attack/252 Speed

Ability: Thick Fat

Item: Leftovers/Salac Berry

 

Calm Mind

Psychic

Hidden Power Fighting

Signal Beam/Substitute/Magic Coat/Taunt

 

Grumpig can also run a Calm Mind set, albeit one that has pretty stiff competition from many others. Of course, you'd use it for it's innate bulk and utility courtesy of options such as Magic Coat or Taunt. Hidden Power FIghting offers the best coverage alongside Psychic by striking Dark types and Steel types for super effective damage. 76 Special Defense EVs allow it to avoid the 2HKO from Haunter's Shadow Ball comfortably after one Calm Mind; alternatively, opting for max Speed is an option to disable a certain degree of threats attempting to hinder Grumpig from setting up. If running at berry, make the HP even. 

 

Dual Screens

Nature: Timid

EV Spread: 252 HP/4 Defense/252 Speed 

Ability: Thick Fat

Item: Leftovers

 

Reflect

Light Screen

Taunt/Magic Coat

Psychic/Mirror Coat/Heal Bell/Whirlwind

 

Grumpig also has the ability to set up Dual Screens. The two slots means you can't squeeze all your utility in there, however, so you can opt for just one screen if you'd appreciate the rest of the utility. Taunt/Magic Coat is preferred to prevent attempts to hinder your phazing. If you're running Magic Coat, you don't have to worry as much as to becoming Taunt fodder, so you can neglect Psychic for another choice of utility. Mirror Coat may seem counterproductive with Light Screen, but it's particularly useful if you're setting up one screen. Maximizing Speed is opt so as to set up a screen before your opponent can attack. 

 

Checks and Counters:

Kangashkan stands as one of the safer checks to Grumpig; due to it's more offensive nature for a bulky Pokemon, Kangashkan isn't put in as much risk against Grumpig's utility, and can slowly wear it down with attacks, healing with Rest or Wish if necessary. Offensive variants can also easily deal massive damage if it is running Choice Band.  Misdreavus is also a fairly decent bet against Grumpig; although it risks getting crippled by Taunt or Magic Coat, the Ghost can Taunt it first it it lacks the latter and proceed to wear it down with Shadow Ball, having enough to take boosted hits bar Shadow Ball, and the ability to semi-heal with Pain Split.  Dark types serve as potent checks. Amongst them, Absol, Crawdaunt and Sharpedo are the most powerful, having Taunt to disable utility if it lacks Magic Coat or isn't faster, and STAB Pursuit, Bite and (non-STAB) Megahorn or STAB Crunch respectively  to plow it away with. However, they will be outsped and killed by offensive Calm Mind variants that carry either HP Fighting and Signal Beam at +1, and Sharpedo is as good as dead even without a boost. Sneasel, Houndoom and Shiftry aren't as powerful as the above three but a Choice Band Faint Attack/Crunch can still get the job done under the right circumstances; Houndoom also gets Pursuit to trap it with. Again the former two can also Taunt it if able, but they cannot switch into coverage attacks. All the Dark types also don't appreciate status. Grumpig's low Defense also generally means that offensive Pokemon such as Granbull and Donphan that can afford to take a hit or status can easily rip it to shreds; the former has Heal Bell while the latter is immune to Thunder Wave, and Choice Band sets can eliminate the pig straight up. [/spoiler]

 

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Haunter

BST: 405 (45/50/45/115/55/95)

Ranking: B

In an era where Ghost types are in short supply, Haunter stands as UU's most powerful offensive Ghost. Its frality is made up for by various immunities and very versatile utility akin to its dangerous evolution in OU. 

 

[spoiler] Substitute Attacker

Nature: Timid 

EV Spread: 252 Special Attack/4 Special Defense/252 Speed

Ability: Levitate

Item: Petaya Berry

 

Substitute

Shadow Ball

Hidden Power Fighting

Sludge Bomb/Thunderbolt/Giga Drain

 

If there's one thing a Ghost is good at doing, it's setting up a free Sub in a fair bit of predicted switches before proceeding to do whatever it wants. This set aims to deal damage mid-late game for a clean up. Shadow Ball and Sludge Bomb offer moderately strong STAB, whereas Hidden Power Fighting covers Steel and Dark types. Thunderbolt is particularly useful for Pokemon such as Tentacruel, whereas Giga Drain helps you heal off damage to set up more Subs against bulky Water types, say Quagsire and Lanturn. Make the HP even to activate the berry early. 

 

SubDisable

Nature: Timid 

EV Spread: 4 HP/252 Special Attack/252 Speed

Ability: Levitate

Item: Petaya Berry/Salac Berry

 

Substitute

Disable

Shadow Ball

Hidden Power Fighting/Will-O-Wisp/Destiny Bond

 

Haunter is one of the more reliable users of SubDisable due to it's various physical immunities that allow it to function as a great check to physical assailants. Haunter complements this with Will-O-Wisp that allows it to effectively disable a wide variety of physical threats with the exception of faster ones or Houndoom. Destiny Bond is another option to take a Pokemon down with you. Depending on what is preferable, having an odd HP means you can create more Subs, whereas an even HP gives an early berry. 

 

SubSplit

Nature: Timid 

EV Spread: 4 HP/252 Special Attack/252 Speed

Ability: Levitate

Item: Petaya Berry/Salac Berry

 

Substitute

Pain Split

Shadow Ball

Taunt/Will-O-Wisp/Hidden Power Fighting

 

This is a more sustain-relative Haunter that allows it feed off enemy HP while healing its own with Pain Split. It isn't always reliable, but continuous uses of Substitute complement its effects very well. Against high HP foes like Chansey, this is especially effective, especially in tandem with Taunt, that shuts down recovery. Shadow Ball is there to avoid being Taunt bait and finish off things that you've Pain Split off, whereas the final move is a choice of status or extra coverage. 

 

Checks and Counters:

Defensive Altaria is usually a safe pivot against Haunter, since it has Natural Cure and Heal Bell for status, high innate bulk to take anything bar Hidden Power Ice, can phaze it out with Roar in case SubSplit takes its toll, and has Dragon Claw to cut through weak defense. It is still crippled by Taunt to some degree, though. Specially Defensive Lanturn has a similar role, except it has a more offensively inclined kit rather than a utility one to work with, and it cannot stop SubSplit sets from wearing it down dangerously. Clefable can reliably wall it but has its utility shut down by Taunt and will lose against SubSplit sets. Houndoom and Sneasel threaten it with Pursuit and a Dark type move, as well as Taunt, but will falter to attacks especially when safeguarded behind a Substitute, noting that the two Pokemon Speed tie. If at range and not behind a Substitute, faster Pokemon such as Manectric can revenge kill it. 

[/spoiler]

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Hitmonlee

BST: 455 (50/120/53/35/110/87)

Ranking: S

Cementing its newly acquired throne as the undisputed king of UU, Hitmonlee is the very epitome of UU's best physical sweeper, with good speed, high powered attacks, priority and a massive Attack stat. 

 

[spoiler] Choice Band

Nature: Jolly/Adamant 

EV Spread: 4 HP/252 Attack/252 Speed

Ability: Limber

Item: Choice Band

 

Superpower

Thief

Blaze Kick/Rock Slide/Double-Edge

Mach Punch

 

Here we have it, UU's most common Hitmonlee set, and it's not hard to see why. Complementing powerful moves with good Speed and murderous attack stats, STAB Superpower is beyond powerful. We've seen a lot of non-STAB ones fly around and still deal threatening chunks, but you'd be scared when you see it come from Hitmonlee. Thief is used to cover bulky Psychic types as well as Ghost types such as Claydol and Haunter. Blaze Kick is particularly useful against Exeggutor and Vileplume, as well as it being the most powerful move against Gligar in the sun. Rock Slide covers Flying types, although it's not that common of a move apart from faring against Bold Mantine. Double-Edge helps you touch Gligar without sun and is generally hard hitting enough for other Pokemon for coverage. Finally, Mach Punch tops the set off with good-for-all priority to pick off fast sweepers when they're low on health.

 

Reversal

Nature: Adamant/Jolly

EV Spread: 4 HP/252 Attack/252 Speed

Ability: Limber

Item: Salac Berry/Liechi Berry

 

Endure/Substitute

Reversal

Mach Punch/Bulk Up

Thief

 

Hitmonlee can pull off Reversal decently and it's STAB bonus and high attack means it'll destroy practically anything that doesn't resist it. You can run Bulk Up to pick up some extra attack boosts, but generally its hard to pick up boosts and be at low health, so Mach Punch helps to pick off stuff that can pick you off as well. Thief, non-negligibly, covers Ghost types that are immune to Reversal. The berry of choice depends on your preference; more speed, or more power, depending on the support you get. If you're running Substitute over Endure, make the HP odd so you can make four Substitutes.

 

Bulk Up

Nature: Adamant/Jolly

EV Spread: 4 HP/252 Attack/252 Speed

Ability: Limber

Item: Salac Berry/Leftovers

 

Bulk Up

Hi Jump Kick/Brick Break

Thief

Blaze Kick/Substitute/Rock Slide

 

Hitmonlee can also function as setup attack, although due to the lack of Swords Dance (LF future gen mechs) it won't be as immediately threatening in comparison to the thick comparison of attackers that do. The bonus here though is that you get to swap moves and sustain your boost since you're not running Superpower. Depending on what's preferred, Hi Jump Kick does more damage whereas Brick Break deals more consistent damage without fear of recoil. Of course, you could complement Substitute alongside the setup to settle for status moves and provide opportunities. Again, pick an even number for the early berry, but it otherwise doesn't matter.

 

Checks and counters:

Hitmonlee's brute power makes it difficult to directly counter; ironically, though, due to the lack of players running Rock Slide Crobat stands as a fairly ideal counter to Himonlee due to it's bulk and typing. It can then try and dispose of it with a Flying STAB of choice or use Super Fang, although Blaze Kick can still do a decent chunk, and if it does run Rock Slide or Double-Edge, expect to be hurt bad. For more common Pokemon, though, the safest check is Claydol, who can setup Reflect and return Psychics back, cushioning Superpower safely. Physcially defensive Exeggutor and Vileplume are also good checks, although coverage moves will still ravage them. Gligar is another bet due to its typing that means it isn't weak to anything, although Double-Edge can still do a ton. It can return the favour with a Flying STAB, like Crobat. Beating Hitmonlee is more of a matter of relying on prediction (as much as it works on both sides) as well as avoiding a situation where it can attack for free, since checking it is difficult due to its speed and Mach Punch. [/spoiler]

Edited by YagamiNoir
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229.gif

Houndoom

BST: 500 (75/90/50/110/80/95)

Ranking: A

Revered and feared by the Psychic and Ghost types in the tier, the malevolent hellhound offers supreme threatening presence with it's strong utility and offense. 

 

[spoiler]Pursuit Trapper

Nature: Hasty

EV Spread: 252 Attack/4 Special Attack/252 Speed

Ability: Flash Fire

Item: Choice Band/Blackglasses

Pursuit

Crunch

Fire Blast/Overheat

Hidden Power Grass/Taunt/Destiny Bond/Will-O-Wisp

 

What's best done by a canine from the oblivion? Pursuit Trapping. Between it's powerful Dark type moves it can lock down any Psychic and Ghost type at will especially with its high Speed which means it isn't as vulnerable to offensive variants. Simultaneously, Houndoom isn't walled by Steel types due to it's Fire STAB. Consistency versus power between Fire Blast and Overheat fulfills what you what it to do. The final move is a toss-up; Hidden Power Grass helps you fare against Omastar, Quagsire and to a rare extent Golduck. Taunt is good for shutting down utility such as status. Destiny Bond allow you to drag an opponent with you when you're about to go back to your home and take someone with you, whereas Will-O-Wisp is great against daring Fighting type switch ins such as Hitmonlee. If you desire the ability to switch moves, opt for Blackglasses, but Choice Band generally offers the damage you need to revenge kill things. 

 

SunnyBeam

Nature: Timid/Hasty

EV Spread: 4 HP/252 Special Attack/252 Speed

Ability: Flash Fire

Item: Petaya Berry

 

Sunny Day

Fire Blast

Solarbeam

Substitute/Crunch/Destiny Bond/Hidden Power Ice

 

Houndoom can function decently with a generic SunnyBeam set. This enables it to counterattack effectively against most if not all Water types bar Mantine and Golduck. A sun-boosted Fire Blast is bound to destroy anything that doesn't resist it bar things such as Chansey. Substitute allows you to avoid status and activate a berry, whereas Crunch offers coverage against specific Pokemon. Destiny Bond allows you be killed and take something with you, whereas Hidden Power Ice is particularly helpful against Altaria. Keep the HP even when you're running the berry.

 

Reversal

 

 

Utility Stallbreaker [/spoiler]

 

 

 

 

 

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Hypno

 

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Jynx

 

 

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Kabutops

 

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Kangaskhan

 

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Kingler

BST: 475 (55/130/115/50/50/75)

Ranking: B+ 

Kingler may be one powerful crustacean, but the King in its name is more deserving to Crawdaunt as King Crab. Nevertheless, better speed, higher Attack, good Defense and Flail all set it apart to fill in needs for a team. 

[spoiler]

Choice Band

Nature: Adamant/Jolly

EV Spread: 4 HP/252 Attack/252 Speed

Ability: Hyper Cutter

Item: Choice Band

 

Crabhammer

Superpower

Rock Tomb

Double-Edge/Return

 

STAB Crabhammer in the rain destroys everything. It's even more powerful than Azumarill's Waterfall, so getting the Rain up is very rewarding and you have a tool for smacking all in sight for destruction. Due to its limited movepool, Superpower is but one move you can use to cover things like Lapras and Walrein. Rock Tomb is there for stuff like Mantine, although Double-Edge still does more and is what you technically use for Water resists due to the unresisted combination. Return is an option if you dislike the recoil for better longevity.

 

Swords Dance

Nature: Adamant/Jolly

EV Spread: 4 HP/252 Attack/252 Speed

Ability: Hyper Cutter

Item: Salac Berry

 

Swords Dance

Crabhammer

Substitute

Superpower/Double-Edge /Flail

 

This is one thing Crawdaunt doesn't get. Get up a Swords Dance, or Sub if you're running it, get to low health, start destroying everything. Of course, pray priority isn't around. Endure can help a lot against a switch into a revenge killer, particularly Manectric. Apart from Flail, Superpower or Double-Edge can be used as a secondary coverage move as an all-out Swords Dance attacker rather than a Flail user. If running Sub with Flail, make the HP odd, but make it even if you're not running Flail. 

 

Checks and Counters:

Like its rogue crustacean counterpart, countering Kingler is a relatively difficult task. Blastoise generally boasts the ability to cushion Choice Band hits considerably well, and can either Toxic, Counter or use Hidden Power Grass on it, as well as phaze away Swords Dance sets. Mantine can take on a similar role due to Water Absorb, although Rock Tomb or Double-Edge will still soundly 2HKO it. Vileplume and Exeggutor are still decimated by Flail or Double-Edge, but can reliably tolerate its other attacks while healing with Giga Drain. Should it come to the worst, revenge killing Kingler through its weak Special Defense is an easy job for the likes of Manectric and Electrode, the latter outspeeding even Salac Berry Kingler, and Flail can be offset by priority such as from Swellow and Hitmonlee. 

[/spoiler]

 

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Lanturn

 

 

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Lapras

 

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Magmar

 

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Manectric

BST: 475 (75/70/60/105/60/105)

Ranking: A+

UU's premier special sweeper with good coverage and complementary stats to back it up, Manectric is always a solid choice for teams in need of a late-game broom.

 

[spoiler] Special Attacker

Nature: Timid

EV Spread: 4 HP/252 Special Attack/252 Speed

Ability: Lightningrod

Item: Magnet/Petaya Berry

 

 

Thunderbolt

Flamethrower/Overheat

Hidden Power Grass/Hidden Power Ice

Signal Beam/Substitute/Thunder Wave/Toxic

 

With good coverage and speed, Manetric can run through weakened teams. Thunderbolt is obligatory STAB. One of Manectric's more notable traits over other Electric types is its access to a Fire type move, being either Flamethrower or Overheat; this choice goes between damage or consistency, noting that Overheat is essential to 2HKO Pokemon such as Vileplume (without the Special Attack drop), although alongside Substitute/Petaya, Flamethrower can also manage. The Hidden Power of choice depends on what you want to cover; Hidden Power Grass covers Quagsire and allows it to do something to Lanturn, whereas Hidden Power Ice is more effective on Altaria and Gligar. Signal Beam provides extra coverage particularly against Exeggutor and opposing Psychic types. Manectric can also opt for status such as Thunder Wave and Toxic, depending on what is preferable. If running Substitute, ensure the HP is even. 

 

Checks and Counters:

Chansey stands as the best counter, since Manectric can do little to scath it while Chansey can break its Substitutes with Seismic Toss where recovering from status with Aromatherapy or Heal Bell. Porygon2, Kangashkan and Lanturn serve as more offensively orientated checks. Porygon 2 can Trace Lightningrod, thereby being immune to its STAB while retaliating with Tri Attack. Kangashkan with enough Special bulk can variant between Rest and Attacks to wear it down. Lanturn can heal on a switch into an Electric type move and has enough bulk to cushion Hidden Power Grass. Porygon2 and Lanturn don't appreciate Toxic, though. Cradily, Clefable, Vileplume and Hypno can cushion it's attacks comfortably and heal with Recover, Softboiled, Synthesis and Wish, respectively, breaking it's Subs with attack moves, should it require. Cradily and Hypno don't take much even from Signal Beam, but should be wary of Toxic, and Vileplume loathes boosted Flamethrowers or an Overheat. [/spoiler]

Edited by YagamiNoir
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200.gif

 

Misdreavus

 

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Omastar

 

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Porygon2

 

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Quagsire

 

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Sneasel

 

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Steelix

 

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Swellow

BST: 430 (60/85/60/50/50/125)

Ranking: A+

An avian newcomer into UU, Swellow stands as one of the more potent attackers courtesy of Guts and blistering Speed that can turn it into a terrifying sweeper or Endeavor user. 

 

[spoiler] Choice Band

Nature: Jolly/Adamant

EV Spread: 4 HP/252 Attack/252 Speed

Ability: Guts

Item: Choice Band

 

Return

Aerial Ace

Facade

Steel Wing/Pursuit/Quick Attack

 

Here we have Swellow's most powerful offensive set. Being able to switch in on a burn from Haunter or stray Toxic provides an additional 50% Attack, which allows it to rip through teams effortlessly once specific counters have been removed. Return and Aerial Ace function as standard STAB, whereas Facade is used for when you acquire a Guts boost, in which its massive power will dent even sturdy resists. The final move is a matter of coverage; Steel Wing notably covers Rock types such as Cradily and Golem, whereas Pursuit allows you to pick off a fleeing opponent, a fairly common reality when you get a Guts boost. Quick Attack allows you to revenge kill especially if you opt for Adamant for more power. 

 

Endeavor

Nature: Jolly

EV Spread: 4 HP/252 Attack/252 Speed

Ability: Guts

Item: Salac Bery/Liechi Berry

 

Substitute/Endure

Endeavor

Aerial Ace

Pursuit/Return/Quick Attack

 

Swellow's Endeavor set functions to break down its usual counters. Substitute allows it to wear its health down slowly while managing some attacks in between, although Endure is also an option to bait more aggressive opponents. Aerial Ace gives it an option to touch Ghost types that are immune to Endeavor, as does Pursuit. Return and Quick Attack complement the set to either deal consistency damage or fare against priority such as from the likes of Hitmonlee. If running Substitute, ensure the HP is odd. 

 

Checks and Counters:

Little can effectively tolerate the Endeavor set, although there are potent stops to Swellow. Steelix very obviously walls it to oblivion and can phaze Swellow out if it decides to use Sub/Endeavor on it. Golem and Armaldo have to fear Choice Band Steel Wing and even Facade can deal surprising amounts, but can stop Sub/Endeavor sets with Rock Blast. Users of Roar such as Donphan and Blastoise can comfortably cushion a hit and stop SubEndeavor provided the Choice Band set doesn't get a free Guts boost, in which they will falter. More offensive Rock types such as Omastar and Aggron can function, but end up as fodder for Sub/Endeavor, and more offensive variants of the former can still take a beating. Electrode and Crobat can particularly revenge kill it and Taunt if necessary, although they cannot switch in at all and Quick Attack can hurt to some degree.  [/spoiler]

 

 

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Tentacruel

 

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Vileplume

 

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Xatu

Edited by YagamiNoir
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having in count that all pokes that isnt OU are UU.. You're discriminating. many of the old NUs can perform a very efective rol in the new meta; a lot of them.

Would you kindly give me some examples instead of making a sort of blatant statement? The Chansey mistake I kinda get and all, but that's how screwed up UU kinda is at the moment, if you're reffering to stuff like Machamp and Umbreon being in there. Do you not see them being discussed in CA?

You mention Chansey as an answer to Alakazam, but uh, Chansey is not UU

I thought it was being discussed, and speculatively, I find no problem for it to be in UU at least. Then again, the meta is currently too messed up for the moment, and the official statements put it in BL. Alakazam I'd state for it to be in BL as well, I don't see a lot countering that thing.

Forretress is not UU

I wrote most of this stuff before the split OU was even made, but thanks for the list out. Edited by YagamiNoir
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Would you kindly give me some examples instead of making a sort of blatant statement? The Chansey mistake I kinda get and all, but that's how screwed up UU kinda is at the moment, if you're reffering to stuff like Machamp and Umbreon being in there. Do you not see them being discussed in CA?

I believe they were referring to former NUs that can be effective in UU now. An example would probably be Venomoth

 

And I know Chansey's being discussed, but IMO you shouldn't be including a pokemon in a UU guide that is currently in BL, regardless of your personal opinion. It can confuse someone who would otherwise rely on this guide for UU teambuilding

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I believe they were referring to former NUs that can be effective in UU now. An example would probably be Venomoth
 
And I know Chansey's being discussed, but IMO you shouldn't be including a pokemon in a UU guide that is currently in BL, regardless of your personal opinion. It can confuse someone who would otherwise rely on this guide for UU teambuilding


This list was admittedly taken from the other guide since I thought it was official or something. I suppose you're right in that regard, but again, UU is a current mess, and people are acting like it's completely fine, as far as going "Senile's statement of it being BL was kek". Asking ThinkNice he said it might drop down soon, who knows. I'll eventually go add some stuff in there, but I'm kinda busy with something else at the moment. Thanks though.
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Wailord, Whiscash. Seviper, Kingler, Raticate. you can check movesets to see their new posibilities if you want.
im not very sure about venomoth yet, but those i named are too much for NU and can do it very well in UU.

Kingler is already on that list, and I agree with Venomoth, and Whicsash. As of the rest, that is ultimately pretty speculative. I could probably put an NU Pokes in UU section akin to how Orange did though. 

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I could probably put an NU Pokes in UU section akin to how Orange did though. 

NU doesnt exist, so it is still discriminative.

All pokes that isnt OU are now UU. so when all people check the list and tries, then you will know what is UU and what is NU.

Remember that the system is based (i cant understand why, since we have 3 tier council to decide it) in percentages, if you are doing a guide do it well, or you will be influencing the results.

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Bumping up progress on my guide; the first 12 Pokemon have been added to the list, being Absol, Aggron, Alakazam, Ampharos, Armaldo, Azumarill, Blastoise, Breloom, Camerupt, Chansey and Charizard. I'm in the middle of an exam period, so the rest will have to wait. 

Edited by YagamiNoir
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  • 2 weeks later...

Pokemon that don't mind Chansey's utility and physical attackers are usually solid answers to the pink blob. Fighting types and Pokemon that have Guts above all work potently. Hitmonlee in particular is immune to Thunder Wave and can benefit from Toxic if it runs Facade, whereas Swellow can benefit from Toxic and a Guts boost while dealing massive damage with a //Fighting// STAB or Facade <- Typo i guess?

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Pokemon that don't mind Chansey's utility and physical attackers are usually solid answers to the pink blob. Fighting types and Pokemon that have Guts above all work potently. Hitmonlee in particular is immune to Thunder Wave and can benefit from Toxic if it runs Facade, whereas Swellow can benefit from Toxic and a Guts boost while dealing massive damage with a //Fighting// STAB or Facade <- Typo i guess?

 

That was for Machamp before it was gone, oops. Thanks though. 

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