Raichu @ Fightinium Z / Electrium Z
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Thunderbolt
- Focus Blast / Grass Knot
- Grass Knot / Hidden Power [Ice]
So, a while ago I was looking for a way to punish Golbat, as the tier sorta relies on rocks to do that more than anything else, and was also wanting a way to block volt, as the team I was using was running Diancie rather than a ground type. Turns out Raichu sorta does both of those things, by virtue of Lightning Rod and actively setting up on Bat. Another plus side is the fact that the tier actually isn't all that fast outside of like, Scarf Pass, and random Sceptile / Sneasel / Aero, so if you ever just knock Pass, this can easily win the game. Outspeeding Lisk while blocking its volt makes this really fun to play. Would recommend.
Bouffalant @ Leftovers
Ability: Reckless
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Head Charge
- Earthquake
- Protect
- Swords Dance
Fairly simple set, SD lets you set up, Reckless Head Charge does big damage, Earthquake has good coverage, Protect lets you scout out Choiced Monkey. Beware of Rotom and Decid, as you can't really hurt those. You could run like Stone Edge over protect, but that ain't hitting the ghosts that hard, so just pair with like Sneasel or Heliolisk to punish them. Megahorn over protect, and then a defensive ability like Sap Sipper or Soundproof is also an option, but IME the ability to scout monkey, and abuse leftovers is invaluable.
Relevant Calc:
+2 252+ Atk Reckless Bouffalant Head Charge vs. 252 HP / 252+ Def Slowbro: 309-364 (78.4 - 92.3%) -- 37.5% chance to OHKO after Stealth Rock
Gorebyss @ Ghostium Z / White Herb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shell Smash
- Shadow Ball
- Hydro Pump
- Ice Beam
IME this is the most reliable version of Gorebyss; use this on HO. Z-Shadow Ball lets you do dumb stuff like even OHKO AV Slowking, while coverage between Hydro Pump, Ice Beam, and Shadow Ball hits essentially the whole tier except Vaporeon for very heavy damage, and even then Vap is 2hko'd by Shadow Ball into Z-Shadow Ball, although it runs Protect, which makes that real risky. Basically, shove this on screens, and it'll prolly do work. White Herb is also an option, as it means you can set up on stuff that isn't just predicted switch outs, but you do miss the extra power vs stuff like AV King and Vap.
Relevant Calcs:
+2 252 SpA Gorebyss Never-Ending Nightmare (160 BP) vs. 248 HP / 8 SpD Vaporeon: 328-387 (70.8 - 83.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+2 252 SpA Gorebyss Never-Ending Nightmare (160 BP) vs. 248 HP / 0 SpD Assault Vest Slowking: 390-460 (99.2 - 117%) -- guaranteed OHKO after Stealth Rock
Ursaring @ Flame Orb
Ability: Guts
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- Facade
- Shadow Claw
- Earthquake
- Bulk Up / Swords Dance / Seed Bomb
The entire point of this mon is to come in on a Xatu using Toxic or Night Shade, and subsequently pick up an easy kill thanks to its actually pretty damn good coverage between Facade, Earthquake, and Shadow Claw. The boosting move is up to you, with Bulk Up letting you set up on Rhydon, and become a tad harder for stuff to revenge you, and Swords Dance doing stupid damage. Seed Bomb is also an option last slot to hit Rhydon for significantly harder, but it doesn't OHKO. Again, be wary of Rotom, as it forces you to actually predict, rather than spamming Facade / EQ. Speed is for Vaporeon.
Relevant Calc:
+1 252+ Atk Guts Ursaring Facade (140 BP) vs. 252 HP / 252+ Def Slowbro: 381-448 (96.7 - 113.7%) -- guaranteed OHKO after Stealth Rock
I'll edit in replays once I get off my ass and get them.
Dustox @ Black Sludge
Ability: Shield Dust
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Bug Buzz
- Iron Defense / Energy Ball
- Quiver Dance
- Roost
So, somehow this actually gets a fair few wins in tests, its def not nearly as good as Raichu, but hey, its a functional win condition, and is immune to toxic, which is really useful on the kinda Iron Defense / Calm Mind archetype of mon. Basically, set up whichever boosting move is relevant to the current foe in, and hope you have enough PP to win the game. Shield Dust makes you immune to scald, which is also a plus. Energy Ball is an option over Iron Defense, as it means you can actually win if they have a Rhydon / Diancie, which is a nice change, but does leave you with issues where you need to boost your Def. Aim to set up on stuff like Sceptile, and if you're able to keep SR off the field, its actually a really fun answer to Scept / Non-Sleep Powder Plume.