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OrangeManiac

PokeMMO Generation 5 OU Competitive guide (when everything works)

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Alright, there's already many of you who is wondering what to build their upcoming OU competitive Pokemon but are too shy to ask in competitive assistance sub forum. That's why now it's more than time for another incoming competitive guide, so you can already start breeding your Pokemon.

 

Keep in mind:

 

- This thread is made to build movesets for Pokemon when all the mechanics (abilities, moves, tutors etc.) are working exactly like intended. Therefor I will not include Archeops here as it is clear NU when everything is working intended.

- Hidden Abilities are not taken into consideration at current stage, however I may add if the implementation of Hidden Ability may change this Pokemon completely

- We don't know the usage and the metagame at this point so my builds are made based on the assumption I have about what Pokemon will be strong in the metagame

- Tiers may change a lot because current tiers are not made by usage, if something becomes UU by usage I will still keep it in the guide. If something becomes OU by usage I will include it here.

 

All the builds, comments, concerns, opinions are more than welcome in this thread. Especially at this point as we don't have exactly any concrete data to back up any theorymon about what and how to build so I try to include every possible moveset that's viable I can think of. I always try to include which one I prefer the most but if this is unclear you can ask whether in here or PM that which moveset of these would I recommend and why.

 

Anyways, enjoy.

 

P.S. Shout out to Suigin for his new gen introductory guide. However, that thread only describes the Pokemon's roles and changes with the new generation rather than giving exact builds, so for this reason I felt like an in depth guide for Pokemon's builds were needed.

 

Edited by OrangeManiac

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arcanine.png

Arcanine

BST: 555 (90/110/80/100/80/90)

 

- This mighty dog can do plenty of tricks but none of them extremely well. Pretty much the epitome of jack-of-all-trades Pokemon but master of none of them. Arcanine's offensive stats allow him to attack pretty hard with its offensive movepool while the ability Intimidate as well as sufficient defensive stats allow it to serve as a defensive pivot against certain Pokemon.

 

Spoiler

 

All-out-attacker

 

Nature: Adamant

EVs: 252 Attack 252 HP (speed investment is a possibility too by the cost of HP)

Ability: Intimidate

Item: Choice Band / Life Orb

 

Flare Blitz

Wild Charge

Extremespeed

Close Combat

 

- The purpose of this set is to cause as much damage as a wallbreaker before fainting. Unfortunately for Arcanine its main two moves cause recoil towards it which means that having HP investments can be really helpful. In addition, Extremespeed is a great move to pick off the fast sweepers without needing any speed investment at the first place. Close Combat is super helpful to pick off Rock-types, especially Tyranitar. I'd recommend Choice Band in this set because you're already taking plenty of damage from the recoil to begin with and you don't want your Arcanine to faint after just one strong attack.

 

 

Defensive doge

 

Nature: Impish

EVs: 252 HP 252 Defense

Ability: Intimidate

Item: Leftovers

 

Flare Blitz

Morning Sun

Toxic / Wild Charge / Will-o-Wisp

Roar / Extremespeed / Wild Charge / Will-o-Wisp

 

- With Intimidate, Arcanine can become quite a menacing physical wall. Arcanine's biggest problem is that plenty of OU threats carry some strong physical move to hit Fire-types super effective but there are ones that Arcanine can pretty reliably stop, such as non-Swords Danced Lucario, non-Choice Banded Salamence/Dragonite, Darmanitan, Mienshao, Breloom and Scizor to name a few. Having Flare Blitz is needed to not become a sitting duck where as Morning Sun is to provide you longevity and Toxic is to counterplay other walls. Will-o-Wisp is an option if you wanna slow down physical attackers, although pulling the WoW off after Intimidate might be a lost cause. Roar is an excellent option to get some entry hazard damage spread across the board. If you can predict a Defog switch in (Mantine/Skarmory) you can pretty reliably just Roar for further damage as Arcanine by standard beats both of them 1v1. If you want to beat Mantine, running Wild Charge may be a good idea.

 

Other options: If you wanna pair Arcanine up with Torkoal to become a Sun sweeper, that's an interesting option too. It's one of the only sun sweepers that does not get walled by Blissey/Chansey thanks to Close Combat.

 

blissey.png

Blissey

BST: 540 (255/10/10/75/135/55)

 

- Thanks to Eviolite implementation in Generation 5, Blissey's little sister Chansey became actually notably better than Blissey by possessing better defensive bulk holding an Eviolite than Blissey does. However, there is one notable niche Blissey has over Chansey and that is the slightly higher HP stat than Chansey does which gives Blissey a bigger HP Wish support role than Chansey does. Where as Blissey already can wall all the special threats, Chansey kind of "overkills" it: If supporting your team is more important than hard walling Blissey might just in fact take the cake rather than its smaller sister.

 

Spoiler

 

Cleric

 

Nature: Bold
EVs: 252 Hp 252 Defense

Item: Leftovers

Ability: Natural Cure

 

Wish

Heal Bell / Aromatherapy

Seismic Toss

Thunder Wave / Toxic / Ice Beam / Hyper Voice / Flamethrower

 

- The whole point of Blissey like mentioned is ability to support its team with Wish. Also for a Cleric having a status healing move is an obvious choice. Seismic Toss provides that nice static 50 HP damage despite Blissey's pitiful attacks. Last move is rather difficult to decide as both Toxic and Thunder Wave provide a nice status where as Ice Beam is nice to hurt incoming Dragons on the switch in. Hyper Voice is a nice troll against incoming Dugtrios.

 

 

Calm Mind

 

Nature: Bold
EVs: 252 Hp 252 Defense

Item: Leftovers

Ability: Serene Grace

 

Calm Mind

Softboiled

Ice Beam

Thunderbolt / Hyper Voice / Flamethrower

 

- Thanks to Calm Mind, Blissey can actually have some notable offensive presence which can be rather surprising. The ability Serene Grace further helps in this regard as the chance to freeze with a hit every 5th time is rather scary. Last move can be both Thunderbolt giving that notorious BoltBeam coverage but Hyper Voice is definitely not out of the question either both for the fact it's a nice damaging STAB and also deals with SubVersal Dugtrio. Flamethrower is nice against the ever prevalent Scizor.

 

 

breloom.png

Breloom

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

 

- The Mushroom gets such a massive boost in Generation 5 with the addition of 2 great abilities: Poison Heal and Technician.

 

Spoiler

SubPunch 

 

Nature: Adamant/Jolly

EVs: 252 Speed 252 Attack

Ability: Poison Heal. When/if Technician is implemented, Technician is needed with Bullet Seed.

Item: Toxic Orb

 

 

Substitute

Focus Punch

Seed Bomb / Bullet Seed

Spore

 

- Without Technician, this remains still arguably the best Breloom set. Breloom has access to arguably the best singles move in the game - Spore. This provides Breloom a free Substitute and after that Focus Punch from 130 base attack will hurt every living soul out there. Breloom also gets a nice physical attack in Seed Bomb and Bullet Seed. Currently this selection is pretty hard as Seed Bomb is overall more reliable but Bullet Seed can cause those needed surprising OHKOs with 5 hit Bullet Seeds. When Technician becomes a thing, Bullet Seed will be greatly boosted by that and becomes the necessity as the ability for this set.

 

 

SubSeed

 

Nature: Impish

EVs: 252 HP 252 Defense

Ability: Poison Heal

Item: Toxic Orb

 

Spore

Substitute

Leech Seed

Drain Punch

 

- Despite Breloom's pitiful bulk, it still has a defensive niche in the game supported by the ability Poison Heal. Combine with this a Toxic Orb and you have a Breloom that gains 12,5% heal every turn which cannot be statused. This combined with Substitute and Leech Seed and suddenly breaking this seeming glass cannon becomes very hard and annoying. The reason why physical defense is the way to go is that it gives a nice counter to Tyranitar while checking plenty of physical attackers. Having such a large variety of weaknesses however prevent Breloom switching in that easily.

 

Other options: When Technician becomes a thing Breloom is an absolute monster with Mach Punch and Bullet Seed.

 

Checks and Counters: Torkoal and Skarmory are the premier counters to Breloom thanks to their great defenses and resistances of other of the Breloom's STABs. Gengar, Salamence and Dragonite are nice checks because they resist Breloom's both STABs, so only a surprise set can really both of them. Spore however always remains scary.

 

 

Chandelure  sprite from Black & White

Chandelure

BST: 520 (60/55/90/145/90/80)

 

- Chandelure's special attack of 145 is by far the highest of any non legendary Pokemon. If you do not have a special wall, switching against this will very difficult regardless if you resist its moves or not. What however is a massive problem to Chandelure is that the massive weather wars are prevalent in OU and Pelipper and Tyranitar can really shut it down with their respective weathers in addition to their typings. This however takes nothing away from the fact that Chandelure is a force to reckon with.

 

Spoiler

Choice Scarf

 

Nature: Modest

EVs: 252 Speed 252 Sp. Atk

Item: Choice Scarf

Ability: Flash Fire

 

Fire Blast/Overheat/Flamethrower

Shadow Ball
Energy Ball

Trick / Hidden Power Fighting

 

- Chandelure's 80 speed makes it enough to outspeed the whole OU metagame without their own respective choice items even with Modest nature. Only Jolteon and Aerodactyl outspeed you but they are not projected OU Pokemon at this point. Therefor Chandelure's main role in OU team arguable is to "sweep the sweepers" with Choice Scarf and its amazing special attack. Trick is a really nice move to annoy the special walls (namely Chansey and Blissey). Hidden Power Fighting is a nice move to surprise Tyranitar, however the surprise effect gets a little bit ruined when the Sandstorm prevents this attack doing as enormous damage to Tyranitar as you think it would.

 

 

Substitute

 

Nature: Timid/Modest

EVs: 252 Speed 252 Sp. Atk

Item: Leftovers
Ability: Flash Fire

 

Flamethrower/Fire Blast

Shadow Ball

Energy Ball / Hidden Power Fighting / Pain Split

Substitute

 

- Because of Chandelure's Ghost-typing it is very prone to get trapped by Tyranitar. This threat can be lessened by running Substitute so on the Tyranitar switch in you're not basically doomed and can still switch out.

 

 

Calm Mind

 

Nature: Timid/Modest

EVs: 252 Speed 252 Sp. Atk

Item: Leftovers

Ability: Flash Fire

 

Calm Mind

Flamethrower / Fire Blast

Energy Ball

Hidden Power Fighting

 

- Calm Mind gives Chandelure some late game sweeping potential. However, with the prevalence of Chansey and Blissey I don't see this sweep set to be that effective.

 

 

Important: If/When Chandelure ever gets Infiltrator ability, that becomes an ability you can use instead of Flash Fire.

 

 

Checks and Counters: Tyranitar is Chandelure's main nemesis thanks to first of walling Chandelure pretty hard and then trapping it with Pursuit. Pelipper is also a great counter to Chandelure thanks to Drizzle and water-typing, however non-bulky variant has to be afraid of Shadow Ball. Blissey and Chansey serve as the obvious blobs than can eat up any special attack for days, however they need to be afraid of incoming Trick.

 

 

chansey.png

Chansey

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

 

- When you thought she couldn't get any more annoying GameFreak decided to gave Chansey an item that boosts its special defense into ridiculous stages - which is the Eviolite. Eviolite Chansey will wall every special attacker in the game that does not carry Psyshock. And walling special attackers with Eviolite is an understatement, Chansey barely will take any damage.

 

Spoiler

 

Cleric

 

Nature: Bold

EVs: 252 Hp 252 Defense

Item: Eviolite

Ability: Natural Cure

 

Wish

Heal Bell / Aromatherapy

Seismic Toss

Toxic / Thunder Wave / Protect

 

- With Eviolite, Chansey becomes enormous wall that can support its team with Wish and Heal Bell easily. The defensive stats of Chansey will in fact reach so high running Protect seems pretty much unnecessary. Since most things wanting to break Chansey will want a set up move (in fear of Counter) you're better off just switching out when you get countered. Protect obviously is an option but to me seems too much a loss of momentum. Toxic helps Chansey to counterstall any incoming wall and therefor is my recommended option as the last moveslot.

 

Other options: If you really wanna troll Dugtrio, Hyper Voice. To troll physical attackers use Counter.

 

Checks and Counters: Basically every physical attacker (especially with Swords Dance) is a counter to Chansey but they have to be cautious of Counter.

 

 

cloyster.png

Cloyster

BST: 525 (50/95/180/85/45/70)

 

- What used to be a primarily an utility Pokemon in Generation 3, Cloyster turns into one of the scariest offensive threats in Generation 5 with the introduction of Skill Link and the move Shell Smash. Shell Smash lets Cloyster double its Speed and both Attacks by the cost of lowering both defenses. Meanwhile Skill Link guarantees Cloyster to always run maximum amount of hits in multi-hit moves and with access to Icicle Spear and Rock Blast suddenly you could see why Cloyster is such a massive offensive threat.

 

 

Spoiler

 

Shell Smash

 

Nature: Naive/Jolly/Adamant/Naughty

EVs: 252 Speed, 252 Attack

Ability: Skill Link

Item: White Herb/Life Orb

 

Shell Smash

Icicle Spear

Rock Blast

Ice Shard / Hydro Pump / Hidden Power Fire

 

- Shell Smash allows Cloyster to become an instant sweeping machine. The first decision regarding to this whether you want to risk incoming Mach Punches / other priority moves ruining your sweep by running Life Orb or do you want White Herb to negate the defense drops from Shell Smash. Icicle Spear and Rock Blast are the basis of this moveset thanks to being multi-hit and getting a guaranteed 5 hits thanks to Skill Link. Last move is a bit more tricky: Hydro Pump helps to deal with Skarmory, Scizor and Forretress more easily whereas Ice Shard is a very nice move to counter play any incoming priority moves.

 

Any nature max speed Cloyster outspeeds the whole metagame easily but the nature selection comes in when deciding what Choice Scarfers you want to outspeed. With Naive or Jolly nature you can outspeed every Scarfer equal or slower than base 110 (such as Gengar). Meanwhile Adamant and Naughty Cloyster outspeeds everything faster than base 96 + speed nature Scarfers after Shell Smash. This unfortunately means Scarf Hydreigon can outspeed you and probably the main reason why + Speed nature is a better bet. With + Attack nature I would definitely recommend of using Ice Shard as it becomes your primary source to defeat these faster Scarfers.

 

 

Utility

 

Nature: Impish

EVs: 252 HP 252 Defense

Ability: Skill Link

Item: Leftovers

 

Spikes

Rapid Spin

Icicle Spear

Rock Blast

 

- Let's remember Cloyster still has the ability to support its team with Spikes and Rapid Spin while serving as a physical wall thanks to its great defenses. Because of how much the metagame is shifted towards carrying Flamethrower even with physical attackers, this naturally hurts Cloyster as well. At this stage of the metagame I would not recommend to use this moveset over the offensive one.

 

Checks and Counters: Offensive Cloyster really lacks these. The best checks you can find are physically defensive Jellicent and Milotic, however latter's offensive pressure against Cloyster is very minimal without Hidden Power. Bulky Scizor is a very good check to Cloyster, however it has to be afraid of Hydro Pump. Ferrothorn also checks Cloyster nicely at high HP because of the tremendous physical bulk letting it eat up that 5x Icicle Spear fairly easily and responding with a STAB move.

 

 

conkeldurr.png

Conkeldurr

BST: 505 (105/140/95/55/65/45)

 

- Conkeldurr has the abilities and attack power that would make any Pokemon jealous. Conkeldurr has perhaps the fewest hard counters in the whole OU tier, thanks to the sheer attacking power and sufficient coverage Conkeldurr has with its punches. However, unlike most hard-hitting fight types Conkeldurr has access to Mach Punch which makes Conkeldurr very hard to revenge kill as well.

 

Spoiler

 

Sheer Force

 

Nature: Adamant

EVs: 252 Attack, 20 Speed, 238 HP

Item: Life Orb

Ability: Sheer Force

 

Drain Punch

Thunder Punch

Ice Punch

Fire Punch / Mach Punch

 

- What makes this set so ridiculously strong is how Sheer Force works with Life Orb. Sheer Force negates secondary effects (if any) but adds more power to the moves but this is even more powerful combined with Life Orb - you will not take Life Orb damage. Elemental punches are amazing for this moveset for this reason thanks to these moves having secondary effect chances and therefor getting boosted by Sheer Force. Drain Punch even without having secondary effects is the main go to STAB move, since Fighting type moves generally do not have secondary effects. Mach Punch is a great move to deal for the fact Conkeldurr is one of the slowest things on the planet. However, all the elemental punches are so useful that having all the 3 punches possibly will take the moveslot away from Mach Punch. Thunderpunch and Ice Punch are the most necessary punches because of the Water + Dragon/Flying coverage while Drain Punch kinda deals with the Pokemon that Fire Punch would (i.e. Ferrothorn).

 

20 Speed EVs is to outspeed Hippowdon, btw. Otherwise it outspeeds you and walls with Slack Off.

 

 

Bulk Up

 

Nature: Careful/Adamant

EVs: 252 Attack, 252 SP. Def

Item: Leftovers

Ability: Guts

 

Bulk Up

Ice Punch

Drain Punch

Mach Punch / Fire Punch

 

- This set takes use of Conkeldurr's second amazing ability, Guts. Even though Sheer Force may become the standard soon, this lets opponents spread status with less care and this may open up to a sudden disastrous boost for Conkeldurr's even already high attack. Because Conkeldurr's HP stat is so nice the investments are best off for Special Defense to cover yourself from both sides. Drain Punch is the obvious go to STAB while Ice Punch covers everything that flies. Mach Punch seems the most logical choice especially considering you're asking to get paralyzed and this is less of a problem especially with a priority move.


Checks and Counters: Countering Conkeldurr is hard. Like, really hard. Thanks to the elemental punches there isn't really anything viable that would even come close to fulfill the definition of a counter. The main way to outplay a Conkeldurr is to predict a correct move and then start to damage him by being faster.

 

dragonite.png

Dragonite

BST: 600 (91/134/95/100/100/80)

 

- Without Multiscale, this beloved Generation 1 original "pseudo-legendary" suffers from being outclassed by other Dragon-types in the tier. However, Dragonite's main selling point is its capability to be one of the best non-water types in Drizzle teams thanks to access to STAB Hurricane and Thunder. This is not to say Dragonite doesn't have anything else going for it: Its movepool is one of the best in the whole tier. The fact that Dragonite's main role is expected to be Rain team oriented can be used as a surprise element while running a physical moveset instead. In general for physical oriented sets, Dragonite's main downfall against other Dragons in comparison is its rather low speed compared to other Dragons. Even though this is compensated by Extremespeed to some extent, as a sweeper Dragonite in general is inferior to likes of Salamence, Hydreigon and Haxorus, at least in my opinion. Dragonite might arguably still be slightly better wallbreaker than for example Hydreigon and Salamence, thanks to having access to Superpower and having that great 134 base attack.

 

 

Spoiler

 

Rain Boosted

 

Nature: Mild/Rash

EVs: 252 Speed 252 Sp. Atk

Item: Life Orb

 

Hurricane

Thunder

Superpower

Extremespeed

 

- This set is Dragonite's main niche as a Dragon currently: It is a great asset to a rain team. Thanks to Drizzle Pelipper and other Rain boosted mons, Rain teams are very prevalent in Generation 5 PokeMMO OU metagame and Dragonite is a natural part of these teams. Hurricane gets a 100% accuracy in the rain giving Dragonite a massive STAB of 110 power while allowing Thunder to pick off any Water-types in the rain as well. Superpower is to deal with special blobs and Tyranitar where as Extremespeed simply put is just too good of a priority move to not use.

 

 

Dragon Dance

 

Nature: Adamant
EVs: 252 Attack 252 Speed

Item: Life Orb

 

Dragon Dance

Dragon Claw

Superpower

Extremespeed / Thunderpunch

 

- Dragonite is a very threatening Dragon Dance sweeper. The biggest problem is that setting up in the current OU metagame is rather hard. To put it simply: Everything is either a Dragon or counters a Dragon. Therefor finding yourself eating Ice-attacks before being allowed to set up isn't uncommon. If you do find an opportunity to set up Dragonite, this fat dragon can become unstoppable. Dragon Claw and Superpower are Dragonite's obvious main moves where as last move is up to debate: Thunderpunch helps to deal with Skarmory and Gyarados better where as Extremespeed is just an amazing move in general to counter any incoming priority moves against you - such as Ice Shard.

 

If Dragonite ever gets Hidden Ability Multiscale in PokeMMO, this will become Dragonite's main set by a mile. It might become one of the scariest sets in the whole OU tier.

 

 

Choice Band

 

 

Nature: Adamant
EVs: 252 Attack 252 Speed or 252 Attack 252 HP

Item: Choice Band

 

Dragon Claw

Superpower

Extremespeed

Thunderpunch

 

- Choice Band Dragonite is actually a very scary wallbreaker to say the least. Its main problem is the aforementioned lack of speed for a Dragon but at the same time it hits the hardest Fight-attack from all the dragons making it a premier blob breaker. CB Extremespeed is absolutely devastating late game as well. Thunderpunch is Dragonite's best last move for Gyarados and Skarmory and just for water-types in general.

 

 

Edited by OrangeManiac

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dugtrio.png

Dugtrio

BST: 425 (35/100/50/50/70/120)

 

- Dugtrio currently is beyond ridiculous. PokeMMO follows Generation 7 base stats, a Generation which gave Dugtrio a boost from 80 Attack to 100 Attack. Even with 80 Attack Dugtrio has always been a massive threat in pretty much every OU metagame ever thanks to its ability Arena Trap. Dugtrio is the ultimate support Pokemon you want to use if there ever is some Pokemon Dugtrio can trap that causes your team some problems. Namely the biggest things that Dugtrio is good to take out currently are Tyranitar, the blob sisters, Metagross without Bullet Punch and Excadrill.

 

Spoiler

 

SubVersal

 

Nature: Jolly

EVs: 252 Attack 252 Speed

Ability: Arena Trap

Item: Liechi Berry

 

Substitute

Reversal

Screech

Earthquake

 

- The point of this moveset is to guarantee the removal of Chansey, Blissey and Snorlax. Because Chansey and Blissey could technically use Defense Curl, Screech becomes a required move for this moveset just in case. Meanwhile Screech helps to deal with Snorlax if Snorlax starts to Curse up while you Substitute. Needless to say this moveset can be used to trap various of other things but its massive downfall is the fact that when you're down to 1 hp, you're very prone to entry hazards preventing Dugtrio to have another switch in.

 

 

Choice Band

 

Nature: Jolly

EVs: 252 Attack 252 Speed

Ability: Arena Trap

Item: Choice Band

 

Earthquake

Pursuit

Aerial Ace

Stone Edge

 

- Choice Band Dugtrio is the way to go when removing offensive threats is your main goal. Having Dugtrio at high HP makes sure you can live things like Mach Punch Breloom (without Technician), Bullet Punch Metagross (without CB) and just overall gives your Dugtrio more longevity. The purpose of this set namely is to trap Tyranitar, Metagross, Kabutops, Chandelure, Magnezone.. well practically speaking the choices are endless. Pursuit is nice to serve as a pseudo-trapper to Gengar you expect to be choice locked to Thunderbolt or Sludge Bomb, Aerial Ace is to deal with aforementioned Breloom as well as Heracross if someone wants to use it in OU. Stone Edge is basically the last nice move you have and it has some "just in case" potential against Flying-types.

 

 

Focus Sash

 

Nature: Focus Sash

EVs: 252 Attack 252 Speed

Ability: Arena Trap

Item: Focus Sash

 

Earthquake

Reversal

Aerial Ace / Endure

Pursuit / Endure

 

- The point of this set is to give Dugtrio a double threat of Earthquake and max power Reversal to take down pretty much anything at any given HP. Focus Sash is rather risky though as it gets nullified by any entry hazard you might face. For this reason Endure is probably a good move to make sure you can take use of Reversal. Alternatively Aerial Ace can be used to trap Breloom and Heracross where as Pursuit serves as a pseudo-trapper for Gengar. This set is also nice to trap Excadrill during sandstorm.

 

 

Checks and Counters: Shed Shell will make Dugtrio cry at night.

 

 

excadrill.png

Excadrill
BST: 508 (110/135/60/50/65/88)

 

- Due to its Sand Rush ability, Excadrill is probably the scariest late game sweeper in the whole OU tier. With the prevalence of Tyranitar in the OU tier, Excadrill can easily take this to its advantage and become by far the fastest thing in the game during sandstorm weather. Combine this with the fact Excadrill has 135 Attack and great 2 STABs and you got a threat that is pretty much metagame defining.

 

 

Spoiler

 

Swords Dance

 

Nature: Adamant

EVs: 252 Attack, 252 Speed

Item: Life Orb / Air Balloon

Ability: Sand Rush

 

Swords Dance

Earthquake

Rock Slide

Iron Head / Rapid Spin

 

- Excadrill reaches 280 speed during sandstorm. TWOO HUNDRED AND EIGHHTYYY. With Adamant nature. The only thing that can outspeed Excadrill is a Scarf Jolteon or Aerodactyl or something really obscure in current OU metagame so you're better off just using Adamant nature instead of Jolly. Even without Swords Dance Excadrill is a force to reckon with but if you ever get a free Swords Dance, then go ahead and press that free win button. QuakeSlide gives the necessary coverage even though Iron Head definitely is a move to have in your set. If for some reason you absolutely have to get rid of Spikes and/or Rocks for your team's sake, Excadrill can also use Rapid Spin.

 

Other options: If Excadrill has access to Mold Breaker, then another set may be build to emphasize more on its Rapid Spin + Stealth Rock utility side.

 

 

ferrothorn.png

Ferrothorn

BST: 489 (74/94/131/54/116/20)

 

- One of the greatest, if not the greatest non-legendary Pokemon out there. No joke. Ferrothorn already takes the cake for being one of the most reliable hazard setter in the game but what gives Ferrothorn even further advantage is its ability Iron Barbs which makes the life of physical attackers a living hell because a misprediction might cause you to cause more damage to yourself than on a Ferrothorn. In addition, Ferrothorn is anything but a sitting duck while setting up hazards unlike things like Skarmory or Forretress. Ferrothorn's moves Gyro Ball and Power Whip are incredibly scary moves which would make any Pokemon feel uneasy.

 

Spoiler

 

Utility

 

Nature: Relaxed

EVs: 252 HP 252 Defense

IVs: 0 speed

Ability: Iron Barbs

Item: Leftovers / Rocky Helmet / Shed Shell

 

Stealth Rock

Power Whip

Gyro Ball

Spikes / Leech Seed

 

- This moveset is the standard for any Ferrothorn. The easiness of setting up hazards for Ferrothorn is incredible. This is mostly thanks to its offensive presence with Gyro Ball and Power Whip, both which are very strong STABs. Especially Gyro Ball very often reaches the maximum power of 150 thanks to Ferrothorn being so slow. This is why you should always have 0 IV in speed for Ferrothorn. Your last move can be Spikes for further hazards even though Stealth Rocks is the main thing you need in this meta. However, you can opt to go for Leech Seed and give your Ferrothorn further longevity.

 

The item selection is rather tricky: Leftovers seems like the obvious choice for maximum longevity, while Rocky Helmet can really help to abuse the mispredictions of physical sweepers. Shed Shell is also an option if Magnezone would otherwise cause you sadness if your team is too reliant on a Ferrothorn.

 

 

Curse

 

Nature: Brave

EVs: 252 Attack, 252 HP

IVs: 0 Speed

Ability: Iron Barbs

Item: Leftovers

 

Curse

Gyro Ball

Power Whip

Leech Seed / Bulldoze

 

- Ferrothorn might lack the coverage but this moveset can be rather devastating late game. It has a very unpredictable nature as some Pokemon may assume they can beat you late game with Superpower/Fire Fangs and whatnots and later notice that Ferrothorn becomes even more unbreakable thanks to Curse. What's also good about Ferrothorn is its Steel-typing for a Curse set, which prevents Ferrothorn from being Toxiced - which is the most usual downfall for Curse sweepers.

 

Checks and Counters: Magnezone is Ferrothorn's main nemesis, thanks to Magnet Pull. Other than that, Ferrothorn is the reason you should run fire. With everything.

 

Team Support: Dugtrio is nice to counter trap any Magnezone that traps you.

 

gengar.png

Gengar

BST: 500 (60/65/60/130/75/110)

 

- Gengar is probably the most unpredictable Pokemon of the OU tier. Thanks to its enormous movepool, you can never be sure what you will face against. What you will know for sure if that Gengar base 130 Sp. Attack will hit you hard, regardless of its moveset. This is not to say Gengar goes without any problems: Its biggest problem is the prevalence of Tyranitar, which highly limits Gengar from running any Choice-movesets for the fear of being Pursuit trapped.

 

Spoiler

 

Life Orb Sweeper

 

Nature: Timid

EVs: 252 Speed 252 Sp. Atk
Item: Life Orb

 

Shadow Ball

Sludge Bomb

Focus Blast

Taunt / Will-o-Wisp / Hidden Power Fire

 

- Arguably the most common Gengar build you can expect to see. Shadow Ball and Sludge Bomb cause enormous pressure over the whole metagame, only being really countered by Steel-types and Tyranitar. Focus Blast is to deal with Tyranitar: That 4x Damage causes only special defensive Tyranitars being able to withstand this attack. The last move can be either Taunt to prevent incoming special wall from healing or Thunder Waving you, but Will-o-Wisp isn't out of the question either even though it is probably not that great of a move when you're already low in HP and prone from getting KOd by anything. Hidden Power Fire gives you coverage over Steel-types, namely Scizor but also helpful against Forretress and gives that 100% hit against Ferrothorn.

 

 

Fat Ghost

 

Nature: Bold
EVs: 252 HP 252 Defense

Item: Black Sludge

 

Will-o-Wisp

Pain Split

Shadow Ball

Focus Blast

 

- Use this moveset if your priority is to spinblock. Even though there are arguably better Ghosts to make use of this role, Gengar can be an option if its typing and/or Shadow Ball + Focus Blast offensive coverage comes in handy. Gengar become very surprisingly bulky even despite its low stats when opponent is burnt: In fact it will most likely wall any physical attacker when they are burnt and don't have a set up move. Shadow Ball + Focus Blast bring a very nice coverage around everything and Focus Blast is kind of a must to stop Gengar's main nemesis, Tyranitar.

 

 

SubDisable

 

Nature: Timid
EVs: 252 Speed 252 Sp. Atk

Item: Black Sludge

 

Substitute

Disable

Shadow Ball

Focus Blast

 

- Due to the fact Gengar possesses enormous amount of immunities and resistances, this makes Gengar a premier user of the SubDisable combo. Very often Pokemon have only 1 coverage move against Gengar and when this is Disabled, that can cause massive annoyance.

 

 

Choice Scarf

 

Nature: Timid

EVs: 252 Speed 252 Sp. Atk

Item: Choice Scarf

 

Shadow Ball

Focus Blast

HP Ice/Fire

Trick

 

- Gengar has it all what comes for a good Choice Scarfer. Amazing special attack, amazing movepool and all. The biggest problem is the fact that a Choice locked Gengar is as good as dead if opponent has a Tyranitar. Regardless, this thing can do massive work late game.

 

 

PerishTrap

 

Nature: Bold
EVs: 252 HP 252 Defense

Item: Black Sludge

 

Mean Look

Perish Song

Protect

Will-o-Wisp

 

- Gengar also has also access to the PerishTrap set, which despite isn't seemingly optimal for its low bulk can still work due to surprise element. Primarily you could expect a special wall try to check Gengar and rather than doing so, they find themselves trapped. Due to the massive prevalence of Shed Shell and the fact that Chansey is not a switch in against Gengar in the first place, the surprise effect of this set can be rather null and therefor I don't recommend this set at this point of the metagame. Especially because of its "one and done" kind of nature, because PerishTrap often works only one. But it's fun and tilts the fuck out of everyone.

 

 

 

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Gliscor

BST: 510 (75/95/125/45/75/95)

 

- If entry hazards are your enemy, look no further. When Defog tutor is a thing, Gliscor becomes your greatest remover of entry hazards with Defog. For a Defogger, it switches in very easily against any hazards because of being immune to Spikes and Toxic Spikes and only taking neutral damage from Stealth Rocks. This already is a good start for a Defogger but what makes Gliscor even better is its very high 125 Defense and ability Poison Heal, which allows Gliscor to serve as a Defensive pivot. The main reason why it's hard to call Gliscor exactly a "defensive wall" is its 4x weakness to Ice, which is thanks to Dragons the most overused offensive typing in the OU tier. Regardless, this takes nothing away from the fact Gliscor is by far the best projected Defog user of the OU metagame.


 

Spoiler

 

Defensive

 

Nature: Impish

EVs: 252 HP 252 Defense

Ability: Poison Heal

Item: Toxic Orb

 

Defog

Earthquake

Roost

Toxic / Ice Fang

 

- Like stated in the outline, Gliscor's main role is to remove hazards from the field with Defog. This is further supported with its defensive build. Roost gives Gliscor further longevity and Earthquake is the main offensive STAB. Last move can be either Toxic to spread status around but Ice Fang most definitely isn't out of the question as a move: The main thing that resist you are Dragon/Flyings and Ice Fang will hit them hard.

 

 

Swords Dance

 

Nature: Adamant/Jolly

EVs: 252 Attack 252 Speed

Ability: Hyper Cutter

Item: Flying Gem

 

Swords Dance

Earthquake

Acrobatics

Fire Fang / Substitute / Agility

 

- This set can best surprise when switched in after losing a Pokemon. An opponent may thing you're trying to get rid of hazards - SURPRISE! Gliscor just set up itself and suddenly becomes a strong physical sweeper. Earthquake and Aerobatics already give very nice coverage for pretty much everything besides covering Skarmory - for this Pokemon you might consider using Fire Fang for. (As well as extra damage vs Scizor, Ferrothorn and Forretress just in case). Running Agility or Substitute as last moveslot is definitely not out of the question either.

 

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Gyarados
BST: 540 (95/125/79/60/100/81)

 

- From the biggest meme to one of the most powerful non-legendary Pokemon in the game, that's the Magikarp evolution line. In Generation 5 OU metagame Gyarados still remains very viable as always. Its ability Intimidate is probably the main thing going for Gyarados: It's basically a sweeper that can slow opposing physical sweepers down. In Generation 5 Gyarados got plenty of offensive moves to play with so it's really hard to pick what is ultimately the best set for Gyarados. Not only that, but Gyarados very nicely fills defensive roles as well.

 

Spoiler

 

Dragon Dance + Taunt

 

Nature: Adamant/Jolly
EVs: 252 Speed 252 Attack

Item: Leftovers / Life Orb

 

Dragon Dance

Waterfall

Taunt

Bounce / Crunch

 

- Gyarados' combination of Dragon Dance + Taunt is very threatening. Taunt not only helps nothing being able to status or heal against it but it also shuts down other Pokemon trying to possibly Dragon Dance set up against it to match its speed. Waterfall is Gyarados' must have STAB but second move can be either Bounce or Crunch. Bounce hits overall harder because of STAB but Crunch covers for the most part what Waterfall doesn't, specifically prevents getting walled by Slowbro and Jellicent. 

 

 

Dragon Dance + 3 offensive moves

 

Nature: Adamant/Jolly

EVs: 252 Speed 252 Attack

Item: Leftovers / Life Orb

 

Dragon Dance

Waterfall

Earthquake / Bounce

Ice Fang / Crunch / Stone Edge

 

- Having three offensive moves gives much more freedom for Gyarados with the cost of losing a moveslot. Waterfall is the self-explanatory go-to STAB move again, which by the way isn't notably better because of the better accuracy than Aqua Tail but the 20% flinch chance is too good not to go for. Your third move is good to have something against Ferrothorn. Bounce is overall more powerful and arguably has slightly more coverage but Earthquake has that perfect accuracy and it doesn't have to hit in 2 turns, which is the most annoying thing about Bounce. If you chose Earthquake, Ice Fang is a very good move to fill the missing hole Flying/Dragons, especially Salamence. However, Crunch covers the best Slowbro and Jellicent while Stone Edge is also good against Flying/Dragons but also hits other Gyarados extra hard.

 

 

Fat Gyarados

 

Nature: Impish
EVs: 252 HP 252 Defense

Item: Leftovers

 

Waterfall

Thunder Wave

Dragon Tail

Taunt / Rest

 

- Thanks to Intimidate, Gyarados has a very viable role as a physical wall and it also has really nice moves to work with. Waterfall again is your main damage dealing move and even without any attack investments, that 125 base attack STAB Waterfall hits harder than you would expect from a defensive Pokemon. Thunder Wave is the main annoyance you'll cause with this set, just try to not Thunder Wave a Milotic or Jolteon. Dragon Tail is a perfect move not only to deal with setting up opponents but also if you have spread some entry hazards on the field, Gyarados can simply just Dragon Tail and watch other Pokemon eat Stealth Rocks. Taunt is again very helpful move for so many things, such as preventing opposing entry hazard setters from setting entry hazards but also helps to beat Thunderbolt-less Blissey. However, if you have a Heal Bell or Aromatherapy user, Rest can give you that needed longevity.

 

Edited by OrangeManiac

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haxorus.png

Haxorus

BST: 540 (76/147/90/60/70/97)

 

- Haxorus has the highest attack in the game after Slaking. Whereas Slaking is hugely crippled by arguably the worst ability in the game, Haxorus is blessed with amazing ability that is Mold Breaker. Haxorus on itself is near impossible to fully counter, let alone if it has set up.

 

Spoiler

 

Wallbreaker

 

Nature: Adamant

EVs: 252 Attack 252 Speed

Item: Life Orb / Lum Berry

Ability: Mold Breaker

 

Swords Dance

Dragon Claw

Low Kick / Superpower

Aqua Tail / Substitute / Earthquake

 

- If Haxorus ever gets a chance to get a Swords Dance off, nothing will counter Haxorus anymore. Nothing. The only way to beat Haxorus at this point is a faster sweeper. Dragon Claw is Haxorus' go-to STAB thanks to the Outrage nerf in PokeMMO. Superpower / Low Kick gives needed fight-coverage: Most things that Haxorus would attack with Low Kick are pretty heavy (barring special blobs, but Dragon Claw hurts them regardless). Superpower is more reliable but that -1 in Attack and Defense after every Superpower can become an issue when predicted against. Aqua Tail is a handy tool to prevent Hippowdon from being the only thing to not take monstrous damage from Haxorus. Substitute helps setting up but mostly is good for to play around status, like WoW. Earthquake gives some handy coverage but I personally wouldn't recommend this as Dragon+Fight coverage is pretty much sufficient enough while hitting Hippowdon hard with Aqua Tail is huge.

 

 

Dragon Dance

 

Nature: Adamant/Jolly

EVs: 252 Attack 252 Speed

Item: Life Orb / Lum Berry

Ability: Mold Breaker

 

Dragon Dance

Dragon Claw

Low Kick / Superpower

Aqua Tail

 

- This set helps Haxorus to deal with the fact that Swords Dance set is more easily revenge killable. If you expect to face more faster things, this is your go to set. The problem with this set naturally is that +1 Attack doesn't kill things as easily as the Swords Dance set does. The emphasis on Dragon Dance set is to late-game sweep, whereas Swords Dance set is primarily made to break walls. Dragon Claw + Low Kick/Superpower gives your aforementioned default coverage over most things. I personally think Aqua Tail is a must especially for Dragon Dance set because of Hippowdon risking to switch in and either kill you or Whirlwind away. Therefor getting the maximum damage against Hippowdon with Aqua Tail is helpful to say the least.

 

 

Choice Band

 

Nature: Adamant/Jolly

EVs: 252 Attack 252 Speed

Item: Choice Band

Ability: Mold Breaker

 

Dragon Claw

Superpower

Aqua Tail

Earthquake

 

- The biggest downfall in the dancer sets is that Haxorus' bulk isn't exactly amazing. Setting up Haxorus sometimes seems easier in theory than in battle. To prevent this, Choice Band is a very useful set. No need to set up, just start smashing right off the bat. This set needs more prediction than previous two. Also being locked to a move means you need to have some defensive pivots in the back to help a Choice locked Haxorus. The moves basically the best coverage moves that Haxorus gets.

 

 

 

Other options: If you know your opponent uses only certain gender Pokemon, make your Haxorus the same gender and give it ability "Rivalry".

 

On a more serious note, Rivalry can be an interesting gamble especially for Dragon Dance and Choice Band set. You might get a OHKO that you wouldn't expect to get otherwise to get but at the contrary you can obviously hit less damage than you should and this can turn against you. For Swords Dance set Rivalry is kind of an overkill in pretty much every imaginable situation.

Because of the nature of PokeMMO breeding, competitive Pokemon are more commonly female than male. Keep that in mind.

 

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Hippowdon

BST: 525 (108/112/118/68/72/47)

 

- Hippowdon possesses the best physical bulk of all the OU Pokemon with astounding 108/118 physical bulk. This allows to Hippowdon server as a check to numerous physical attackers in the OU tier. Hippowdon is also a premier and one of the most reliable Stealth Rock setters in the metagame. Also notable is Hippowdon's ability Sand Stream, which is the greatest support an Excadrill could ask for.

 

Spoiler

 

Defensive

 

Nature: Impish
EVs: 252 HP 252 Defense

Item: Leftovers

 

Earthquake

Slack Off

Stealth Rock / Whirlwind / Ice Fang

Stealth Rock / Whirlwind / Ice Fang

 

- The standard set for Hippowdon. Earthquake as the ever-notorious STAB move and Slack Off are Hippowdon's main moves for pretty self-explanatory reasons. Hippwdon, however has 3 moves from where to choose from: Stealth Rock is the best hazard in the game and Hippowdon is a very reliable setter of it. However, if your team is full of hazard setters (including at least 1 other Stealth Rock setter), Hippowdon's role could also be Whirlwinding other Pokemon for damage. Ice Fang is definitely a move you should consider of using, since it covers everything that Earthquake doesn't cover - namely Flying and Grass types. Also plenty of things are 4x weak to Ice in OU tier so there's that.

 

 

Curse

 

Nature: Careful
EVs: 252 HP 252 Special Defense

Item: Leftovers

 

Curse

Slack Off

Earthquake

Ice Fang

 

- Hippowdon can have its own offensive presence as well thanks to the move Curse. When opponent's special attackers are down, this moveset can become threatening. Also special offense is nowhere as viable as physical one is in the current OU so chances off you being able to pull this off are actually relatively nice. There are way too many things that can go wrong, though: Toxic, Whirlwind, Dragon Tail... It's very unreliable to say the least. However, if you have given the impression to your opponent that Hippwdon's role in your team is to be plainly a wall they may not take this set into consideration and nice things can happen.

 

 

 

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Hydreigon

BST: 600 (92/105/90/125/90/98)

 

- Hydreigon is one of the best sweepers of this generation, and it is not hard to see why. Great offensive movepool, great typing, great ability. Oh and that crispy pseudo-legendary 600 BST. Hydreigon has it all.

 

Spoiler

Special oriented

 

Nature: Rash/Mild/Hasty/Naive/Modest/Timid

EVs: 252 Speed 252 Special Attack

Item: Life Orb

 

Draco Meteor / Dragon Pulse

Dark Pulse

Flamethrower

Superpower / Focus Blast / Charge Beam

 

- Hydreigon's two special STABs are devastating and they are the move Hydreigon will deal most of its damage. Dark and Dragon, however cannot cover Steel-types and this is where Flamethrower comes in. Hydreigon has a respectable attack stat of 105 and has access to the move Superpower and it is the reason why Hydreigon is probably better off mixed, in my opinion. Even though the special blob Chansey can heal off to Hydreigon's Superpower, at least it provides you a free turn switch in something else whereas Focus Blast would do practically second to no damage against Chansey at all. In addition, Superpower's 100% accuracy compared to Focus Miss' 70% is also helpful against Tyranitar. To lower extent this helps with things like stopping a CurseLax, even though it is not as prevalent threat. Going fully special gives you more bulk for not having a -def/sp.def nature but for Life Orb user, bulk isn't that relevant. Charge Beam is an option to prevent Mantine from walling you.

 

Using Taunt to stop Chansey in particular is an option but I just don't feel as any of the moves can exactly be dropped.

 

 

Choice Scarf

 

Nature: Timid/Modest

EVs: 252 Speed 252 Sp. Attack

Item: Choice Scarf

 

Draco Meteor

Dark Pulse

Flamethrower

U-Turn

 

- Hydreigon is also a very good Choice Scarfer, to say the least. Hydreigon gets the ultimate Choice Scarfer's scout move, U-Turn, which is highly useful to counter-switch to whatever your opponent switched into. The coverage moves are the same as in the mixed attacker set: Strong dual STABs are pretty self-explanatory and Flamethrower covers the Steel-types your STABs couldn't.

 

 

Work Up

 

Nature: Naive/Hasty

EVs: 252 Speed 252 Sp. Atk
Item: Life Orb

 

Work Up

Dark Pulse

Flamethrower

Superpower

 

- This is the go to set if you hate Blissey. With Work Up Blissey can't wall your Superpowers by just healing and getting your attack dropped. Setting up once with Work Up before Superpowering ensures that Blissey is history.

 

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Jellicent

BST: 480 (100/60/70/85/105/60)

 

- For any team that is reliant on heavy entry hazard setting, Jellicent is your ultimate supporter. Jellicent is the most reliable spinblocker in the OU tier with very good defensive typing in Water/Ghost as well as enough offensive presence to prevent from turning to a set up bait to dangerous set up sweepers. Also having access to Taunt, Jellicent is a wall that can counter lots of utility Pokemon.

 

Spoiler

 

Standard

 

Nature: Bold
EVs: 252 HP 252 Defense

Item: Leftovers

Ability: Water Absorb

 

 

Scald

Recover

Taunt

Shadow Ball / Will-o-Wisp / Ice Beam

 

- Jellicent's standard moveset is physically defensive. Scald is the most annoying move in the game and for a sturdy wall like Jellicent it is pretty much an obvious choice. Recover is what makes Jellicent actually so useful and every Rapid Spinner's nightmare. Taunt let's Jellicent serve as a counter to utility Pokemon. Last move is rather hard. Shadow Ball seems like a good option due to STAB but kind of lacks actual usefulness outside of Psychic/Ghost types, namely Reuniclus, Gengar and other Jellicent. Will-o-Wisp is a good way to counter physical attackers if you feel like your Scald luck is having an off day. Ice Beam is a very useful option if for otherwise you would turn into a set up bait to Dragons with Lum Berry and would cause you possibly get swept because of it. I recommend Ice Beam for more offensive teams rather than balanced or stall teams.

 

 

Other options: Thanks to having access to Water Spout, Jellicent has an interesting gimmick in running Choice Specs or Scarf to catch offensive Pokemon off guard. The biggest downfall of this set is that the lack of Leftovers recovery will quite easily give away what your intentions are and at that point you just need to look for anything that will switch in for Water-type special attacks.

 

Calm Special Defensive Jellicent is by no means out of the question but the strongest special attackers in the game have a strong move against Jellicent. Therefor it cannot act as a reliable special wall for your team.

 

 

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Jolteon

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

 

- Jolteon is fast, Jolteon is furious. Jolteon is a great special sweeper in a tier filled with viable Water-types and that means Jolteon can exert lots of pressure over them. With the move Volt Switch, Jolteon can always pivot around a Pokemon that it cannot beat and go to a Pokemon of your choice without losing a turn.

 

Spoiler

 

Standard

 

Nature: Timid
EVs: 252 Speed 252 Sp. Atk

Item: Life Orb / Leftovers

 

Volt Switch

Hidden Power Ice

Thunderbolt / Thunder

Toxic / Heal Bell / Substitute

 

- Jolteon's offensive movepool is quite but sufficient enough. With Electric + Hidden Power Ice Jolteon can cover surprisingly lot of ground, although the main focus is zapping everything that moves. The choice of Thunderbolt / Thunder is regarding if you run Pelipper in your team or not. Without rain boost, Thunder is not worth it due to the awful 70% accuracy. Jolteon's movepool is so shallow that the last move really should be an utility move. My recommendations are either Toxic or Heal Bell, depending which one you need more. Substitute is also alright choice to scout for expected switch in for Volt Switch and instead cause pressure by getting a Substitute up instead.


 

 

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Kabutops

BST: 495 (60/115/105/65/70/80)

 

- For any PokeMMO veteran, the sudden jump from the depths of NU to highest competitive tier might seem a little bit odd. The answer to this obviously is the fact that Pelipper was given Drizzle in the Unova update and this means that rather than having to use a whole turn to set up Rain Dance for yourself and often dying in the process, Kabutops can start sweeping right away with its sky high attack and Swift Swim ability without any turn lost.


 

Spoiler

 

Rain sweeper

 

Nature: Adamant

EVs: 252 Atk 252 Speed

Item: Life Orb 

Ability: Swift Swim

 

Waterfall

Rock Slide / Stone Edge

Superpower

Aqua Jet / Swords Dance

 

- Wait Pelipper to set a rain and suddenly Kabutops becomes a total sweeping machine. Waterfall + Rock Slide are the self-explanatory STAB moves that the whole sweep bases on. Stone Edge can give a little bit of additional power but I personally recommend Rock Slide thanks to its reliable accuracy and the fact Kabutops is pretty much guaranteed to go first in the rain and therefor getting that 30% flinch chance with Rock Slide is pretty big. With Swords Dance Kabutops has some more wallbreaking capability on expected switch-ins if your opponent has something like Jellicent or Milotic, however I would recommend Aqua Jet simply for the fact that you will face lots of priority attacks and having an upper hand against those is highly useful in a Rain boosted Aqua Jet.

 

 

 

 

kingdra.png

Kingdra

BST: 540 (75/95/95/95/95/85)

 

- Another very scary rain sweeper that can easily take down unprepared teams. The power Kingdra has under the rain is without a doubt really threatening. Rain boosted STAB Surf with Life Orb pretty much sweeps everything that doesn't resist it, barring the obvious special defensive blob sisters.

 

Spoiler

 

Rain Sweeper

 

Nature: Modest

EVs: 252 Speed 252 Sp. Atk

Item: Life Orb/Choice Specs

Ability: Swift Swim

 

Surf

Hydro Pump

Dragon Pulse

Ice Beam

 

- This simple set under the rain is nothing to laugh at. If one's Blissey/Chansey is down and they have no way to stall out the rain, that can easily be the game. Because Kingdra will be doing most of its damage with the rain boosted water attacks, it's not bad idea to have both Surf and Hydro Pump and choosing according to whether you need accuracy or power. Dragon Pulse is the obvious other go to STAB, which mainly to be used on other Water-types but the reason to use it over for example HP Electric is that it beats other Kingdras. Ice Beam is a great coverage move for Grass types.

 

 

Sniper

 

Nature: Modest

EVs: 252 Speed 252 Sp. Atk

Item: Scope Lens

Ability: Sniper

 

Draco Meteor

Surf

Ice Beam

Focus Energy

 

- The sole purpose of this set is to spam Draco Meteor for days. With Focus Energy and Scope Lens, Kingdra's every hit will be a critical hit. In addition to this, Sniper changes Kingdra's crit damage from 1,5x to 2,25x meaning that barring Chansey and Blissey, there is barely anything that can withstand this attack from Kingdra. The only problem is that Kingdra isn't the fastest Pokemon on the field and therefor quite easily revenge killed and this set is primarily to wallbreak everything minus Blissey/Chansey.

 

 

Other options: Lonely/Naughty rain sweeper with max Attack and Waterfall is an option to beat the special walls. Unfortunately Protect kinda stalls out Kingdra and Eviolite Chansey can take 2 Waterfalls from Kingdra even in rain. Before Eviolite is a thing, I think it's a viable set, though.

 

 

lucario.png

Lucario

BST: 525 (70/110/70/115/70/90)

 

- Swords Dance Lucario is probably the hardest thing to stop in the whole OU tier when it gets going thanks to amazing STAB Close Combat, great coverage moves and priority.


 

Spoiler

 

Swords Dance

 

Nature: Adamant/Jolly

EVs: 252 Speed 252 Attack

Item: Life Orb

Ability: Steadfast (Justified, if it gets the hidden ability)

 

 

Swords Dance

Close Combat

Extremespeed / Bullet Punch

Crunch / Ice Punch

 

- The moveset that can end the game at any time if Lucario gets Swords Dance off. This is particularly easy against a choice locked Pokemon, where the risk is minimal. Close Combat is the move you'll do the most sweeping with. Priority is to have Lucario protected from faster Pokemon. Now, it is a decision whether you want to Extremespeed or Bullet Punch: Extremespeed is overall better thanks to +2 priority and overall damage but Bullet Punch can take care of Gengar. Last coverage move is mainly about which one do you not want to get walled by: Ice Punch prevents getting walled by Gliscor but Crunch prevents getting walled by Jellicent.

 

 

4 offensive moves Lucario

 

Nature: Adamant/Jolly

EVs: 252 Speed 252 Attack

Item: Choice Band / Life Orb

Ability: Steadfast (Justified, if it gets the hidden ability)

 

Close Combat

Extremespeed / Bullet Punch

Crunch

Ice Punch

 

- The advantage to the Swords Dance set is that you have (almost) nothing that this set is harder to wall because you have the complete coverage with this set. The downside is that sweeping without Swords Dance is harder.

 

P.S. I'm sure you're wondering why Lucario is physical rather than special, after all special attack is Lucario's highest stat. However, because physical has much higher sweeping potential as special one would get walled much easier is why physical Lucario is arguably overall the better way to make Lucario.

 

 

 

 

 

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Magnezone

BST: 535 (70/70/115/130/90/60)

 

- In a tier filled with viable Steel-types, it's not hard to see why Magnezone is so used and so viable. Magnezone is the bane of all Steel-types with Magnet Pull, which allows Magnezone to trap Steel-type Pokemon. This being said, Magnezone isn't a one-trick-pony at all. Its stats make it all around very powerful Pokemon that is definitely not a dead weight in your team even if there's no Steel-types to trap.

 

Spoiler

 

Choice Scarf

 

Nature: Timid

EVs: 252 Speed 252 Sp. Atk

Item: Choice Scarf

Ability: Magnet Pull

 

Volt Switch

Thunderbolt

Flash Cannon

Hidden Power Fire

 

- Perhaps the main set for Magnezone. Choice Scarf allows Magnezone to hit and run Volt Switch while trapping all the Steel-types it needs to. Choice Scarf is a good set to trap Scizor: The only Scizor that can U-Turn away from the trap would be Choice Scarf Scizor, which is rather uncommon. Flash Cannon is the other STAB, which has surprisingly good coverage considering how bad Steel is offensively: It's really nice against Tyranitar and Mamoswine and also against Hydreigon, which resists Electric-type attacks. Hidden Power Fire is simply there because Ferrothorn is such a threat and one of the main Pokemon Magnezone should be used to trap.

 

 

4 Offensive moves, no Scarf

 

Nature: Modest

EVs: 252 Speed 252 Sp. Atk

Item: Shed Shell / Air Balloon

Ability: Magnet Pull

 

Volt Switch

Thunderbolt

Flash Cannon

Hidden Power Fire

 

- I didn't necessarily have to make a whole new set to this but it isn't out of the question to not be choice locked and rather use other handy items for Magnezone, such as Shed Shell and Air Balloon. Shed Shell prevents counter trapping from Dugtrio and other Magnezones, where as Air Balloon helps with Magnezone's most crippling Ground-type weakness.

 

 

Substitute

 

Nature: Timid

EVs: 252 Speed 252 Sp. Atk

Item: Leftovers

Ability: Magnet Pull

 

Substitute

Charge Beam

Thunderbolt

Flash Cannon / Hidden Power Ice / Hidden Power Fire 

 

- The purpose of this set is to use Ferrothorn as a set up bait to get yourself going to +6 with Charge Beam. Because Ferrothorn shouldn't have anything that can even nearly break Magnezone's Substitute, Magnezone can just spam Charge Beam and reset Substitute whenever needed. If Ferrothorn does get trapped with this set, Magnezone is guaranteed to usually get at least 2 kills in the match. If there isn't many things to revenge kill Magnezone, this set can easily sweep.

 

Other options: Sturdy can really surprise people and combined with Mirror Coat can really troll some opponents. Even if you are able to get that one kill, you're still at 1 HP, so...

 

 

mantine.png

Mantine

BST: 485 (85/40/70/80/140/70)

 

- Mantine became OU seemingly out of nowhere and that was mainly due to its ability to Defog the entry hazards away very reliably as well as serving as a defensive switch in against plenty of threatening OU attackers.

 

Spoiler

 

Physically defensive Defogger

 

Nature: Bold

EVs: 252 HP 252 Def

Ability: Water Absorb

Item: Leftovers

 

Scald

Defog

Roost

Haze / Ice Beam / Toxic

 

- As the title implies, Mantine's main role is to Defog the entry hazards away. This build is a physical defensive variant to serve as a wall to Scizor, Lucario without Thunderpunch (very uncommon move selection), Gyarados without Stone Edge (also fairly uncommon move selection), Bulky Swampert, Mamoswine, Azumarill to name a few. Scald is your main offensive move for STAB as well as annoyance with the burn chance and Roost is to provide you that ever needed longevity. Haze is a great move to keep set up sweepers in check but having Ice Beam is also an interesting option to pick off Dragons while serving as a decent enough check to them. Toxic is always a great option to a wall to counterplay other walls.

 

Other options: Calm special defensive variant is technically an option but isn't really needed to counter any specific Pokemon in the current OU tier that you couldn't do with the Bold set.

 

 

Edited by OrangeManiac

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Mamoswine

BST: 530 (110/130/80/70/60/80)

 

- Mamoswine is arguably the best wallbreaker in the OU tier. To put it simply, nothing reliably walls the sheer power of this thing. Ground + Ice is one of the best offensive combinations in Pokemon coverage-wise and Mamoswine happens to get STAB for both of these typings, making it an enormous threat. Not only this but Mamoswine can also turn into a late-game sweeper, thanks to Ice Shard.

 

 

Spoiler

 

T H I C C

 

Nature: Adamant

EVs: 252 Speed 252 Attack

Item: Life Orb

 

Earthquake

Icicle Crash

Ice Shard

Superpower / Stealth Rock

 

- Mamoswine's Ground/Ice combo holds at least neutral coverage across the whole OU tier. Quite frankly, it is very common that either of these two types are super effective against something in OU. Superpower is a great move to deal with Ferrothorn, a Pokemon which otherwise could check Mamoswine at least a little bit. However, if you're not concerned about Ferrothorn you could run Stealth Rocks instead. Even though Mamoswine should be mainly used to spam its enormours power, you can never know when setting up the Rocks may be the winning play in a match.

 

 

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Metagross

BST: 600 (80/135/130/95/90/70)

 

- Metagross finds itself as quite a jack of all trades, but master of none. There's lots to like about Metagross. Diverse coverage, amazing typing defensively, good offensive attacks... At first sight it seems like Metagross has it all. This being said, it does have quite much tougher time plowing through some of the defensive threats which makes Metagross notably less scary as it was in our previous Generation 3 metagame. Still, not to undersell Metagross too much: It is a great Pokemon if its typing is something you need.

 

 

Spoiler

 

DIY Offensive tank

 

Nature: Adamant

EVs: 252 Attack 252 HP

Item: Leftovers

 

Meteor Mash

Thunderpunch

Earthquake / Zen Headbutt / Hammer Arm / Stealth Rock / Pursuit

Earthquake / Zen Headbutt / Hammer Arm / Stealth Rock / Pursuit

 

- Metagross gets a large variety of nice offensive moves but it's very difficult to decide which ones are the best. Meteor Mash is Metagross' main move, thanks to being strong fairly spammable STAB move with a chance to boost yourself. Thunderpunch helps getting walled by Water-types and Skarmory. The last moves are very difficult to decide. Metagross can easily be your team's rock setter. If you however wish not to do so, choosing two moves from EQ, Hammer Arm and Zen Headbutt is probably the way to go. Zen Headbutt's main selling point is that it allows Metagross to serve as a check to Conkeldurr but other than that lacks significant coverage. Earthquake is a great all around move but also kind of lacks significant coverage over the metagame. Having Pursuit is a viable option as well to trap choice locked Gengars as well as Starmies but Choice Items for these two Pokemon are fairly uncommon as of now.

 

 

Agility

 

Nature: Adamant

EVs: 252 Attack 252 Speed

Item: Life Orb

 

Meteor Mash

Zen Headbutt

Agility

Earthquake

 

- This set has some serious late game sweeping potential when HP is low. Problem for Metagross is that it cannot get a super effective coverage over the tier with 3 offensive moves so the better option probably is to go with less coverage but more reliable STAB moves + Earthquake. This set is easily walled by Scizor, Skarmory and Hippowdon so you will need lots of support to pull this one off.

 

 

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Mienshao

BST: 510 (65/125/60/95/60/105)

 

- Mienshao is quite an interesting case of a glass cannon Pokemon with an ability Regenerator. This ability recovers one third of the Pokemon's health when switched out and this makes Mienshao an amazing hit'n'run Pokemon to heal itself back by simply just switching out. Mienshao's offensive power is very hard to stop and often needs prediction to be dealt with, since no teambuild can fully cover a sweeping Mienshao.

 

 

Spoiler

Life Orb

 

Nature: Hasty/Naive/Jolly

EVs: 252 Speed 252 Attack

Item: Life Orb

Ability: Regenerator

 

 

Hi Jump Kick

U-Turn

Rock Slide / Stone Edge / Grass Knot

Hidden Power Ice / Fake Out / Grass Knot

 

- This is Mienshao's main moveset and it's not hard to see why. Mienshao is the ultimate "abuser" of both Hi Jump Kick and Life Orb as it can easily gets the loss HP back by just simply switching out. Hi Jump Kick is a very high risk high reward move and Regenerator makes Mienshao arguably the best user of this move. Mienshao's Hi Jump Kick is pretty much impossible to fully wall with anything that is not a Ghost-type. When things go wrong, Mienshao can just U-Turn away and get its HP back. Rock coverage move is very helpful over Flying-types as well as especially Volcarona. Last move is kinda up to user's preference: Hidden Power Ice prevents Mienshao getting walled by Gliscor which is a very common physical wall in OU. However, a viable alternative is a "double hit'n'run" moveset by basically being able to first Fake Out and then U-Turn and being able to do damage to opponent without them being even able to retaliate. Grass Knot is a niche option but allows Mienshao hit Jellicent and Hippowdon hard.

 

Other options: Choice Scarf is a possibility for Mienshao, especially good to stop set up sweepers from clearing the table (namely Volcarona and DD Salamence/Haxorus). This being said, this would expect these Pokemon to only be able to reach only 1 boost in order for Scarf Mienshao for stopping these Pokemon.

 

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Milotic

BST: 540 (95/60/79/100/125/81)

 

- The most "complete" wall in the whole OU tier. Milotic serves as a great wall to numerous physical and special threats in the OU tier which makes Milotic the best lone defensive pivot in the OU tier. Extremely good as the lone wall in offensive teams but in defensive teams it can be a real nuisance combined with likes of Blissey and Skarmory.

 

Spoiler

 

Defensive pivot

 

Nature: Bold

EVs: 252 HP 252 Defense

Ability: Marvel Scale

Item: Leftovers

 

Scald

Recover

Haze / Toxic / Ice Beam / Hidden Power Electric

Haze / Toxic / Ice Beam / Hidden Power Electric

 

- This is your do-it-yourself defensive Milotic set. Scald and Recover are your standard attack & recover moves while others depend highly according to what you need. Haze is an excellent choice to stop Calm Mind Reuniclus and Bulk Up Conkeldurr on their tracks as well as numerous of other threats. Toxic is great option to counterplay other walls. Ice Beam is to counter Hydreigon (very recommended!) as well as troll any incoming Dragons really hard. If your team happens to be really weak to Substitute/Taunt Gyarados, Hidden Power Electric is an option.

 

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Pelipper

BST: 440 (60/50/100/95/70/65)

 

- Pelipper's newest ability Drizzle is even better than this Pokemon could have even dreamed of having. Suddenly from the depths of irrelevancy Pelipper finds itself as the sole Drizzle Pokemon in the PokeMMO metagame. Basically when you see this Pokemon on the field you have to expect a lot of Rain sweepers.

 

Spoiler

Defensive rain setter

 

Nature: Bold
EVs: 252 HP 252 Defense

Item: Leftovers

Ability: Drizzle

 

Scald

Hurricane

Roost

Defog / U-Turn

 

- This set is to provide the maximum longevity for Pelipper as Pelipper's main role is to just come in and let it rain. Scald and Hurricane are actually quite devastating nice coverage moves that can actually threaten most offensive Pokemon under the rain, despite of Pelipper's seemingly pedestrian special attack. However, the rain makes all the difference for this Pokemon. Roost is to give maximum longevity to Pelipper as well as Defog supports both the whole team from entry hazards as well as lets Pelipper come in more easily when it doesn't have to be worrying about Stealth Rocks. If Defog isn't what you need, U-Turn is a very helpful alternative.

 

Other options: Offensive pelipper is a viable option too, especially good option if you actually don't have Pokemon like Kabutops and Kingdra in your team that absolutely needs the rain to be able to do something. Can catch lots of people off guard.

 

 

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Reuniclus

BST: 490 (110/65/75/125/85/30)

 

- The single most.... broken Pokemon of PokeMMO OU. The only possible way to characterize this Pokemon. Reuniclus has the fewest counters in the whole OU tier and its Calm Mind set with Magic Guard is arguably the strongest moveset in the whole OU metagame. It absolutely shreds through defensive teams because Magic Guard grants immunity to Toxic. Unless you have a Scizor and Tyranitar there to counter Reuniclus, you might be up for a wild ride. Unless you run hyper offensive team that prevents Reuniclus from setting up at all, you either have to run either (or both) Scizor and Tyranitar or you're about to get destroyed. There's no really other way to put it.

 

Spoiler

Calm Mind

 

Nature: Bold
EVs: 252 HP 252 Defense

Item: Life Orb / Leftovers

Ability: Magic Guard

 

Calm Mind

Recover

Psyshock / Psychic

Focus Blast

 

- Thanks to Magic Guard, Reuniclus takes only damage from direct attacks. This means Toxicing a Reuniclus will not do anything and it can just continue setting up and eventually sweeping. You simply put cannot let Reuniclus set up, even if it means a risky switch in for Tyranitar or Scizor (Metagross and Hydreigon are possible checks too). This set is as simple and self-explanatory as it gets: All Reuniclus has to do is to set up while trying to catch incoming counters with Focus Blast and the counters try to stop Reuniclus before it gets going.

 

 

Trick Room Sweeper

 

Nature: Quiet

EVs: 252 HP 252 Sp. Atk

IVs: 0 Speed

Item: Life Orb

Ability: Magic Guard

 

Trick Room

Psyshock

Focus Blast

Shadow Ball

 

- The moveset you see more rare but this is simply because Calm Mind variant is just ridiculously powerful. This does take nothing away from the fact that this set is also a force to reckon with: When Reuniclus suddenly becomes the fastest Pokemon in Trick Room, a sweep can often be real as nothing enjoys a 125 special attack moves.

 

 

salamence.png

Salamence

BST: 600 (95/135/80/110/80/100)

 

- The papa dragon is back! Even though Salamence is still nothing short of amazing, it has tougher time shredding through teams as it had in the previous generations. This is however mainly due to the addition of viable priority moves and users of them (especially Ice Shard Mamoswine) but still it isn't anything exceptional to still see Salamence sweeping teams into the sunset. 

 

Spoiler

 

Dragon Dance

 

Nature: Adamant/Naughty/Lonely/Naive/Hasty/Jolly

EVs: 252 Attack 252 Speed

Item: Life Orb / Leftovers

 

Dragon Dance

Dragon Claw

Fire Fang / Flamethrower

Brick Break

 

- Probably Salamence's main set. It isn't hard to get Salamence boosted with Dragon Dances and then STAB 135 base attack Dragon Claw will sweep basically lots of things that aren't steel-types. That's where the fire move gets in. It's hard to definitely say if Fire Fang or Flamethrower is the better go to move as even though Salamence does more damage with +1 Fire Fang as it does with 0 Flamethrower, it's notable that most Steel-walls are defensive invested. This kind of argues that Flamethrower could be the fire-move even for Dragon Dance set. These two offensive moves are the moves Salamence will do 90% of its work. Even though Salamence has a large variety of moves as 4th moveslot, I think Brick Break is the best considering how prevalent Tyranitar is in the metagame as well as helps hits harder Blissey so it doesn't live and Ice Beam you.

 

 

MixMence

 

Nature: Hasty/Naive

EVs: 252 Speed 252 Sp. Atk

Item: Life Orb

 

Flamethrower

Hydro Pump
Dragon Claw

Brick Break

 

- What makes MixMence exceptionally good is the fact that Hippowdon is everywhere and it is by far the best Dragon Dance Salamence counter. However, Hippo can be trolled really hard with a surprise Hydro Pump to the face and this might just be the easiest, most prediction-free KO you will ever get.

 

 

Choice Scarf

 

Nature: Naive/Hasty

EVs: 252 Attack 252 Speed

Item: Life Orb / Leftovers

 

 

Dragon Claw

Fire Fang / Flamethrower

Brick Break
Earthquake

 

- Even though Scarf Mence can be amazing "last lock" Pokemon to prevent getting swept by Dragon Dance sweepers and/or Volcarona, it's notable that the overall utility of this set is kinda minimal as plenty of walls will wall Scarf Salamence without problems. Will gain viability if Moxie ever becomes a thing.

 

 

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Scizor

BST: 500 (70/130/100/55/80/65)

 

- Scizor has arisen from the depths of mediocrity to being one of the best non-legendary Pokemon of Generation 5. This is mainly due to ability Technician and having ideal moves take use of this wonderful ability.

 

Spoiler

 

Choice Band

 

Nature: Adamant

EVs: 252 Attack 252 HP / 252 Attack 252 Speed

Item: Choice Band

Ability: Technician

 

Bullet Punch

U-Turn

Superpower

Pursuit

 

- Choice Band Technician Bullet Punch absolutely shreds fast sweepers when they're at least little bit damaged. A STAB 60 power priority move is nice to begin with but combine that with the fact Scizor's Attack is among the highest ones in OU and the fact almost no sweepers resist Steel and this makes Scizor an ultimate sweeper of the sweepers. U-Turn gives Scizor great hit'n'run potential while doing enormous damage. Pursuit is great move with Bullet Punch to cause very awkward 50-50 situations for opposing sweepers whether Scizor is going to Bullet Punch or Pursuit trap them. Superpower is simply just the move to bring down the walls, namely Blissey/Chansey.

 

 

Bulky Swords Dance

 

Nature: Adamant

EVs: 252 Attack 252 HP 

Item: Leftovers

Ability: Technician

 

Swords Dance

Bullet Punch

Bug Bite

Superpower

 

- Well, if CB Bullet Punch was close from destroying all the sweepers then Swords Danced Bullet Punched will be guaranteed to do the work. Not only that but Scizor will have a STAB 90 powe Bug-move from Bug Bite thanks to this 60 power Bug-type moves gets 1,5x boosted by Technician. Superpower again is there for wallbreaking and with Swords Dance there is nothing that can actually wall Scizor.

 

 

Utility

 

Nature: Impish
EVs: 252 HP 252 Defense

Item: Leftovers / Shed Shell

Ability: Technician

 

Defog

Roost

Bullet Punch

Bug Bite

 

- Scizor is also an excellent - very underrated - Defog user. Impish and defensive investments grants it the ability to switch against every physical attacker without a Fire-move. Unfortunately for Scizor, Fire moves are very prevalent in OU tier and this imposes a threat to this set. This all being said, if you need a physical wall with Defog and Scizor seems as a better option than Gliscor or Mantine, there's nothing wrong with having Scizor to fill this role.

 

skarmory.png

Skarmory

BST: 465 (65/80/140/40/70/70)

 

- Do you like setting up entry hazards on the opponent's side of the field and seeing them cry? The answer is Skarmory! Do you hate when opponent sets up their hazard on your side of the field instead? The answer is Skarmory! Do you just want a god tier bird who does not care about most physical attackers out there and just eats their attacks up like it's nothing?  The answe...

 

 

Spoiler

 

Hazard Setter

 

Nature: Impish
EVs: 252 HP 252 Defense

Item: Leftovers / Shed Shell

Ability: Sturdy

 

Stealth Rock

Spikes

Roost

Brave Bird / Drill Peck / Whirlwind

 

- Skarmory is one of the most reliable hazard setters in the OU tier. Simply put, wall a poor physical sweeper that can't get past you and let it rain with entry hazards. Roost is there to provide you longevity and the flying STAB move is there to prevent from you turning into a set up bait. Main reason why I don't recommend Whirlwind as the last slot is that it can be Taunted and that can be trouble.

 

 

Defog

 

Nature: Impish

EVs: 252 HP 252 Defense

Item: Shed Shell

Ability: Sturdy

 

Defog

Roost

Brave Bird / Drill Peck

Toxic / Counter / Stealth Rock

 

- This is the Skarmory set if instead of wanting to set up entry hazards you have to get rid of them. Skarmory is a very reliable Defogger thanks to great defense, immunity to Spikes and neutral Stealth Rock damage. It's nice to take advantage of Skarmory's decent enough attack with STAB flying move in this set as well. For last moveslot, you can choose from spreading the ever notorious Toxic or surprising some people with Counter. Even though Stealth Rock might seem contradictory for a Defog user, sometimes Stealth Rock can be your win condition and having that on even Defog Skarmory is not out of the question.

 

 

 

 

Edited by OrangeManiac

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Snorlax

BST: 540 (160/110/65/65/110/30)

 

- If you want a special defensive Pokemon that isn't a complete sitting duck, your answer is Snorlax. Snorlax isn't as amazing as it was in prior generations due to increased fire power in the metagame but regardless this big bad monster is still nothing to laugh at.

 

Spoiler

 

Curse

 

Nature: Careful

EVs: 156 Sp. Def, split HP and Defense

Item: Leftovers / Chesto Berry

Ability: Thick Fat if you run Rest, Immunity if you don't

 

Body Slam

Curse

Fire Punch

Crunch / Rest

 

- Forever and always, Curse is Snorlax' main go-to set. It can snowball out of control quite quickly if your opponent doesn't have a strong Fight-attack or a phazer. Snorlax' main problem in OU is that covering everything in two moves is practically impossible so in order to hit everything nicely, you need three offensive moves being Body Slam, Fire Punch and Crunch. However, if your main priority is to sponge off hits with your Snorlax and you have a Heal Bell user Rest might be the better option over coverage.

 

 

Choice Band

 

Nature: Adamant

EVs: 236 Attack, 252 Defense, 20 HP

Item: Choice Band

Ability: Thick Fat

 

Body Slam / Return

Fire Punch

Crunch

Superpower

 

- Choice Band Snorlax is an interesting option if you wanna catch your opponent off guard. Snorlax' 110 Attack is among the highest in the tier and therefor its attacks hit really hard. This moveset gives the coverage over basically everything in OU.

 

 

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Starmie

BST: 520 (60/75/85/100/85/115)

 

- Starmie is a great combination of top tier special sweeping and supporting your team, thanks to Rapid Spin. If you want a Pokemon that can sweep for you late game but you also would be happy if there was a Pokemon to remove hazards from your side of the field - Starmie is the answer.

 

Spoiler

 

Life Orb Sweeper

 

Nature: Timid
EVs: 252 Speed 252 Sp. Atk

Item: Life Orb

Ability: Natural Cure

 

Surf / Scald / Hydro Pump

Psyshock

Thunderbolt

Rapid Spin / Ice Beam

 

- Starmie's main selling point for a party slot is the move Rapid Spin, which is a rare distributed move in Pokemon but has enormous utility value. Well, why is this move combined with an offensive build? The answer is simply because otherwise Jellicent would wall Starmie hell and back, rendering Starmie useless as it cannot remove entry hazards. To be able to get through Jellicent, Starmie absolutely needs Life Orb Thunderbolt. This makes Starmie's primary set a sweeper set but Rapid Spinning hazards can often be the greatest good than trying to sweep with Starmie. If you only want to take use of Starmie's sweeping capabilities, you can slap Ice Beam as the last offensive move.

 

 

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Tentacruel

BST: 515 (80/70/65/80/120/100)

 

- Tentacruel is mainly used to Rapid Spin entry hazards away. Tentacruel also has a nice Special Defense which makes it a solid answer to Hydreigon and to Gengar and Chandelure to some extent. That's pretty much the main thing Tentacruel is good for but I guess these are very desired traits to have in a Pokemon because Tentacruel did reach the usage that makes it an OU Pokemon.

 

Spoiler

 

Specially Defensive

 

Nature: Calm

EVs: 252 HP 252 Sp. Def

Item: Black Sludge (when it works)

Ability: Liquid Ooze

 

Rapid Spin

Scald

Ice Beam

Toxic Spikes / Giga Drain / Sludge Bomb / Toxic

 

- The main set for Tentacruel and what it is used for to begin with. Rapid Spin to remove hazards, Scald to give the main offensive pressure and Ice Beam to both counter Hydreigon as well as prevent other Dragons from switching against you freely. Last move is really up to debate: Toxic Spikes can be a decent entry hazard to get it off, Giga Drain is great against Swampert and allows you to use Jellicent as an ATM for free HP and allow you to remove entry hazards, Sludge Bomb is a decent STAB and Toxic is just an overall great move as well.

 

tyranitar.png

Tyranitar

BST: 600 (100/134/110/95/100/61)

 

- The most diverse OU Pokemon there is. Tyranitar gets one of the best movepools there is and combine this with the fact this Dino has the stats for basically every role imaginable. Tyranitar can be a threatening sweeper and wallbreaker to say the least with a gigantic 134 attack stat. On the other hand, Tyranitar can be a special wall thanks to 100/100 special defensive bulk combined with the fact that Tyranitar gets its Special Defense boosted by 1,5x during Sandstorm. Simply put this Dino can do everything you want it to do - the options are endless. Oh and let's not forget about that Tyranitar is the other of two Sandstorm setters in the OU tier so Tyranitar can be a sudden end to a Drizzle sweep team as well as boosting an Excadrill to unstoppable speeds.

 

Spoiler

 

Tank

 

Nature: Careful/Sassy

EVs: 252 HP 252 Sp. Def

Item: Leftovers

 

Rock Slide / Stone Edge

Crunch

Pursuit / Flamethrower / Stealth Rock / Earthquake / Superpower

Pursuit / Flamethrower / Stealth Rock / Earthquake / Superpower

 

- The main purpose of this set is to serve as a check to numerous scary special sweepers in the tier. Despite type disadvantages to Volcarona, Focus Blast Gengar, Starmie and Magnezone all of these Pokemon are countered by Special Defensive Tyranitar. Rock Slide and Crunch are TTars main moves and gives great power and coverage. In a tier where Reuniclus is a threat and more, having Crunch/Pursuit combo is anything but a bad idea. However, Tyranitar can run Flamethrower to prevent Steel-types from countering it and setting up entry-hazards. Tyranitar can set up rocks by its own. Earthquake seems like decent coverage addition to Rock Slide but might lack the utility other moves have. Superpower is nice to catch other TTars off guard as well as hitting Blissey/Chansey extra hard.

 

 

Choice Scarf

 

Nature: Jolly

EVs: 252 Speed 252 Attack

Item: Choice Scarf

 

Rock Slide / Stone Edge

Crunch

Pursuit

Superpower

 

- Despite its seemingly low speed, Scarf TTar is one of the most threatening forces in the OU tier. Choice Scarf Tyranitar reaches enough speed to outspeed most sweepers without their own respective Scarfs or boosted speed and this is where Tyranitar's massive attack gets a chance to shine. Crunch/Pursuit combo allows Scarf TTar to trap Gengar and give Tyranitar a very good chance to take this spooky ghost down. Crunch + Pursuit combo also helps a lot to trap Reuniclus, even though to lesser extent. Superpower prevents you from getting walled by special blobs as well as allowing you to OHKO other Tyranitars with no problem.

 

 

Choice Band

 

Nature: Adamant

EVs: 252 Attack 252 HP

Item: Choice Band

 

Rock Slide / Stone Edge

Crunch

Pursuit

Superpower

 

- Tyranitar's best wallbreaking set. The main use for this set over the others is to abuse Reuniclus with Crunch/Pursuit combo. If you get the prediction correctly against Reuniclus, it can be the end of that monstrous Pokemon. This being said, obviously Choice Band Tyranitar is anything but one dimensional Pokemon. It can hit hard pretty much anything and nothing wants to switch in for the sheer power this dino has. There barely is even reliable switch ins to Choice Band Tyranitar. The main problem is that Choice Band Tyranitar is extremely easily revenge killed and it cannot get often multiple KOs in a game, let alone sweep.

 

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Volcarona

BST: 550 (85/60/65/135/105/100)

 

- Bug-types in Pokemon are bad. Gamefreak realized this by Generation 5 and they decided to give Bug-types the best set up move in the game, which is Quiver Dance. Well, at the same time they also decided to implement a god-tier 550 BST special sweeping Bug monster while actually giving it the aforementioned best set up move in Pokemon. This combination is what makes Volcarona an absolute monster with very little checks and counters at all and sweeping capabilities like no other. Just remember to bring a Defogger with this because that 50% damage from Stealth Rock hurts.

 

Spoiler

 

Special Sweeper

 

Nature: Modest/TImid

EVs: 252 Speed 252 Sp. Atk

Item: Life Orb / Leftovers

 

Quiver Dance

Bug Buzz

Fiery Dance

Giga Drain / Hidden Power Ice / Hurricane

 

- Just wait for the opportunity to set up and whoops.. nothing can stop Volcarona anymore. Bug Buzz and Fiery Dance are a devastating STAB combination, not much else can be said about Volcarona. Last moveslot is kind of tricky: Giga Drain helps to sweep Jellicent as well as provide some nice recovery. Hidden Power Ice gives a 4x move against Flying/Dragons, which counter Volcarona's STAB moves. Hurricane is an interesting option but it's main use is not only the great coverage but the fact that it abuse rain teams a lot with it.

 

 

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Weezing

BST: 490 (65/90/120/85/70/60)

 

- Despite Weezing has the tools to be a great defensive Pokemon with a great typing, sufficient stats and amazing ability I'm still not entirely sure how did this Pokemon become OU. The best thing about Weezing is that it creates a great defensive tandem with Blissey because there are very limited amount of Pokemon that can reliably break through Weezing and Blissey.

 

Spoiler

 

Physically defensive

 

Nature: Bold

EVs: 252 HP 252 Defense

Item: Black Sludge (when it works)

 

Clear Smog / Sludge Bomb

Will-o-Wisp

Pain Split

Thunderbolt / Flamethrower / Haze

 

- Weezing's main role is to spread burn status, heal itself and repeat. Also Weezing is a great remover of set up buffs. Weezing has basically two ways to do it: Clear Smog and Haze. Clear Smog might be a superior option due to the fact it cannot be Taunted, however Haze is a better option against a Pokemon that has Substitute and a set up move. I personally think the latter combination is more rare than simply using the move Taunt but if there's a Pokemon that could cause you trouble with Substitute + set up move combination then Haze could be the better call. If you use Clear Smog, you can use another attacking move but if you use Sludge Bomb you have to use Haze.

 

wobbuffet.png

Wobbuffet

BST: 405 (190/33/58/33/58/33)

 

- The most annoying Pokemon in the game, thanks to Shadow Tag. Wobbuffet is an absolute menace to so many things with the combination of Counter/Mirror Coat and Encore while trapping opponent. When facing Wobbuffet you just have to hope you picked correctly between from a set up move and attacking move. Wrong decisions can be disastrous. Wobbuffet is extremely good when paired up with set up sweepers of your own: Try to lock someone to an unpleasant move with Encore and try to set up on that. You're probably gonna lose lots of friends using this Pokemon, but hey, who needs friends anyways when you can just sweep people with no effort and claim those championships.

 

Spoiler

Bulky Wobbu

 

Nature: Bold/Calm/Impish/Careful

EVs: 252 HP, split defense

Item: Leftovers

 

Counter

Mirror Coat

Encore

Charm

 

- Basically, either Counter/Mirror Coat opponents dead or lock them to an unpleasant move or drop their attacks to pitiful levels with Charm and let a partner Pokemon set up against it.

 

 

Fast Wobbu

 

Nature: Timid/Jolly

EVs: 252 Speed 252 HP
Item: Leftovers

 

Counter
Mirror Coat

Encore
Charm

 

- An alternative Wobbuffet build, which tries to more aggressively to lock Pokemon to unpleasant moves with Encore rather than allowing other Pokemon to move first.

 

 

 

Edited by OrangeManiac

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VIABLE BL/UU/NU POKEMON

 

This section is reserved to add builds for Pokemon that aren't Overused by usage but they do fulfill some significant role in the OU tier in the way that no one else can or they can take advantage of something better in the metagame than no one else can. An example of this can be Bisharp, a Pokemon which can abuse Defog users with Defiant. Pokemon that are 100% outclassed by something in the OU tier will not be added.

 

 

bisharp.png

Bisharp

BST: 490 (65/125/100/60/70/70)

 

(credit goes to Forfiter)

 

- Bisharp is yet another steel type in the OU metagame, however it has an absolutely unique typing and access to STAB Sucker Punch and Pursuit, which are launched from a 125 base attack. Additionally, Bisharp's movepool is far from shallow, and most importantly- it has an absolutely amazing ability in Defiant, which will punish every user of Defog incredibly hard. Thanks to Sucker Punch, Bisharp is one of few OU steel types which do not get punished by Dugtrio (and can fare against Magnezone due to superior speed).

 

Spoiler

Swords Dance

 

Nature: Adamant / Jolly

EVs: 252 Speed 252 Attack

Item: Life Orb

Ability: Defiant

 

 

Swords Dance

Sucker Punch

Low Kick/ Brick Break

Iron Head

 

-Standard SD Bisharp set, able to both wallbreak through wallsy teams and plow through offensive ones with +2 orbed STAB Sucker Punch. What else do you want from a pokemon other than being able to plow through any kind of team? Bisharp's dual STAB, backed up by Low Kick or Brick Break brings absolute doom to anything wishing to directly switch-in, so do not set up with this set before seeing if your opponet has a fighting type such as Conk, able to stomach the mentioned Sucker Punch. The only decision goes for Low Kick vs Brick Break- Low Kick murders Ferro, deals more to Skarm but it has less power against Blissey or Chansey than Brick Break does.

 

 

Band/ Scarf

 

Nature: Jolly

EVs: 252 speed 252 atk

Item: Choice Band/ Choice Scarf

Ability: Defiant

 

Pursuit

Sucker Punch

Low Kick

Iron Head

 

If you plan on doing a team which stacks entry hazards, then this kind of Bisharp can be your best friend. Plan is simple: switch it into a defog user, get +2 from Defiant and pick an appropriate move to see things dying. Additionally jolly scarfed Bisharp outspeeds entire unboosted OU metagame, including Dugtrio. Pursuit can punish potential defog users straight away, while +2 banded sucker can demolish entire teams.

 

porygon-z.png

Porygon-Z

BST: 535 (85/80/70/135/75/90)

 

- With a monster 135 Special Attack, Adaptability and Nasty Plot Porygon-Z is a special sweeper that not even Blissey can reliably wall.


 

Spoiler

 

Nasty Plot

 

Nature: Modest/Timid

EVs: 252 Speed 252 Sp. Atk

Item: Life Orb

Ability: Adaptability

 

Tri Attack

Nasty Plot

Hidden Power Fighting

Thunderbolt

 

- The main sweeping set of Porygon-Z. What's interesting that for the most part this set bases on just doing neutral damage against everything while hitting most things extra hard with STAB Adaptability Tri Atack, which hits like a truck or two. Hidden Power Fighting is there for Tyranitar but it's very needed because Tyranitar can eat up those Tri Attacks easily due to resistance and Sandstorm. Thunderbolt is there mainly for coverage against Skarmory, Scizor and Jellicent.

 

 

TrickScarf

 

Nature: Timid

EVs: 252 Speed 252 Sp. Atk

Item: Choice Scarf

Ability: Adaptability / Download

 

Trick

Tri Attack

Thunderbolt

Hidden Power Fighting

 

- This is to mainly surprise Pokemon with the fact Porygon-Z suddenly outspeeds a Pokemon that it shouldn't and possibly cause a KO. Trick is the move to cripple the special walls, especially Blissey/Chansey. I'd recommend to use Adaptability so this set looks first like a Nasty Plot one but Download is also a valid option to boost the power of your other two moves.


 

 

Edited by OrangeManiac

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Cressman   

This thread makes me very happy. I hope to see how you'll describe this unique metagame developed by mixed metas.

Edited by Cressman

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On 25.11.2017 at 4:55 PM, DarylDixon said:

it would be nice hp fire on cloyster too i guess it can be helpful against ferrothorn and scizor

+2 252+ Atk Cloyster Icicle Spear (5 hits) vs. 252 HP / 252+ Def Ferrothorn: 120-140 (66.2 - 77.3%) -- guaranteed 2HKO after Leftovers recovery

+2 0 SpA Cloyster Hidden Power Fire vs. 252 HP / 0 SpD Ferrothorn: 140-168 (77.3 - 92.8%) -- guaranteed 2HKO after Leftovers recovery

 

Even if Ferrothorn is max Defensive, it's barely better than Icicle Spear. Also some people could also be +Sp. Def, making HP Fire possibly even worse move than Icicle Spear would be.

 

+2 0 SpA Cloyster Hidden Power Fire vs. 252 HP / 0 SpD Scizor: 192-228 (108.4 - 128.8%) -- guaranteed OHKO

 

Running HP Fire for Scizor (and for Forretress to lesser extent) is an option because Hydro Pump can miss and they resist the main STAB Icicle Spear. I guess for these two Pokemon HP Fire is an option.

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2 hours ago, OrangeManiac said:

+2 252+ Atk Cloyster Icicle Spear (5 hits) vs. 252 HP / 252+ Def Ferrothorn: 120-140 (66.2 - 77.3%) -- guaranteed 2HKO after Leftovers recovery

+2 0 SpA Cloyster Hidden Power Fire vs. 252 HP / 0 SpD Ferrothorn: 140-168 (77.3 - 92.8%) -- guaranteed 2HKO after Leftovers recovery

 

Even if Ferrothorn is max Defensive, it's barely better than Icicle Spear. Also some people could also be +Sp. Def, making HP Fire possibly even worse move than Icicle Spear would be.

 

+2 0 SpA Cloyster Hidden Power Fire vs. 252 HP / 0 SpD Scizor: 192-228 (108.4 - 128.8%) -- guaranteed OHKO

 

Running HP Fire for Scizor (and for Forretress to lesser extent) is an option because Hydro Pump can miss and they resist the main STAB Icicle Spear. I guess for these two Pokemon HP Fire is an option.

did u calc adamant  or Naughty nature?

 

also not bad hp fight idea for chandelure ^^ 

252+ SpA Choice Specs Chandelure Hidden Power Fighting vs. 0 HP / 4 SpD Tyranitar: 244-288 (139.4 - 164.5%) -- guaranteed OHKO

252 SpA Choice Specs Chandelure Hidden Power Fighting vs. 0 HP / 4 SpD Tyranitar: 224-264 (128 - 150.8%) -- guaranteed OHKO

252 SpA Life Orb Chandelure Hidden Power Fighting vs. 0 HP / 4 SpD Tyranitar: 192-229 (109.7 - 130.8%) -- guaranteed OHKO

Edited by DarylDixon

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1 minute ago, RysPicz said:

Acrobatics Gliscor with no item? How about Flying gem? :)

we cant get the gem actually :c or they implemented em? i know u can find tho gem with the sand things in the cave

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1 hour ago, RysPicz said:

Acrobatics Gliscor with no item? How about Flying gem? :)

If we get them, then sure. I was unsure of implementation of gems.

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pachima   

I wonder if Gliscor could make use of thief + flinching item + acrobatics in case flying gem is not implemented.

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