=========================MOVESET GUIDE============================== --------------------Pokemon Diamond/Pearl--------------------------- TABLE OF CONTENTS Part 1: Overview Part 2: Format Part 3: The Movesets Part 4: Frequently Asked Questions Part 5: Closing Remarks (Credits, Contact Info, Legal Info) PART 1 ========================OVERVIEW============================== This all started back in September 2006, shortly after the release of Diamond/Pearl in Japan. I realized that the 4th generation would be the first chance for most people to get into competitive battling. The one thing that many people new to battling ask is "What moves should I use for my Pokemon?" So I decided to use my experience in battling and teambuilding to create a comprehensive guide of movesets in order to help everyone who is stuck in this area. This guide has gone under a lot of revisions over the months before the English release and it was all very interesting to see everything unfold. The effects of new moves and abilities were discovered and new changes in old moves caused a lot of stir. There was a lot of hype over which new Pokemon would dominate the battle scene and many strategies were created, theorized, tested, and approved (or disapproved). Such was the D/P world before the English version came out and the guide you are reading now looked very different back then. It will continue to change as people battle and the metagame evolves over time. I'll be sure to keep you updated with what works and what's popular in the world of 4th generation competitive battling. PART 2 ========================FORMAT================================ This is the format that all the Pokemon entries in this guide will be in. ---------------------POKEMON'S NAME--------------------------- Type: The Pokemon's type or types. Ability: The ability or abilites that this Pokemon can have. Base Stats: HP / Atk / Def / SAtk / SDef / Spd Pros: What makes this Pokemon stand out. It could be that it has excellent stats or a really useful ability or learns a wide variety of moves, or even a combination of all of the above. Cons: The weak points of this Pokemon. Whether it has a 4x weakness to a certain type or has a low stat in a certain area, these are the things you should watch out for when using this Pokemon in battle. Pokemon's Name @Item EVs: The EV spread that would work best for this Pokemon. Nature: The best nature or natures for this moveset. Ability: If a Pokemon has two abilities, the most useful one for that set is shown here. If a Pokemon has only one ability, this space is blank. -Move 1 -Move 2 -Move 3 -Move 4 Brief summary of how the moveset works and when the moves should be used. ------------------------------------------------------------ And just for your reference, here is a mini-glossary with some the most common words that I'll be using in this guide. BL Borderline. These Pokemon can perform well in battle, but are often underpowered or don't compare with stronger OU Pokemon. Out of all the tiers, BL is the most controversial one. BL Pokemon include Typhlosion, Flygon, Gardevoir, and Scizor. Counter A Pokemon that can switch in safely on an opponent and either defeat it or force it to switch out. Example of a counter: Gliscor is a Heracross counter. Gliscor resists Heracross's most powerful attacks (Close Combat and Megahorn), does not take much damage from Heracross's secondary attacks (Stone Edge, Pursuit, Night Slash, etc.), and can defeat it with one Aerial Ace. Example of not a counter: Jolteon is NOT a Gyarados counter because even though Jolteon is faster than Gyarados and can easily kill it with a Thuderbolt, it can not switch in on Gyarados's Earthquake (and will take a ton of damage from Waterfall too) Movepool The diversity of all the moves that a Pokemon can learn. This can be further broken down into three categories: Physical, Special, and Support. Examples of Pokemon with large movepools include Gengar, Mew, and Arceus. NU Never Used. Pokemon with bad stats and/or movepools that you will almost never see since they don't perform well in battle and there are much better choices. NU Pokemon include Beedrill, Spinda, Delibird, and Lumineon OU Over Used. This is considered the standard tier for competitive battling. Pokemon that gain the title of OU perform their roles extremely well. OU Pokemon include Salamence, Tyranitar, Blissey, and Skarmory. Scout To find out what moves or Pokemon your opponent is using without taking much damage in the process. Moves that are good for scouting include Protect, Substitute, and U-Turn. STAB Same Type Attack Bonus. If a Pokeon uses an attack that matches its type, it becomes 50% stronger. Support A Pokemon whose job is to help the rest of the team. This can be done through moves like Heal Bell, Wish, Reflect, Light Screen, Rapid Spin, status moves, and many more. Sweeper A Pokemon whose job is to attack. Can be physical (uses physical attacks), special (uses special attacks), or mixed (uses both physical and special attacks) Uber These are Pokemon that are considered too strong for standard (OU) competitive battling: Mew, Mewtwo, Lugia, Ho-oh, Latios, Latias, Kyogre, Groudon, Rayquaza, Deoxys, Palkia, Dialga Giratina, Darkrai, Arceus, Manaphy, and Wobbuffet. UU Under Used. Pokemon that can perform decently in competitive battles, but are not strong or useful enough to compete in OU, or are otherwise overshadowed by better Pokemon. Pokemon considered UU include Golem, Quagsire, Primeape, and Blastoise. Wall A Pokemon whose job is to defend. They can be defend against physical sweepers, defend against special sweepers, or defend against both physical and special sweepers. PART 3 ========================THE MOVESETS==================== A couple more notes before we start: **Pokemon are listed in National Dex order. **To find a specific Pokemon without lots of scrolling, use the search function on your web browser (Ctrl+F or Apple+F) and type the Pokemon's name with a dash in front of it (like -Venusaur or -Mewtwo) **The EVs provided assume your Pokemon's IVs in those stats are at 31 *******And last but not least, remember this******* None of these movesets are mandatory. You can adjust the moves, items, natures, and EVs to your own liking. You can even create your own moveset if you like. However these movesets provide a solid starting point, especially if you've never battled competitively before. And without further adieu, here are the movesets. ------------------------VENUSAUR------------------------ Type: Grass/Poison Ability: Overgrow Base Stats: 80 HP / 82 Atk / 83 Def / 100 SAtk / 100 SDef / 80 Spd Pros: Good support movepool, overall solid stats Cons: Limited offensive movepool, lacks Ground resistance Venusaur @Black Sludge EVs: 252 HP / 108 Def / 148 SDef Calm Nature -Energy Ball/Grass Knot -Sludge Bomb/Hidden Power [Fire] -Leech Seed -Sleep Powder It can be very annoying with Leech Seed and Sleep Powder. Sludge Bomb is good for STAB, but HP Fire hits Steels and other Grass types. ------------------------CHARIZARD------------------------ Type: Fire/Flying Ability: Blaze Base Stats: 78 HP / 84 Atk / 78 Def / 109 SAtk / 85 SDef / 100 Spd Pros: High Sp. Attack and Speed Cons: 4x Stealth Rock weakness, can't boost its Sp. Attack Charizard @Leftovers/Expert Belt EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Flare Blitz -Earthquake -Dragon Claw -Swords Dance/Dragon Dance Boost your Attack up to sweep. Fire + Dragon hits every Pokemon for at least neutral damage except for Heatran, who is taken care of by Earthquake. Charizard @Salac Berry EVs: 120 HP / 252 Atk / 136 Spd Adamant Nature -Belly Drum -Fire Punch -Dragon Claw -Earthquake You can actually use Stealth Rock to your advantage. Make sure your HP is an odd number and switch in against something that can't hurt you (i.e. Ground attack). SR takes away 50%, Belly Drum takes away another half, and you'll still have 1 HP left to activate Salac. Very risky, but payoff is great. Charizard @Salac Berry EVs: 116 HP / 252 Atk / 140 Spd Adamant Nature -Belly Drum -Fire Punch -Dragon Claw/Earthqauke -Substitute This is a much safer alternative to the above set. Sub + Belly Drum bring your health down to the level where Salac can activate (make sure your HP is divisible by 4!). However, you lack the type coverage that the previous set gives you. Charizard @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Hasty/Mild Nature -Flamethrower/Fire Blast/Overheat -Dragon Pulse -Focus Punch -Air Slash/Hidden Power [Grass/Electric] Utilizes the higher of Charizard's offensive stats. Focus Punch hits Blissey, Air Slash can flinch, HP Grass takes care of Swampert, and HP Electric is for Gyarados. ------------------------BLASTOISE------------------------ Type: Water Ability: Torrent Base Stats: 79 HP / 83 Atk / 100 Def / 85 SAtk / 105 SDef / 78 Spd Pros: High defenses, great support movepool Cons: Overshadowed by many better Water types, stats are rather mediocre, poor special movepool Blastoise @Leftovers EVs: 252 HP / 148 Def / 106 SDef Bold Nature -Surf -Rapid Spin -Roar/Haze -Toxic/Yawn/Counter/Mirror Coat/Ice Beam Blastoise is great as a support Pokemon. Choose any of the above moves to suit the needs of your team. Blastoise @Leftovers EVs: 252 HP / 252 Def / 6 SDef Bold Nature -Surf -Toxic -Rest -Sleep Talk A typical Rest+Sleep Talk set. Good for UU, but is otherwise outclassed by Milotic. ----------------------BUTTERFREE------------------------ Type: Bug/Flying Ability: Compoundeyes Base Stats: 60 HP / 45 Atk / 50 Def / 80 SAtk / 80 Spd / 70 Spd Pros: Ability gives it accurate status moves Cons: 4x Stealth Rock weakness, stats are mediocre at best Butterfree @Focus Sash EVs: 252 HP / 6 SAtk / 252 Spd Timid Nature -Sleep Powder -Stun Spore -Bug Buzz -Tail Wind Use your ability to sleep something and inflict paralysis on something else. Tail Wind is for team support before Butterfree goes down. Butterfree @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Bug Buzz -Shadow Ball -Energy Ball -Hidden Power [Fire]/Sleep Powder Butterfree's special attack is somewhat decent, but its poor speed kills it. ----------------------BEEDRILL--------------------------- Type: Bug/Poison Ability: Swarm Base Stats: 65 HP / 80 Atk / 40 Def / 45 SpA / 80 SpD / 75 Spd Pros: Its Attack is decent at least Cons: Low Speed limits sweeping potential, every other stat is poor Beedrill @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Poison Jab -X-Scissor/U-Turn -Brick Break -Aerial Ace Typical Choice sweeper. Beedrill @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Substitute/Endure -X-Scissor -Endeavor -Poison Jab Get yourself down to 1 HP and use Endeavor. Too bad Beedrill has no way of dealing with Ghosts. Beedrill @Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Agility -Baton Pass -X-Scissor -Swords Dance/Poison Jab Agility and Baton Pass away. You can Swords Dance if you have the chance, but you probably won't. ------------------------PIDGEOT-------------------------- Type: Normal/Flying Ability: Keen Eye/Tangled Feet Base Stats: 83 HP / 80 Atk / 75 Def / 70 SAtk / 70 SDef / 91 Spd Pros: Gets stronger moves in D/P Cons: Mediocre stats, completely outclassed by Staraptor and other birds Pidgeot @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Brave Bird -Return/Double-Edge -Steel Wing -U-Turn The standard moveset for Normal/Flying bird Pokemon. U-Turn scouts for counters and can get you out of trouble. ----------------------RATICATE-------------------------- Type: Normal Ability: Guts/Run Away Base Stats: 55 HP / 81 Atk / 60 Def / 50 SAtk/ 70 SDef / 97 Spd Pros: Super Fang, Guts can come in handy Cons: Mediocre Attack, poor defenses Raticate @Flame Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Guts -Protect -Facade -Crunch -Super Fang/U-Turn Protect to scout for attacks and let Flame Orb burn yourself, then hit things with a Guts boosted 140-power Facade. Raticate @Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Guts -Counter -Reversal -Endeavor -Quick Attack/Crunch Survive a powerful physical attack, then Counter it back. Once you're at low HP, use Reversal or Endeavor depending on what works better against the opponent you're facing. ----------------------FEAROW---------------------------- Type: Normal/Flying Ability: Keen Eye Base Stats: 65 HP / 90 Atk / 65 Def / 61 SAtk / 61 SDef / 100 Spd Pros: Above average Attack and Speed Cons: Can't learn Brave Bird, outclassed by several other Normal/Flyers Fearow @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Drill Peck -Double-Edge -Steel Wing -Quick Attack Fearow is near the lower end of Normal/Flying birds, but it's slightly better than Pidgeot with its nice Attack and Speed stats. It's a shame it doesn't get Brave Bird. ----------------------ARBOK----------------------------- Type: Poison Ability: Intimidate/Shed Skin Base Stats: 60 HP / 85 Atk / 69 Def / 65 SAtk / 79 SDef / 80 Spd Pros: Pretty good physical movepool, makes a decent Fighting counter Cons: Bad stats Arbok @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Intimidate -Gunk Shot -Crunch -Earthquake -Ice Fang The only real set for Arbok. Its defenses are bad and its Attack and Speed aren't anything special either, so you might as well hit things as hard as you can while you're still alive. ----------------------PIKACHU--------------------------- Type: Electric Ability: Static Base Stats: 35 HP / 55 Atk / 30 Def / 50 SAtk / 40 SDef / 90 Spd Pros: Attack AND Special Attack are doubled with Light Ball, Surf is a bonus Cons: Extremely low defenses, can't take a hit and has trouble switching into anything Pikachu @Light Ball EVs: 6 Atk / 252 SAtk / 252 Spd Timid/Hasty Nature -Thunderbolt -Focus Punch/Brick Break -Grass Knot/Hidden Power [Ice]/Surf -Substitute With Light Ball boosting both your offenses, it can strike hard with its special attacks while hitting Blissey with Fighting moves. Surf is only available from Pokemon Battle Revolution. ----------------------RAICHU---------------------------- Type: Electric Ability: Static Base Stats: 60 HP / 90 Atk / 55 Def / 90 SAtk / 80 SDef / 100 Spd Pros: Good movepool for an Electric type Cons: Low HP and Defense Raichu @Leftovers EVs: 6 Atk / 252 SAtk / 252 Spd Hasty Nature -Thunderbolt -Substitute/Nasty Plot -Focus Punch -Hidden Power [Ice]/Surf/Grass Knot Standard Raichu set, which can deal good damage on both special and physical fronts. There's a SubPunch combo in there, but if you're good at predicting, you don't need Sub and can use the chance to Nasty Plot. Keep in mind that there's no way to get Nasty Plot and Surf on the same set. Raichu @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Mild/Hasty Nature -Thunderbolt -Hidden Power [Ice] -Grass Knot/Surf -Focus Punch This Raichu just wants to go all out special attacking and uses prediction to beat Blissey with Focus Punch. ----------------------SANDSLASH------------------------- Type: Ground Ability: Sand Veil Base Stats: 75 HP / 100 Atk / 110 Def / 45 SAtk / 55 SDef / 65 Spd Pros: Good Attack and Defense Cons: Limited movepool, outclassed by many other Ground types Sandslash @Leftovers EVs: 252 HP / 252 Atk / 6 Def Adamant Nature -Earthquake -Stone Edge -Swords Dance -X-Scissor/Counter It's a simple Swords Dance moveset. Not very special, but unfortunately, Sandslash doesn't have many moves that make it stand out. X-Scissor is for Grass-types, while Counter is great as a surprise. Sandslash @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish Nature -Earthquake -Stone Edge -Rapid Spin -Stealth Rock A more defensive set. Sandslash is a solid Spinner, though it is outclassed by Donphan and Claydol. ----------------------NIDOQUEEN------------------------- Type: Ground/Poison Ability: Poison Point/Rivalry Base Stats: 90 HP / 82 Atk / 87 Def / 75 SAtk / 85 SDef / 76 Spd Pros: Makes a nice Fighting-type counter, higher defenses than Nidoking. diverse movepool Cons: Offensive stats are rather mediocre Nidoqueen @Leftovers EVs: 252 HP / 252 Atk / 6 Def Adamant Nature -Earthquake -Stone Edge -Counter -Fire Punch Earthquake and Stone Edge covers most opponents, while Fire Punch helps against Bronzong and Skarmory. Nidoqueen's nice HP and Defense makes Counter a good choice against opponents who think they can get an easy KO with a physical attack. Nidoqueen @Choice Band/Choice Scarf EVs: 90 HP / 252 Atk / 168 Spd Adamant Nature -Earthquake -Stone Edge -Poison Jab -Fire Punch A set that would work better on the more offensive Nidoking, but Nidoqueen can still do some damage. Nidoqueen @Choice Specs/Choice Scarf EVs: 90 HP / 252 SAtk / 168 Spd Modest Nature -Earth Power -Thunderbolt -Ice Beam -Sludge Bomb/Flamethrower/Focus Punch Sludge Bomb can be used for additional STAB, but Focus Punch nails Blissey. ----------------------NIDOKING-------------------------- Type: Ground/Poison Ability: Poison Point/Rivalry Base Stats: 81 HP / 92 Atk / 77 Def / 85 SAtk / 75 SDef / 85 Spd Pros: Diverse movepool, good offensive stats Cons: Rather frail with weaknesses to common types Nidoking @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Earthquake -Stone Edge -Poison Jab -Megahorn Nidoking's higher Attack and ability to learn Megahorn makes him a far better physical sweeper than Nidoqueen. Nidoking Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Earth Power -Thunderbolt -Ice Beam -Sludge Bomb/Flamethrower/Focus Punch With an impressive array of special moves, Nidoking can use a special sweeping moveset as well. Nidoking @Leftovers/Life Orb EVs: 132 Atk / 240 SAtk / 136 Spd Lonely Nature -Earthquake -Stone Edge -Ice Beam -Thunderbolt If the restrictions of Choice items aren't your thing, Nidoking makes a nice mixed sweeper with attacks that can hurt most of the Pokemon in the game. ----------------------CLEFABLE-------------------------- Type: Normal Ability: Cute Charm/Magic Guard Base Stats: 95 HP / 70 Atk / 73 Def / 85 SAtk / 90 SDef / 60 Spd Pros: Awesome new ability in Magic Guard, very diverse movepool and great variety of support moves Cons: Besides HP and SDef, its stats are rather lackluster Clefable @Leftovers EVs: 252 HP / 160 Def / 98 SAtk Bold Nature Ability: Magic Guard -Thunderbolt -Ice Beam -Calm Mind -Softboiled The standard set for Clefable, featuring BoltBeam as your offensive combo, Calm Mind to boost those two moves, and Softboiled to heal your lost HP. Clefable's unique Magic Guard ability is what makes it stand out from other Pokemon with a similar moveset. Clefable @Leftovers EVs: 252 HP / 80 Atk / 176 SAtk Brave Nature Ability: Magic Guard -Focus Punch -Substitute -Thunderbolt -Ice Beam If you want the BoltBeam combo, but still want to hurt Blissey, then this mixed sweeping set is for you. Clefable @Choice Specs EVs: 252 HP / 6 Def / 252 SAtk Modest Nature Ability: Magic Guard -Ice Beam -Thunderbolt -Flamethrower/Fire Blast -Grass Knot Clefable is not built like your standard special sweeper, but it can still hurt a variety of opponents with its large special movepool. Clefable @Leftovers EVs: 252 HP / 80 Def / 178 SDef Bold Nature Ability: Magic Guard -Counter -Wish/Softboiled -Light Screen -Seismic Toss Most people underestimate Clefable's defensive abilities and Counter punishes them for their oversight. Light Screen forces opponents to hit you with physical moves that you can Counter and afterwards, you can use a healing move to recover lost HP. Clefable @Leftovers EVs: 252 HP / 80 Def / 178 SDef Bold Nature Ability: Magic Guard -Encore -Wish -Thunder Wave/Ice Beam -Seismic Toss Encore is such a fun move on Clefable since it can switch into virtually any non-damaging move and Encore it. Once your opponent is stuck repeating its move, do whatever you want. You can heal the team with Wish, paralyze the foe with Thunder Wave, or take them down with Ice Beam or Seismic Toss. ----------------------NINETALES------------------------- Type: Fire Ability: Flash Fire Base Stats: 73 HP / 76 Atk / 75 Def / 81 SAtk / 100 SDef / 100 Spd Pros: Has a more diverse movepool than in Advance, good Speed Cons: Outclassed by Infernape and other Fire types with better Sp. Attack Ninetales @ Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Nasty Plot -Hypnosis -Flamethrower -Energy Ball Put an opponent to sleep, then Nasty Plot and sweep with your two special moves. Energy Ball covers all of Ninetales's weaknesses - Water, Rock, and Ground. ----------------------WIGGLYTUFF------------------------ Type: Normal Ability: Cute Charm Base Stats: 140 HP / 70 Atk / 45 Def / 75 SAtk / 50 SDef / 45 Spd Pros: High HP, diverse movepool Cons: The rest of its stats range from average to terrible Wigglytuff @Leftovers EVs: 6 HP / 252 Def / 252 SDef Impish Nature -Counter -Wish -Light Screen -Seismic Toss/Double-Edge Counter is perfect on Wigglytuff, who has massive HP but pathetic Defense. Wish heals you after you take damage and Light Screen forces foes to use physical attacks. Seismic Toss has consistent damage, but Double-Edge is also nice. Since you have such high HP and a healing move, the recoil doesn't matter. Wigglytuff @Choice Specs EVs: 148 Def / 252 SAtk / 110 SDef Modest Nature -Hyper Voice -Ice Beam -Thunderbolt -Focus Blast Wigglytuff learns a ton of special attacks and since its Sp. Attack stat is higher than its Attack, you can put it to good use with a Choice Specs set. Wigglytuff @Choice Band EVs: 252 Atk / 148 Def / 110 SDef Brave Nature -Double-Edge/Return -Gyro Ball -Ice Punch -Focus Punch Gyro Ball makes Wigglytuff an interesting Choice Bander and it can learn a variety of other physical moves for this set. ----------------------VILEPLUME------------------------- Type: Grass/Poison Ability: Chlorophyll Base Stats: 75 HP / 80 Atk / 85 Def / 100 SAtk / 90 SDef / 50 Spd Pros: Good SAtk and SDef, nice selection of support and status moves Cons: Very slow, small offensive movepool Vileplume @Heat Rock/Lum Berry EVs: 4 HP / 252 SAtk / 252 Spd Modest Nature -Sunny Day -Solarbeam -Sleep Powder -Sludge Bomb/Hidden Power [Fire/Ice] Goes along well with Vileplume's ability. Sludge Bomb works as a second STAB move, but HP Fire is the better choice since it also covers Steel types. HP Ice hits Dragon and Flying opponents. Vileplume @Leftovers EVs: 252 HP / 100 Def / 158 SDef Calm Nature -Sludge Bomb/Energy Ball/Grass Knot -Sleep Powder -Aromatherapy -Moonlight/Stun Spore A more defensive set. Choose an attacking move depending on what you want to hit. Sleep Powder disables counters, Aromatherapy rids the team of status moves, and Moonlight keeps you alive. Stun Spore is an option that gives you a chance at double status. ----------------------PARASECT-------------------------- Type: Bug/Grass Ability: Effect Spore/Dry Skin Base Stats: 60 HP / 95 Atk / 80 Def / 60 SAtk / 80 SDef / 30 Spd Pros: Learns Spore, 4x Ground resistance, Water immunity with Dry Skin Cons: Many weaknesses including a 4x Flying and Fire weakness, terribly slow Parasect @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Dry Skin -Spore -X-Scissor -Swords Dance/Aromatherapy -Stun Spore/Brick Break Spore is the most obvious reason to use Parasect, since it's one of the few Pokemon that gets this move. Support yourself with Swords Dance or support the team with Aromatherapy. Stun Spore for a chance at double status or use Brick Break to hit Rocks and Steels. Parasect @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Dry Skin -X-Scissor -Brick Break -Pursuit/Aerial Ace -Spore It's slow, but it has a nice Attack stat to take advantage of with Choice Band. Spore is still there to inflict a hit-and-run Sleep. ----------------------VENEMOTH-------------------------- Type: Bug/Poison Ability: Shield Dust/Color Glasses Base Stats: 70 HP / 65 Atk / 60 Def / 90 SAtk / 75 SDef / 90 Spd Cons: Frail defenses, Venemoth @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Color Glasses -Bug Buzz -Sludge Bomb -Psychic -Hidden Power [Fire]/Sleep Powder Good Sp. Attack and Speed means it can make a decent UU/NU special sweeper. Venemoth @Focus Sash EVs: 252 HP / 6 SAtk / 252 Spd Timid Nature Ability: Color Glasses -Bug Buzz -Sleep Powder -Agility -Baton Pass Agility up and put something to sleep (or the other way around) and then pass to something that likes the Speed boost. ----------------------DUGTRIO--------------------------- Type: Ground Ability: Arena Trap/Sand Veil Base Stats: 35 HP / 80 Atk / 50 Def / 50 SAtk / 70 SDef / 120 Spd Pros: The only fully-evolved Pokemon with Arena Trap, excellent Speed Cons: Attack is mediocre and is dependant on an item boost Dugtrio @Choice Band/Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Arena Trap -Earthquake -Stone Edge -Aerial Ace -Shadow Claw Hasn't changed much from Advance besides getting Shadow Claw and a stronger Rock move. The main decision comes down to Choice Band or Life Orb. Dugtrio's Attack is only mediocre, so a big boost from CB is very important. But LO gives you diversity, where as CB lets enemies switch in and set up on you after you kill something. However, LO's power boost is too low compared to CB and you'll fail to OHKO or 2HKO many things. The choice is yours to make. ----------------------PERSIAN--------------------------- Type: Normal Ability: Technician/PickUp Base Stats: 65 HP / 70 Atk / 60 Def / 65 SAtk / 65 SDef / 115 Spd Pros: Very fast, learns Hypnosis, Technician Cons: Besides Speed, all its other stats are poor Persian @Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Technician -Return -Bite -Aerial Ace -Hypnosis One of the main reasons to use Persian is that it learns Hypnosis. With its high speed, it is one of the fastest sleepers in the game. Persian @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Technician -Return -Fake Out -Bite -Aerial Ace/U-Turn With Technician, Fake Out becomes much stronger and Bite gains more power than Crunch. Use Aerial Ace for Fighting types or U-Turn to escape from tough opponents. Persian @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Technician -Swift -Water Pulse -Hypnosis -Nasty Plot Special sweeping Persian may seem unusual, but a Technicianed Swift is pretty strong. It can also put counters to sleep and use Nasty Plot to boost its Sp. Attack. Water Pulse for Rock types. ----------------------GOLDUCK--------------------------- Type: Water Ability: Damp/Cloud Nine Base Stats: 80 HP / 82 Atk / 78 Def / 95 SAtk / 80 SDef / 85 Spd Pros: Good Sp. Attack, unique Cloud Nine ability Cons: Other stats are mediocre, limited movepool Golduck @Leftovers EVs: 30 HP / 252 SAtk / 228 Spd Modest Nature Ability: Cloud Nine -Surf -Ice Beam -Calm Mind -Hypnosis Not much has changed for special-attacking Golduck. Put counters to sleep, Calm Mind up, and sweep. ----------------------PRIMEAPE-------------------------- Type: Fighting Ability: Vital Spirit/Anger Nerve Base Stats: 65 HP / 105 Atk / 60 Def / 60 SAtk / 70 SDef / 95 Spd Pros: One of the fastest Fighting types (second only to Infernape) Cons: Frail defenses Primeape @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly/Adamant Nature Ability: Vital Spirit -Close Combat -Stone Edge -Ice Punch/Thunderpunch -U-Turn Primeape can hit a lot of types supereffectively with the variety of moves it learns. U-Turn is handy for hitting Psychics and scouting for switch ins. Primeape @Salac Berry EVs: 82 HP / 252 Atk / 176 Spd Adamant Nature Ability: Anger Point -Reversal -Substitute -Stone Edge -Ice Punch Set up a Sub and hope that your enemy critical hits you while you're behind it. This will instantly max out your Attack for Reversal. With Sub, you have 4 chances of this happening. ----------------------ARCANINE-------------------------- Type: Fire Ability: Flash Fire/Intimidate Base Stats: 90 HP / 110 Atk / 80 Def / 100 SAtk / 80 SDef / 95 Spd Pros: Overall good stats, improved physical movepool Cons: Movepool is still rather shallow and it is easily countered by a variety of standard opponents. Arcanine @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Intimidate -Flare Blitz -Extremespeed -Crunch -Thunder Fang Arcanine has a lot more physical options then in previous generaions. Flare Blitz is obviously its best move, and now it has Thunder Fang to take on some Water types. Extremespeed strikes first and can finish off weakened opponents who are usually faster than you. You don't need this much on the Choice Scarf set though. Arcanine @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Rash Nature Ability: Intimidate -Overheat -Dragon Pulse -Hidden Power [Ground/Grass] -Extremespeed Arcanine's Sp. Attack is great as well so a special sweeping set is also effective. Fire and Dragon cover everything except Heatran, which is where HP Ground comes in. You can also choose Grass for Swampert and Rhyperior. Extremespeed is there again, since Arcanine's special movepool isn't quite that diverse. Arcanine @Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Adamant Nature Ability: Intimidate -Flare Blitz -Extremespeed -Howl -Thunder Fang If you want to boost your Attack, but still want the diversity of attacks, then use the Howl set. ----------------------POLIWRATH------------------------- Type: Water/Fighting Ability: Water Absorb/Damp Base Stats: 90 HP / 85 Atk / 95 Def / 70 SAtk / 90 SDef / 70 Spd Pros: Good counter to Tyranitar and most Water-types Cons: Overall stats are rather mediocre Poliwrath @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Water Absorb -Focus Punch -Waterfall/Ice Punch -Substitute -Hypnosis Set up a Sub, then Focus Punch anything that isn't resistant to Fighting. If it's too tough to beat, put it to sleep. Waterfall is for a second STAB, but Ice Punch hits Flying and Grass foes. Poliwrath @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Water Absorb -Belly Drum -Brick Break -Waterfall -Substitute/Rock Slide Much more risky to use. Make sure you have an HP number divisible by 4, then Sub and Drum to bring yourself down to exactly 75% health and prepare to sweep with your maxed out Attack. If you're feeling extra brave, you don't even need Sub and simply hope that your enemy won't do more than 50% damage when you use Belly Drum. ----------------------ALAKAZAM-------------------------- Type: Psychic Ability: Inner Focus/Synchronize Base Stats: 55 HP / 50 Atk / 45 Def / 135 SAtk / 85 SDef / 120 Spd Pros: Excellent Special Attack and Speed make it a great special sweeper Cons: Can't take a physical hit with low HP and Defense, Pursuit is especially effective Alakazam @Choice Specs EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature Ability: Synchronize -Psychic -Focus Blast -Shadow Ball/Grass Knot/Hidden Power [Fire] -Trick STABed Choice Specs Psychic hurts a lot. Focus Blast for Steels, Darks, and Blissey. Grass Knot is a more accurate alternative for Tyranitar as well as Pokemon 4x weak to Grass. Shadow Ball hits other Psychics. HP Fire for Steel/Psychics (Metagross, Bronzong, Jirachi). Trick screws up everything that tries to wall this set. Alakazam @Life Orb/Expert Belt/Lum Berry EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature Ability: Synchronize -Psychic -Focus Blast -Grass Knot/Shadow Ball/Hidden Power [Fire] -Calm Mind Starts off slower, but has the potential to hit harder with Calm Mind. Alakazam @Focus Sash EVs: 252 HP / 6 SAtk / 252 Spd Hasty Nature Ability: Inner Focus -Psychic -Focus Blast -Grass Knot/Shadow Ball/Hidden Power [Fire] -Counter CounterSash is a fun combo on frail Pokemon that can certainly surprise physical sweepers. ----------------------MACHAMP--------------------------- Type: Fighting Ability: Guts/No Armor Base Stats: 90 HP / 130 Atk / 80 Def / 65 SAtk / 85 SDef / 55 Spd Pros: Amazing Attack, two great abilities, solid HP and defenses Cons: Slow Speed Machamp @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: No Armor -Cross Chop/Dynamicpunch -Stone Edge -Ice Punch -Thunderpunch/Bulk Up This set takes advantage of its new ability to boost the accuracy of its attacks. Cross Chop is preffered for its critical hit chance, but Dynamicpunch's confusion can be handy. Machamp @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Guts -Close Combat -Stone Edge -Ice Punch -Thunderpunch/Facade Guts is preffered on the CBer so it can absorb status inflictions. Flying types won't stand a chance when Machamp has up to three supereffective moves against them. Facade can be used against Weezing if it tries to burn you. Machamp @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature -Cross Chop -Stone Edge -Rest -Sleep Talk The RestTalker lasts longer than the other versions. For the ability, choose Guts if you want boosted Attack while you sleep or No Guard so that its attacks will always hit. ----------------------VICTREEBEL------------------------ Type: Grass/Poison Ability: Chlorophyll Base Stats: 80 HP / 105 Atk / 65 Def / 100 SAtk / 60 SDef / 70 Spd Pros: Good offensive stats Cons: No strong physical moves to take advantage of its higher Attack, frail defenses Victreebel @Hot Rock/Lum Berry EVs: 122 HP / 252 SAtk / 136 Spd Modest Nature -Solarbeam -Sludge Bomb/Hidden Power [Fire] -Sunny Day -Sleep Powder A simple Sunny Day set. Sludge Bomb is good for STAB, but HP Fire provides more coverage. Sleep Powder anything you can't handle. Victreebel @Black Sludge EVs: 252 Spd Timid Nature -Energy Ball/Sludge Bomb -Knock Off -Sleep Powder -Stun Spore Less sweeper oriented, and more focused on messing up the enemy through status and the removal of their items. ----------------------TENTACRUEL------------------------ Type: Water/Poison Ability: Liquid Ooze/Clear Body Base Stats: 80 HP / 70 Atk / 65 Def / 80 SAtk / 120 SDef / 100 Spd Pros: High Speed, excellent Sp. Defense, diverse support and special movepool Cons: Mediocre offensive stats Tentacruel @Black Sludge EVs: 68 HP / 252 Atk / 188 Spd Jolly Nature Ability: Clear Body -Poison Jab -Waterfall -Swords Dance -Knock Off/Substitute Simply Swords Dance up and sweep. Sub prevents status effects from messing you up while Knock Off is very handy for disabling items. Tentacruel @Choice Specs/Life Orb EVs: 68 HP / 252 SAtk / 188 Spd Timid Nature -Surf/Hydro Pump -Ice Beam -Sludge Bomb -Giga Drain Its Sp. Attack is higher and it learns stronger special moves. However, it has no way of boosting its mediocre Sp. Attack stat without items. ----------------------GOLEM----------------------------- Type: Rock/Ground Ability: Sturdy/Rock Head Base Stats: 80 HP / 110 Atk / 130 Def / 55 SAtk / 65 SDef / 45 Spd Pros: Good Attack, Defense, and physical movepool Cons: Completely outclassed by Rhyperior Golem @Choice Band EVs: 252 HP / 252 Atk / 6 Def Adamant Nature Ability: Rock Head -Stone Edge -Earthquake -Double-Edge/Fire Punch -Explosion A simple CBer set. This set can hit every opponent except for Bronzong, which is why Fire Punch can be useful. ----------------------RAPIDASH-------------------------- Type: Fire Ability: Flash Fire Base Stats: 65 HP / 100 Atk / 70 Def / 80 SAtk / 80 SDef / 105 Spd Pros: Great Speed and Attack, gains excellent new physical moves in D/P Cons: Movepool is still limited Rapidash @Leftovers/Life Orb EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Flare Blitz -Megahorn -Hypnosis -Will-o-wisp This set can both sweep and inflict double status on the opponent. Rapidash @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Flare Blitz -Agility -Baton Pass -Hypnosis Put counters to sleep to buy you time to Agility and pass to a recipient. ----------------------SLOWBRO--------------------------- Type: Water/Psychic Ability: Own Tempo/Oblivious Base Stats: 95 HP / 75 Atk / 110 Def / 100 SAtk / 80 SDef / 30 Spd Pros: Good combination of defensive and offensive power, now gains Slack Off Cons: Slow, of course. Bug and Dark weakness Slowbro @Leftovers EVs: 212 HP / 252 Def / 44 SAtk Bold Nature Ability: Own Tempo -Ice Beam -Hidden Power [Electric] -Surf/Calm Mind -Slack Off Slowbro's great Defense and Special Attack make up for its slowness. It has many useful moves and not enough room to fit them all on. Ice Beam and HP Electric are important against the big physical attackers like Garchomp and Gyarados. Use Surf if you really want a STAB move since it will hurt Tyranitar and Rhyperior more than your other attacks. ----------------------FARFETCH'D------------------------ Type: Normal/Flying Ability: Keen Eye/Inner Focus Base Stats: 52 HP / 65 Atk / 55 Def / 58 SAtk / 62 SDef / 60 Spd Pros: Uh...it looks cool? Cons: Terrible stats all around, limited movepool, bad abilities Farfetch'd @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Inner Focus -Flail -Night Slash/Steel Wing -Endure/Substitute -Swords Dance The bird below does this way better. ----------------------DODRIO---------------------------- Type: Normal/Flying Ability: Run Away/Early Bird Base Stats: 60 HP / 110 Atk / 70 Def / 60 SAtk / 60 SDef / 100 Spd Pros: Great Attack and Speed Cons: Frail defenses, limited physical movepool, outclassed by Staraptor Dodrio @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly/Adamant Nature Ability: Early Bird -Brave Bird -Return -Steel Wing -Quick Attack Dodrio is a great CB Bird. Fast and strong, but Staraptor does this a lot better. Dodrio @Liechi Berry EVs: 122 HP / 252 Atk / 136 Spd Adamant Nature Ability: Early Bird -Flail -Endeavor/Drill Peck -Substitute/Endure -Agility Dodrio can do one thing Staraptor can't, and that is Flail. Agility when you can, Sub or Endure, get that Liechi boost, and then kill things with Flail. Endeavor Steels/Rocks that get in the way or use Drill Peck on Ghosts. ----------------------DEWGONG--------------------------- Type: Water/Ice Ability: Thick Fat/Hydration Base Stats: 90 HP / 70 Atk / 80 Def / 70 SAtk / 95 SDef / 70 Spd Pros: Hydration is a nifty new ability Cons: Mediocre stats, very limited movepool Dewgong @Leftovers EVs: 252 HP / 252 SAtk / 6 SDef Modest Nature Ability: Hydration -Surf -Ice Beam/Encore -Rest -Rain Dance Taking advantage of Hydration is the only real thing it can do. Rain Dance and keep yourself healthy with Rest. Surf and Ice Beam for STAB, but Encore can annoy certain opponents. ----------------------MUK------------------------------- Type: Poison Ability: Stench/Sticky Hold Base Stats: 105 HP / 105 Atk / 75 Def / 65 SAtk / 100 SDef / 50 Spd Pros: Great HP, Attack, and Sp. Defense, makes a nice UU special tank Slow: Slow, lack of a really useful ability, has major trouble handling Ground types Muk @Black Sludge EVs: 212 HP / 252 Atk / 44 SDef Adamant Nature Ability: Sticky Hold -Focus Punch -Substitute -Gunk Shot/Poison Jab -Shadow Punch SubPunch is the name of the game and Muk has plenty of HP and Attack to pull it off. Choose Gunk Shot for Power or Poison Jab for accuracy. Shadow Punch hits Ghosts. Muk @Black Sludge EVs: 252 HP / 108 Atk / 150 SDef Careful Nature Ability: Sticky Hold -Curse -Gunk Shot/Poison Jab -Fire Punch/Brick Break/Ice Punch -Explosion Muk can already take special hits, so beef up its lower Defense while boosting your Attack at the same time. Muk has no real healing move, so when you're getting low on health, just explode. Fire Punch and Brick Break hurt Steels, but Ice is useful for Grounds. Muk @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Sticky Hold -Gunk Shot/Poison Jab -Explosion -Shadow Punch/Ice Punch -Focus Punch/Fire Punch Unlike the previous two sets, this needs no set up and simply allows Muk to hit as hard as it can. ----------------------CLOYSTER-------------------------- Type: Water/Ice Ability: Shell Armor/Skill Link Base Stats: 50 HP / 95 Atk / 180 Def / 85 SAtk / 45 SDef / 70 Spd Pros: Amazing Defense, gets both Rapid Spin and Spikes Cons: Stealth Rock weakness, terrible HP and Sp. Defense, Fighting and Rock weakness make it a less successful physical wall Cloyster @Leftovers EVs: 252 HP / 58 Def / 200 SDef Impish Nature Ability: Shell Armor -Ice Shard/Ice Beam/Avalanche -Explosion -Spikes -Rapid Spin Spikes and Rapid Spin are your two most important moves, so use them when appropriate. You have no recovery move (besides Rest) so simply explode when you are done. Ice Shard can take care of faster Dragons like Salamence, or use Ice Beam/Avalanche if you don't care about going first. ----------------------GENGAR---------------------------- Type: Ghost/Poison Ability: Levitate Base Stats: 60 HP / 65 Atk / 60 Def / 130 SAtk / 75 SDef / 110 Spd Pros: Amazing Sp. Attack and great Speed, incredibly diverse movepool, 3 Immunities (Normal, Fighting, Ground) Cons: Frail defenses, weakness to Pursuit Gengar @Life Orb/Black Sludge EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature -Shadow Ball -Thunderbolt -Hypnosis -Focus Blast/Hidden Power [Ice/Fire] Gengar has a ton of choices for moves, but Shadow Ball and Thunderbolt will always be a constant. Hypnosis is great for disabling potential counters. Focus Blast OHKOs Darks like Weavile/Tyranitar, HP Ice kills Dragons, and HP Fire is for Metagross/Bronzong. Gengar @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Hasty Nature -Shadow Ball -Thunderbolt -Explosion/Hidden Power [Ice]/Energy Ball -Focus Punch/Focus Blast/Hypnosis Diversity is good, but Gengar can use Choice items if you have good prediction skills. Physical moves like Explosion and Focus Punch are very effective against Blissey. Gengar @Black Sludge EVs: 160 HP / 96 SAtk / 252 Spd Timid Nature -Hypnosis -Will-o-wisp -Shadow Ball -Thunderbolt Double status is the goal. Disable as many opponents as you can with Burn and Sleep. Gengar @Black Sludge EVs: 200 Atk / 98 SAtk / 212 Spd Mild/Hasty Nature -Shadow Ball -Thunderbolt -Substitute -Focus Punch An old moveset from Advance can still work in D/P. Substitute makes prediction easier and can scout your enemy's attacks. Gengar @Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Hasty Nature -Counter -Hypnosis -Shadow Ball -Explosion A pretty fun set. Counter all those physical attackers who think they can beat you with one hit. Then put the next enemy to sleep and explode to take out another one. You can screw over multiple opponents with this set. --------------------- HYPNO----------------------------- Type: Psychic Ability: Insomnia/Forewarn Base Stats: 85 HP / 73 Atk / 70 Def / 73 SAtk / 115 SDef / 67 Spd Pros: High Special Defense, a great UU Special wall Hypno @Leftovers EVs: 252 HP / 80 Def / 176 Spd Calm Nature Ability: Insomnia -Psychic -Shadow Ball/Hidden Power [Fighting] -Nasty Plot -Baton Pass/Wish Hypno is built defensively, but can still hurt things after it uses Nasty Plot. After boosting your Special Attack, you can pass the benefits along with Baton Pass (only from XD) or heal yourself with Wish (only from NYPC) Hypno @Leftovers EVs: 252 HP / 80 Def / 176 Spd Calm Nature Ability: Insomnia -Seismic Toss -Wish -Reflect -Thunder Wave A set unchanged from the Advance games. It can be really hard to kill with Wish constantly healing it. However, Wish is only an NYPC move, so good luck getting it. Hypno @Choice Specs EVs: 134 HP / 252 SAtk / 124 Spd Modest Nature Ability: Insomnia -Psychic -Shadow Ball -Hidden Power [Fighting] -Switcheroo A more offensive Hypno. It has nice type coverage with the first three moves and can screw up anything else with Switcheroo. ----------------------KINGLER--------------------------- Type: Water Ability: Hyper Cutter Base Stats: 55 HP / 130 Atk / 115 Def / 50 SAtk / 50 SDef / 75 Spd Pros: Amazing Attack, finally gets some good physical moves in D/P Cons: Rather slow, HP and Sp. Defense are terrible, physical movepool is small Kingler @Leftovers EVs: 16 HP / 252 Atk/ 240 Spd Jolly Nature -Crabhammer -X-Scissor -Rock Slide/Knock Off -Swords Dance Swords Dance up and pound stuff with Crabhammer. X-Scissor hits Grass and Rock Slide covers Gyarados/Mantine. Knock Off is also an option that can be pretty annoying for your opponent. Kingler @Salac Berry EVs: 16 HP / 252 Atk/ 240 Spd Jolly Nature -Crabhammer -Flail -Substitute/Endure -Swords Dance Standard Flail set. Boost your Attack, get yourself to low HP to activate your Berry, and sweep with Flail while hitting opponents resistant to that move with Crabhammer. ----------------------ELECTRODE------------------------- Type: Electric Ability: Soundproof/Static Base Stats: 60 HP / 50 Atk / 70 Def / 80 SAtk / 80 SDef / 140 Spd Pros: Extremely fast Cons: Very limited movepool, Attack is too low to take full advantage of Explosion Electrode @Liechi Berry EVs: 46 Atk / 252 SAtk / 212 Spd Hasty Nature Ability: Soundproof -Thunderbolt -Explosion -Substitute -Hidden Power [Grass/Ice] The only real set viable on Electrode. Hit stuff with special moves if they are effective. Substitute to prevent status, scout for attacks and to activate Liechi when you are at low health to prepare for an Explosion. ----------------------EXEGGUTOR------------------------- Type: Grass/Psychic Ability: Chlorophyll Base Stats: 95 HP / 95 Atk / 85 Def / 125 SAtk / 65 SDef / 55 Spd Pros: Amazing Sp. Attack, ability offsets its low Speed Cons: Type combo gives it a ton of weaknesses, including 4x Bug weak; slow without Sunny Day and has bad Sp. Defense Exeggutor @Hot Rock/Lum Berry EVs: 34 HP / 252 SAtk / 224 Spd Modest Nature -Solarbeam -Sunny Day -Psychic/Hidden Power [Fire]/Sleep Powder -Explosion Sunny Day + Solarbeam is the basic strategy. Psychic is supereffective against Heracross, but so is HP Fire, which also hurts Weavile and Steels. Sleep Powder can disable almost any counter they bring out. Explosion when Exeggutor has finished its job. Exeggutor @Choice Specs EVs: 252 HP / 252 SAtk / 6 Spd Modest Nature -Leaf Storm -Psychic -Explosion -Hidden Power [Fire/Ice]/Grass Knot A Choice Specs Leaf Storm can put a major dent in many things. Psychic for Heracross and as a second STAB. Explosion takes out Blissey. HP Fire for Steels or Ice for Dragons. You can also use Grass Knot if you want a Grass move that doesn't lower your SAtk. ----------------------MAROWAK--------------------------- Type: Ground Ability: Rock Head/Lightning Rod Base Stats: 60 HP / 80 Atk / 110 Def / 50 SAtk / 80 SDef / 45 Spd Pros: Unique item doubles its Attack, making it extremely powerful Cons: Despite high Defense, low HP and Spd limit its sweeping ability Marowak @Thick Club EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Rock Head -Bonemerang/Earthquake -Stone Edge -Double-Edge -Swords Dance/Fire Punch Bonemerang hits through Subs, but Earthquake has the same power and is more accurate. You can boost your Attack with Swords Dance if you have time, but Fire Punch prevents you from getting walled by Bronzong. ----------------------HITMONCHAN------------------------ Type: Fighting Ability: Keen Eye/Iron Fist Base Stats: 50 HP / 105 Atk / 79 Def / 35 SAtk / 110 SDef / 76 Spd Pros: Elemental punches are now physical, gains a useful new ability Cons: Very low HP and rather slow Hitmonchan @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Iron Fist -Close Combat -Ice Punch -Mach Punch -Thunderpunch It doesn't matter that Sky Uppercut gets an Iron Fist boost, because Close Combat is still stronger. Ice Punch for Flying foes and Mach Punch for speedy opponents. Thunderpunch gives further coverage and hits Mantine/Gyarados. Hitmonchan @Leftovers EVs: 58 HP / 252 Atk / 224 Spd Adamant Nature Ability: Iron Fist -Focus Punch -Substitute -Mach Punch -Ice Punch/Thunderpunch/Stone Edge Focus Punch is super strong after the Iron Fist boost. Your last slot takes care of Flying types and depends on what you want to hit. ----------------------HITMONLEE------------------------- Type: Fighting Ability: Limber/Reckless Base Stats: 50 HP / 120 Atk / 53 Def / 35 SAtk / 110 SDef / 87 Spd Pros: Highest Attack and Speed of the Hitmons Cons: Very low HP and Defense Hitmonlee @Choice Band/Choice Scarf/Life Orb EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Limber -Close Combat -Stone Edge -Blaze Kick -Mach Punch Close Combat is stronger and more accurate than any of Hitmonlee's kicking moves. Stone Edge for Flyers, Blaze Kick for Heracross, and Mach Punch to hit faster foes. Hitmonlee @Salac Berry/Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Limber -Reversal -Stone Edge -Substitute/Endure/Counter -Bulk Up There are two ways to prepare for a Reversal. The first is the traditional Sub/Endure + Salac method. The second relies on Counter + Focus Sash. The first way is more reliable since you'll get an automatic speed boost, but the second lets you kill a physical attacking opponent before you even use Reversal. Both fail in OU due to the popular Sandstream ability, so use this in UU. ----------------------WEEZING--------------------------- Type: Poison Ability: Levitate Base Stats: 65 HP / 90 Atk / 120 Def / 85 SAtk / 70 SDef / 60 Spd Pros: Levitate removes its Ground weakness, excellent Defense, great counter against Fighting types Cons: Lack of many physical resistances (compared to Steel types) Weezing @Black Sludge EVs: 252 HP / 252 Def / 6 SDef Bold Nature -Sludge Bomb -Fire Blast/Thunderbolt/Will-o-wisp -Haze -Pain Split This is the defensive Weezing set. Haze is its specialty and it can keep itself alive with Pain Split. Fire Blast hits Steels and Thunderbolt hits Gyarados, who would otherwise Taunt and shut down most of Weezing's moves. W-o-w is for a crippling Burn, but watch out for Guts Pokemon (especially Heracross!) Weezing @Black Sludge EVs: 252 HP / 80 Atk / 176 SAtk Relaxed/Quiet Nature -Sludge Bomb -Fire Blast -Thunderbolt/Shadow Ball -Explosion This is the more offensive set. Choose Thunderbolt for Gyarados or Shadow Ball for Ghosts/Psychics. Explosion when you are done and it can also KO Blissey. ----------------------KANGASKHAN------------------------ Type: Normal Ability: Early Bird/Scrappy Base Stats: 105 HP / 95 Atk / 80 Def / 40 SAtk / 80 SDef / 90 Spd Pros: Overall solid stats, Scrappy is a useful new ability Cons: Outclassed by faster or stronger Normal sweepers like Tauros Kangaskhan @Leftovers EVs: 212 HP / 252 Atk / 46 Spd Adamant Nature -Return -Focus Punch -Sucker Punch -Substitute It looks like a typical SubPunch set, but Sucker Punch makes this set even more effective. Substitute forces your opponent to break it with an attacking move which is when they will get Sucker Punched in the face. Kangaskhan @Salac Berry EVs: 42 HP / 252 Atk / 216 Spd Adamant Nature Ability: Scrappy -Reversal -Endeavor -Return -Substitute/Endure Scrappy means you no longer need a Dark/Ghost move to take care of Ghost types. Kangaskhan @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Scrappy -Return -Earthquake -Focus Punch -Fake Out/Sucker Punch A CB set. Easy to use, as most CB sets are. ----------------------SEAKING--------------------------- Type: Water Ability: Swift Swim/Water Veil Base Stats: 80 HP / 92 Atk / 65 Def / 65 SAtk / 80 SDef / 68 Spd Pros: Good Attack Cons: Other stats are rather low, limited movepool Seaking @Liechi Berry EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Agility -Substitute/Endure -Flail -Waterfall A Flail set. Seaking can't boost its Attack, so simply boost its Speed and give it a Liechi Berry. At least it now has Waterfall as a second physical attack. Seaking @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Waterfall -Megahorn -Double-Edge -Flail/Hydro Pump Its limited movepool is apparent in this set. Waterfall and Megahorn are good, but the other two slots are just filler. ----------------------STARMIE--------------------------- Type: Water/Psychic Ability: Natural Cure/Illuminate Base Stats: 60 HP / 75 Atk / 85 Def / 100 SAtk / 85 SDef / 115 Spd Pros: Excellent Speed, great Sp. Attack, diverse special movepool, a very good Rapid Spinner Cons: Pursuit weakness, low HP Starmie @Leftovers EVs: 236 HP / 56 SAtk / 216 Spd Timid Nature Ability: Natural Cure -Surf -Thunderbolt/Ice Beam -Rapid Spin -Recover Starmie is one of the better Spinners in the game and will save you a lot of trouble from annoying Spikes and Stealth Rock. You need Surf for STAB and can choose whether to use Thunderbolt for enemy Water types or Ice Beam for Grass and Dragons. Thunderbolt is usually preffered since it prevents Gyarados from setting up on you and is supereffective against Skarmory, the most common Spiker. Starmie @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Natural Cure -Surf -Thunderbolt -Ice Beam -Grass Knot/Psychic An all out attack set if you don't care about Rapid Spin. Psychic gets STAB, but Grass Knot is more useful against bulky Waters like Swampert and Milotic. ----------------------MR. MIME-------------------------- Type: Psychic Ability: Soundproof/Filter Base Stats: 40 HP / 45 Atk / 65 Def / 100 SAtk / 120 SDef / 90 Spd Pros: Great support movepool, Filter means no weaknesses! Cons: Terrible HP and low Defense Mr. Mime @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Filter -Psychic -Thunderbolt -Trick -Focus Blast/Shadow Ball Mr. Mime has a special Trick up its sleeve for any non-special attacker that tries to counter it. Focus Blast for Dark types or Shadow Ball for Ghosts and enemy Psychics. Mr. Mime @Leftovers EVs: 252 HP / 6 SDef / 252 Spd Timid Nature Ability: Soundproof -Psychic -Calm Mind -Substitute/Hypnosis -Baton Pass Baton Passing is one of Mr. Mime's strong points. Pass Calm Minds to your team mates, along with Subs if you wish. However, Hypnosis disables counters and could buy you time for an extra Calm Mind. ----------------------SCYTHER--------------------------- Type: Bug/Flying Ability: Swarm/Technician Base Stats: 70 HP / 110 Atk / 80 Def / 55 SAtk / 80 SDef / 105 Spd Pros: Great Attack and Speed, both of its abilities are rather useful Cons: 4x Stealth Rock weakness Scyther @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly/Adamant Nature Ability: Technician -Aerial Ace -Night Slash -X-Scissor/U-Turn -Brick Break Standard Choice sweeper set. The EV spread is just a general one. Scyther does not need so much speed when it has a Choice Scarf, so feel free to shift some Speeds EVs into HP or Defense. Scyther @Salac Berry EVs: 42 HP / 252 Atk / 216 Spd Adamant Nature -Endure/Substitute -Swords Dance -Reversal -Night Slash/Aerial Ace/X-Scissor Reversal set number 1 is the standard method for setting up a Reversal. Scyther @Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Hasty Nature -Counter -Reversal -Aerial Ace -X-Scissor/Swords Dance Reversal set number 2, which relies on surviving a big physical hit and striking back with Counter, then pummeling other opponents with Reversal. Scyther @Leftovers EVs: 252 HP / 6 Atk / 252 Spd Jolly Nature Ability: Technician -Swords Dance -Agility/Substitute -Baton Pass -Aerial Ace Scyther can Baton Pass as well with Attack boosts, Speed boots, and Subs. ----------------------JYNX------------------------------ Type: Ice/Psychic Ability: Oblivious/Forewarn Base Stats: 65 HP / 50 Atk / 35 Def / 115 SAtk / 95 SDef / 95 Spd Pros: Excellent sp. attack, learns Lovely Kiss Cons: Low HP and terrible Defense, Stealth Rock and Pursuit weakness Jynx @Leftovers EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature Ability: Forewarn -Ice Beam -Lovely Kiss -Calm Mind -Substitute A classic Jynx moveset. Put your foes to sleep with Lovely Kiss, then boost your special stats with Calm Mind. Set up a Sub to prevent status effects from messing you up. Ice Beam is the only attack you need since nothing is immune to it and many are weak to it. Jynx @Choice Specs EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature Ability: Forewarn -Ice Beam -Psychic -Grass Knot -Focus Blast/Hidden Power [Fire/Fighting] Jynx can now go all out thanks to Choice Specs. Ice Beam and Psychic for STAB, Grass Knot hits Slowbro, Starmie, and Tyranitar. You can use a special Fighting attack for Blissey and Dark types, or HP Fire for Steels like Bronzong and Metagross. Jynx @Leftovers EVs: 252 HP / 6 SDef / 252 Spd Timid Nature Ability: Forewarn -Mean Look -Perish Song -Lovely Kiss -Substitute Jynx can use the PerishTrap strategy quite well. Lovely Kiss and Substitute prevent the opponent from hitting you after the countdown begins. ----------------------PINSIR---------------------------- Type: Bug Ability: Mold Breaker/Hyper Cutter Base Stats: 65 HP / 125 Atk / 100 Def / 55 SAtk / 70 SDef / 85 Spd Pros: FINALLY gets a good physical Bug move, excellent Attack and great Defense Cons: Still overshadowed by Heracross Pinsir @Leftovers EVs: 98 HP / 252 Atk / 160 Spd Adamant Nature Ability: Hyper Cutter -X-Scissor -Stone Edge -Close Combat/Earthquake -Swords Dance Set up with Swords Dance and kill things. Close Combat and Earthquake will both hurt Steels. Close Combat is stronger, but Earthquake doesn't decrease your good Defense stat. Pinsir @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Mold Breaker -X-Scissor -Stone Edge -Close Combat -Earthquake Without the need to setup with Swords Dance, you can hit things faster. Mold Breaker is pretty useful for foes with Levitate that try to switch in on your Earthquake. Pinsir @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Mold Breaker -Endure/Substitute -Flail -Earthquake -Swords Dance Pinsir is yet another Pokemon that can use a Flail moveset (though it's one of the many Pokemon that doesn't get STAB from Flail). ----------------------TAUROS---------------------------- Type: Normal Ability: Intimidate/Anger Nerve Base Stats: 75 HP / 100 Atk / 95 Def / 40 SAtk / 70 SDef / 110 Spd Pros: Great Attack and Speed, solid Defense and Intimidate means it can switch in on physical sweepers without much problem, improved physical movepool Cons: Outclassed by physical sweepers with higher Attack or Speed (or both) Tauros @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Intimidate -Return/Double-Edge -Earthquake -Stone Edge -Pursuit Tauros has always been a great Normal-type sweeper. Its Attack and Speed aren't as amazing as a few other physical sweepers, but it can still hit very hard. Gaining Stone Edge and a physical Pursuit is a big plus. Tauros @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Anger Nerve -Return -Earthquake -Stone Edge -Substitute A set that really relies on luck. You actually WANT your opponent to critical hit you (as long as you have a Sub up). This activates Anger Nerve, maxes out Tauros's Attack in one go, and you can watch it absolutely destroy things. ----------------------GYARADOS-------------------------- Type: Water/Flying Ability: Intimidate Base Stats: 95 HP / 125 Atk / 79 Def / 60 SAtk / 100 SDef / 81 Spd Pros: Overall good stats including excellent Attack, gaining new physical moves in D/P is a big plus, can set up easily and sweep entire teams. Cons: 4x Electric weakness (but most Electrics have trouble switching in) Gyarados @Leftovers Evs: 212 HP / 16 Atk / 180 Def / 100 Spd Adamant Nature -Earthquake -Ice Fang/Waterfall -Taunt -Dragon Dance Nicknamed "BulkyGyara", this is one of the biggest threats in D/P competitive battling. Its EV spread may seem defensive, but this allows it to switch in easily against foes like Water types and Heracross. From there, it can wreak havoc on your team by Dragon Dancing up, hitting hard, and Taunting your attempts to mess it up with status/phazing moves. Truly something to beware of. Gyarados @Leftovers EVs: 76 HP / 252 Atk / 180 Spd Adamant Nature -Waterfall -Earthquake -Ice Fang -Dragon Dance This is very similar to the first set, but its EV spread makes it far more offensive and it has wider coverage with 3 physical attacks instead of 2. Gyarados @Choice Band/Choice Scarf EVs: 76 HP / 252 Atk / 180 Spd Adamant Nature -Waterfall -Earthquake -Ice Fang -Stone Edge It may not have the same sweeping potential as the Dragon Dancers, but at least you don't have to worry about setting up and can just hit hard and fast. ----------------------LAPRAS---------------------------- Type: Water/Ice Ability: Shell Armor/Water Absorb Base Stats: 130 HP / 85 Atk / 80 Def / 85 SAtk / 95 SDef / 60 Spd Pros: Awesome HP and good defenses, good special movepool, great Water counter Cons: Ice type gives it Rock and Fighting weakness Lapras @Leftovers Modest Nature Ability: Water Absorb -Surf -Ice Beam -Thunderbolt -Sing/Toxic Lapras has lots of handy special moves for all kinds of opponents. The only Pokemon resistant to the first three moves are Lanturn and Shedinja (the latter one is killed by Toxic). Lapras @Leftovers EVs: HP / 252 Atk / 184 Spd Adamant Nature Ability: Water Absorb -Waterfall -Return -Dragon Dance -Substitute Lapras's physical movepool isn't as diverse, but at least it can learn Dragon Dance to boost its Attack and Speed. Sub to prevent status while you are DDing. Lapras @Leftovers EVs: 252 HP / Atk / SDef Careful Nature Ability: Shell Armor -Waterfall -Ice Shard -Curse -Rest Another physical set. Curse boosts your Attack/Defense while lowering Speed, but Ice Shard still lets you attack first. ----------------------DITTO----------------------------- Type: Normal Ability: Limber Base Stats: 48 HP / 48 Atk / 48 Def / 48 SAtk / 48 SDef / 48 Spd Pros: Can be fun if you don't care about winning Cons: Stats are terrible, learns only one move Ditto @Metal Powder EVs: 252 HP / 129 Def / 129 SDef Bold/Calm Nature -Transform Use Ditto only if you love gimmick Pokemon. There's not much to say about this. ----------------------VAPOREON-------------------------- Type: Water Ability: Water Absorb Base Stats: 130 HP / 65 Atk / 60 Def / 110 SAtk / 95 SDef / 65 Spd Pros: Amazing HP, Water immunity makes it a great Water counter, learns some handy support moves including Wish Cons: Defense is rather low (though somewhat made up by the high HP) Vaporeon @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature -Surf -Wish -Protect -Ice Beam/Hidden Power [Electric] A set based around Wish passing. Ice Beam for Grass/Dragons, but HP Electric is for other Waters, especially Gyarados. Vaporeon @Leftovers EVs: 252 HP / 252 Def / 6 SAtk Bold Nature -Surf -Wish -Substitute/Acid Armor -Baton Pass Now Vaporeon is passing something else besides Wish. It can give your teammates huge Subs or a big boost in Defense. ----------------------JOLTEON--------------------------- Type: Electric Ability: Volt Absorb Base Stats: 65 HP / 65 Atk / 60 Def / 110 SAtk / 95 SDef / 130 Spd Pros: Extremely fast, great Sp. Attack, SubPassing is very helpful for Jolteon's teammates Cons: Movepool is still limited Jolteon @Leftovers EVs: 42 HP / 252 SAtk / 216 Spd Timid Nature -Thunderbolt -Hidden Power [Ice/Grass] -Substitute -Baton Pass Unchanged from Advance, Jolteon is still a great lead for your team due to its Speed and ability to set up and pass Subs to your teammates. Choose HP Ice for Grass types and Dragons like Garchomp, or HP Grass for Rhyperior and Swampert. ----------------------FLAREON--------------------------- Type: Fire Ability: Flash Fire Base Stats: 65 HP / 130 Atk / 60 Def / 95 SAtk / 110 SDef / 65 Spd Pros: High Attack Cons: Low HP and Speed, physical movepool is very limited and learns no strong physical fire move (not even Flare Blitz) Flareon @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature -Return -Iron Tail -Fire Fang -Quick Attack Poor Flareon. Fire Fang is its strongest physical STAB move and that's not saying much. Flareon @Choice Specs EVs: 252 HP / 252 SAtk / 6 Spd Modest Nature -Flamethrower -Shadow Ball -Hidden Power [Ice/Grass] -Overheat Its special movepool isn't much better, although its special Fire moves are much stronger. ----------------------OMASTAR--------------------------- Type: Rock/Water Ability: Swift Swim/Shell Armor Base Stats: 70 HP / 60 Atk / 125 Def / 115 SAtk / 70 SDef / 55 Spd Pros: Excellent Special Attack and great Defense Cons: Type combo gives it 4x Grass weak and weakness to Fighting/Ground making it rather frail despite its high Defense Omastar @Damp Rock/Lum Berry EVs: 34 HP / 252 SAtk / 224 Spd Modest Nature Ability: Swift Swim -Rain Dance -Surf/Hydro Pump -Ice Beam -Hidden Power [Electric/Grass] Take advantage of its first ability with the Rain Dance set. It has excellent Sp. Attack and can deal a lot of damage with its Water moves (Surf for accuracy or Hydro Pump for power). Omastar @Choice Specs EVs: 252 HP / 252 SpAtk / 6 Spd Modest Nature -Surf/Hydro Pump -Ice Beam -Hidden Power [Electric/Grass] -Ancientpower Omastar's special movepool isn't stellar, but it still has nice coverage. Ancientpower hits Shedinja at least. Omastar @Leftovers EVs: 252 HP / 132 Def / 126 SAtk Bold Nature Ability: Shell Armor -Surf -Ice Beam -Spikes/Stealth Rock -Knock Off A more defensive set. Omastar can set up Spikes or Stealth Rock (or even both on the same set) and remove the opponent's items. Does especially well in the Sandstorm for a Sp. Defense boost. ----------------------KABUTOPS-------------------------- Type: Rock/Water Ability: Swift Swim/Battle Armor Base Stats: 60 HP / 115 Atk / 105 Def / 65 SAtk / 70 SDef / 80 Spd Pros: High Attack Cons: Rather frail, type combo has the same problems as Omastar's. Kabutops @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Rock Slide/Stone Edge -Waterfall -X-Scissor -Swords Dance A simple set where you Swords Dance up and sweep with whatever is most effective. Rock Slide has less power than Stone Edge, but due to Kabutops's frailness, Stone Edge's low accuracy may not be very appealing. Kabutops @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Stone Edge -Waterfall -X-Scissor -Aqua Jet Another simple set. You won't have to worry about Kabutops's mediocre Speed so much when you can hit things hard with Aqua Jet. Kabutops @Salac Berry EVs: 58 HP / 252 Atk / 200 Spd Jolly Nature -Swords Dance -Waterfall -Flail -Substitute/Endure It seems like all of Kabutops's sets are simple. This is nothing out of your ordinary Flail set. ----------------------AERODACTYL------------------------ Type: Rock/Flying Ability: Rock Head/Pressure Base Stats: 80 HP / 105 Atk / 65 Def / 60 SAtk / 75 SDef / 130 Spd Pros: Extremely fast, great Attack, gains better physical moves Cons: Frail for a Rock type, Stealth Rock weakness Aerodactyl @Choice Band/Life Orb EVs: 42 HP / 252 Atk / 216 Spd Adamant/Jolly Nature Ability: Pressure -Stone Edge -Earthquake -Crunch/Pursuit -Aerial Ace/Ice Fang/Fire Fang Standard CB sweeper. Aerodactyl's extremely high speed makes it stand out amongst the many Rock-type sweepers that D/P has. Aerial Ace is for STAB, Ice Fang hits Dragons, and Fire Fang is for Bronzong. Double-Edge is no longer as useful, so Rock Head isn't a needed ability. Aerodactyl @Leftovers EVs: 252 HP / 6 Def / 252 Spd Jolly Nature Ability: Pressure -Substitute -Protect -Fly -Rock Slide/Earthquake PressureDactyl! A novelty set that can actually work. The goal is to stall the opponent out of as much PP as possible. Rock Slide can flinch, but Earthquake prevents you from getting walled by Steels. ----------------------SNORLAX--------------------------- Type: Normal Ability: Immunity/Thick Fat Base Stats: 160 HP / 110 Atk / 65 Def / 60 SAtk / 110 SDef / 30 Spd Pros: Enormous HP, great Attack and Sp. Defense, makes a good special wall that can still hit things hard. Cons: No longer able to take special hits as well due to special sweepers gaining new Sp. Attack boosters like Nasty Plot and Choice Specs Snorlax @Leftovers EVs: 82 HP / 40 Atk / 136 Def / 252 SDef Careful Nature Ability: Thick Fat -Return/Body Slam -Earthquake/Crunch -Curse -Rest Good ol' CurseLax hasn't changed much from Advance, though sweepers in D/P can hit a lot harder now. You still have to decide whether you want to hit Tyranitar and Steel types with Earthquake, or Ghosts like Gengar with Crunch. Choose Return for its power or Body Slam for its ability to paralyze, which can be a lifesaver in certain situations. Snorlax @Leftovers EVs: 160 HP / 40 Atk / 56 Def / 252 SDef Careful Nature Ability: Thick Fat -Double-Edge/Body Slam -Earthquake/Crunch -Rest -Sleep Talk Here's another moveset that hasn't changed much. Rest is important since it's Snorlax's only way of healing itself. Snorlax @Leftovers/Choice Band EVs: 6 HP / 252 Atk / 252 SDef Ability: Immunity -Body Slam/Return -Earthquake -Selfdestruct -Fire Punch/Pursuit/Crunch Whether you choose Leftovers for versatility or Choice Band for power is up to you. This Snorlax cares more about offense than defense. Selfdestruct is from XD and is a great way to finish things off when you're low at health. This set works particularly well in a Trick Room team. ----------------------ARTICUNO--------------------------- Type: Ice/Flying Ability: Pressure Base Stats: 90 HP / 85 Atk / 100 Def / 95 SAtk / 125 SDef / 85 Spd Pros: Great defenses, excellent counter to Celebi and most Grass types, works especially well after Spikes/Stealth Rock have been set up. Cons: 4x Stealth Rock weakness, limited movepool Articuno @Leftovers EVs: 252 HP / 126 Def / 132 SDef Calm Nature -Ice Beam -Roar/Heal Bell -Rest -Sleep Talk The RestTalking set is an old standard for Articuno. Keep yourself alive with Rest and Sleep Talk while you slumber. Roar is great for phazing, but if you got Articuno from XD, you can teach it Heal Bell to instantly wake you up after you go to sleep. Articuno @Leftovers EVs: 252 HP / 126 Def / 132 SDef Calm Nature -Ice Beam -Reflect -Tail Wind/Heal Bell/Roar -Roost Articuno also gained Roost as a healing move and has a variety of moves to support the team. Boost Speed with Tail Wind, instant healing with Heal Bell, or force switches with Roar. ----------------------ZAPDOS----------------------------- Type: Electric/Flying Ability: Pressure Base Stats: 90 HP / 90 Atk / 85 Def / 125 SAtk / 90 SDef / 100 Spd Pros: Great Sp. Attack and Speed, has many great support moves Cons: Limited movepool (but still has a wide variety of movesets despite that) Zapdos @Leftovers EVs: 252 HP / 94 SAtk / 164 Spd Modest/Timid Nature -Thunderbolt -Hidden Power [Ice/Grass] -Roost -Thunder Wave/Light Screen/Metal Sound This Zapdos can hurt opponents while supporting itself and the team at the same time. Metal Sound from Pokemon XD can cause switches and prevent Blissey from walling it. Zapdos @Leftovers EVs: 252 HP / 6 SAtk / 252 Spd Timid Nature -Thunderbolt -Agility -Baton Pass -Substitute/Hidden Power [Ice/Grass] Baton Pass from XD was a great addition and makes Zapdos one of the best speed passers. You can also pass Substitute if you want, but a good Hidden Power can come in handy if you don't want to be limited to only one move. Zapdos @Leftovers EVs: 252 HP / 30 Spd / 228 SDef Calm Nature -Thunderbolt -Hidden Power [Ice/Grass] -Rest -Sleep Talk A set that hasn't changed since Advance. Zapdos doesn't have the best defenses in the world, but it can still take a hit, has Pressure to stall enemies, (including Blissey), and can absorb Sleep and other status effects. Zapdos @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Modest/Timid Nature -Thunderbolt -Hidden Power [Ice/Grass] -Extrasensory -U-Turn Choice Specs gives Zapdos even more power, but its special movepool is very limited. U-Turn doesn't get a boost from Choice Specs, but is still useful for scouting counters while hurting Grass types at the same time. ----------------------MOLTRES---------------------------- Type: Fire/Flying Ability: Pressure Base Stats: 90 HP / 100 Atk / 90 Def / 125 SAtk / 85 SDef / 90 Spd Pros: Excellent Sp. Attack Cons: 4x Stealth Rock weakness, limited movepool Moltres @Choice Specs/Choice Scarf EVs: 6 HP / 252 Spd / 252 SAtk Timid Nature -Overheat -Air Slash -Hidden Power [Ice/Grass] -Flamethrower/Fire Blast Overheat can do a ton of damage, but you may want a secondary fire move in case the Sp. Attack drop will put you at a disadvantage. HP Ice for Dragons or HP Grass for Waters and Rhyperior. Moltres @Hot Rock EVs: 6 HP / 252 Spd / 252 SAtk Modest/Timid Nature -Flamethrower/Fire Blast -Sunny Day -Solarbeam -Air Slash/Hidden Power [Ice] This set revolves around Sunny Day. Solarbeam from Moltres's super high Sp. Attack will seriously hurt most Water and Rock types that think they can switch in. ----------------------DRAGONITE-------------------------- Type: Dragon/Flying Ability: Inner Focus Base Stats: 91 HP / 134 Atk / 95 Def / 100 SAtk / 100 SDef / 80 Spd Pros: Amazing Attack, better defenses than most Dragons, diverse movepool, Outrage and Focus Punch let it stand out from Salamence Cons: 4x Ice weakness, rather slow for a Dragon Dragonite @Leftovers/Life Orb EVs: 58 HP / 252 Atk / 200 Spd Jolly Nature -Outrage -Earthquake -Fire Blast -Dragon Dance If you can get it set up, Dragon Dance and Outrage is a nearly unstoppable combo (except by certain Steels). Earthquake and Fire Blast take care of all the types resistant to Dragon. Use this near the end of the battle. You don't want to get stuck in Outrage too early. Dragonite @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Dragon Claw/Outrage -Earthquake -Fire Blast -Focus Punch/ No set up required with the physical Choice sweeper. Dragonite @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Mild Nature -Draco Meteor -Flamethrower -Focus Punch -Dragon Pulse Salamence may be faster and stronger, but Dragonite gets Focus Punch to take care of Blissey. Dragonite @Leftovers EVs: 64 Atk / 252 SAtk / 192 Spd Mild/Rash Nature -Substitute -Focus Punch -Dragon Pulse -Flamethrower Some of the same moves as above, but you're a bit safer with Substitute and you don't need to predict as much. ----------------------MEWTWO----------------------------- Type: Psychic Ability: Pressure Base Stats: 106 HP / 110 Atk / 90 Def / 154 SAtk / 90 SDef / 130 Spd Pros: Incredible Sp. Attack and Speed, great all around stats, extremely diverse movepool, one of the best special sweepers in the game Cons: Not much. New ubers Darkrai and Arceus can now counter it, but even they won't always stand in its way. Mewtwo @Leftovers EVs: 42 HP / 252 SAtk / 216 Spd Timid Nature -Ice Beam -Thunderbolt/Recover -Taunt -Calm Mind Taunt Mewtwo was scary in Advance and is still scary in D/P since Taunt now lasts longer. You can laugh in the face of walls like Blissey and Lugia since they have no way of stopping you once they've been Taunted. Ice Beam is the one true move for this set since no Pokemon resist it and most ubers are weak against it. Thunderbolt gives you additional coverage, but Recover is useful for healing HP lost while you were using Calm Mind. Mewtwo @Life Orb/Choice Specs EVs: 76 Atk / 212 SAtk / 220 Spd Timid Nature -Shadow Ball -Ice Beam -Thunder -Focus Punch/Aura Sphere An all out attacker. This set takes advantage of Mewtwo's diverse movepool to cover every Pokemon in ubers, including Blissey. Thunder hits Kyogres. Move the Attack EVs into HP if you're not using Focus Punch. Mewtwo @Leftovers/Life Orb EVs: 42 HP / 252 Atk / 216 Spd Adamant Nature -Ice Punch -Earthquake/Fire Blast -Bulk Up -Brick Break/Selfdestruct You may think physical Mewtwo is silly, but it can be both surprising and devastating. Mewtwo already has a good Attack stat and many ubers lack Defense, so Mewtwo can hit them where it hurts. Ice Punch for Dragons, Earthquake or Fire Blast for Steels, Brick Break for Darkrai and Blissey, or Selfdestruct (from XD) to go out with a bang. ----------------------MEW-------------------------------- Type: Psychic Ability: Synchronize Base Stats: 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spd Pros: Learns every TM/HM in the games, which gives it an incredibly diverse movepool (second only to Smeargle). Cons: Outclassed as a sweeper by Mewtwo, so be sure to use its exclusive moves to your advantage. Mew @Leftovers EVs: 252 HP / 36 SDef / 220 Spd Timid Nature -Nasty Plot -Baton Pass -Hypnosis -Substitute/Taunt/Dark Pulse Mew is the only uber that can Baton Pass, and this is the special passing set. Along with Nasty Plot, Mew can also pass 101-HP Substitutes, put counters to sleep with Hypnosis or Taunt to prevent them from setting up. If you really prefer to have an attacking move, Dark Pulse is your best choice since nothing is immune to it and it can hit most ubers supereffectively. Mew @Leftovers EVs: 252 HP / 36 SDef / 220 Spd Jolly Nature -Swords Dance -Baton Pass -Substitute/Hypnosis -Taunt/Shadow Claw Similar to the first set, but this time you're passing Attack with Swords Dance. Otherwise, the idea is the same. Mew @Leftovers/Life Orb EVs: 36 HP / 252 SAtk / 220 Spd Timid Nature -Dark Pulse -Ice Beam/Grass Knot -Nasty Plot -Taunt/Baton Pass/Hypnosis Mew has good Sp. Attack as well, and can boost it even higher with Nasty Plot. As mentioned, Dark Pulse is effective against most ubers (who are Psychic), Ice Beam hits all the Dragon ubers, while Grass Knot is particularily effective against Kyogre and Groudon. Your last slot is reserved for moves that disable counters or in Baton Pass's case, escape from them. Mew @Leftovers/Life Orb EVs: 36 HP / 252 Atk / 220 Spd Jolly Nature -Earthquake -Shadow Claw -Swords Dance -Taunt/Baton Pass/Hypnosis Physical variant of above set. Earthquake and Shadow Claw cover a lot of opponents you may face in ubers, although you can work in other physical attacks into this set if you'd like. Mew @Leftovers EVs: 252 HP / 36 SDef / 220 Spd Timid/Jolly Nature -Transform -Hypnosis -Reflect/Light Screen -Softboiled This set is neither special nor physical, but is whatever opponent you turn into. Transform can be a really fun surprise against your opponent and the last three moves are used to help you survive longer ----------------------MEGANIUM--------------------------- Type: Grass Ability: Overgrow Base Stats: 80 HP / 82 Atk / 100 Def / 83 SAtk / 100 SDef / 80 Spd Pros: Good defenses, learns userful support moves Cons: Outside of support moves, its movepool isn't very interesting. Meganium @Leftovers EVs: 252 HP / 78 Def / 180 SDef Bold Nature -Energy Ball -Aromatherapy -Leech Seed -Reflect/Light Screen As mentioned, support is the way to go with Meganium. Status healing with Aromatherapy, extra recovery with Leech Seed, and boosted defenses with Reflect or Light Screen can really help your team out. ------------------------TYPHLOSION--------------------- Type: Fire Ability: Blaze Base Stats: 78 HP / 84 Atk / 78 Def / 109 SAtk / 85 SDef / 100 Spd Pros: Great Sp. Attack and high Speed, gains Eruption in D/P Cons: Offensive movepool is rather lacking compared to Typhlosion @Choice Scarf EVs: 120 Atk / 252 SAtk / 138 Spd Mild Nature -Eruption -Focus Punch -Hidden Power [Ice] -Overheat Eruption is a great addition because Typhlosion has the speed to attack before taking damage from most opponents, which basically means you'll be hitting them with a Blast Burn that doesn't need recharging. When you are at low HP and Eruption no longer does much, Blaze kicks in and you can still hit enemies hard with Overheat. HP Ice is for Dragons. Typhlosion @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Flamethrower/Fire Blast -Focus Punch -Hidden Power [Ice] -Overheat This is more of your traditional Fire-type sweeper, except Typhlosion has the arms to use Focus Punch for Blissey. Typhlosion @Heat Rock EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Flamethrower/Fire Blast -Solarbeam -Hidden Power [Ice] -Sunny Day Typhlosion also gets Solarbeam in D/P, so a Sunny Day set is viable. However, don't use this in OU since Sandstream will easily mess it up. ------------------------FERALIGATR--------------------- Type: Water Ability: Torrent Base Stats: 85 HP / 105 Atk / 100 Def / 79 SAtk / 83 SDef / 78 Spd Pros: Great Attack, learns Dragon Dance Cons: Largely outclassed by Gyarados and other OU Water types. Feraligatr @Leftovers EVs: 138 HP / 252 Atk / 120 Spd Adamant Nature -Waterfall -Ice Punch -Earthquake -Dragon Dance/Swords Dance Dragon Dance makes Feraligatr a good Water-type physical sweeper (though Gyarados does the job much better). Still, Gyarados doesn't learn Ice Punch and Feraligatr can use Swords Dance as an alternate Attack booster. Feraligatr @Choice Band EVs: 136 HP / 252 Atk / 122 Spd Adamant Nature -Waterfall -Ice Punch -Earthquake -Rock Slide As with any Pokemon with good Attack, Feraligatr can use a Choice Band if you want a simple sweeping set. ------------------------FURRET------------------------- Type: Normal Ability: Run Away/Keen Eye Base Stats: 85 HP / 76 Atk / 64 Def / 45 SAtk / 55 SDef / 90 Spd Pros: Good movepool, pretty good Speed Cons: Mediocre attack and low defenses Furret @Choice Band/Choice Scarf EVs: 4 HP / 252 Atk / 252 Spd Adamant/Jolly Nature -Return/Double-Edge -Focus Punch -Shadow Claw/Sucker Punch -Trick Trick saves this set from being just another Choice sweeper. It has good coverage with the attacks listed, but it doesn't have the power to pull them off effectively. ------------------------NOCTOWL------------------------ Type: Normal/Flying Ability: Insomnia/Keen Eye Base Stats: 100 HP / 50 Atk / 50 Def / 76 SAtk / 96 SDef / 70 Spd Pros: Can make 101-HP Substitutes for all its worth Con: Rather slow, low offensive stats, unimpressive movepool Noctowl @Leftovers EVs: 252 HP / 252 SDef / 6 Spd Calm Nature Ability: Insomnia -Air Slash -Hypnosis -Reflect -Roost Support Noctowl is the most you'll get out of it. Put something to sleep, Reflect, and switch out. ------------------------LEDIAN------------------------- Type: Bug/Flying Ability: Swarm/Early Bird Base Stats: 55 HP / 35 Atk / 50 Def / 55 SAtk / 110 SDef / 85 Spd Pros: Excellent Sp. Defense, great support moves Cons: Very frail due to low HP, terrible offensive stats, many weaknesses due to bad type combo Ledian @Focus Sash/Leftovers EVs: 252 HP / 4 Atk / 252 Spd Jolly Nature -Agility/Swords Dance -Substitute -Baton Pass -Ice Punch/Thunderpunch Baton Passing is one of Ledian's talents (and probably its only talent). Ninjask and Scizor can do it better, but this is Ledian's moveset, not their's. Ledian @Focus Sash EVs: 252 HP / 4 SAtk / 252 Spd Timid Nature -Bug Buzz -Reflect -Light Screen -Knock Off More general support. Reflect and Light Screen help defend the team while Knock Off can mess up some opponents. ------------------------ARIADOS------------------------ Type: Bug/Poison Ability: Insomnia/Swarm Base Stats: 70 HP / 90 Atk / 70 Def / 60 SAtk / 60 SDef / 40 Spd Pros: Spider Web and Baton Pass combo Cons: Terribly slow, frail defenses, overall mediocre stats Ariados @Focus Sash EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Insomnia -Poison Jab -Agility -Spider Web -Baton Pass Try to trap something and Baton Pass it to someone more sturdy. Agility can aid in your escape. ------------------------CROBAT------------------------- Type: Poison/Flying Ability: Inner Focus Base Stats: 85 HP / 90 Atk / 80 Def / 70 SAtk / 80 SDef / 130 Spd Pros: Amazing Speed. Now with Hypnosis, it's the fastest Sleep inducer in the game. Excellent Fighting counter. Cons: Unimpressive offensive stats, easily walled by Steel-types Crobat @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Cross Poison -Brave Bird -U-Turn -Pursuit With one of the highest speeds of any non-legendary Pokemon, Crobat rushes in with a powerful Brave Bird or Cross Poison to strike opponents. U-Turn to switch out from opponents you're afraid of (like Steel types) or Pursuit to get opponents who are switching out from you. Crobat @Black Sludge EVs: 100 HP / 156 SAtk / 252 Spd Jolly Nature -Cross Poison -u-Turn -Hypnosis -Roost With Hypnosis, Crobat is now the fastest sleep-inducer in the game. Crobat @Black Sludge EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Sludge Bomb -Air Slash -Hypnosis/Hidden Power [Fighting] -Nasty Plot Crobat's Sp. Attack is lower, but still not bad, and it can use Nasty Plot to quickly boost it. With a special set, it can finally use a move to hit Steel types supereffectively. ------------------------LANTURN------------------------ Type: Water/Electric Ability: Volt Absorb/Illuminate Base Stats: 125 HP / 58 Atk / 58 Def / 76 SAtk / 76 SDef / 67 Spd Pros: Excellent HP Cons: It's other stats are unimpressive Lanturn @Leftovers EVs: 64 HP / 192 SAtk / 252 SDef Modest/Calm Nature Ability: Volt Absorb -Surf -Thunderbolt -Ice Beam -Thunder Wave A standard set for Lanturn, utilizing its ability to cover just about every Pokemon out there (except for Shedinja). Thunder Wave can be a good move against potential counters and makes up for Lanturn's poor speed. Lanturn @Leftovers EVs: 64 HP / 192 SAtk / 252 SDef Calm Nature Ability: Volt Absorb -Surf -Thunderbolt/Ice Beam -Rest -Sleep Talk This set makes a nice special tank for UU, absorbing asleep and other status effects while still being able to attack. ------------------------XATU---------------------------- Type: Psychic/Flying Ability: Early Bird/Synchronize Base Stats: 65 HP / 75 Atk / 70 Def / 95 SAtk / 70 SDef / 95 Spd Pros: Good Sp. Attack and Speed, excellent support movepool Cons: Frail defenses and HP Xatu @Leftovers EVs: 252 HP / 6 Atk / 252 Spd Jolly Nature Ability: Synchronize -U-Turn -Thunder Wave -Reflect/Light Screen -Wish Xatu learns a lot of useful support moves and while it is pretty frail, it can still pull these moves off. Set up a shield of your choice, paralyze counters and use Wish if you have time and U-Turn away to a teammate. Xatu @Leftovers EVs: 252 HP / 6 SAtk / 252 Spd Timid Nature Ability: Synchronize -Calm Mind -Baton Pass -Roost/Wish -Psychic A Natu from XD can learn Baton Pass once purified, so this gives Xatu a chance at passing Calm Mind boosts to teammates. Xatu @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Synchronize -Psychic -Grass Knot -Hidden Power [Fighting] -Shadow Ball It's Sp. Attack and Speed are above average, so a Choice sweeper set works well. HP Fighting takes care of Darks and Steels, Shadow Ball for other Psychics, and Grass Knot for heavier brutes. ------------------------AMPHAROS------------------------ Type: Electric Ability: Static Base Stats: 90 HP / 75 Atk / 75 Def / 115 SAtk / 90 SDef / 55 Spd Pros: Excellent Sp. Attack, good defenses for an Electric type Cons: Rather limited movepool, slow Ampharos @Leftovers EVs: 148 HP / 184 Atk / 176 SAtk Quiet Nature -Thunderbolt -Substitute -Focus Punch -Hidden Power [Grass/Ice]/Signal Beam Ampharos is too slow to sweep like other Electrics, but its good HP and defenses allow it to sit back and attack while carrying Focus Punch in case Blissey gets in its way. ------------------------BELLOSSOM----------------------- Type: Grass Ability: Chlorophyll Base Stats: 75 HP / 80 Atk / 85 Def / 90 SAtk / 100 SDef / 50 Spd Pros: Good Sp. Defense Cons: Slow, limited movepool Bellossom @Leftovers EVs: 252 HP / 6 SAtk / 252 SDef Calm Nature -Energy Ball/Grass Knot -Sleep Powder -Stun Spore -Synthesis/Hidden Power [Fire/Ice]/Leech Seed Bellossom has above average defenses, so it works well with a defensive moveset. Double status effects can really mess a team up. Leech Seed is only obtainable from a NYPC event. Bellossom @Heat Rock/Leftovers EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Sunny Day -Solarbeam -Hidden Power [Fire] -Sleep Powder Vileplume can do this better thanks to a higher Sp. Attack. But Bellossom's higher Sp. Def allows it to take a hit or something. Anyways, it's a simple SunnyBeam set. ------------------------AZUMARILL----------------------- Type: Water Ability: Huge Power/Thick Fat Base Stats: 100 HP / 50 Atk / 80 Def / 50 SAtk / 80 SDef / 50 Spd Pros: Huge Power boosts its Attack to impressive levels, good HP and defenses, gains good physical attacks in D/P Cons: Poor speed Azumarill @Leftovers EVs: 252 HP / 252 Atk / 6 SDef Adamant Nature Ability: Huge Power -Waterfall -Substitute -Focus Punch -Ice Punch Azumarill is a great SubPuncher. It has high HP and good enough defenses to take a hit while Subbing and doing enormous damage with Focus Punch. Azumarill @Choice Band EVs: 212 HP / 252 Atk / 44 Spd Adamant Nature Ability: Huge Power -Waterfall -Ice Punch -Focus Punch -Body Slam/Aqua Jet Choice Band increases Azumarill's Attack to even more impressive levels. Body Slam can paralyze opponents, making up for Azumarill's low speed. Aqua Jet can also do that since it always goes first. ------------------------SUDOWOODO----------------------- Type: Rock Ability: Rock Head/Sturdy Base Stats: 70 HP / 100 Atk / 115 Def / 30 SAtk / 65 SDef / 30 Spd Pros: Great Attack and Defense, gains better physical moves in D/P Cons: Terribly slow Sudowoodo @Choice Band EVs: 252 HP / 252 Atk / 6 SDef Adamant Nature Ability: Rock Head -Stone Edge -Earthquake -Wood Hammer -Explosion Though Sudowoodo doesn't have the most impressive Attack, it can get 4 strong moves that all have at least 100 power. Wood Hammer is a great addition for Water types thinking they can switch in safely. ------------------------POLITOED------------------------ Type: Water Ability: Water Absorb Base Stats: 90 HP / 75 Atk / 75 Def / 90 SAtk / 100 SDef / 70 Spd Pros: Good Sp. Def, nice special and support movepool Cons: Very mediocre, outclassed by many better Water types. Politoed @Leftovers EVs: 252 HP / 6 SAtk / 252 SDef Calm Nature -Surf -Ice Beam -Hypnosis -Hidden Power [Electric]/Counter/Toxic Politoed's stats tell you that it's a special based Pokemon with nice defensive capabilities, so use this set as such. Hypnosis is one of the highlights on this Pokemon, and you can go for a second status with Toxic. HP Electric takes care of Water opponents, while Counter is a great suprise as many people will try to take on your weaker Defense stat. Politoed @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Substitute -Belly Drum -Waterfall -Return/Earthquake It's cousin Poliwrath does this a lot better, but since Pokemon that learn Belly Drum are pretty rare, this set deserves a mention. Waterfall and Return provide decent coverage, except against Empoleon and Water/Rock types, who are all weak to Earthquake. -----------------------JUMPLUFF------------------------- Type: Grass/Flying Ability: Chlorophyll Base Stats: 75 HP / 55 Atk / 70 Def / 55 SAtk / 85 SDef / 110 Spd Pros: Very fast, learns some support moves that can annoy the heck out of opponents Cons: Terribly attacking stats Jumpluff @Leftovers EVs: 252 HP / 6 Def / 252 Spd Jolly Nature -Sleep Powder -Substitute -Leech Seed -Encore/Aerial Ace/U-Turn With high Speed and a sleep move, Jumpluff's specialty is using the SubSeed combo to drain health from opponents while preventing them from doing any damage. Aerial Ace can damage other Grass types who are immune to Leech Seed. U-Turn can scout for switches. -----------------------SUNFLORA------------------------- Type: Grass Ability: Chlorophyll/Solar Power Base Stats: 75 HP / 75 Atk / 55 Def / 105 SAtk / 85 SDef / 30 Spd Pros: Great Sp. Attack Cons: Extremely slow, frail defenses, limited movepool Sunflora @Heat Rock EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Solarbeam -Sludge Bomb -Hidden Power [Fire] -Sunny Day A simple Sunny Day set which can take advantage of either of Sunflora's abilities, depending on what stat you want to boost. Sunflora @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Leaf Storm -Sludge Bomb -Hidden Power [Fire/Ice] -Energy Ball/Grasswhistle Though its speed is lacking, it can certainly deal damage with its high Sp. Attack. -----------------------QUAGSIRE------------------------- Type: Water/Ground Ability: Water Absorb/Damp Base Stats: 95 HP / 85 Atk / 85 Def / 65 SAtk / 65 SDef / 35 Spd Pros: Good HP/Atk/Def, immunity to Ground and Electric attacks Cons: Vey slow, outclassed by Swampert Quagsire @Leftovers EVs: 252 HP / 60 Atk / 196 Def Relaxed/Impish Nature Ability: Water Absorb -Curse -Earthquake -Waterfall -Ice Punch/Ice Beam Sort of like a mini-Swampert, Quasire can boost two of its highest stats with Curse. Ice Punch goes with the physical theme, but Ice Beam is more powerful initially if you don't have time to use Curse right away. Quagsire @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish/Relaxed Nature Ability: Water Absorb -Counter -Earthquake -Waterfall/Surf/Ice Beam -Toxic/Protect Counter is great on Quagsire as it has plenty of HP and good enough Defense to take a physical hit. Toxic gradually weakens enemy Water types. Protect scouts for attacks and lets you get an extra turn of healing with Leftovers. -----------------------ESPEON--------------------------- Type: Psychic Ability: Synchronize Base Stats: 65 HP / 65 Atk / 60 Def / 130 SAtk / 95 SDef / 110 Spd Pros: Excellent Sp. Attack and Speed Cons: Low HP and Defense, limited movepool, Pursuit weakness Espeon @Leftovers EVs: 196 HP / 122 SDef / 192 Spd Timid Nature -Psychic -Calm Mind -Substitute -Baton Pass Baton Passing Espeon hasn't changed a bit since Advance. Its goal is the same: pass special boosts and Subs to the teammates. Espeon @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Psychic -Shadow Ball -Grass Knot -Hidden Power [Fighting/Fire] Now with Choice Specs, Espeon can go all out with its awesome Sp. Attack. Shadow Ball hits enemy Psychics, HP Fire for Steel/Psychics like Bronzong or Metagross, HP Fighting for Steels/Darks/Blissey, and Grass Knot to hit foes like Rhyperior or Swampert. -----------------------UMBREON-------------------------- Type: Dark Ability: Synchronize Base Stats: 95 HP / 65 Atk / 110 Def / 60 SAtk / 130 SDef / 65 Spd Pros: Good HP and excellent defenses Cons: A complete bait for Fighting-types to switch in Umbreon @Leftovers EVs: 252 HP / 252 Def / 6 SDef Bold Nature -Mean Look -Baton Pass -Taunt/Charm -Wish Umbreon is another Pokemon that hasn't changed at all since Advance. Trap the opponent with Mean Look and pass the effect to a team mate. Taunt and Charm aid in this process. Taunt prevents Roar and whirlwind from forcing you to switch while Charm hampers physical attackers (especially Fighting-types). Wish is Umbreon's best healing move and is more useful than Moonlight since it can heal other team members. -----------------------SLOWKING------------------------- Type: Water/Psychic Ability: Oblivious/Own Tempo Base Stats: 95 HP / 75 Atk / 80 Def / 100 SAtk / 110 SDef / 30 Spd Pros: Great SAtk and SDef Cons: Considered inferior to Slowbro, who makes a better bulky water due to its better Defense. Slowking @Leftovers EVs: 212 HP / 44 SAtk / 252 SDef Modest Nature Ability: Own Tempo -Surf -Ice Beam / Grass Knot / Hidden Power [Electric] -Nasty Plot -Slack Off Nasty Plot sets Slowking apart from Slowbro, who most consider the better of the two. Still, Slowking can act as one of those bulky sweepers, who are slow but possess great Sp. Atk and good defenses. Surf is practically mandatory as a good STABed move. Your second attacking move depends on whatever you want to cover. Ice Beam for Dragons/Grass, Grass Knot for Waters, and HP Electric for Gyarados. Slowking @Choice Specs EVs: 212 HP / 252 SAtk / 44 SDef Modest Nature Ability: Own Tempo -Surf -Ice Beam -Psychic -Grass Knot/Hidden Power [Electric] Simply Specs set. Both Grass Knot and HP Electric handle opponent Water-types (Grass for heavy Pokemon like Swampert and Milotic, Electric for Gyarados) -----------------------UNOWN---------------------------- Type: Psychic Ability: Levitate Base Stats: 48 HP / 72 Atk / 48 Def / 72 SAtk / 48 SDef / 48 Spd Pros: Ummm...it comes in multiple forms. That's kinda neat, right? Cons: Poor stats, only learns one move Unown @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature -Hidden Power [Fighting/Ice/Psychic] lol, just choose whatever Hidden Power you think would be most effective. It's not like Unown can do anything else. -----------------------WOBBUFFET------------------------ Type: Psychic Ability: Shadow Tag Base Stats: 190 HP / 33 Atk / 58 Def / 33 SAtk / 58 SDef / 33 Spd Pros: Third highest HP of any Pokemon and of course, SHADOW TAG! Cons: Can't heal itself, can't deal direct damage Wobbuffet @Leftovers EVs: 4 HP / 252 Def / 252 SDef Bold Nature -Counter -Mirror Coat -Encore -Charm/Safeguard The infamous Wobbuffet. This set is so annoying that it caused Wobb to get banned from standard play. Your opponent will feel helpless once it's been trapped with Shadow Tag and Encored to use its last move over and over again. Charm makes physical sweepers nearly useless while Safeguard prevents nasty status effects from crippling you. -----------------------GIRAFARIG------------------------ Type: Normal/Psychic Ability: Inner Focus/Early Bird Base Stats: 70 HP / 80 Atk / 65 Def / 90 SAtk / 65 SDef / 85 Spd Pros: Great support movepool Cons: Stats are rather unimpressive, especially its defenses Girafarig @Leftovers EVs: 252 HP / 6 SDef / 252 Spd Timid Nature -Agility -Baton Pass -Calm Mind/Substitute -Psychic Girafarig can learn many stat-boosting moves, but it's too frail to use most of them. Agility is the one real stat-booster it uses well. The speed boost can really come in handy since you'll be faster than all your opponents on the turn you Baton Pass. If you have time, try setting up with Calm Mind or Sub. Girafarig @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Psychic -Thunderbolt -Grass Knot/Energy Ball -Shadow Ball/Hidden Power [Fire/Fighting] It has a nice special movepool and its Sp. Attack isn't shabby, so a Choice Specs set works nicely. -----------------------FORRETRESS----------------------- Type: Bug/Steel Ability: Sturdy Base Stats: 75 HP / 90 Atk / 140 Def / 60 SAtk / 60 SDef / 40 Spd Pros: Amazing Defense, many resistances, good Spiker and Spinner Cons: 4x Fire weakness, lacks Ground and Rock resistance which makes it vulnerable to sweepers like Rhyperior and Tyranitar. Forretress @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish/Relaxed Nature -Earthquake/Gyro Ball -Spikes -Rapid Spin -Explosion Forretress hasn't changed much. It's still a good physical wall whose talents reside in being able to use both Spikes and Rapid Spin. D/P gave it a new move in Gyro Ball, which goes along with Forretress's low speed to inflict major damage on fast opponents. Earthquake is still good for Magnezone and Fire-type switch ins. -----------------------DUNSPARCE------------------------ Type: Normal Ability: Serene Grace/Run Away Base Stats: 100 HP / 70 Atk / 70 Def / 65 SAtk / 65 SDef / 45 Spd Pros: Serene Grace and large movepool makes it very fun to use. Cons: All stats besides HP are rather low, now outclassed by Togekiss Dunsparce @Leftovers EVs: 252 HP / 252 Atk / 6 SDef Adamant Nature -Glare/Thunder Wave/Body Slam -Headbutt -Bite/Rock Slide -Earthquake The paraflinch set. Paralyze your opponent in one of three ways. Glare hits all Pokemon, but is inaccurate. Thunder Wave is very accurate, but won't hit Ground or Volt Absorb/Motor Drive Pokemon. Finally, Body Slam can deal damage and has a decent chance of paralysis. Next, make your foe flinch with Headbutt. Bite and Rock Slide also work if they're weak to those moves. Earthquake is there to hit Steels. Dunsparce @Leftovers EVs: 252 HP / 252 SAtk / 6 SDef Modest Nature -Charge Beam/Calm Mind -Ice Beam -Ancientpower/Water Pulse -Thunder Wave/Glare/Thunder Special Dunsparce. Charge Beam does damage and will always boost your Sp. Attack. Calm Mind works if you want to raise your rather low Sp. Defense. Dunsparce learns a lot of moves that have additional side-effects, so choose a couple and have fun! -----------------------STEELIX-------------------------- Type: Steel/Ground Ability: Sturdy/Rock Head Base Stats: 75 HP / 85 Atk / 200 Def / 55 SAtk / 65 SDef / 30 Spd Pros: Massive defense, large amount of resistances/immunities, 4x resistance to Stealth Rock Cons: Mediocre Attack, weakness to common types (Water/Ground/Fighting), no recovery move except Rest Steelix @Leftovers EVs: 252 HP / 76 Def / 180 SDef Impish/Relaxed Nature -Stealth Rock -Roar/Toxic -Earthquake -Explosion/Gyro Ball/Stone Edge Steelix is obviously a defensive Pokemon. Setting up a Stealth Rock is its first priority. After that, you can force switches with Roar or Toxic. Earthquake is a great STABed move and the fourth attack is up to you. Explosion is a good last resort move, Gyro Ball can do tons of damage due to Steelix's slow speed, and Stone Edge covers Flying types. -----------------------GRANBULL------------------------- Type: Normal Ability: Intimidate/Quick Feet Base Stats: 90 HP / 120 Atk / 75 Def / 60 SAtk / 60 SDef / 45 Spd Pros: Excellent Attack, Intimidate, good physical movepool Cons: Very slow Granbull @Choice Band/Choice Scarf EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Intimidate -Return -Earthquake -Crunch -Close Combat If it wasn't so slow, it would be an excellent physical sweeper. But it learns plenty of good physical moves and getting hit with a STABed Return will hurt a lot. Granbull @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Intimidate -Return -Earthquake -Fire Fang -Bulk Up With Intimidate and that nice HP stat, Granbull can afford to spend time setting up before it sweeps. Return and Earthquake provide plenty of coverage, and Fire Fang handles Skarmory/Bronzong, who resist those two attacks. -----------------------QWILFISH------------------------- Type: Water/Poison Ability: Poison Point/Swift Swim Base Stats: 65 HP / 95 Atk / 75 Def / 55 SAtk / 55 SDef / 85 Spd Pros: Nice Attack, learns some fun support moves Cons: Overal mediocre stats, rather frail Qwilfish @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Ability: Swift Swim Adamant Nature -Waterfall/Aqua Tail -Poison Jab -Explosion -Swords Dance/Rain Dance A simple and standard physical sweeper set. You can either use Swords Dance to double your Attack or use Rain Dance to double your Speed and power up your Water move. Qwilfish @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Flail -Waterfall/Swords Dance -Endure/Substitute -Destiny Bond A fun Flail set. Qwilfish differs from other Flailers because it has a surprise Destiny Bond for Pokemon that resist or are immune to Flail. Qwilfish @Leftovers EVs: 252 HP / 6 Def / 252 Spd Jolly Nature -Spikes -Thunder Wave -Destiny Bond -Waterfall It's not the most sturdy Spiker in the world, but it does a nice job of supporting the team by paralyzing opponents with Thunder Wave or taking down tough foes with Destiny Bond. -----------------------SCIZOR--------------------------- Type: Bug/Steel Ability: Swarm/Technician Base Stats: 70 HP / 130 Atk / 100 Def / 55 SAtk / 80 SDef / 65 Spd Pros: Amazing Attack, good Defense, good variety of resistances and only one weakness Cons: 4x Fire weakness Scizor @Leftovers EVs: 252 HP / 110 Def / 148 Spd Impish Nature -Agility -Swords Dance -X-Scissor -Baton Pass Scizor has better defenses than its unevolved form so it can stand to stat boost some more unless you're facing a Fire type. Scizor @Liechi Berry EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Swarm -Agility -Endure -Reversal -Night Slash/X-Scissor Unlike Scyther, Scizor isn't fast enough to pull off a Reversal with it's slow speed, so it will have to use Agility and a Liechi Berry instead. Scizor @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Def Adamant Nature Ability: Technician -X-Scissor -Iron Head -Pursuit -Aerial Ace Scizor's massive attack and improved physical movepool comes in handy with the Choice sweeper set. The last two moves take advantage of Scizor's Technician ability. Scizor @Life Orb EVs: 192 HP / 244 Atk / 64 Def Adamant Nature Ability: Technician -Swords Dance -Quick Attack -Brick Break -X-Scissor/Night Slash A Swords Danced Quick Attack can do way more damage than you think, mostly due to Technician and Life Orb. It's a great way of hitting opponents that would be faster than you. Brick Break and Night Slash take care of the Steel, Rock, and Ghosts types that don't mind Quick Attack. -----------------------SHUCKLE-------------------------- Type: Bug/Rock Ability: Sturdy/Gluttony Base Stats: 20 HP / 10 Atk / 230 Def / 10 SAtk / 230 SDef / 5 Spd Pros: The highest Defense and Sp. Defense of any Pokemon Cons: Terrible HP cancels out its great defenses, almost no speed or attacking power, no recovery move besides Rest, Stealth Rock weakness Shuckle @Leftovers EVs: 252 HP / 252 Def / 4 SDef Careful Nature -Knock Off -Stealth Rock -Toxic -Protect/Rest The only non-gimmicky set that this Pokemon can use. Knock Off is handy for removing items that your opponents may rely on. Shuckle is another Pokemon that can use Stealth Rock, which combos nicely with Toxic to force opponents to switch. Protect goes with Toxic for some stalling. You can use Rest, but be careful, because a strong opponent may defeat you during the turns you sleep. -----------------------HERACROSS------------------------ Type: Bug/Fighting Ability: Guts/Swarm Base Stats: 80 HP / 125 Atk / 75 Def / 40 SAtk / 95 SDef / 85 Spd Pros: Excellent Attack, extremely powerful STABed moves, great physical movepool, considered the best Bug-type in the game. Cons: 4x Flying weakness Heracross @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Guts -Megahorn -Close Combat -Stone Edge -Pursuit The main moveset for Heracross that makes it such a scary force. A STABed CBed Megahorn or Close Combat will do tons of damage. Even some Flying Pokemon will take a major chunk of damage from those two attacks. As if that wasn't enough, Heracross still has Stone Edge for any Fliers. Many Pokemon are scared of Heracross and will immediately switch out when they see it. Pursuit catches those Pokemon as they try to escape and can do a lot of damage that way. The Choice Scarf set won't do as much damage, but the item gives it a big Speed boost that allows it to outrun most opponents including ones that would normally give it trouble. Heracross @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Adamant/Jolly Nature Ability: Guts -Megahorn -Close Combat -Stone Edge -Swords Dance This set takes longer to set up since it uses Swords Dance. But it has the potential to deal more damage than the CBer if you can get it properly set up. It also allows you the ability to switch moves, unlike the Choice sets. Heracross @Salac Berry EVs: 12 HP / 244 Atk / 252 Spd Adamant Nature Ability: Swarm -Megahorn -Stone Edge -Swords Dance -Substitute A SubSalac sweeper. Swords Dance up and bring your HP down until Salac Berry activates. At that stage, Swarm also kicks in and boosts your Megahorn's power. Having an HP number divisible by 4 is required for this set, since Salac will activate upon using your third Sub. After you're all set up, sweep your foes to death. This is rather tricky to set up but the pay off is great and it can catch your opponent off guard. Heracross @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Swarm -Substitute/Endure -Reversal -Megahorn -Swords Dance/Night Slash A standard Reversal set. With awesome Attack and STAB, a Reversal from Heracross will do massive damage. Use it at your own risk though. Sandstorm is everywhere these days and at 1 HP, Heracross will die instantly when it gets to that level. Heracross @Leftovers EVs: 252 HP / 132 Atk / 124 Spd Adamant Nature Ability: Guts -Megahorn/Close Combat -Stone Edge -Rest -Sleep Talk A RestTalk set that takes advantage of Heracross's Guts ability. Out of all the sets Heracross can have, this one can let it last the longest since it actually includes a healing move. -----------------------URSARING------------------------- Type: Normal Ability: Guts/Quick Feet Base Stats: 90 HP / 130 Atk / 75 Def / 75 SAtk / 75 SDef / 55 Spd Pros: Amazing attack, large physical movepool Cons: Slow speed and only mediocre defenses Ursaring @Leftovers EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Quick Feet -Return -Earthquake -Shadow Claw/Stone Edge -Swords Dance A standard Swords Dancing set. Return and Earthquake are the standard for most Normal physical sweepers. Shadow Claw hits Ghost types, but Stone Edge prevents Skarmory from ruining your day. Ursaring @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature -Return -Earthquake -Shadow Claw/Stone Edge -Fire Punch With a Choice set, you have room for one more attack. Fire Punch is used to keep Bronzong at bay. Ursaring @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Guts -Return -Stone Edge/Earthquake -Rest -Sleep Talk RestTalking allows you to keep yourself healthy while gaining an Attack boost as you rip the opponent apart. The problem is that you only have room for two moves. You'll obviously want Return. Without Stone Edge, Gengar and Skarmory have no trouble against you. Without Earthquake, Metagross eats you for lunch. -----------------------MAGCARGO------------------------- Type: Fire/Rock Ability: Flame Body/Magma Armor Base Stats: 50 HP / 50 Atk / 120 Def / 80 SAtk / 80 SDef / 30 Spd Pros: Great Defense Cons: 4x Ground and Water weakness, terribly slow, horrible HP, mediocre offensive stats Magcargo @Leftovers EVs: 252 HP / 252 Def / 6 SDef Bold Nature Ability: Flame Body -Lava Plume/Flamethrower/Fire Blast -Stealth Rock -Yawn -Reflect/Light Screen Support Magcargo. It's the most it can do. Use Stealth Rock and force switches with Yawn. Set up a shield if you have time and attack only when necessary. Magcargo @Choice Specs EVs: 252 HP / 252 SAtk / 6 SDef Modest Nature Ability: Flame Body -Overheat -Ancientpower -Earth Power -Hidden Power [Ice/Electric] Choice Specs boosts Magcargo's mediocre Sp. Attack to an acceptable level. Overheat is your main attack. Ancientpower and Earth Power provide extra coverage. HP Ice for Dragons or HP Electric for Waters. -----------------------CORSOLA-------------------------- Type: Water/Rock Ability: Hustle/Natural Cure Base Stats: 55 HP / 55 Atk / 85 Def / 65 SAtk / 85 SDef / 35 Spd Pros: Great support movepool Cons: Many weaknesses to common types, including 4x Grass weak. Overall stats are unimpressive and rather low. Corsola @Leftovers EVs: 252 HP / 252 Def / 6 SDef Bold/Calm Nature Ability: Natural Cure -Surf -Stealth Rock -Reflect/Light Screen -Toxic/Recover Corsola learns a lot of interesting moves. But it's unable to use most of them effectively due to its low stats. This set is meant for support. Set up a Stealth Rock, a shield of your choice, then keep away opponent Water types with Toxic, or heal yourself with Recover. -----------------------OCTILLERY------------------------ Type: Water Ability: Suction Cups Base Stats: 75 HP / 105 Atk / 75 Def / 105 SAtk / 75 SDef / 45 Spd Pros: Great Attack and Sp. Attack, diverse special movepool Cons: Very slow, mediocre defenses Octillery @Leftovers/Choice Specs EVs: 252 HP / 252 SAtk / 6 Spd Modest Nature -Surf -Ice Beam -Flamethrower/Fire Blast -Energy Ball Octillery has a very nice special movepool and has the ability to learn Energy Ball and Fire attacks. This gives it coverage against many types of opponents. Octillery @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant/Brave Nature -Waterfall -Return -Rock Blast -Flamethrower/Fire Blast Octillery's physical movepool isn't as impressive, but it still has a great Attack stat. A Fire attack is needed to prevent Skarmory from walling you. -----------------------DELIBIRD------------------------- Type: Ice/Flying Ability: Hustle/Vital Spirit Base Stats: 45 HP / 55 Atk / 45 Def / 65 SAtk / 45 SDef / 75 Spd Pros: Not much. Hustle + Aerial Ace is sort of cool. Cons: Terrible stats and terrible movepool, many weaknesses, 4x Stealth Rock weakness Delibird @Choice Band EVS: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Hustle -Aerial Ace -Ice Shard -Focus Punch -Ice Punch With Hustle, the power of its physical attacks are boosted at the cost of its accuracy. By using Aerial Ace, you get the attack boost while still retaining the ability to always hit your opponent. Delibird @Focus Sash EVs: 164 HP / 92 Atk / 252 Spd Hasty Nature Ability: Vital Spirit -Counter -Thief -Quick Attack -Seismic Toss Predict a powerful physical attack coming from your opponent, survive it with Focus Sash, and Counter it back for the KO. -----------------------MANTINE-------------------------- Type: Water/Flying Ability: Water Absorb/Swift Swim Base Stats: 65 HP / 40 Atk / 70 Def / 80 SAtk / 140 SDef / 70 Spd Pros: Amazing Sp. Defense Cons: Other stats are merely average, 4x Electric weakness, limited movepool Mantine @Leftovers EVs: 252 HP / 6 SAtk / 252 SDef Calm Nature Ability: Water Absorb -Surf -Haze -Toxic -Ice Beam/Hidden Power [Electric] Mantine would be a great special wall if it wasn't 4x weak to Electric. But still, it does a good job of walling most other Water types. Haze prevents Suicune and Slowbro from setting up, Toxic weakens other Water types, and HP Electric is a weapon against Gyarados. Mantine @Wet Rock/Leftovers EVs: 148 HP / 252 SAtk / 110 Spd Modest Nature Ability: Swift Swim -Surf/Hydro Pump -Ice Beam -Hidden Power [Electric] -Rain Dance This set takes advantage of its Swift Swim ability and is nothing out of your ordinary Rain Dance set. -----------------------SKARMORY------------------------- Type: Steel/Flying Ability: Keen Eye/Sturdy Base Stats: 65 HP / 80 Atk / 140 Def / 40 SAtk / 70 SDef / 70 Spd Pros: Amazing physical wall, excellent Defense, large number of resistances and Ground/Poison immunity Cons: Has more trouble walling physical threats with stronger attacks and Pokemon in D/P (but still does a good job at it) Skarmory @Leftovers/Shed Shell EVs: 252 HP / 252 Def / 4 Spd Impish Nature -Drill Peck -Spikes -Roost -Whirlwind Here is what many consider the best physical wall in the game. Many Pokemon have trouble penetrating the sky-high Defense of this bird, even with super effective attacks. It specializes in setting up Spikes (or Stealth Rock) and forcing switches with Whirlwind. Roost keeps it alive and can temporarily remove its Flying type, giving it resistance to Rock and neutrality to Electric (but watch out, since you'll gain a Ground and Fighting weakness for that turn). -----------------------HOUNDOOM------------------------- Type: Fire/Dark Ability: Flash Fire/Early Bird Base Stats: 75 HP / 90 Atk / 50 Def / 110 SAtk / 80 SDef / 95 Spd Pros: Excellent Sp. Attack Cons: Frail defenses Houndoom @Life Orb/Salac Berry EVs: 40 HP / 252 SAtk / 218 Spd Timid Nature Ability: Flash Fire -Flamethrower -Dark Pulse -Nasty Plot -Substitute/Hidden Power [Grass/Ice/Fighting] Houndoom can quickly set up and sweep now that it learns Nasty Plot. Hidden Power can cover Pokemon that normally give Houndoom trouble. Grass for Swampert, Ice for Dragons, and Fighting for Tyranitar/Heatran. Substitute can prevent status effects and gets you down to the level where Salac Berry will activate. Houndoom @Choice Specs/Choice Scarf EVs: 40 HP / 252 SAtk / 218 Spd Timid Nature Ability: Flash Fire -Overheat -Dark Pulse -Hidden Power [Grass/Ice/Fighting] -Flamethrower Like any special sweeper, Houndoom has the option of going with a hard-hitting Choice sweeper set. -----------------------KINGDRA-------------------------- Type: Water/Dragon Ability: Swift Swim/Sniper Base Stats: 75 HP / 95 Atk / 95 Def / 95 SAtk / 95 SDef / 85 Spd Pros: Overall solid stats, only one weakness (Dragon) Cons: Rather limited movepool Kingdra @Leftovers/Wet Rock EVs: 240 HP / 252 Atk / 16 Spd Modest Nature Ability: Swift Swim -Surf/Hydro Pump -Ice Beam -Rain Dance -Dragon Pulse Kingdra works like most other Swift Swim Rain Dancers and this set hasn't chaned much since the last generation. Dragon Pulse is a useful new addition to help Kingdra take on Water types. Kingdra @Leftovers/Liechi Berry/Scope Lens EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Sniper -Dragon Dance -Return -Waterfall -Substitute Now with a physical Water attack, Kingdra's Dragon Dancing set is more viable than ever. Return and Waterfall cover everything except for Empoleon. Sub to prevent status and possibly activate Liechi. Kingdra @Choice Specs/Choice Scarf EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature Ability: Sniper -Surf -Ice Beam -Dragon Pulse -Draco Meteor A simple Choice sweeper set. -----------------------DONPHAN-------------------------- Type: Ground Ability: Sturdy Base Stats: 90 HP / 120 Atk / 120 Def / 60 SAtk / 60 SDef / 50 Spd Pros: Excellent Attack and Defense, great Spinner and physical wall Cons: Slow, low Sp. Defense Donphan @Leftovers EVs: 252 HP / 6 Atk / 252 Def Impish Nature -Earthquake -Ice Shard/Stone Edge -Rapid Spin -Knock Off/Stealth Rock/Roar Donphan is one of the best Spinners in the game, can switch in easily against a lot of physical sweepers, and still packs enough punch to hit many Pokemon hard. It has quite a lot of support options which you can choose as your fourth move, depending on what you need. Donphan @Choice Band EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature -Earthquake -Ice Shard -Stone Edge -Rapid Spin/Fire Fang Donphan can sweep with Choice Band while still doing a good job of walling physical threats. It can still come in and use Rapid Spin, or you can use Fire Fang so that Bronzong doesn't stop you. -----------------------STANTLER------------------------- Type: Normal Ability: Intimidate/Frisk Base Stats: 73 HP / 95 Atk / 62 Def / 85 SAtk / 65 SDef / 85 Spd Pros: Good Attack Cons: Overall mediocre stats, outclassed by better Normal sweepers (like Tauros) Stantler @Choice Band EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Intimidate -Return/Double-Edge -Earthquake -Iron Tail -Me First Stantler's movepool is limited and the only good physical moves it learns are Return/Double-Edge and Earthquake. Iron Tail can nail Ghosts like Gengar and Mismagius. Your last slot can be a filler, so you might as well try out Me First. Stantler @Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Intimidate -Return/Double-Edge -Earthquake -Iron Tail -Hypnosis Now that you're faster than most of the opponents you'll face, you can use Hypnosis to put any counters to sleep. Stantler @Leftovers EVs: 252 HP / 252 Atk / 6 Spd Jolly Nature Ability: Intimidate -Return/Double-Edge -Earthquake -Hypnosis -Thunder Wave Double status Stantler can inflict status conditions all over the place, making this a rather effective set. It's more defensive, but it still has the power to inflict damage. -----------------------SMEARGLE------------------------- Type: Normal Ability: Own Tempo/Technician Base Stats: 55 HP / 20 Atk / 35 Def / 20 SAtk / 45 SDef / 75 Spd Pros: Capable of learning every attack in the game Cons: Stats are too low to use the vast majority of these moves, limiting it to being a support Pokemon. Smeargle @Salac Berry EVs: 252 HP / 6 Def / 252 Spd Jolly Nature Ability: Own Tempo -Spore -Substitute -Belly Drum -Baton Pass One of the fastest ways to max out the Attack of any physical sweeper is by Baton Passing them a Belly Drum Boost. Smeargle can do just that. Put opponents to sleep, create a Sub, and then Belly Drum. After that, you should have no more than 75% of your health left which is enough to activate the Salac Berry. Now faster and stronger than any of your opponents, you can Baton Pass away to a teammate and watch them sweep. Smeargle @ Leftovers EVs: 252 HP / 6 Def / 252 Spd Jolly Nature Ability: Own Tempo -Spore -Ingrain -Substitute/Mean Look -Baton Pass This set is meant specifically for Baton Pass teams. Smeargle is the only Pokemon that learns both Ingrain and Baton Pass. Ingrain prevents any phazers from forcing you to switch, thereby ruining your stat boosting strategy. Sub to prevent status and critical hits or Mean Look to trap a sleeping opponent while you set up. Smeargle @Focus Sash EVs: 255 HP / 255 Spd Hasty Nature Ability: Own Tempo -Counter -Endeavor -Spore -Extremespeed Endeavor set number 1. Counter+Focus Sash is a great surprise against opponents who think they can defeat you with a powerful physical move. After getting down to 1 HP, you can put the next opponent to sleep with Spore, Endeavor them, and finish them off with Extremespeed. Smeargle @Salac Berry EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature Ability: Own Tempo -Endure -Spore -Endeavor -Extremespeed/Dragon Rage Endeavor set number 2. Endure a hit, activate Salac, and put your opponent to sleep. Endeavor them and finish them off with an Extremespeed or Dragon Rage. Dragon Rage has the advantage of working against Ghost types, who are immune to the other moves on this set. -----------------------HITMONTOP------------------------ Type: Fighting Ability: Intimidate/Technician Base Stats: 50 HP / 95 Atk / 95 Def / 35 SAtk / 110 SDef / 70 Spd Pros: Good defenses, learns Rapid Spin Cons: Terrible HP, mediocre Speed Hitmontop @ Choice Band EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Technician -Mach Punch -Stone Edge -Close Combat -Aerial Ace/Earthquake It has the lowest Attack of all the Hitmons, so having a Choice Band helps it out. STAB and Technician boosts Mach Punch to 90 power, making it a strong first-strike attack. Aerial Ace also takes advantage of Technician and helps against Fighting types. Hitmontop @ Leftovers EVs: 252 HP / 252 Atk / 6 Spd Adamant Nature Ability: Intimidate -Hi Jump Kick/Close Combat -Stone Edge -Rapid Spin -Mach Punch With Stealth Rock resistance, it makes a great Spinner. Intimidate and good defenses allow it to switch in on many opponents, especially Rock types. -----------------------MILTANK-------------------------- Type: Normal Ability: Thick Fat/Scrappy Base Stats: 95 HP / 80 Atk / 105 Def / 40 SAtk / 70 SDef / 100 Spd Pros: Great Defense and Speed, Scrappy is a handy new ability Cons: Somewhat outclassed as a tank by Miltank @Leftovers EVs: 252 HP / 252 Def / 6 Spd Impish Nature Ability: Scrappy -Return/Body Slam -Milk Drink -Heal Bell -Earthquake It's not going to replace Blissey anytime soon, but Miltank still works great as a cleric. Heal the team of status moves and stay alive with Milk Drink. Unlike Blissey, it can utilize its physical Attack well, so take advantage of this by giving the cow one or two physical moves. Miltank @Leftovers EVs: 252 HP / 110 Def / 148 SDef Careful Nature Ability: Scrappy -Return/Body Slam -Curse -Milk Drink -Earthquake Miltank has Tank in its name, so this set is quite fitting. Curse up while healing any damage you take with Milk Drink. With Scrappy, you don't have to worry about Ghosts switching in easily. However if you don't want Steels to stop you, then carry Earthquake. Miltank @Choice Band/Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Adamant Nature Ability: Scrappy -Return -Earthquake -Hammer Arm/Focus Punch -Fire Punch/Zen Headbutt Return and Earthquake cover a lot, but Skarmory and Bronzong will still wall you. A Fire attack is supereffective against both of them, but a Scrappy Miltank can't get Fire Punch. Zen Headbutt is decent for Fighting types. -----------------------BLISSEY-------------------------- Type: Normal Ability: Natural Cure/Serene Grace Base Stats: 255 HP / 10 Atk / 10 Def / 75 SAtk / 135 SDef / 55 Spd Pros: The highest HP of any Pokemon, amazing Sp. Defense, excellent support movepool, undoubtedly the best special wall in the game Cons: Slow, low Defense (though made up by her high HP), easy to set up on Blissey @Leftovers EVs: 148 HP / 252 Def / 108 SAtk Bold Nature Ability: Natural Cure -Ice Beam -Seismic Toss -Softboiled -Aromatherapy/Thunder Wave/Sing The standard set for one of the most overused Pokemon of all time and the bane of any special sweeper. Blissey overcomes her low offensive stats with the reliable Seismic Toss, dealing consistent damage to any non-Ghost opponent. Her Sp. Attack isn't too shabby and can hurt some things with Ice Beam. But her support moves are what makes Blissey really shine. Softboiled keeps her alive and Aromatherapy heals your entire team of nasty status effects. In the case that you're not too worried about status moves, you can opt for Thunder Wave to paralyze tough opponents and make them easier to finish off. Sleep can also do the job well, even though Sing is inaccurate. Blissey @Leftovers EVs: 148 HP / 252 Def / 108 SAtk Bold/Modest Nature Ability: Serene Grace -Ice Beam -Thunderbolt -Calm Mind -Softboiled Nastly Plot Azelf and Porygon-Z, and Tail Glow Manaphy can all defeat Blissey in two hits with a simple stat boost. The Calm Mind set prevents this from happening by boosting Blissey's own Sp. Defense. Blissey @Leftovers EVs: 148 HP / 252 Def / 108 SAtk Bold Nature Ability: Natural Cure -Seismic Toss -Ice Beam/Thunder Wave/Sing -Wish -Protect If you're lucky enough to get a Wish Chansey from the NYPC with a good nature, then you can evolve it into a WishBliss. Blissey is great at passing Wish around to heal any injured Pokemon on your team. Use Protect to ensure that you will get healed during the turn Wish activates. -----------------------RAIKOU--------------------------- Type: Electric Ability: Pressure Base Stats: 90 HP / 85 Atk / 75 Def / 115 SAtk / 100 SDef / 115 Spd Pros: Excellent Sp. Attack an