Project NU Teambuilding

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GlassGlaceon

My heart has now been set on love
Eh, I don't know if Bug Buzz is necessary, or even good, on Vivillon. There is hardly anything you want to Bug Buzz that cannot be dealt with / rather hit with a Hurricane instead. I'd opt for Hidden Power Ground, which nails Steel-types like Magneton and Probopass for massive damage and prevents them from hard countering you, while still dealing good damage to Rock-types.
In general, i don't like SashQD Vivi...but that's personal preference. Though with all the priority in the tier, I feel like Substitute would be a better option than both of the moves mentioned above, as it lets you bypass situational priority like sucker punch and eases prediction on switches, espescially in regards to things like scarf typhlosion, who you can actually hit for some damage to weaken its Eruption, but that's personal preference
 

Aerow

rebel
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Okay. I have changed the EV spread now, and also slashed in Leftovers and Substitute. Hope it looks better now.
 
[What to use]



Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 248 SDef / 8 Spd
Adamant Nature
- Bullet Punch
- Close Combat
- Knock Off
- Ice Punch/Earthquake/fakeout

Role: Tank

What It Does: Hariyama has high HP, decent defenses, equipped with Assault vest and Thick Fat it can tank most of the neutral special attackers in the tier and hit them back hard by OHKO/2HKO'ing in return. It is one of the best Pokemon to sponge fire spam in the tier. It is a decent check to Shiftry, Sneasel, as it can tank their stabs and OHKO back in return. It can tank Pyroar, Typhlosion, Cryogonal, Rotom Mismagius, Rotom-freeze, Dragalge, Magneton and numerous special attackers in the tier and does massive damage in return. Knock Off is very handy as it handicaps eviolite users and does decent damage to psychic types which tend to switch on him. Its always good to run a priority. Bulletpunch finishes off weak stuff, it is very useful against Archeops, after Stealth Rock damage and Bulletpunch, it reaches to defeatist range,and becomes less threatening. It does decent damage to Jynx and Aurorus(lol).

Good Teammates: Pokemon that can tank psychic attacks, flying attacks and strong physical attackers are good teammates, Probopass is a good teammate, as it tanks psychic and flying moves for Hariyama. Hariyama appreciates wish support, from the likes of Audino and Lickylicky which makes its his presence long lasting. Vileplume is a good team mate, as it checks most of the physical pokemon in the tier example: Sawk, Primeape, Feraligatr,Granbull. Hariyama covers its fire and ice weakness in return. other physical walls Gourgiest, Quiladin are good partners.

What Counters It: Psychic Pokemon such as Sigilpyh, Mesprit can finish off a weakened Hariyama with Psyshock. Spirtomb, Weezing take minimal damage from its attacks, and cripple him with will-o-wisp. Archeops, Swellow outspeed him and OHKO him with their flying STAB. Granbull walls Hariyama for days, without icepunch Vileplume walls him and without earthquake Qwilfish walls Hariyama. Strong physical attacks like Zangoose, Feraligatr, Sawk which generally out speed him OHKO/2HKO him with their STABS.

Any Additional Info: Some people might think to use Guts on Assault vest Hariyama but its not advisable as it loses its ability to sponge fire and ice attacks.
 
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[What to use]

Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 252 Spd / 252 SAtk / 4 HP
Modest/Timid Nature
- Surf/Hydro Pump
- Giga Drain
- Ice Beam
- Rain Dance

Role: Special Sweeper

What It Does: One of the most fearsome weather sweepers in NU. Once rain is up Ludicolo outspeeds pokemon up to Scarf Primeape (if modest), making it very difficult to revenge kill without a priority user as long as rain is up. Its rain-boosted water stab puts a huge dent into everything not resisting it and those pokemon are hit hard by either the secondary grass stab or Ice Beam. Ludicolo also sports great natural special bulk, allowing it to take a lot of abuse on that side. Unlike other weather sweepers, Ludicolo doesn't need to be placed on a full weather team to function well, it works completely independently.

Good Teammates: Other Water and Grass types can benefit from weakening the common checks and counters, allowing either one of them complete a sweep. Other Swift Swim pokemon benefit from rain in the same way Ludi does, so using 3 of these with 2 rain setters is advisable for a full rain team. Good Swift Swim pokemon include but are not limited to: Omastar, Carracosta, Qwilfish, Seismitoad. There are also many options for rain setters, the best ones are the likes of Uxie, Liepard, Volbeat.

What Counters It: Specially Defensive Ludicolo is the best counter to Swift Swim Ludicolo (please don't use AV). Roselia can take any hit pretty comfortably, but if you can Knock Off its Eviolite it becomes much worse at dealing with Ludicolo. Any pokemon with Protect can waste valuable rain turns, but those usually can't switch in to take a hit.

Any Additional Info: Surf is sufficient if you use Modest nature but if you decide to use Timid, running Hydro Pump is advisable to compensate for the loss of power. Ludicolo is very easy to use for a weather sweeper so go out and try it!

[What not to use]

Arbok @ Black Sludge
Ability: Intimidate
EVs: 252 Atk / 252 Spd / 4 Def
Jolly Nature
- Coil
- Gunk Shot
- Sucker Punch
- Earthquake

Role: Physical Sweeper

What It Does: Tries to set up Coils but usually fails to sweep because of its awful bulk and very underwhelming power. Gunk Shot is a cool stab, but it doesn't get much coverage by itself and Arbok's coverage moves are pretty weak without a boosting item.

Good Teammates:

What Counters It: Bulky things that resist Gunk Shot, faster pokemon that don't mind Sucker Punch

Any Additional Info: Bulky Coil set with Rest and Shed Skin can set up more easily, but still lacks power and is unreliable.
 

scorpdestroyer

it's a skorupi egg
is a Tiering Contributor Alumnusis a Top Contributor Alumnus
Aladyyn your Ludicolo post makes it sound like it should only be used on rain, which is not the case. You probably should expand on the good teammates part and add stuff that beat some of its counters and/or hazard users. In addition, the counters section can be expanded on to include stuff like Lickilicky which walls Ludicolo without hazard support, Dragalge, as well as checks like Jynx, Scarf Pokemon that outrun Modest variants, Toxic Spikes, Fletchinder, prio spammers, and hitting it hard before it sets up rain, but remember to note that it's actually decently bulky.

Also, is Arbok that bad that it shouldn't be used at all? It might be underwhelming but it is a bulky Poison-type setup sweeper and your post doesn't convince me why it doesn't have any sort of niche. Perhaps you can illustrate with calcs how Coil doesn't save its bulk, what KOs it misses, or which Pokemon perform better than it.
 
[What to use]



Probopass @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 SDef / 4 Def
Calm Nature
- Stealth Rock
- Power Gem
- Volt Switch
- Earth Power/Thunder Wave/Toxic

Role: Special wall

What It Does: Probopass has respectable defenses and an unique typing due to which it can wall several threats in the tier named Vivillon, Chatot, Jynx, Cryogonal, Swellow, Fletchinder, Mesprit, Rotom, Rotom-fan, Rotom-freeze and most important Sigilyph. It gets good enough opportunities to set up Stealth Rock. It checks other threats such as choice specs Dragalge, Banded Dodrio, which usually destroy teams with their STABS. It prevents the likes of Vivillon, Chatot, Fletchinder to set up and destroys them with Powergem. It hard walls the others mentioned in the list, provided that they lack Focusblast or HP ground. Probopass has a slow volt switch which very helpful to maintain momentum. Earth Power does decent amount of damage to Magneton, Golem, Rhydon, Steelix which tend to switch on it. Thunderwave and toxic are good options to cripple opponent's pokemon on and expected switch. It can also tank two to three Fire-attack's from Pyroar and Typhlosion and hit them hard with its STAB, hence it can be used as last resort against them.

Good Teammates: Pokemon that can take Fighting and Ground moves for it, are good partners. Bulky Physical walls such as Weezing, Gourgiest, Vileplume, Quilladin, Granbull, Uxie are good partners. Weezing is exceptionally good as it covers both x4 weaknesses of Probopass and in turn Probopass covers its Psychic weakness and tanks Special attacks.

What Counters It: Any Pokemon carrying, Fighting, Ground moves wreck Probopass. Without Earthpower Golem, Rhydon, Magneton, Steelix, Seismitoad hard wall it. STAB Water moves from Feraligatr, Samurott, Ludicolo, Gorebyss, punch a hole through Probopass. Calm mind Sigilyph sets up on it with the combination of roost and calm mind and beats him one on one.
 
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Punchshroom

FISHIOUS REND MEGA SHARPEDO
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Steelix @ Leftovers
Ability: Sturdy
EVs: 248 HP / 64 Def / 196 SDef
Impish / Relaxed Nature
- Stealth Rock
- Earthquake
- Iron Head / Gyro Ball
- Roar / Toxic

Role: Mixed Wall

What It Does: Steelix has high enough Defense that it can opt for special bulk without greatly diminishing its ability to take physical hits. Its unique typing allows it to take a lot of powerful threats in the tier, such as Swellow, Bouffalant, Zangoose, Kangaskhan, Fletchinder, and Sneasel, but the two most notable threats it can take on are Archeops and Magneton. Steelix's Special Defense investment is specifically to survive 2 Earth Powers from unboosted Archeops, and can easily retaliate with Iron Head or Gyro Ball, or lay down Stealth Rock so that Archeops cannot get away scotfree; Magneton on the other hand cannot Volt Switch away from Steelix, and its Hidden Power Grass won't be doing much to Steelix. Its improved special bulk also gives it a notably better matchup against attackers such as Tauros, Vivillon, Chatot, Mismagius, and Shiftry. Stealth Rock and Earthquake are standard fare on Steelix, allowing it to do what it needs to. The Steel STAB move of choice depends on the kinds of Pokemon you expect Steelix to face off against. Iron Head is better against defensive Pokemon such as Granbull and Articuno, while Gyro Ball KOes frailer offensive Pokemon such as Zangoose and Archeops easier. Roar prevents Steelix from becoming easy setup fodder against the likes of Feraligatr, Gurdurr, Spiritomb, Gorebyss, and even Fletchinder. Toxic is another, less direct way to deter setup, but does give Steelix the edge against defensive Pokemon if it decides to stick with Gyro Ball.

Good Teammates: Wish support allows Steelix to make the most of its mixed bulk, making Audino an amazing partner, and both can cover physical attackers and special attackers respectively. Audino can even cleanse Steelix of status, which would otherwise wear it down. Steelix does have some bothersome weaknesses to Water, Fire, Fighting, and Ground. Mantine and Pelipper do resist all four of these, with Mantine doing better against Grass-types and Fire-types, while Pelipper deals with Fighting-types and Ground-types easier. That said, one does not have to resist all of Steelix's weaknesses at once (or even sharing some) to make good teammates: Vileplume and Granbull can manhandle Fighting-types and provide cleric support, Dragalge and Hariyama can beat Fire-types, Poliwrath and Ludicolo handle Water-types, and Xatu and Shiftry can switch into Ground-types.

What Counters It: Super effective STAB can wear down Steelix fast. Strong attackers such as Pyroar, Seismitoad, Sawk, Gurdurr, and Ludicolo can easily do away with Steelix, though Fire-types should watch out for Sturdy should it be active. Pokemon with recovery moves (that aren't weak to Steelix's attacks) can easily outlast Steelix and beat it one on one, since Steelix isn't really powerful in that respect. Vileplume, Xatu, Audino, and pretty much almost any RestTalk user do not have to fear getting taken down by Steelix for the most part. Steelix also hates being burned, be it by Will-O-Wisp or Scald (provided the latter doesn't already KO Steelix), since its power and survivability are both heavily crippled.
 
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What to use:

Typhlosion @ Choice Scarf
Ability: Blaze
EV's: 252 SAtk / 4 SDef / 252 Spd
Modest nature
- Eruption
- Fire Blast
- Hidden Power Rock
- Focus Blast

Role: Special Sweeper / Revenge Killer

What it does: Typhlosion is with out a doubt the most powerful special attacker in the NU tier. Typhlosion out speeds all of the unboosted tier, while an Eruption can OHKO most of the tier. And can 2HKO even Pokemon such as Alolomola and Bastiodon. After taking down the counters to Typhlosion in your opponents team (which their are few), Typhlosion can rip threw the team unhindered.

Good teammates: Cradily is a great Pokemon to back up Typhlosion. Cradily has the ability Water Absorb so it takes no damage from water type attacks, the most common counter to Typhlosion. This also works with Lanturn. Another good teammate for Typhlosion is Sawk, Pangoro, Primeape, or any other powerful fighting type. While being a powerful addition to any team in general, these pokemon are very useful for taking out Typhlosion's usual counters such as Probopass and Milktank.

What counters it: Typhlosions most effective and common counters are Probopass and Milktank. Both of these pokemon's special bulk is annoying to Typhlosion. Probopass can not be even 2HKOd giving Probopass an opportunity to deal damage to Typhlosion. While Milktank can be 2HKOd, living the first turn gives it a chance to T-wave Typhlosion dramatically lowering his speed. Milktank does not appreciate switching into an Eruption from Typhlosion though. Primeape can also be a counter to Typhlosion. Primeapes's most common set is a Choice Scarfed, Jolly nature set. This allows Primeape to out speed Typhlosion dealing serious damage to it. Stealth Rocks, Spikes, Toxic Spikes, and Sticky Web are all extremely annoying to Typhlosion, so I highly recommend having a spinner on your team.
 
[What to Use]


Swellow @ Toxic Orb
Ability: Guts
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Facade
- Brave Bird
- U-Turn
- Quick Attack / Roost

Role: Late-Game Cleaner, Revenge Killer, Support

What It Does: Swellow is one of the fastest pokemon in the NU tier sitting at base 125 speed. The only pokes that outspeed Swellow are Ninjask, Electrode, and Accelgor. With this amazing speed, Swellow is able to perform as an incredible revenge killer and Late-Game Cleaner. Swellow's ability, guts, in conjunction with the move facade can destroy offensive teams when its toxic orb is activated. Facade is going to be your most powerful move, but brave bird is good for the likes of ghostsU-Turn is a really great support move for Swellow because it allows your teammates to be in an optimal position. For example, u-turning into Gorebyss on a steelix. The Steelix is what is stopping Swellow from sweeping completely, so they'll want to switch out while gorebyss gets a free shell smash. Quick attack allows you to be un-revengable by weak Pokemon with priority. Roost is useful too, even though Swellow has awful 60 /60 / 50 bulk, it allows Swellow to last longer as it can roost on the switches that it forces. Toxic orb is preferred over flame orb because Swellow is a hit and run type of pokemon, it usually never stays in for more than 3 turns.

Good Teammates: Good teammates for Swellow include slow volt Switchers / U-turners, and Pokemon that can deal with the rock and steel types that wall Swellow. Some specific examples include: Probopass, Gorebyss, and Typhlosion. Probopass offers slow volt switches so the bird can enter the field without a scratch. Gorebyss pressures rock types that swellow attracts. Typhlosion nukes everything not named Lanturn. Ground types are also great partners for Swellow because one of the best ways to revenge Swellow is with scarfed electrics. A ground type like Sandslash would be great on a balanced team for rapid spin support, which Swellow enjoys.

What Counters It: Any rock or steel type with decent defenses can wall Swellow. Regirock, Steelix, and Golem are 100% stops to Swellow and can retaliate with stone edge/iron head/rock blast. Scarfed Rotoms are good checks to it, but all except ghost form need to watch out for facade. Priority is a great way to stop Swellow, Spiritomb is immune to quick attack and can sucker punch in return, but you do have to play sucker punch mind games against Swellow.

Additional Info: Specs Swellow sounds like it can do some work with boomburst, but that is better left to Chatot who doesn't have a base 50 special attack.
 
[What to use]

Torterra @ Assault Vest
Ability: Shell Armor
EVs: 252 HP / 252 Attack / 4 SDef
Adamant Nature
- Wood Hammer
- Earthquake
- Stone Edge
- Superpower

Role: Bulky Attacker

What it does: Torterra's a really good attacker that has the potential to rip apart a large hole in many teams. It has a respectable base 109 Attack and good defenses, meaning that it can take hard hit and hit hard. That base 58 in speed isn't that much of a bad thing when you have a good HP stat.

Good Teammates: As it has a 4x weakness to ice, a fire, rock, water, or steel type may come to help. Best options are Typhlosion, Probopass, And Lanturn. Mismiagus is usable if you want to have a Trick Room set. Audino helps with status problems Torterra gets by using Heal Bell.

What counters it: Cryogonal is a very solid counter on Torterra, being much faster and Ice Beam it down, unless Torterra goes straight for a Wood Hammer on a switch. Weezing is also good because unless Gravity is used, Earthquake can't hit, wood hammer and superpower is resisted, and stone edge, even boosted, can't 2HKO, so it can flamethrower saftley and deal a lot of damage to Torterra, if not 0HKO it. In short, anything that's faster than Torterra and can attack with an ice type attack, or something that can take a lot of its attacks, is a good counter.
 
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(I just signed up / this is my first post, so here we go.)

[What To Use]



Miltank @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 4 Attack / 252 SDef
Careful Nature
- Stealth Rock
- Milk Drink
- Heal Bell
- Body Slam

Role: Lead / Hazards / Support

What it does: I've used Miltank for a while in various tiers as a jack of all trades. The setup above is my base, although if you have other SR users, you can sub in Earthquake or Fire Punch for coverage. If you want it to be used as pure support, it can also use Thunder Wave and Toxic. It has sneaky speed with a base of 100, and decent power with 85 attack. Mix that with 95/105/70 defenses, and some investment in special defense can give Miltank pretty good sustainability, especially with the Milk Drink and Heal Bell recovery abilities. Unlike Altaria, it doesn't take SE Rock damage, so it can switch in to use Heal Bell more easily. I like using Sap Sipper, because it means I can bring it in on obvious Stun Spore, Sleep Powder, and Leech Seed attacks and prevent set ups and stalls. Thick fat is also viable, if that's what your team needs; surviving an Eruption from Typhlosion and getting a body slam on it is a good way to neutralize damage. Basically, Miltank can do almost everything decently well. I like it as a lead, where I use its speed to set up rocks, and bulk to survive most initial hits.

Good Teammates: Fighting is the obvious weakness, so ghost types are an obvious cover. My favorite to use is Spiritomb, on whom I also add will-o-wisp to further neutralize the physical fighters which threaten Miltank the worst. My current favorite team includes multiple forms of paralysis (including the Body Slam on Miltank), so other Thunder Wave users can be helpful (Uxie, Lanturn, etc) to allow Miltank to come in and heal itself and the team with a lessened threat. Steelix is another threat, so any quick Fire/Fighting/Ground types can be matched well; Magmortar can help break stalls which try to set up Miltank, and Gurdurr can be a nice secondary physical bulk user. There's no immediate need to get rid of rocks, so rapid spinners or defoggers can be chosen based on the needs of the rest of your team.

What counters it: Steelix, Probopass, and Golem immediately jump out as obvious counters; Miltank won't be doing any sort of damage to them. Taunt users, especially the bulkier Weezings and Uxies, can cause problems on a more utility-based set. If you go with the 252 in special defense, any speedy fighting types - most notably Primeape - can still dispatch it rather easily.
 
[What to use]

Sandslash @ Leftovers/Lum berry
Ability: Sand Veil
EVs: 232 HP / 252 Atk / 24 Spe
Adamant Nature
- Rapid spin
- Earthquake
- Knock Off
- Swords Dance/Stone Edge/Stealth rock

Role: Hazard remover

What It Does: Being one of the better spinners in NU sandslash is a pretty good choice for an offensive team if you need a hazard free field. With more then decent bulk and offensive stats, sandslash has multiple opportunities to pull a spin. The ev's are there to make the best use of sandslash's attack and bulk while the speed enables him to outspeed minimal speed lanturn. Outspeeding lanturn enables sandslash to come in on an electric attack and beat him before he can launch a water move at him. Leftovers allow sandslash to take a more bulky role getting some sort of recovery while a lum berry helps to beat spinblockers. Rapid spin and eq are staples on this set, knock off is there (obviously) to beat ghost types and the last spot would probably be either swords dance to boost up on the switch or stone edge for better coverage (mainly to help beat archeops). Stealth rock is also option but offensive sandslash benefits more from an extra attack boost or more coverage.

Good Teammates: Anything that needs a hazard free field and/or switches a lot likes to have sandslash as a partner. Magmortar and typh are options seeing as both (especially typh) tend to switch a lot. Both are also able to come in on grass and ice attacks aimed for sandslash but they have to watch out for water attacks.

What Counters It: While sandslash has pretty good physical bulk, his special side is kinda lackluster. His ground type also makes him weak to some of the more common typings in the metagame like water and grass both of which are special moves most of the time. Feraligatr also has the bulk to tank a hit from sandslash and start gathering boosts in order to sweep

Any Additional Info: A more defensive set is an option, letting sandslash depend more on his bulk to try and spin. However, losing offense makes it harder to wear down ghost types. Toxic would be an option in the last spot to solve that problem.
 
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[What to use]

Torterra @ Assault Vest
Ability: Shell Armor
EVs: 252 HP / 252 Attack / 4 SDef
Adamant Nature
- Wood Hammer
- Earthquake
- Stone Edge
- Superpower

Role: Bulky Attacker

What it does: Torterra's a really good attacker that has the potential to rip apart a large hole in many teams. It has a respectable base 109 Attack and good defenses, meaning that it can take hard hit and hit hard. That base 58 in speed isn't that much of a bad thing when you have a good HP stat.

Good Teammates: As it has a 4x weakness to ice, a fire, rock, water, or steel type may come to help. Best options are Typhlosion, Probopass, And Lanturn. Mismiagus is usable if you want to have a Trick Room set. Audino helps with status problems Torterra gets by using Heal Bell.

What counters it: Cryogonal is a very solid counter on Torterra, being much faster and Ice Beam it down, unless Torterra goes straight for a Wood Hammer on a switch. Weezing is also good because unless Gravity is used, Earthquake can't hit, wood hammer and superpower is resisted, and stone edge, even boosted, can't 2HKO, so it can flamethrower saftley and deal a lot of damage to Torterra, if not 0HKO it. In short, anything that's faster than Torterra and can attack with an ice type attack, or something that can take a lot of its attacks, is a good counter.
I'm not sure about assault vest on torterra since he's both weak to fire and ice types which are common special moves. I've been using torterra a lot in early gen6 nu and i really liked a choice banded set with more speed (to kill seis before it sets rocks mainly) because it surprises and ko's a lot in nu. I also think overgrow is a lot better as an ability because it lets him hit like a truck once he gets under 1/3 hp. Stab overgrow wood hammer is no joke at all. Superpower doesn't really hit anything your other 3 moves don't hit either. Now, i know torterra doesn't have many options in the last spot but bullet seed is an option to hit golem and cerrtain pokes using sub. I'm not saying you're gonna need bullet seed every game (I used torterra a lot and only used bullet seed once against a feraligatr using substitute) but it's probably better then superpower anyway.
I really prefer banded torterra since it's pretty good early game to punch holes in the opponents team and the added power is more beneficial then sp def imo.
 
[What to use]

Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Facade
- Quick Attack
- Knock Off
- Close Combat

Role: Wallbreaker, Physical Sweeper, Late-game Cleaner

What It Does: Zangoose uses its high attack combined with its ability Toxic boost to plow through the opposing team. By holding the Toxic orb as an Item Zangoose gains a free 1,5 power boost as his ability activates. This combined with its High BP STAB and coverage moves, lets it easily create holes in multiple of the tiers premiere physical walls. 252 EVs in Attack and Speed is used to maximize its physical sweeping potential. Close combat have a high base power and provides Zangoose a way to muscle through bulkier steel and rock types, while Knock off Gives Zangoose an option to hit opposing ghost types. Facade is the strongest move in Zangoose's arsenal, and hits a terrifying 210 BP after STAB. this attack is so strong that even resists have to think twice before switching in on it. Quick attack gives Zangoose a nifty priority that allows it to outspeed and possible KO faster frail/weak opponents. Quick attack also gives Zangoose a way to Clean up weakened pokemon late game.

Good Teammates: Good teammates for Zangoose include slow volt Switchers / U-turners that allows Zangoose to make an entry and activate is Toxic orb without prior damage. Zangoose will quickly get worn down from toxic, so wish-passers like Audino may be used to help Zangoose to stay healthy. Zangoose have very low Defenses and would like a teammate that can take attacks aimed at it. Walls such as Steelix and Granbull can come in on most physical attacks while pokemon like Togetic and Dragalge can come in on most special attacks. Granbull also stops every fighting type which will have a super effective STAB to work against. Zangoose can also preform well in offensive cores with pokemon like Scarf Pyroar and Magmortar. Sticky web is a fantastic way to let Zangoose bypass most of its checks and allows it to fix its mediocre speed Pokemon like Leavanny can set up sticky web for Zangoose.

What Counters It: there are very few walls that can reliably come in on Zangoose after Toxic orb has been activated, Rhydon can come in and do massive damage with Earthquake, but it must be wary of Toxic boosted Cloze combat after loosing its eviolite, since Close combat will have a chance to KO if you include Knock off damage. Physically defensive Steelix is in the same boat, as only Toxic boosted Close Combat can 2HKO, and IT can phaze Zangoose out with Roar / Dragon tail. Granbull can come in on any attck bar Toxic boosted Facade and do solid damage back. Zangoose is checked faster pokemon like Primeape and Scarf Sawk which can surive a Quick attack and KO back with their STAB moves. Gurdurr can surive Toxic boosted Facade and retaliate with Drain punch, but it cannot switch in on Zangoose. before the Toxic orb is activated most pokemon should be able to take a hit and then proceed to do massive damage, if not OHKO it.

Any Additional Info: Jolly nature can be used, but Zangoose likes the extra power from adamant more than Jolly's speed most of the time. Close combat or Quick attack can be switched for Swords dance, allowing you to OHKO every pokemon in the tier. But then bulky Steel / Rock pokemon walls you is you dont run CC, and faster pokemon will be able to revenge kill if you lack Quick attack.. Pursuit can be used to trap Ghosts and physics, but Knock off is the general better option. Zangoose also gets all the elemental Punches, but they provide small coverage and have a low base power. Taunt looks interesting, but is usually not needed since you will be statused by the toxic orb most of the time. Zangoose as a great special movepull to use, but a low 60 base special attack makes these moves useless. Other Items like life orb, choice band and Choice scarf can be used if you can predict a toxic, but it is inconsistent and an unreliabe method to activate Toxic boost.

Edit: Grammer and an addon to the good teammates selection.
 
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[What to use]
Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 4 SAtk / 252 HP / 252 Def
Bold Nature
- Calm Mind
- Dazzling Gleam
- Flamethrower/ Surf
- Psychic/Energy Ball

Role:
Wallbreaker, Special Sweeper

What it does: Slurpuff is a brand new addition to the NU tier. Its blessed with great move pool variety, a decent typing and relatively decent bulk. This makes it the prim candidate for a set-up sweeper considering its speed isn't that bad. Especially when you get an unburden boost going. It can also run a belly drum set which is arguably stronger and much more scary since few things check it when at +6 and have an unburden boosted speed stat. However, i personally like the physically defensive calm mind set. This is because it is much easier to set up than the belly drum set and isn't as easily walled either thanks to its amazing special movepool. Stuff like Steelix that wall the Belly drum set can only hope and pray. Its a fantastic mon to use and has the credentials to be an A/S rank pokemon on the viability scale. This calm mind set puts almost every mon that walled its belly drum set away and can easily sweep courtesy of a great movepool.

Good teammates: You want team-mates that take its counters out of the game. Status is very annoying so having a cleric can sometimes be a saving grace. You also want a steel type (e.g Steelix) to take the incoming steel/poison attacks. Also Slurpuff needs its oppurtuinity to set up so bringing offensive mons in general that you can sack off when required to get a turn or two of calm minding. Once set-up, Slurpuff plows through teams so can easily be considered a teams main special sweeper therefore it is important to give it oppuruitinity so running momentum gaining moves on slow mons like lanturn can again make it slightly easier to set up

What counters it: This is really difficult to say as some mons wall this pokemon depending on the moveset. Flash Cannon Probopass is one i guess but after a couple of calm minds its really just set-up fodder. Fast steel mons like klinklang can be threatening should you not have an unburden boost going. Nothing apart from Probopass truely counters this mon so to deal with it you want a fast enough neutral hitter (like Zangoose) that can put some damage on it.

Any Additional Info: I must stress this is NOT its only set. Slurpuff can run belly drum physical, calm mind variants (some with a changed movepool) and a defensive variant which might not be threatening immediately but can be effective.
I hope you take this mon into consideration when you begin teambuilding because without a true check, it will run riot to your team
 
Does it matter if i post mutiple posts or should i cover more mons at once?
[What to use]


Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SDef
Relaxed/ImpishNature
- Spikes/Stealth Rock
- Thunder Wave
- Leech seed
- Gyro Ball/Seed Bomb

Role: Hazard User, Support

What It Does: Ferroseed is a great addition for supporting an offensive/balanced team because it has access to both para support and is able to put down hazards. Spikes would be the main option in the first slot because spike stacking can put so much more pressure on opposing teams when a few layers are stacked, stealth rock can be used as an alternative. Thunder wave is one more reason to use ferroseed over other spike stackers because it can support a team even more, crippling faster threats so that ferroseed’s teammates can dispatch of them. Leech Seed is Ferroseed’s only form of recovery and allows for even more spike layers while also supporting other team members. Gyro ball or seed bomb are both options so that ferroseed isn’t completely helpless (don’t expect it to sweep tho). Gyro ball however is the preferred option because it ohko’s cryogonal going for a spin and should do more damage overall with ferroseed’s terrible speed stat.

Good Teammates: Anything that’s bulky and offensive but is letdown by his speed likes the support ferroseed can give. A few prime examples are feraligatr and magmortar. Any damage done by hazards is damage your attacker doesn’t need to do. Ferroseed also needs something that can eat fire or fighting attacks making uxie or regirock great partners. Both are able to lay down stealth rocks and cripple the opponent’s team even further with paralyze support.
Ferroseed would also love the support of a phazer since anything that can pull a sub is makes perfect set up bait out off ferroseed.

What Counters It: As mentioned before, ferroseed despises fire and fighting attacks so both of these should be able to dispatch of it. Knocking off his eviolite cripples him a lot while rapid spin/defog renders all his work useless. Note that rapid spinners take iron barb damage that can wear them down if you don’t dispatch of ferroseed before going for the spin. Taking all this into account shiftry is the bane of ferroseed existence, being able to use knock off and defog. Shiftry hates to eat a thunder wave though so mind that.

Any Additional Info: A specially defensive set is an option, but physical is preferred because it can wear down/cripple the likes of feraligatr and klinklang easily.
 
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Okay, go time:
What not to use:

Munchlax @ Eviolite
Ability: Thick Fat
EVs: 136 HP / 120 Def / 252 SpD
Careful Nature
- Rest
- Body Slam
- Sleep Talk
- Whirlwind

Role: Special Wall

What it Does: Essentially be a sitting duck. While it's special bulk with Eviolite is very good, the way the metagame has developed has been very harsh to him. The main problem is that Munch lacks reliable recovery, forcing him to use a RestTalk to be as bulky as possible. Also, the loss of Alomomola, the best physically defensive WishPasser, was huge to him as he longer has a partner that can wall on the side he can't and giving recovery. Also, Munch has no offensive presence whatsoever, compared to most other Special Walls/Sponges.

What Counters It: Fighting-types are the best counters to Munchlax, as Munch has mediocre physical defense even with Eviolite. Pokemon such as Choice Band Sawk will generally KO the poor thing in a few hits at worst. Also, Knock Off renders Munchlax completely useless. Spinblockers such as Mismagius and Spiritomb wall Munch to no end, and this especially the case if the Ghost-type carries Taunt. Taunt in general cripples Munchlax.

Additional Info: A ChestoRest set has no bulk whatsoever and is beaten by pretty much every viable physical attacker in the tier. To conclude, there are way better options than Munchlax when it comes to sponging special hits, such as Hariyama, Dragalgae, Audino and a few others.

(But Munchlax is pretty decent in Little Cup, so if you really want to use him use him there)

If anything needs corrected, let me know.
 
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[What to use]

Ninjask @ Focus Sash
Ability: Speed Boost
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Baton Pass
- Swords Dance / Hone Claws
- Protect
- X-Scissor / U-Turn / Dig / Return

Role: Lead, Pivot, Support
What It Does: Ninjask can give slower attackers much-needed speed boosts, help sweepers set up, and eliminate other Baton Passers as they set up.

Good Teammates: Ninjask should be teamed up with clerics, hazard removers, and physical attackers, with Audino, Shiftry, and Feraligatr being the best ones for each role. Glaceon, Electivire, Armaldo, Leafeon, and Luxray are reasonable alternatives.

What Counters It: Ninjask falls to the gentlest of touches, but it usually doesn't stay in long enough to take fatal damage, so a counter has to be able to take it out before it uses Baton Pass. Typhlosion and Luxray can easily take it out with Eruption and Wild Charge, respectively. Floatzel and Liepard can cripple Ninjask with Taunt and eliminate it with priority, but must watch out for X-Scissor. Samurott can do the same thing, while also having the bulk to tank Ninjask's attacks. Rhydon and Armaldo are hard counters to Ninjask, being able to set up Stealth Rock and eliminate Ninjask with little effort by using Stone-Edge.

Any Additional Info: Substitute can be used instead of an attacking move, but it leaves Ninjask vulnerable to Taunt.


Luxray @ Flame Orb
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Wild Charge
- Ice Fang
- Facade
- Crunch / Superpower

Role: Physical Sweeper, Wallbreaker

What It Does: Uses its high Attack combined with its ability to sweep. Flame Orb gives Luxray a free power boost. This, combined with its powerful STAB and coverage allows Luxray to plow through most of the tier.

Good Teammates: Pokemon that resist Ground-type moves are recommended. Torterra is possibly the best choice, not only resisting Ground, but occasionally also carrying Leech Seed.

What Counters It: Rhydon and Golurk are the only surefire counters. Both of them resist or completely nullify almost everything Luxray can throw at them, and if hit super-effectively, can survive just long enough to 1HKO with Earthquake. Golem can do the same thing, but runs the risk of being 1HKO'd by Superpower. In addition to that, Electivire and Pyroar outspeed and 1HKO Luxray with Earthquake and Fire Blast, respectively.

Any Additional Information: Toxic Orb can be used instead of Flame Orb, but it makes the possibility of a tie between Luxray and its opponent more likely to happen.
[What not to use]


Dusclops @ Eviolite
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Careful nature
- Will-O-Wisp
- Curse
- Night Shade
- Rest / Pain Split

Role: Mixed Wall

What It Does: Be a sitting duck. Dusclops is far too passive for use on anything but the most defensive of stall teams, and even then, he can be a liability. Dusclops' main problem is that it lacks reliable recovery. Pain Split can be exploited and Rest effectively renders Dusclops useless, since it faces the very real possibility of being eliminated before it can wake up.

What Counters It: Countering Dusclops doesn't take much planning, but there are a few checks that stand out. Pokemon with Prankster, such as Liepard, can cripple it with status ailments and Taunt, forcing it to either switch out or use Rest. Pyroar is immune to both Will-O-Wisp and Night Shade, but reaches a stalemate from there unless it carries Will-O-Wisp. Xatu and Duosion also block Will-O-Wisp (and in Duosion's case, burns in general), and can set up on it with Calm Mind. Dusclops also happens to be one of the few Pokemon that can counter itself. Night Shade, especially when combined with burn and Curse damage, is simply too much for Dusclops to handle.

Any Additional Info: A SubProtect set could be used, but low speed guarantees that Dusclops will either be Taunted or forced out before it can set up a Substitute, and low HP guarantees that if it does set one up, it probably won't survive long enough to set up another one. Even if it's successful, it would render Dusclops even more passive than it already is.


Beedrill @ Focus Sash
Ability: Swarm
EVs: 4 HP / 252 Atk / 252 Spe
Jolly nature
- Toxic Spikes
- U-Turn
- Endeavor
- Defog

Role: Hazard Remover, Hazard Setter, Lead

What It Does: Attempts to set up entry hazards, remove opposing hazards, or cripple the opponent with Endeavor before fleeing with U-Turn. It will most likely die trying.

What Counters It: 65 / 40 / 80 Defenses don't do Beedrill any favors. If a Pokemon has a powerful physical attack, priority, or has a method of blocking Endeavor or Toxic Spikes, it's a counter by default.

Additional Information:
Endeavor can produce some amusing results when combined with Toxic Spikes, but it will most likely only work once. Beedrill does have the movepool to use a Baton Pass set or an offensive set, but it is outclassed in both of those roles by Ninjask and Accelgor.
 
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Sapphire.

Es gibt Licht, wo immer Sie sind
is a Contributor Alumnus
Okay... the weirdest thing happened O_O
Apparently this thread reached 65000 characters, the max limit, so I cannot update this anymore :(
I do not want to delete anyone's work, because I know you guys worked very hard. Sorry :c
 

Bluwing

icequeen
is a Tutor Alumnus
[What to use]

Ninjask @ Focus Sash
Ability: Speed Boost
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Baton Pass
- Swords Dance / Hone Claws
- Protect
- X-Scissor / U-Turn / Dig / Return

Role: Lead, Pivot, Support
What It Does: Ninjask can give slower attackers much-needed speed boosts, help sweepers set up, and eliminate other Baton Passers as they set up.

Good Teammates: Ninjask should be teamed up with clerics, hazard removers, and physical attackers, with Audino, Shiftry, and Feraligatr being the best ones for each role. Glaceon, Electivire, Armaldo, Leafeon, and Luxray are reasonable alternatives.

What Counters It: Ninjask falls to the gentlest of touches, but it usually doesn't stay in long enough to take fatal damage, so a counter has to be able to take it out before it uses Baton Pass. Typhlosion and Luxray can easily take it out with Eruption and Wild Charge, respectively. Floatzel and Liepard can cripple Ninjask with Taunt and eliminate it with priority, but must watch out for X-Scissor. Samurott can do the same thing, while also having the bulk to tank Ninjask's attacks. Rhydon and Armaldo are hard counters to Ninjask, being able to set up Stealth Rock and eliminate Ninjask with little effort by using Stone-Edge.

Any Additional Info: Substitute can be used instead of an attacking move, but it leaves Ninjask vulnerable to Taunt.


Luxray @ Flame Orb
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Wild Charge
- Ice Fang
- Facade
- Crunch / Superpower

Role: Physical Sweeper, Wallbreaker

What It Does: Uses its high Attack combined with its ability to sweep. Flame Orb gives Luxray a free power boost. This, combined with its powerful STAB and coverage allows Luxray to plow through most of the tier.

Good Teammates: Pokemon that resist Ground-type moves are recommended. Torterra is possibly the best choice, not only resisting Ground, but occasionally also carrying Leech Seed.

What Counters It: Rhydon and Golurk are the only surefire counters. Both of them resist or completely nullify almost everything Luxray can throw at them, and if hit super-effectively, can survive just long enough to 1HKO with Earthquake. Golem can do the same thing, but runs the risk of being 1HKO'd by Superpower. In addition to that, Electivire and Pyroar outspeed and 1HKO Luxray with Earthquake and Fire Blast, respectively.

Any Additional Information: Toxic Orb can be used instead of Flame Orb, but it makes the possibility of a tie between Luxray and its opponent more likely to happen.
[What not to use]


Dusclops @ Eviolite
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Careful nature
- Will-O-Wisp
- Curse
- Night Shade
- Rest / Pain Split

Role: Mixed Wall

What It Does: Be a sitting duck. Dusclops is far too passive for use on anything but the most defensive of stall teams, and even then, he can be a liability. Dusclops' main problem is that it lacks reliable recovery. Pain Split can be exploited and Rest effectively renders Dusclops useless, since it faces the very real possibility of being eliminated before it can wake up.

What Counters It: Countering Dusclops doesn't take much planning, but there are a few checks that stand out. Pokemon with Prankster, such as Liepard, can cripple it with status ailments and Taunt, forcing it to either switch out or use Rest. Pyroar is immune to both Will-O-Wisp and Night Shade, but reaches a stalemate from there unless it carries Will-O-Wisp. Xatu and Duosion also block Will-O-Wisp (and in Duosion's case, burns in general), and can set up on it with Calm Mind. Dusclops also happens to be one of the few Pokemon that can counter itself. Night Shade, especially when combined with burn and Curse damage, is simply too much for Dusclops to handle.

Any Additional Info: A SubProtect set could be used, but low speed guarantees that Dusclops will either be Taunted or forced out before it can set up a Substitute, and low HP guarantees that if it does set one up, it probably won't survive long enough to set up another one. Even if it's successful, it would render Dusclops even more passive than it already is.


Beedrill @ Focus Sash
Ability: Swarm
EVs: 4 HP / 252 Atk / 252 Spe
Jolly nature
- Toxic Spikes
- U-Turn
- Endeavor
- Defog

Role: Hazard Remover, Hazard Setter, Lead

What It Does: Attempts to set up entry hazards, remove opposing hazards, or cripple the opponent with Endeavor before fleeing with U-Turn. It will most likely die trying.

What Counters It: 65 / 40 / 80 Defenses don't do Beedrill any favors. If a Pokemon has a powerful physical attack, priority, or has a method of blocking Endeavor or Toxic Spikes, it's a counter by default.
Additional Information: Endeavor can produce some amusing results when combined with Toxic Spikes, but it will most likely only work once. Beedrill does have the movepool to use a Baton Pass set or an offensive set, but it is outclassed in both of those roles by Ninjask and Accelgor.
These pokemon is not reliable and are not good in the meta. I think this thread could use pm control so new players won't get confused when checking this thread..

Sapphire.
 
What to use


Jumpluff @ Leftovers
Ability: Infiltrator
EVs: 252 Atk / 248 Spe / 8 HP
Adamant Nature
- Seed Bomb
- U-turn
- Substitute
- Swords Dance

Role: Physical Sweeper

What it does: You look at jumpluff's base 55 Attack start and ROFL thinking how can he sweep? Something tells me you didn't see substitute and SD. This Set can really be used right so well. Get a sub up, get up a SD or two or three and start sweeping? No, since Seed Bomb is resisted alot of things. And although u-turn can get you out of some annoying stuff, say but but to that boost.

What Counters It: Any resists and whirlwind. I think I have enough
 
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WhiteDMist

Path>Goal
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What to use


Jumpluff @ Leftovers
Ability: Infiltrator
EVs: 252 Atk / 248 Spe / 8 HP
Adamant Nature
- Seed Bomb
- U-turn
- Substitute
- Swords Dance

Role: Physical Sweeper

What it does: You look at jumpluff's base 55 Attack start and ROFL thinking how can he sweep? Something tells me you didn't see substitute and SD. This Set can really be used right so well. Get a sub up, get up a SD or two or three and start sweeping. Seed Bomb will hurt alot of things, unless resisted by some layers. And u-turn can get you out of some annoying situations.

Good Teammates: Jumpluff can use the help of anything to cover weaknesses. Best options are Rampardos and Sandslash.

What Counters It: Pyroar, by flamethrower-ing it to death before it can get a sub up
Sorry, but I think this currently belongs in what NOT to use. Without Flying Gem Acrobatics, Jumpluff has to rely on Seed Bomb to sweep, which is rather hard considering the fact that so many Pokemon resists Grass-type moves. This set also uses U-turn, which is counter-productive with Swords Dance and Substitute on the set. Jumpluff doesn't force many switches, and the Pokemon that do tend to switch in rarely bother using status on it, so Sleep Powder is preferably to gain more set up opportunities. Finally, you are giving up one of the main reasons to use Jumpluff, which is its excellent base 110 Speed by not using a Jolly nature. Until Flying Gem is released, or at least until Acrobatics is placed on the set somehow, I don't see this set working very consistently in mid-to-high level play.
 
Sorry, but I think this currently belongs in what NOT to use. Without Flying Gem Acrobatics, Jumpluff has to rely on Seed Bomb to sweep, which is rather hard considering the fact that so many Pokemon resists Grass-type moves. This set also uses U-turn, which is counter-productive with Swords Dance and Substitute on the set. Jumpluff doesn't force many switches, and the Pokemon that do tend to switch in rarely bother using status on it, so Sleep Powder is preferably to gain more set up opportunities. Finally, you are giving up one of the main reasons to use Jumpluff, which is its excellent base 110 Speed by not using a Jolly nature. Until Flying Gem is released, or at least until Acrobatics is placed on the set somehow, I don't see this set working very consistently in mid-to-high level play.
Well I tried. Changing it now.
 
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