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Competitive Moveset Guide

by aragornbird

=========================MOVESET GUIDE==============================
--------------------Pokemon Diamond/Pearl/Platinum-----------------------

VERSION 1.0 - 

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 6: Version History


                         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. Flash forward two years and Platinum has 
changed the game once again with several significant changes in moves. 

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 Staraptor, Abomasnow, Raikou, and Gallade.

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, 
          Kyogre, Groudon, Rayquaza, Deoxys, Palkia, Dialga
          Giratina, Darkrai, Arceus, Manaphy, Garchomp, 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: 4 HP / 252 Atk / 252 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: 4 HP / 252 Atk / 252 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
-U-Turn
-Quick Attack/Pursuit

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 / 6 Atk / 252 Def
Relaxed Nature
Ability: Poison Point
-Earthquake
-Fire Blast
-Toxic Spikes
-Stealth Rock/Roar

Nidoqueen is very underrated, but she's actually a nice defensive Pokemon that
can take Fighting attacks with ease and even survive most non-STAB Earthquakes.
Fire Blast takes care of Skarmory, Bronzong, Forretress, and Scizor. Lay down
field hazards like Toxic Spikes or Stealth Rock when you have the chance. Roar
lets you prevent opponents from setting up as well as shuffle the opposing team
around so they take field damage. 

Nidoqueen @Leftovers
EVs: 252 HP / 6 Atk / 252 Def
Impish Nature
Ability: Poison Point
-Earthquake
-Ice Punch
-Rest
-Sleep Talk

Nidoqueen gains extra survivability with a RestTalk set. Ice Punch works well
with Earthquake to hit Flying and Grass types. 

----------------------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
Ability: Poison Point
-Earthquake
-Stone Edge
-Poison Jab/Megahorn
-Sucker Punch

Nidoking's higher Attack and ability to learn Megahorn makes him a far better
physical sweeper than Nidoqueen. Earthquake and Stone Edge covers most 
opponents, Poison Jab or Megahorn hurt Grass types, and Sucker Punch hits 
faster opponents especially Psychic types.

Nidoking Choice Specs/Choice Scarf
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
Ability: Poison Point
-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
Ability: Poison Point
-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/Life Orb
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. 

Ninetales @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd 
Timid Nature
-Overheat/Fire Blast
-Energy Ball
-Dark Pulse
-Hidden Power [Ice/Electric]

Ninetales isn't the best Choice Specs Fire-type sweeper, but it can certainly
pull the job off. Overheat or Fire Blast should be used over Flamethrower for
the extra power. Choose HP Ice for Altaria or Electric for Mantine. 

----------------------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
-Seed Bomb
-Pursuit/Aerial Ace/Brick Break
-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/Tinted Lens
Base Stats: 70 HP / 65 Atk / 60 Def / 90 SAtk / 75 SDef / 90 Spd
Pros: Good Sp. Attack and Speed
Cons: Frail defenses

Venemoth @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd 
Timid Nature
Ability: Tinted Lens
-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/Leftovers
EVs: 252 HP / 6 SAtk / 252 Spd 
Timid Nature
Ability: Tinted Lens
-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
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 than the Specs set, but has the potential to hit harder with 
Calm Mind boosts. In fact, one Calm Mind anda Life Orb boost will nearly 
double your original Special Attack stat. 

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 Guard
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 Guard
-Dynamicpunch
-Stone Edge
-Ice Punch
-Thunderpunch/Bulk Up

This set takes advantage of its ability to boost the accuracy of its
attacks. The confusion from Dynamicpunch can make even Flying and Psychic types
afraid to switch in. Stone Edge also takes advantage of No Guard for a never-
miss attack against Fliers. 

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
-Close Combat/Dynamicpunch
-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 @Leftovers
252 HP / 120 Def / 136 SDef
Calm Nature
Ability: Liquid Ooze
-Surf
-Toxic Spies
-Rapid Spin
-Knock Off/Ice Beam/Sludge Bomb

Tentacruel's best stat is its Special Defense, so it can make a pretty decent
Special Wall. It has a lot of useful support moves, the major one being Toxic
Spikes. Rapid Spin will rid you of field hazards, while Knock Off can screw up
opponents by removing their items. Another damaging move can be fine as well
to handle whatever Surf doesn't.

Tentacruel @Life Orb
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
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
Ability: Liquid Ooze
-Surf/Hydro Pump
-Ice Beam
-Sludge Bomb
-Giga Drain / hidden Power [Electric]

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. Giga Drain and
HP Electric are both good for opponent Water types, with Giga Drain being more
effective against Swampert and HP Electric for Gyarados. 

----------------------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 Punch 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
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Shadow Ball
-Thunderbolt
-Focus Blast
-Hidden Power [Ice]/Hypnosis

Gengar has a ton of choices for moves, but Shadow Ball will always be a 
constant. Thunderbolt is for Fliers like Gyarados, Focus Blast OHKOs Darks like
Weavile/Tyranitar and HP Ice kills Dragons. Hypnosis is great for disabling 
potential counters, but you may not want to risk it missing. 

Gengar @Choice Specs/Choice Scarf
EVs: 6 HP / 252 SAtk / 252 Spd
Hasty Nature
-Shadow Ball
-Thunderbolt
-Explosion/Hidden Power [Ice]
-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/Expert Belt
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/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.

Electrode @Damp Rock
EVs: 46 Atk / 252 SAtk / 212 Spd
Hasty Nature
Ability: Soundproof
-Thunder
-Explosion
-Rain Dance
-Taunt 

----------------------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 @Heat 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 SAtk
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 Def / 176 SAtk
Relaxed 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 @Life Orb
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
-Waterfall
-Stone Edge
-Ice Fang/Earthquake
-Dragon Dance

Life Orb Gyarados is extremely powerful after a Dragon Dance boost and has 
great coverage with the physical attacks it can learn. 

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
EVs: 188 HP / 124 Def / 196
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: 74 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 / 6 Atk / 252 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.

Jolteon @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Thunderbolt
-Hidden Power [Ice/Grass]
-Shadow Ball
-Baton Pass

A typical Choice Specs set. What may strike you as unusual is Baton Pass with 
nothing to pass. With Jolteon's high speed, you can use Baton Pass as a form 
of scouting to see what your opponent does and use it to switch to an 
appropriate counter no matter what Pokemon they bring in.

Jolteon @Life Orb
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Thunderbolt
-Hidden Power [Ice/Grass]
-Shadow Ball
-Charge Beam

Use Charge Beam to hopefully boost your Sp. Attack then sweep with your other
attacks. This set makes a great late game sweeper.

----------------------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 @Focus Sash
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Pressure
-Stone Edge
-Earthquake
-Taunt
-Stealth Rock

Aerodactyl is the fastest of the "suicide leads". Unless your opponent is a 
Ninjask, Electrode, or Choice Scarfer, you'll usually be able to set up an
early Stealth Rock while using Taunt to prevent your opponent from getting
their own Rocks up. 

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, can work 
      offensively or defensively
Cons: Limited movepool (but still has a wide variety of movesets despite that) 

Zapdos @Leftovers
EVs: 252 HP / 220 SAtk / 36 Spd
Bold Nature
-Thunderbolt
-Heat Wave
-Roost
-Roar/Hidden Power [Ice/Grass]

Zapdos is a great counter to many physical sweepers in the game, including
Scizor, Metagross, and Lucario. Heat Wave hits Grass types resistant to
Thunderbolt. HP Ice or Grass does well against Ground types, the former for
Dragons and the latter for Swampert and Rhyperior. Roost keeps you alive and
Roar prevents opponents from setting up. 

Zapdos @Life Orb
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Thunderbolt
-Hidden Power [Ice/Grass]
-Heat Wave
-Roost

Zapdos is an very powerful sweeper and has a great range of coverage with those
three moves. Roost keeps you alive and heals Life Orb damage. 

Zapdos @Leftovers
EVs: 252 HP / 6 SAtk / 252 Spd
Timid Nature
-Thunderbolt
-Agility
-Baton Pass
-Substitute/Hidden Power [Ice/Grass]

Baton Pass from XD is 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 / 220 SDef / 36 Spd
Calm Nature
-Thunderbolt
-Hidden Power [Ice/Grass]/Heat Wave
-Rest
-Sleep Talk

Zapdos doesn't have the best Special Defense 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/Choice Scarf
EVs: 6 HP / 252 SAtk / 252 Spd
Modest/Timid Nature
-Thunderbolt
-Hidden Power [Ice/Grass]
-Heat Wave
-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. Choice Scarf
makes Zapdos a great lead and 

----------------------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, 
      Fighting and support moves let it stand out from Salamence
Cons: 4x Ice weakness, rather slow for a Dragon

Dragonite @Life Orb
EVs: 112 Atk / 200 SAtk / 196 Spd  
Rash Nature
-Draco Meteor
-Superpower
-Fire Blast/Flamethrower
-Roost/Thunderbolt

Dragonite is an excellent wall-breaker and can do the job even better than 
Salamence due to its ability to learn Superpower to take down special walls
like Snorlax and Blissey. Use Fire attacks for Steel types. Roost lets you
recover damage from Life Orb, but Thunderbolt is useful for Gyarados

Dragonite @Life Orb/Yache Berry
EVs: 6 HP / 252 Atk / 252 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
-Outrage
-Earthquake
-Fire Punch
-Aqua Tail

No set up required with the physical Choice sweeper. Aqua Tail 2HKOs bulky
Ground types like Gliscor, Donphan, and Hippowdon. 

Dragonite @Choice Specs/Choice Scarf
EVs: 6 Atk / 252 SAtk / 252 Spd
Mild Nature
-Draco Meteor
-Flamethrower
-Focus Punch/Superpower
-Dragon Pulse

Salamence may be faster and stronger, but Dragonite gets Focus Punch or
Superpower 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. 

Dragonite @Leftovers
EVs: 248 HP / 216 SDef / 44 Spd
Calm Nature
-Dragon Pulse
-Toxic/Thunder Wave
-Roost
-Light Screen/Heal Bell

Dragonite can learn a fair bit of support moves and has good defenses to make
use of them. 

----------------------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 other Fires like
      Infernape, Blaziken, and Magmortar.

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, Technician Bullet Punch is amazing
Cons: 4x Fire weakness

Scizor @Life Orb
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Technician
-Bullet Punch
-Swords Dance
-X-Scissor/Roost
-Superpower/Brick Break

Scizor is one of the most deadly sweepers in the game since it doesn't have to
worry about Speed most of the time. A Bullet Punch boosted by Technician, Life
Orb, and Swords Dance can take out most opponents in one hit. X-Scissor is a
more powerful STABed move for slower opponents like Bronzong or Vaporeon. Roost
is useful for staying alive especially after Life Orb damage. A Fighting move
is a must to hit Steel types, especially Heatran and Magnezone.

If you want a bulkier Scizor, you can max out HP instead of Speed. 

Scizor @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Technician
-Bullet Punch
-Superpower/Brick Break
-U-Turn
-Pursuit

CB Scizor has the ability to deal damage while switching out with U-Turn, or 
deal damage to your opponents switching out with Pursuit. It's a great way of
forcing Psychics like Cresselia and Celebi into a corner since they'll take 
major damage whether they stay in or switch out. 

Scizor @Leftovers
EVs: 252 HP / 110 Def / 148 Spd
Impish/Careful Nature
-Agility/Swords Dance/Iron Defense
-Substitute/Roost
-X-Scissor/Bullet Punch
-Baton Pass

Even though most use it as a sweeper, Scizor is still a great Baton Passer with
the ability to boost three of its stats. Substitute can protect you from 
powerful hits while you Baton Pass to a teammate. Roost lets you recover health
lost as you set up. Careful Nature can be used if you're using Iron Defense.

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. 

-----------------------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 
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 @Life Orb/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/Brave Bird
-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). Many people prefer Brave Bird since it does more damage and can 
get you out of a tight spot against things like Heracross. But Drill Peck is
fine if you don't like the recoil damage.

-----------------------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/Damp Rock
EVs: 240 HP / 252 SAtk / 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 
changed much since the last generation. Dragon Pulse is a useful move to
help Kingdra take on other Water types. 

Kingdra @Life Orb
EVs: 252 Atk / 240 SAtk / 16 Spd
Lonely/Naughty Nature
Ability: Swift Swim
-Surf/Hydro Pump
-Watefall
-Dragon Pulse/Draco Meteor
-Rain Dance

If you hate Blissey, this set is for you. Waterfall in the rain will deal 
massive damage to Blissey and also serves as a powerful attack for anything
else that doesn't resist Water. Special attacks are always there for physical
walls. It's okay to use Draco Meteor since you can always switch to Waterfall
after the Sp. Attack drop. 

Kingdra @Life Orb/Liechi Berry
EVs: 252 Atk / 6 SAtk / 252 Spd
Adamant Nature
-Dragon Dance
-Outrage
-Waterfall
-Substitute/Hydro Pump

Kingdra's Attack is just as good as its physical attack. Outrage and Waterfall
cover everything except for Empoleon and Shedinja. Sub to prevent status and 
possibly activate Liechi Berry. If you're not using Substitute, Hydro Pump 
works in its place along with Life Orb. This lets you KO physical walls like
Skarmory, who can take physical hits with no problem.

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. Though Salamence and Latias can use a similar set
and deal more damage, Kingdra has the advantage of only having one weakness.

Kingdra @Leftovers
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Outrage
-Dragon Dance
-Rest
-Sleep Talk

While sweeping with only Outrage might sound stupid, Kingdra can pull this off
since it has solid defenses and only one weakness. When using Outrage while
asleep, you won't be locked into the move and you also won't get confused.

-----------------------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 @ Life Orb
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
Ability: Technician
-Fake Out
-Mach Punch
-Bullet Punch/Sucker Punch
-Close Combat

This Hitmontop relies on priority moves to deal damage. Flinch your opponents
with Fake Out, then follow it up with a Mach Punch. Bullet Punch or Sucker
Punch hit Ghosts, who are immune to your other attacks. Close Combat is for
slower opponents, who tend to be more bulky.

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 Snorlax

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 and Speed
Cons: Limited movepool

Raikou @Leftovers
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Thunderbolt
-Hidden Power [Ice/Grass]
-Substitute
-Calm Mind

To start this set, find an oppurtunity to set up against your opponent. Slower
special-based Pokemon like Milotic are the perfect targets. Calm Mind to boost
your special stats while Sub prevents status from messing you up. After a 
couple of boosts, Thunderbolt will hurt a lot and enable Raikou to easily 
sweep. HP Ice is important for Dragons like Flygon, but HP Grass hits 
Swampert and Rhyperior harder. 

Raikou @Leftovers
EVs: 158 HP / 136 SAtk / 252 Spd
Timid Nature
-Thunderbolt
-Hidden Power [Ice/Grass]
-Rest
-Sleep Talk

Raikou's ability to take hits is often underrated. It has a nice HP stat and
a great Sp. Defense. Couple that with it's high Speed and Sp. Attack, and you
have a sweeper that can last for quite a while. 

-----------------------ENTEI----------------------------
Type: Fire
Ability: Pressure
Base Stats: 115 HP / 115 Atk / 85 Def / 90 SAtk / 75 SDef / 100 Spd
Pros: Excellent HP and Attack
Cons: Limited movepool, lacks a powerful physical Fire attack

Entei @Leftovers
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Fire Fang
-Stone Edge
-Return/Iron Tail
-Will-o-Wisp

Entei doesn't have many tricks up its sleeve. Will-o-wisp is great for 
crippling potential counters, but besides that, this is a simply attacking set.
Fire Fang is sadly your most powerful Fire attack. Stone Edge hits other
Fire types and things weak to Rock. Return is decent for neutral damage on 
foes resistant to both Fire and Rock (like Garchomp), while Iron Tail hits 
Rock types.

Entei @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Fire Fang
-Stone Edge
-Return
-Iron Tail

It's a powerful physical sweeper, but it would be much better if it had a
bigger movepool. As of now, it's stuck with the four moves shown above.

Entei @Leftovers/Heat Rock
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Sunny Day
-Lava Plume/Flamethrower/Fire Blast
-Solarbeam
-Hidden Power [Fighting/Ground]

Solarbeam is a good addition to Entei's movepool that makes a Sunny Day set
viable. HP Fighting or Ground for Tyranitar or Heatran, depending on who you
want to hit harder.

-----------------------SUICUNE--------------------------
Type: Water
Ability: Pressure
Base Stats: 100 HP / 75 Atk / 115 Def / 90 SAtk / 115 SDef / S85 pd
Pros: Excellent HP and defenses make it an awesome bulky Water
Cons: No longer as mighty of a wall due to stronger Pokemon and attacks in
      D/P, limited movepool.

Suicune @Leftovers
EVs: 252 HP / 252 Def / 6 SAtk
Bold Nature
-Surf
-Roar/Ice Beam/Hidden Power [Electric]
-Calm Mind
-Rest

Unchanged since Advance. Calm Mind up whenever you have the chance and use 
Rest to completely heal yourself from any damage/status you take. Roar is good
for sending away stat-boosters and Ice Beam is useful for all the Dragon and
Grass types out there. Now that Gyarados is such a big threat, HP Electric is
also a good option if you are lucky enough to get it.

Suicune @Leftovers
EVs: 252 HP / 252 Def / 6 SAtk
Bold Nature
-Surf
-Ice Beam/Hidden Power [Electric]
-Rest
-Sleep Talk

If you don't care about Calm Mind, you can use the RestTalking set for extra
longevity. 

-----------------------TYRANITAR------------------------
Type: Rock/Dark
Ability: Sandstream
Base Stats: 100 HP / 134 Atk / 110 Def / 95 SAtk / 100 SDef / 61 Spd
Pros: Amazing attack and great defenses, Sandstorm automatically boosts its 
      Sp. Defense by 50%, great physical movepool 
Cons: 4x Fighting weakness, slow

Tyranitar @Choice Band
EVs: 60 HP / 252 Atk / 196 Spd
Adamant Nature
-Stone Edge
-Earthquake
-Crunch
-Pursuit/Focus Punch

An almost unstoppable force. A STABed Choice Banded Stone Edge from over 400 
Attack hits incredibly hard if you're not a Steel, Fighting, or Ground. Steel
and Fighting types get hit hard by Earthquake and Crunch does a nice chunk of
damage against Ground types. Only a few Pokemon with good Defense can switch in
on any of CB Tyranitar's moves. For the last slot, you can choose the bred-on
move Pursuit. With so many Pokemon afraid of Tyranitar, they will surely want
to switch out as soon as they see it. Pursuit gives opponents a "farewell 
present" and can KO them before they even make it back into their PokeBalls. 
Focus Punch is another option and if you're good at predicting, it hits 
enemies even harder than a STABed Crunch. 

Tyranitar @Leftovers
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Stone Edge
-Earthquake
-Dragon Dance
-Crunch/Taunt

It takes some set up like any Dragon Dancing set, but it can still hit hard 
even without the stat-boosts. Raising Tyranitar's Speed along with its Attack
means almost nothing can stand in its way. Crunch is good for things like 
Bronzong and Swampert who will try to stand in your way. Taunt helps against
opponents who try to cripple you with status effects and prevents foes with
Haze, Roar, or Whirlwind from removing your stats boosts.

Tyranitar @Leftovers
EVs: 252 HP / 68 Spd / 188 SAtk
Quiet Nature
-Focus Punch
-Substitute
-Thunderbolt
-Dark Pulse

The mixed sweeping Tyraniboah from Advance. The only change to this set is that
Dark Pulse has replaced Crunch now that it became physical. Otherwise, this
still works the same as usual. Protect yourself with a sturdy Substitute while
hitting opponents with special attacks. Focus Punch for Blissey.

Tyranitar @Choice Specs
EVs: 60 HP / 252 SAtk / 196 Spd
Modest Nature
-Dark Pulse
-Thunderbolt
-Ice Beam
-Focus Punch

Choice Specs Tyranitar can be a neat surprise for your opponent. Enemy Pokemon
who rely on Defense to counter you will be hit hard since they neglect their
Sp. Defense. Dark Pulse for STAB, Thunderbolt for Skarmory and Water types,
Ice Beam for Ground types, and Focus Punch for Blissey.

-----------------------LUGIA------------------------
Type: Psychic/Flying
Ability: Pressure
Base Stats: 106 HP / 90 Atk / 130 Def / 90 SAtk / 154 SDef / 110 Spd
Pros: Amazing defenses and great speed, able to wall just about anything 
Cons: Vulnerable to Taunt and Toxic

Lugia @Leftovers
EVs: 252 HP / 54 Def / 204 Spd
Bold Nature
-Reflect
-Whirlwind
-Roost
-Toxic/Ice Beam

Lugia takes hits like no other and is great at providing support for the team.
Reflect protects the team from physical ubers while Whirlwind blows away those
that try to stay in and boost their stats. Roost is the move that keeps Lugia
alive and is better than Recover since it temporarily eliminates its weakness
to Rock, Electric, and Ice. Toxic is a good option since Lugia is great at 
stalling, but you can choose Ice Beam for the sake of an attacking move. 

Lugia @Leftovers
EVs: 252 HP / 54 Def / 204 Spd
Bold Nature
-Ice Beam
-Calm Mind
-Roost
-Toxic

With Calm Mind, it can pump up its Sp. Attack and already amazing Sp. Defense 
to new heights. Ice Beam is the special attack of choice since nothing resists
it and many ubers are weak against it. 

Lugia @Choice Specs
EVs: 54 HP / 252 SAtk / 204 Spd
Modest Nature
-Aeroblast
-Ice Beam
-Thunder
-Shadow Ball

Lugia isn't exactly a sweeper, but it has a very nice special movepool. This 
set lets it use its powerful signature move - Aeroblast. Ice Beam for Dragons,
Thunder for Kyogre, and Shadow Ball for the many Psychic types that are present
in ubers. 

-----------------------HO-OH------------------------
Type: Fire/Flying
Ability: Pressure
Base Stats: 106 HP / 130 Atk / 90 Def / 110 SAtk / 154 SDef / 90 Spd
Pros: Excellent Attack and Sp. Defense, unique Sacred Fire move
Cons: 4x Stealth Rock weakness, mediocre speed

Ho-oh @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Adamant/Jolly Nature
-Sacred Fire
-Earthquake
-Punishment
-Thunder

Ho-oh's excellent Attack couples nicely with the powerful Sacred Fire. When
faced with Dialga, hit it with an Earthquake. Punishment works on those who
like to stat boost. It's particularly effective on Psychic types that have at
least one stat boost. Thunder hits any incoming Kyogres and may paralyze them.

Ho-oh @Choice Specs/Choice Scarf
EVs: 6 Atk / 252 SpAtk / 252 Spd 
Modest/Timid Nature
-Overheat
-Thunder
-Shadow Ball
-Hidden Power [Ice]

Ho-oh's Sp. Attack is lower, but still great. It also has a wider special 
movepool. Thunder for Kyogre (and enemy Ho-ohs), Shadow Ball for Psychic types,
and HP Ice to hit Dragons. 

Ho-oh @Leftovers
EVs: 6 Atk / 252 SpAtk / 252 Spd 
Modest Nature
-Flamethrower
-Thunderbolt/Thunder
-Calm Mind
-Recover/Roost

If you don't need a Choice sweeper, Ho-oh can still use a Calm Minding set 
effectively. 

----------------------CELEBI--------------------------
Type: Grass/Psychic
Ability: Natural Cure
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spd
Pros: Great overall stats, great movepool especially in support moves
Cons: 4x Bug weakness, Pursuit weakness

Celebi @Leftovers
EVs: 252 HP / 220 Def / 36 Spd
Bold Nature
-Psychic/Energy Ball
-Recover
-Heal Bell
-Leech Seed

A cleric set that Celebi can pull off very effectively. Keep yourself alive
with Recover and Leech Seed and keep the team status-free with Heal Bell. 
Psychic is the standard attacking move for this set, but if you don't want to
be completely stopped by Dark types, Energy Ball is also an option.

Celebi @Leftovers
EVs: 252 HP / 84 Def / 168 Spd
Timid Nature
-Psychic/Energy Ball
-Calm Mind
-Recover
-Baton Pass

Another one of Celebi's talents is Baton Passing stat boosts. Calm Mind is 
quite effective since it boosts Celebi's own special stats. When you're ready,
transfer those boosts to a special sweeping member of your team.

Celebi @Leftovers
EVs: 252 HP / 84 Def / 168 Spd
Jolly Nature
-Seed Bomb
-Swords Dance
-Recover
-Baton Pass

Surprise your opponent by Baton Passing Swords Dance boosts. The physical
attackers on your team will greatly appreciate it.

Celebi @Choice Specs
EVs: 4 HP / 252 SpAtk / 252 Spd
Timid Nature
-Psychic
-Leaf Storm
-Hidden Power [Fighting/Fire]/Earth Power
-Shadow Ball/Trick

Celebi can pull off an all out attacking set with Choice Specs. Leaf Storm
can do a lot of damage and fits the hit-and-run tactic of this set. Shadow
Ball hits Ghosts and enemy Psychics. HP Fighting for Dark types or Fire for
Steels. You can also Trick your Specs if a wall like Blissey tries to switch in.

Celebi @Life Orb
EVs: 84 HP / 252 SAtk / 168 Spd
Timid Nature
-Psychic
-Grass Knot/Recover
-Hidden Power [Fighting/Fire]/Earth Power
-Calm Mind

Celebi doesn't need to Baton Pass its Special Attack boosts away. It can use
them to sweep instead. The attack choices are similar to the Specs set, but
you can use Recover to heal away the Life Orb damage. 

-----------------------SCEPTILE------------------------
Type: Grass
Ability: Overgrow
Base Stats: 70 HP / 85 Atk / 65 Def / 105 SAtk / 85 SDef / 120 Spd
Pros: Excellent speed (fastest Grass type), great Sp. Attack, good movepool in
      both physical and special attacks
Cons: Rather frail

Sceptile @Leftovers
EVs: 6 HP / 252 SAtk / 252 Spd 
Timid Nature
-Energy Ball
-Leech Seed
-Substitute
-Dragon Pulse/Hidden Power [Fire/Ice]

The popular SubSeeder set from Advance is back. Sub + Leech Seed can drive your
opponents mad while any Grass types that try to come in will get hit with a
supereffective Hidden Power. Fire is also effective against Steels while Ice
is for Dragons (and Flying types as well).

Sceptile @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd 
Timid Nature
-Leaf Storm
-Dragon Pulse
-Focus Blast
-Energy Ball/Grass Knot/Hidden Power [Fire/Ice]

The fastest Grass is now ready to hit harder than ever before with this set.
Leaf Storm is your hit-and-run move and you can use a second Grass attack if
you don't want the Sp. Attack drop. Dragon Pulse (or HP Ice) for Dragons, Focus
Blast for Steels and Blissey, HP Fire for other Grass types.

Sceptile @Leftovers
EVs: 6 HP / 252 Atk / 252 Spd 
Jolly Nature
-Leaf Blade
-Dragon Claw
-Earthquake/Thunderpunch
-Swords Dance

A lot of Sceptile's good moves have turned physical and Leaf Blade has become
much stronger. Its Attack stat isn't shabby and after a Swords Dance, it can do
plenty of damage. Earthquake covers Steel and Fire types, while Dragon Claw is 
for Dragons. Thunderpunch gives you a chance against Flying opponents like
Skarmory.

Sceptile @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd 
Jolly Nature
-Leaf Blade
-Dragon Claw
-Thunderpunch
-Earthquake/Focus Punch

Here's another physical set using Choice Band. If you're good at prediction, 
you could give Focus Punch a try since it's much stronger than Earthquake and
does the same damage as a supereffective Thunderpunch. 

----------------------BLAZIKEN------------------------
Type: Fire/Fighting
Ability: Blaze
Base Stats: 80 HP / 120 Atk / 70 Def / 110 SAtk / 70 SDef / 80 Spd
Pros: Excellent Attack and Sp. Attack, diverse physical movepool
Cons: Mediocre speed, frail defenses, outclassed by Infernape

Blaziken @Life Orb
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
-Flare Blitz
-Sky Uppercut
-Stone Edge
-Swords Dance

Infernape is now better than Blaziken due to its Speed. Blaziken can still 
sweep normally, but the Fire monkey just does this better. Anyways, the goal 
is simple. Swords Dance up and hit opponents with your strong STABed moves. 
Flying-types get a taste of Stone Edge.

Blaziken @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Adamant/Jolly Nature
-Flare Blitz
-Sky Uppercut
-Stone Edge
-Thunderpunch

Another sweeper set, only this time with a Choice Item. Again, simple to use.

Blaziken @Salac Berry
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
-Substitute/Endure
-Reversal
-Blaze Kick
-Swords Dance

Ah, here we go. Two things Blaziken can do that Infernape can't do are 
Baton Pass and Reversal. This is a traditional Reversal set. Your Blaze ability
is handy in this case since it will boost Blaze Kick's power once you're at 
low health. 

Blaziken @Leftovers
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
-Agility
-Substitute/Swords Dance
-Blaze Kick/Focus Punch
-Baton Pass

Pure BP Blaziken. It can pass Agility, Subs, and Swords Dance boosts all 
around. If you're using Substitute, you can couple it with Focus Punch for 
another nice combo. 

-----------------------SWAMPERT------------------------
Type: Water/Ground
Ability: Torrent
Base Stats: 100 HP / 110 Atk / 90 Def / 85 SAtk / 90 SDef / 60 Spd
Pros: Great HP and defenses, Rock resistance, makes an excellent bulky Water
Cons: 4x weakness to Grass

Swampert @Leftovers
EVs: 240 HP / 58 Atk / 212 Def
Impish Nature
-Earthquake
-Avalanche
-Waterfall/Stone Edge
-Stealth Rock/Protect

Swampert is a great bulky Water that does a good job at both defense and 
offense. Earthquake is your main move here and Avalanche hits things resistant
to Ground (like Flying and Grass types). Waterfall is good for a second STAB
move, but Stone Edge allows you to counter Gyarados. Stealth Rock is always a
good option for your last move 

Swampert @Leftovers
EVs: 240 HP / 58 SAtk / 212 Def
Relaxed Nature
-Earthquake
-Ice Beam
-Surf/Hydro Pump
-Stealth Rock/Protect/Hidden Power [Electric]

MixPert is an old set from Advance and uses both physical and special moves.
The advantage to this set is that it can hit foes like Rhyperior
and Hippowdon harder since they have lower Sp. Defense than Defense. You also
won't have to worry about opponents cutting your attack with Intimidate. It
also gives you a chance to use HP Electric, effective against Gyarados. 

Swampert @Leftovers
EVs: 240 HP / 58 Atk / 212 Def
Impish/Relaxed Nature
-Earthquake
-Avalanche/Ice Beam/Stone Edge
-Rest
-Sleep Talk

Rest lets Swampert last much longer and Sleep Talk lets it still attack while
slumbering. 

Swampert @Leftovers
EVs: 252 HP / 172 Def / 86 SDef
Careful Nature
-Earthquake
-Avalanche
-Curse
-Rest/Waterfall/Hydro Pump

Swampert can use a Cursing set if you wish. Rest up if you take too much damage
while using Curse, but that will leave you vulnerable to special attacks. Use
a Water attack for additional coverage.

-----------------------MIGHTYENA-----------------------
Type: Dark
Ability: Intimidate/Quick Feet
Base Stats: 70 HP / 90 Atk / 70 Def / 60 SAtk / 60 SDef / 70 Spd
Pros: Gains physical Crunch, good Attack
Cons: Overall mediocre stats, limited movepool

Mightyena @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Crunch
-Fire Fang
-Ice Fang
-Thunder Fang

Mightyena is glad that Crunch finally became a physical attack. Its Attack is
pretty good, so go ahead and use this Choice Band set. 

Mightyena @Toxic Orb
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Quick Feet
-Facade
-Crunch
-Fire Fang
-Protect/Howl

This set takes advantage of its Quick Feet ability. Start with a reliable 
Protect or a helpful Howl. Toxic Orb will now activate and you'll be able to
outspeed a lot of Pokemon in NU and hit them hard.

-----------------------LINOONE-------------------------
Type: Normal
Ability: Pick-Up/Gluttony
Base Stats: 78 HP / 70 Atk / 61 Def / 50 SAtk / 61 SDef / 100 Spd
Pros: Great new ability, high Speed
Cons: Mediocre Attack, frail defenses, limited movepool

Linnone @Salac Berry
EVs: 80 HP / 252 Atk / 178 Spd
Adamant Nature
Ability: Gluttony
-Return
-Shadow Claw
-Iron Tail
-Belly Drum

Gluttony is a great ability that really lets the Belly Drumming set take off.
With one Belly Drum, you'll be all maxed out and ready to sweep. Iron Tail is
for defensive Rock types.

Linoone @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Return
-Shadow Claw
-Iron Tail
-Trick

A standard, simple Choice Band set. Linoone has Trick too, which makes it more
special than your average CBer.

-----------------------BEAUTIFLY-----------------------
Type: Bug/Flying
Ability: Swarm
Base Stats: 60 HP / 70 Atk / 50 Def / 90 SAtk / 50 SDef / 65 Spd
Pros: Good Sp. Attack
Cons: Other stats are terrible, limited movepool, can't even learn a sleep move
     like Butterfree

Beautifly @Choice Specs/Focus Sash
EVs: 6 HP / 252 SAtk / 252 Spd
Modest/Timid Nature
-Bug Buzz
-Energy Ball
-Shadow Ball
-Psychic/Stun Spore

It has a nice Sp. Attack, but terrible speed combined with terrible defenses
mean you'll be lucky if you can kill anything at all. 

-----------------------DUSTOX--------------------------
Type: Bug/Poison
Ability: Shield Dust
Base Stats: 60 HP / 50 Atk / 70 Def / 50 SAtk / 90 SDef / 65 Spd
Pros: Good Sp. Defense
Cons: Terrible stats overall, limited movepool, may as well be the worst Bug
      in the game

Dustox @Choice Specs/Focus Sash
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Bug Buzz
-Sludge Bomb
-Shadow Ball
-Energy Ball/Toxic

It doesn't even have good Sp. Attack, so it'll be a miracle if you can KO any
opponent.

-----------------------LUDICOLO-----------------------
Type: Water/Grass
Ability: Swift Swim/Rain Dish
Base Stats: 80 HP / 70 Atk / 70 Def / 90 SAtk / 100 SDef / 70 Spd
Pros: Good Sp. Defense, good type combo, good counter to enemy Water types
Cons: Limited special movepool

Ludicolo @Damp Rock/Leftovers
EVs: 154 HP / 252 SAtk / 104 Spd
Modest Nature
Ability: Swift Swim
-Rain Dance
-Hydro Pump/Surf
-Ice Beam
-Energy Ball/Grass Knot

The Swift Swim sweeper, which is simple to understand. Rain Dance, get the 
speed boost, and then hit the opponent with whatever is most effective. Hydro
Pump's power makes up for Ludicolo's less than stellar Sp. Attack. But missing
is bad, so use Surf if you don't want to take risks. For your Grass move, 
choose Energy Ball for consistent damage or Grass Knot for more power on
heavy Water types like Milotic and Swampert.

Ludicolo @Leftovers
EVs: 252 HP / 38 SAtk / 220 SDef
Calm Nature
-Surf
-Ice Beam
-Leech Seed
-Protect/Toxic 

The more defensive set. Leech Seed is the key move here and you can pair it
with Protect to stall and heal some more HP. Or you can use Toxic for 
additional damage. 

-----------------------SHIFTRY-------------------------
Type: Grass/Dark
Ability: Early Bird/Chlorophyll
Base Stats: 90 HP / 100 Atk / 60 Def / 90 SAtk / 60 SDef / 80 Spd
Pros: Good offensive stats
Cons: 4x Bug weakness, frail defenses

Shiftry @Heat Rock/Life Orb
Mild/Rash Nature
Ability: Chlorophyll
-Sunny Day
-Solarbeam
-Hidden Power [Fire/Ice]
-Explosion

A pretty standard Sunny Day set. HP Fire gets a boost in the sun, but HP Ice
can hit Dragons who are resistant to both Grass and Fire. Explosion when you
are at the end of your line or want to give Blissey a surprise parting gift.

Shiftry @Life Orb
EVs: 6 HP / 252 SAtk / 252 Spd
Modest/Timid Nature
-Nasty Plot
-Dark Pulse
-Energy Ball/Grass Knot
-Hidden Power[Fire/Ice]

Nasty Plot and sweep. Energy Ball does consistent damage, but Grass Knot has 
more power against the heavier opponents that you often see in OU. 

Shiftry @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Mild/Rash Nature
-Leaf Storm
-Dark Pulse
-Hidden Power[Fire/Ice]
-Energy Ball/Grass Knot/Explosion

The no-setup-needed Choice Specs set. Leaf Storm will do a ton of damage, but
if you want a second Grass move that doesn't lower Sp. Atk, then choose it as
your fourth move.

----------------------SWELLOW--------------------------
Type: Normal/Flying
Ability: Guts
Base Stats: 60 HP / 85 Atk / 60 Def / 50 SAtk / 50 SDef / 125 Spd
Pros: Excellent speed, Guts ability
Cons: Very frail, easily walled by Steel and Rock types

Swellow @Flame Orb
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
-Facade
-Brave Bird
-U-Turn
-Protect

A good lead for your team. Protect the first turn to activate Flame Orb and 
check what your opponent does. Use your boosted Facade on opponents with weak
Defense, or Brave Bird if they're a Ghost type. U-Turn out if Swellow can't
handle something.

Swellow @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature 
-Return/Double-Edge
-Brave Bird
-U-Turn
-Facade/Quick Attack

Typical Choice Band set. It works somewhat like the first set, except you're
obviously limited to one move. The advantage is that you can switch in to a
Toxic or Will-o-wisp and gain another Attack boost on top of your CB boost.

Swellow @Liechi Berry
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
-Aerial Ace
-Substitute
-Endeavor
-Return/Baton Pass

Substitute down to 1 HP and activate your Liechi Berry. From there, Baton Pass
to one of your physical sweeping teammates or kill the enemy yourself if they
are weak to Flying. Endeavor can be used as a last resort move, since Swellow
isn't meant to last long. 

----------------------PELIPPER-------------------------
Type: Water/Flying
Ability: Keen Eye
Base Stats: 60 HP / 50 Atk / 100 Def / 85 SAtk / 70 SDef / 65 Spd
Pros: Good defense
Cons: Other stats are low or mediocre, limited movepool

Pelipper @Leftovers
EVs: 252 HP / 252 Def / 6 SAtk
Modest Nature
-Surf
-Knock Off
-Ice Beam/Roost
-Toxic/Hidden Power [Electric]/Shock Wave

Pelipper isn't much, but in NU, it can at least make a decent defender. Knock
Off is a useful move and Toxic can help in weakening things. You can also go
with an Electric attack for enemy Water types.

Pelipper @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Surf
-Ice Beam
-Air Slash
-Hidden Power [Electric]/Shock Wave

Its Sp. Attack is workable and it learns just enough Special moves to make into
a Choice Specs set. 

---------------------GARDEVOIR-------------------------
Type: Psychic
Ability: Trace/Synchronize
Base Stats: 68 HP / 65 Atk / 65 Def / 125 SAtk / 115 SDef / 80 Spd
Pros: Excellent Sp. Attack and Sp. Defense, wide variety of status moves and 
      special attacks.
Cons: low HP and Defense, mediocre Speed

Gardevoir @Leftovers
EVs: 252 HP / 136 Def / 18 SAtk / 104 Spd
Modest Nature
Ability: Trace
-Psychic
-Thunderbolt/Grass Knot
-Calm Mind
-Hypnosis/Will-o-wisp

Special sweeping set. Calm Mind up and hit opponents with Psychic. Thunderbolt 
gives you extra coverage against opponents that may be resistant to Psychic
(especially Water types like Slowbro or Starmie). Grass Knot is a major help
against Tyranitar. Status moves are also effective for crippling opponents. 

Gardevoir @Leftovers
EVs: 252 HP / 136 Def / 92 SDef / 28 Spd
Modest Nature
Ability: Trace
-Psychic
-Wish
-Thunderbolt/Grass Knot
-Hypnosis/Will-o-wisp

With Wish and a couple of status moves, Gardevoir can do a good job at 
supporting the team. 

Gardevoir @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd 
Modest Nature
-Psychic
-Thunderbolt/Grass Knot
-Shadow Ball
-Focus Blast/Hidden Power [Fighting/Fire]

She's no Alakazam, but Gardevoir still has very high Sp. Attack and plenty of
special sweeping options to go around. 

---------------------MASQUERAIN------------------------
Type: Bug/Flying
Ability: Intimidate
Base Stats: 70 HP / 60 Atk / 62 Def / 80 SAtk / 82 SDef / 60 Spd
Pros: Intimidate ability, 4x Fighting resistance 
Cons: All stats are mediocre or poor, 4x Stealth Rock weakness 

Masquerain @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Bug Buzz
-Hydro Pump
-Air Slash
-Ice Beam

Masquerain learns better special moves than most Bug/Flying Pokemon, but 
unfortunately, it's just too slow and its Sp. Attack isn't that great. Still,
being able to KO Rock and Fire types with Hydro Pump is pretty nice. 

Masquerain @Leftovers/Petaya Berry
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Agility
-Baton Pass
-Bug Buzz
-Substitute/Hydro Pump

Agility up and Baton Pass the speed boost to a team mate. You can also try to
pass a Substitute or use Sub to activate a Petaya Berry and get a Sp. Attack
boost. 

---------------------BRELOOM---------------------------
Type: Grass/Fighting
Ability: Effect Spore/Poison Heal
Base Stats: 60 HP / 130 Atk / 80 Def / 60 SAtk / 60 SDef / 70 Spd
Pros: Excellent Attack, learns Spore, Poison Heal ability, improved physical
      movepool
Cons: 4x Flying weakness, mediocre speed

Breloom @Toxic Orb
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Poison Heal
-Spore
-Focus Punch
-Stone Edge
-Seed Bomb/Mach Punch

Breloom now has a couple of new physical moves and a great new ability to go
along with its famous SporePunch combo. Most Flying types won't be able to
switch in easily anymore thanks to Stone Edge. Seed Bomb is useful for a second
STAB move while Mach Punch can finish off a weakened opponent (and OHKOs 
Weavile)  

Breloom @Toxic Orb
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Poison Heal
-Spore
-Focus Punch
-Substitute
-Leech Seed

This moveset can be quite devastating. Breloom can use Substitute as much as it
wants since it will heal the HP loss through Poison Heal and Leech Seed. While
that is going on, Breloom can put opponents to Sleep or smack them with a 
Focus Punch.  

Breloom @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Poison Heal
-Sky Uppercut
-Stone Edge
-Seed Bomb
-Mach Punch

This set emphasizes on Breloom's massive Attack and makes it even more powerful
due to Choice Band. 

---------------------SLAKING---------------------------
Type: Normal
Ability: Truant
Base Stats: 150 HP / 160 Atk / 100 Def / 95 SAtk / 65 SDef / 100 Spd
Pros: Incredible Attack, excellent stats all around
Cons: Truant ability

Slaking @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Return
-Earthquake
-Shadow Claw/Pursuit
-Focus Punch/Fire Punch

Slaking's only goal is to hit hard and fast whenever it is allowed to attack. 
Choice Band gives Slaking's already godly Attack an even more massive boost so
that almost nothing can stand in its way (as long as it isn't loafing around of
course). Choice Scarf is a nice item too if you prefer surprising faster 
opponents. 

---------------------NINJASK---------------------------
Type: Bug/Flying
Ability: Speed Boost
Base Stats: 61 HP / 90 Atk / 45 Def / 50 SAtk / 50 SDef / 160 Spd
Pros: Incredible Speed, one of the best Baton Passers in the game.
Cons: Very frail, 4x Stealth Rock weakness

Ninjask @Leftovers/Liechi Berry
EVs: 60 HP / 252 Atk / 198 Spd
Adamant Nature
-X-Scissor
-Substitute
-Swords Dance
-Baton Pass

Ninjask is best used as a Baton Passer. It automatically gets free speed boosts
with its special ability and in the meantime, it can Swords Dance or Sub. When
you're ready, Baton Pass to a physical sweeper on your team.

Ninjask @Focus Sash
EVs: 60 HP / 252 Atk / 198 Spd
Adamant Nature
-Swords Dance
-X-Scissor
-Protect
-Baton Pass

Ninjask has a new way of Baton Passing. With Focus Sash, you can survive any
attack while you Swords Dance. Then Protect if you want an extra Speed boost 
and Baton Pass when you're ready.

Ninjask @Choice Band
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
-X-Scissor
-Aerial Ace
-Night Slash
-U-Turn

It actually makes a pretty decent sweeper since it's sure to outspeed almost
every opponent you'll face. It has a limited movepool though, so U-Turn out 
when you can't handle the opponent.

---------------------SHEDINJA--------------------------
Type: Bug/Ghost
Ability: Wonder Guard
Base Stats: 1 HP / 90 Atk / 45 Def / 30 SAtk / 30 SDef / 40 Spd
Pros: Unique ability in Wonder Guard 
Cons: Low Speed, only 1 HP, easily taken out by indirect damage including 
      Sandstorm/Hail, Spikes/Stealth Rock, Poison/Burn/Confusion, etc.

Shedinja @Focus Sash/Lum Berry
EVs: 252 Atk / 252 Spd
Adamant Nature
-Shadow Claw/Shadow Sneak
-X-Scissor
-Will-o-wisp
-Swords Dance

Use Swords Dance Shedinja at your own risk since even with Wonder Guard, there
are still many things that can kill you. Choose Shadow Claw for power or
Shadow Sneak to bypass your terrible Speed. Will-o-wisp cripples physical
attacking counters.

Shedinja @Choice Band
EVs: 252 Atk / 252 Spd
Adamant Nature
-Shadow Claw
-X-Scissor
-Aerial Ace
-Shadow Sneak

Slightly easier to use than the Choice Bander, since you're not setting up.
However, no Focus Sash or Lum Berry means you'll die more easily.

---------------------EXPLOUD---------------------------
Type: Normal
Ability: Soundproof
Base Stats: 104 HP / 91 Atk / 63 Def / 91 SAtk / 63 SDef / 68 Spd
Pros: Good HP, Atk, and Defense, great movepool
Cons: Slow speed and frail defenses make it unable to sweep effectively

Exploud @Leftovers
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
-Return/Body Slam
-Earthquake
-Howl
-Crunch/Overheat

Howl is Exploud's only way of increasing its Attack, so use it when you have 
the chance. Return is the standard attack for most Normal sweepers, but Body
Slam's paralysis can make up for Exploud's low speed. Exploud can learn 
Overheat, which can be very useful against Steel walls like Skarmory or
Bronzong.

Exploud @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Return/Body Slam
-Earthquake
-Crunch
-Overheat

Typical hard hitting Choice Band set.

Exploud @Choice Specs
EVs: 6 HP / 252 Atk / 252 Spd
Modest Nature
-Hyper Voice
-Shadow Ball
-Surf
-Focus Blast

Exploud's Sp. Attack is equal to its physical Attack plus it has an amazing
special movepool and gets a STABed Hyper Voice. Shadow Ball for Ghosts, Surf
for Rocks, and Focus Blast for Steels.

---------------------HARIYAMA--------------------------
Type: Fighting
Ability: Thick Fat/Guts
Base Stats: 144 HP / 120 Atk / 60 Def / 40 SAtk / 60 SDef / 50 Spd
Pros: Amazing HP, excellent Attack
Cons: Low Speed

Hariyama @Leftovers
EVs: 252 Atk / 212 Def / 44 Spd
Adamant Nature
Ability: Thick Fat
-Substitute
-Focus Punch
-Stone Edge
-Knock Off

Hariyama has plenty of HP to make a huge Substitute. While its behind the big
fat Sub, it can safely use Focus Punch. Stone Edge for Flyers and Knock Off 
is useful for disabling an opponent's item.

Hariyama @Leftovers
EVs: 86 HP / 172 Atk / 252 Def
Impish Nature
Ability: Guts
-Cross Chop
-Stone Edge
-Rest
-Sleep Talk

Hariyama can last a pretty long time with its high HP so use the RestTalk set
to make it last even longer. Guts boosts your Attack while you sleep and Sleep
Talk lets you hit opponents even while you doze off.  

Hariyama @Choice Band
EVs: 252 Atk / 212 Def / 44 Spd
Adamant Nature
Ability: Guts
-Cross Chop
-Stone Edge
-Ice Punch
-Thunderpunch

It makes a sturdy Choice Bander and Guts let's it absorb status to make it
even stronger. 

Hariyama @Leftovers
EVs: 86 HP / 172 Atk / 252 Def
Impish Nature
Ability: Thick Fat
-Cross Chop
-Stone Edge
-Knock Off
-Whirlwind

A support based Hariyama. Whirlwind gives it the ability to phaze and Knock Off
removes items that opponents may rely on. This set works great if you have a
Pokemon that can set up Spikes or Stealth Rock on their team. 

---------------------DELCATTY--------------------------
Type: Normal
Ability: Cute Charm/Normal Skin
Base Stats: 70 HP / 65 Atk / 65 Def / 55 SAtk / 55 SDef / 70 Spd
Pros: Diverse movepool
Cons: Overall stats are mediocre or terrible, abilities are rather useless

Delcatty @Leftovers
EVs: 252 HP / 6 Atk / 252 Spd
Jolly Nature
Ability: Cute Charm
-Return/Body Slam
-Calm Mind
-Substitute
-Baton Pass

With those stats, it can't do much, but at least it can Baton Pass. 

Delcatty @Leftovers
EVs: 252 HP / 6 Atk / 252 Spd
Jolly Nature
Ability: Normal Skin
-Thunder Wave
-Return
-Heal Bell
-Wish

Support Delcatty. Normal Skin lets you paralyze Ground types with Thunder Wave,
which is pretty cool. Delcatty can also use Wish or Heal Bell, though many 
better Normal types can also use those moves. 

---------------------SABLEYE---------------------------
Type: Ghost/Dark
Ability: Keen Eye/Stall
Base Stats: 50 HP / 75 Atk / 75 Def / 65 SAtk / 65 SDef / 50 Spd
Pros: No weaknesses, diverse support movepool
Cons: Overall poor stats, pretty useless abilites, completely outclassed by 
      Spiritomb

Sableye @Leftovers
EVs: 252 HP / 128 Def / 128 SDef
Careful/Impish Nature
-Seismic Toss/Night Shade
-Will-o-wisp
-Knock Off
-Recover

Sableye's standard moveset involves Burning opponents with Will-o-wisp and 
Knocking Off their items. Recover keeps it alive while Seismic Toss/Night Shade
let it deal consistent damage without having to use Attack or Sp. Attack EVs.

Sableye @Leftovers
EVs: 252 HP / 252 SAtk / 6 Spd
Modest Nature
-Dark Pulse/Shadow Ball
-Hidden Power [Fighting]
-Nasty Plot
-Recover

Sableye isn't much of a special sweeper, but it still learns Nasty Plot and can
deal some damage in NU or UU.

---------------------MAWILE----------------------------
Type: Steel
Ability: Intimidate/Hyper Cutter
Base Stats: 50 HP / 85 Atk / 85 Def / 55 SAtk / 55 SDef / 50 Spd
Pros: Intimidate, pretty good Attack and Defense
Cons: Overall stats are poor and unimpressive

Mawile @Leftovers
EVs: 252 HP / 252 Def / 6 SDef
Impish Nature
Ability: Intimidate
-Swords Dance
-Baton Pass
-Taunt
-Iron Head/Substitute

One thing that Mawile can do pretty well is Baton Pass. Intimidate, good 
Defense, and many resistances let it switch in easily on many physical 
attackers. Swords Dance up and Baton Pass the boosts is the main strategy. 
Taunt prevents it from getting phazed. 

Mawile @Leftovers
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
Ability: Hyper Cutter
-Iron Head
-Focus Punch
-Crunch/Sucker Punch
-Swords Dance

It has above average Attack and can boost it with Swords Dance. Iron Head for
STAB and Focus Punch for enemy Steels. A Dark move like Crunch can offer 
additional coverage, but if you can predict an attack, you can strike first 
with Sucker Punch. That will at least bypass your low Speed. 

Mawile @Choice Band
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
Ability: Hyper Cutter
-Iron Head
-Focus Punch
-Crunch/Sucker Punch
-Fire Fang

A simple Choice Bander set. Fire Fang lets you hit Bronzong and Skarmory, 
though you shouldn't use Mawile in OU.

---------------------AGGRON----------------------------
Type: Steel/Rock
Ability: Rock Head/Sturdy
Base Stats: 70 HP / 110 Atk / 180 Def / 60 SAtk / 60 SDef / 50 Spd
Pros: Great Attack and amazing Defense, large number of resistances
Cons: 4x Fighting and Ground weakness (which are two of the most attack types)

Aggron @Choice Band
EVs: 252 HP / 252 Atk / 6 Def
Adamant Nature
-Stone Edge
-Earthquake/Focus Punch
-Iron Head
-Avalanche

Aggron is a great UU sweeper that can still wall a lot of things. Stone Edge
and Earthquake cover the majority of opponents. Focus Punch can be used over it
if you happen to be good at prediction. Iron Head for a second STAB and 
Avalanche to hit Ground types.

Aggron @Leftovers
EVs: 252 HP / 252 Atk / 6 Def
Impish Nature
-Stone Edge/Rock Slide
-Focus Punch
-Substitute
-Thunder Wave

Paralyze your opponents with T-Wave and set up a Sub (you can also do it the
other way around). Your opponent's Speed will be hampered and you can attack
with Focus Punch or a Rock attack.

Aggron @Leftovers/Focus Sash
EVs: 252 HP / 252 Atk / 6 Def
Brave/Relaxed Nature
-Metal Burst
-Taunt/Protect
-Stone Edge
-Earthquake/Focus Punch

Aggron is one of only two Pokemon to learn Metal Burst (the other being 
Bastiodon). Use Protect to scout for your opponent's moves or Taunt to force 
them to use only offensive attacks. Then use Metal Burst to retaliate. 

---------------------MEDICHAM--------------------------
Type: Fighting/Psychic
Ability: Pure Power
Base Stats: 60 HP / 60 Atk / 75 Def / 60 SAtk / 75 SDef / 80 Spd
Pros: Pure Power gives it amazing Attack
Cons: Frail defenses, mediocre speed

Medicham @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Adamant/Jolly Nature
-Hi Jump Kick/Brick Break
-Psycho Cut
-Thunderpunch
-Ice Punch

Hi Jump Kick's increased power makes Medicham an even more powerful fighting
force than before. But people switching in their Ghost types on it will make
Medicham crash and hurt itself. Use the weaker Brick Break if you don't want
this to happen. Psycho Cut is another great physical STAB, while Thunderpunch
and Ice Punch take care of all the Flying types you'll face.

Medicham @Salac Berry
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
-Reversal
-Psycho Cut
-Ice Punch/Thunderpunch
-Endure/Substitute

Medicham makes a great Reversaler, but it even with a Salac, it still needs
a Jolly Nature in order to outspeed many Choice Scarfed opponents. 

---------------------MANECTRIC--------------------------
Type: Electric
Ability: Static/Lightning Rod
Base Stats: 70 HP / 75 Atk / 60 Def / 105 SAtk / 60 SDef / 105 Spd
Pros: Now gets fire attacks, good Sp. Atk/Speed
Cons: Special movepool is still severely lacking

Manectric @Petaya Berry/Life Orb
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
Ability: Static
-Thunderbolt
-Flamethrower
-Substitute/Charge Beam
-Hidden Power [Ice/Grass]

The new addition of Flamethrower is a great improvement to Manectric's 
otherwise limited movepool. You can use Substitute to get a Petaya Boost, or
try to boost your Sp. Attack by using Charge Beam. 

---------------------PLUSLE-MINUN-----------------------
Type: Electric
Ability: Plus (Plusle)/ Minus (Minun)
Plusle Base Stats: 60 HP / 50 Atk / 40 Def / 85 SAtk / 75 SDef / 95 Spd
Minun  Base Stats: 60 HP / 40 Atk / 50 Def / 75 SAtk / 85 SDef / 95 Spd
Pros: Good Speed
COns: Limited movepool, overall mediocre stats

Plusle/Minun @Salac Berry/Petaya Berry
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Thunderbolt
-Substitute
-Nasty Plot/Agility
-Baton Pass

Plusle and Minun are so similar that they get the same entry. These two are
rather decent Baton Passers, especially with the ability to pass Nasty Plot.
Substitute can also be passed and you can use it to activate your Berry.

Plusle/Minun @Salac Berry/Petaya Berry
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Thunderbolt
-Hidden Power [Ice]
-Grass Knot
-Substitute

Substitute has the same purpose as described above, but this set is far more
offensive. HP Ice and Grass Knot take care of various Ground types. 

---------------------VOLBEAT----------------------------
Type: Bug
Ability: Swarm/Illuminate
Base Stats: 65 HP / 73 Atk / 55 Def / 47 SAtk / 75 SDef / 85 Spd
Pros: The only Pokemon that can Baton Pass Tail Glow
Cons: Overall mediocre stats

Volbeat @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Swarm
-U-Turn
-Zen Headbutt
-Focus Punch
-Trick

Volbeat has average Attack at best, so don't expect to do a ton of damage, 
even when Choice Banded. But it can Trick the CB onto opponents, which is
interesting at least.

Volbeat @Leftovers
EVs: 252 HP / 6 Def / 252 Spd
Timid Nature
-Tail Glow
-Baton Pass
-Substitute/Bug Buzz
-Thunderbolt

While Volbeat's Sp. Attack is terrible, it has the ability of being able to 
Baton Pass Tail Glows to special sweepers on your team. 

---------------------ILLUMISE-------------------------
Type: Bug
Ability: Oblivious/Tinted Lens
Base Stats: 65 HP / 47 Atk / 55 Def / 73 SAtk / 75 SDef / 85 Spd
Pros: Tinted Lens
Cons: Overall mediocre stats

Illumise @Leftovers
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
Ability: Tinted Lens
-Bug Buzz
-Thunder Wave
-Wish
-Charm/Growth

Illumise can make a decent support Pokemon by paralyzing foes and healing the
team. Charm annoys physical attackers while Growth increases her own Sp. Attack

Illumise @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
Ability: Tinted Lens
-Bug Buzz
-Shadow Ball
-Thunder
-Giga Drain/Hidden Power [Fire]

The special counterpart of Volbeat, Illumise has a decent special movepool to
exploit. Tinted Lens means that almost nothing will resist her Bug Buzz 
(at least not in NU). 

---------------------SWALOT--------------------------
Type: Poison
Ability: Liquid Ooze/Sticky Hold
Base Stats: 100 HP / 73 Atk / 83 Def / 73 SAtk / 83 SDef / 55 Spd
Pros: High HP, good movepool
Cons: Low speed, other stats are mediocre

Swalot @Leftovers
EVs: 252 HP / 252 Atk / 6 Def
Impish Nature
-Gunk Shot
-Counter
-Earthquake
-Explosion

With high HP and above average Defense, it can survive more physical assaults
than you'd expect. This makes it good at Countering stuff.  

Swalot @Leftovers
EVs: 252 HP / 74 Atk / 184 Def
Careful Nature
-Gunk Shot
-Earthquake
-Curse
-Pain Split/Explosion

This Cursing set sort of makes it a lesser version of Muk, though it at least
learns Pain Split if you want to keep it alive instead of blowing it up.

Swalot @Choice Band
Adamant Nature
EVs: 252 HP / 252 Atk / 6 Spd
-Gunk Shot
-Earthquake
-Explosion
-Fire Punch

Similar moves to the previous sets, except this is less defensive and more
offensive.

Swalot @Choice Specs
Modest Nature
EVs: 252 HP / 252 SAtk / 6 Spd
-Sludge Bomb
-Ice Beam
-Giga Drain
-Hidden Power [Fire]

Swalot has a great special movepool and its Sp. Attack is equal to its Attack.
This means it can do a pretty decent job at special attacking. Ice Beam and 
Giga Drain take care of Ground types, HP Fire for Steels. 

---------------------SHARPEDO------------------------
Type: Water/Dark
Ability: Rough Skin
Base Stats: 70 HP / 120 Atk / 40 Def / 95 SAtk / 40 SDef / 95 Spd
Pros: Great Attack and good Speed
Cons: Very frail defenses

Sharpedo @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Crunch/Night Slash
-Waterfall
-Earthquake
-Aqua Jet/Ice Fang

Sharpedo is a fearsome UU sweeper with its excellent Attack and good Speed, 
plus a variety of physical moves. Aqua Jet finishes off weakened foes while
Ice Fang is for Altaria and Grass types.

Sharpedo @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Hydro Pump/Surf
-Dark Pulse
-Ice Beam
-Hidden Power [Electric]

Sharpedo's special side is lower than its physical, but it still makes a good
Choice Specs sweeper. HP Electric lets it hit opponent Water types. 

---------------------WAILORD-------------------------
Type: Water
Ability: Water Veil/Oblivious
Base Stats: 170 HP / 90 Atk / 45 Def / 90 SAtk / 45 SDef / 60 Spd
Pros: Incredible HP
Cons: Slow, very low defenses

Wailord @Leftovers
EVs: 138 Atk / 120 Def / 252 SDef
Careful Nature
Ability: Water Veil
-Curse
-Earthquake
-Avalanche
-Rest/Waterfall

Wailord could use better Defense and is already pretty slow, so a Curse set
is viable. 

Wailord @Leftovers
EVs: 98 Def / 252 SAtk / 160 SDef
Bold Nature
-Water Spout
-Ice Beam
-Rest
-Sleep Talk

Kyogre uses a set similar to this and does it way better, but at least Wailord
isn't banned from standard play. The goal is to keep yourself healthy with
Rest while you attack with a powerful Water Spout.

Wailord @Choice Band
EVs: 6 HP / 252 Atk / 252 Def
Adamant Nature
-Waterfall
-Avalanche
-Earthquake
-Selfdestruct

Wailord can put its Attack to nice use with a Choice Band set. Plus the idea
of an exploding whale is always awesome. 

---------------------CAMERUPT------------------------
Type: Ground/Fire
Ability: Magma Armor/Solid Rock
Base Stats: 70 HP / 100 Atk / 70 Def / 105 SAtk / 75 SDef / 40 Spd
Pros: Excellent offensive stats, Solid Rock ability
Cons: Very slow, 4x Water weakness

Camerupt @Choice Specs
EVs: 252 HP / 252 SAtk / 6 Def
Modest Nature
Ability: Solid Rock
-Overheat
-Earth Power
-Hidden Power [Ice/Electric]
-Lava Plume/Flamethrower

Camerupt has great Sp. Attack and a Choice Specs boosted Overheat can do a ton
of damage. HP Ice takes care of Dragons while HP Electric is for Water-types.

Camerupt @Choice Band
EVs: 252 HP / 252 Atk / 6 Def
Adamant Nature
Ability: Solid Rock
-Earthquake
-Stone Edge
-Overheat
-Explosion

A powerful Choice Bander with a STABed Overheat to KO physical walls like
Skarmory and Bronzong. 

Camerupt @Leftovers/Life Orb
EVs: 252 HP / 252 SAtk / 6 Def
Brave Nature
Ability: Solid Rock
-Eruption
-Earthquake
-Hidden Power [Ice]
-Stone Edge/Explosion

This set should only be used on a Trick Room team, and once you get that set
up, Camerupt can attack before most other opponents. This lets it use a 
powerful Eruption that can deal major damage to most opponents. Rock and Fire
types get hit with Earthquake and Dragons get hit with HP Ice. Stone Edge 
handles foes like Gyarados while Explosion lets you heavily damage one more
opponent before you go out. 

---------------------TORKOAL-------------------------
Type: Fire
Ability: White Smoke
Base Stats: 70 HP / 85 Atk / 140 Def / 85 SAtk / 70 SDef / 20 Spd
Pros: Amazing Defense
Cons: Very slow, weaknesses to common types

Torkoal @Leftovers
EVs: 252 HP / 192 Def / 64 SAtk
Bold Nature
-Lava Plume/Flamethrower
-Rest
-Sleep Talk
-Toxic/Rapid Spin

Torkoal does a nice job of taking physical hits, so a RestTalk set lets it
last and potentially support the team. Toxic impairs the Water types that
often switch into it and Rapid Spin clears annoying Stealth Rock/Spikes. Lava 
Plume is nice for a chance to Burn while Flamethrower will do more damage.

Torkoal @Choice Specs
EVs: 252 HP / 6 Def / 252 SAtk
Modest Nature
-Overheat
-Hidden Power [Ice/Grass]
-Sludge Bomb
-Flamethrower/Lava Plume

It's the slowest Choice Specs user out there, but at least its Sp. Attack isn't
as bad as its Speed. HP Ice for Dragons or HP Grass for Waters, Sludge Bomb
for additional coverage 

---------------------GRUMPIG-------------------------
Type: Psychic
Ability: Thick Fat/Own Tempo
Base Stats: 80 HP / 45 Atk / 65 Def / 90 SAtk / 110 SDef / 80 Spd
Pros: Great Sp. Defense, makes a great UU special wall
Cons: Outclassed by other Psychic types as a sweeper

Grumpig @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Modest/Timid Nature
Ability: Thick Fat
-Psychic
-Shadow Ball
-Focus Blast/Energy Ball
-Trick

Grumpig is one of several Psychic types that can hit hard with special moves
and Trick a Choice Specs onto any opponent that gives them trouble (especially
Blissey).

Grumpig @Leftovers
EVs: 252 HP / 80 Def / 176 SDef
Modest Nature
Ability: Thick Fat
-Psychic
-Shadow Ball
-Calm Mind
-Substitute/Focus Blast

Calm Mind, Thick Fat, and a high Sp. Defense mean Grumpig can take special
hits very well. Sub prevents status and can give it an extra turn to set up,
while Focus Blast prevents Darks from ruining your day.

---------------------SPINDA--------------------------
Type: Normal
Ability: Own Tempo/Tangled Feet
Base Stats: 60 HP / 60 Atk / 60 Def / 60 SAtk / 60 SDef / 60 Spd
Pros: Very diverse movepool
Cons: All of its stats are bad

Spinda @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Double-Edge
-Focus Punch
-Faint Attack/Fake Out
-Trick

The goal of this set is more to Trick your Choice item onto the opponent rather
than to deal damage, since Spinda's Attack is just awful.

Spinda @Leftovers/Focus Sash
EVs: 252 HP / 6 Def / 252 Spd
Jolly Nature
-Hypnosis
-Calm Mind
-Taunt
-Baton Pass

Since Spinda can't really hurt anything, it might as well try to support the
team. Put foes to sleep with Hypnosis while you Calm Mind up and Baton Pass
the boosts. Taunt any attempts to phaze you away. 

Spinda @Focus Sash
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
-Counter
-Return
-Faint Attack
-Focus Punch

Spinda's bad Defense actually comes in handy here. Allow the opponent to hit
you while you counter back their attack. If they won't attack you directly, 
hit them with a Focus Punch. 

---------------------FLYGON--------------------------
Type: Ground/Dragon
Ability: Levitate
Base Stats: 80 HP / 100 Atk / 80 Def / 80 SAtk / 80 SDef / 100 Spd
Pros: High Attack and Speed, Ground/Electric immunity
Cons: Can't boost its Attack stat, slightly outclassed by Garchomp

Flygon @Life Orb
EVs: 6 Atk / 252 Atk / 252 Spd
Adamant/Jolly Nature
-Earthquake
-Dragon Claw
-U-Turn
-Roost

Roost, U-Turn, and Levitate all set Flygon apart from Garchomp. For this set,
hit things with whatever move is most effective while using Roost to recover
damage you have taken (as well as Life Orb's recoil). Use U-Turn for a quick
escape from Pokemon that threaten you.

Flygon @Choice Band
EVs: 6 Atk / 252 Atk / 252 Spd
Adamant/Jolly Nature
-Earthquake
-Outrage
-Stone Edge/Fire Punch/Fire Blast
-U-Turn

Flygon was an effective CBer in the Advance era and it's still a nice CBer in
D/P. The combination of STAB Earthquake and Outrage can 2HKO just about every
thing in the game. A Fire attack is needed for a quick kill on Skarmory, 
Bronzong, and FoOrretress.

Flygon @Choice Scarf
EVs: 252 Atk / 120 SAtk / 138 Spd
Adamant/Jolly Nature
-Earthquake
-Stone Edge
-U-Turn
-Outrage

This set may look similar to the CB set, but it's actually quite different. 
Choice Scarf lets you outspeed many opponents, including other Choice Scarfers.

---------------------CACTURNE------------------------
Type: Grass/Dark
Ability: Sand Veil
Base Stats: 70 HP / 115 Atk / 60 Def / 115 SAtk / 60 SDef / 55 Spd
Pros: Great offenses, Sandstorm immunity
Cons: 4x Bug weakness, frail defenses, very slow

Cacturne @Leftovers
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
-Substitute
-Focus Punch
-Leech Seed
-Sucker Punch

Substitute is the key to this set. With a Sub up, you can safely use Focus 
Punch and annoy the opponent with Leech Seed. It also forces your opponent to
attack you to break your Sub, and when that happens, you can Sucker Punch them
in their face. 

Cacturne @Choice Specs
EVs: 252 HP / 252 SAtk / 6 Spd
Modest Nature
-Grass Knot
-Dark Pulse
-Focus Blast
-Hidden Power [Ice]

Cacturne has excellent Sp. Attack and though it's very slow, you can still use
a hit-and-run Choice Specs set. Grass Knot and Dark Pulse for STAB, Focus Blast
hits Steel types and HP Ice for Dragon, Flying, and Grass Pokemon. 

Cacturne @Focus Sash
EVs: 6 HP / 252 Atk / 252 Spd
Lonely Nature
-Counter
-Sucker Punch
-Seed Bomb
-Swords Dance

No need to worry about strong physical attacks when you have Focus Sash. Simply
Counter the opponent's attack back or use that turn to Swords Dance and hit
the opponent hard with a Sucker Punch.

---------------------ALTARIA-------------------------
Type: Dragon/Flying
Ability: Natural Cure
Base Stats: 75 HP / 70 Atk / 90 Def / 70 SAtk / 105 SDef / 80 Spd
Pros: Good Defense and Sp. Defense
Cons: Mediocre stats everywhere else

Altaria @Leftovers
EVs: 252 HP / 138 Atk / 120 Def
Adamant Nature
-Dragon Claw
-Earthquake
-Roost/Rest
-Sing/Heal Bell

Altaria isn't the most offensive Dragon type, but it does do a good job of 
supporting the team. Roost and Rest keep it alive (Rest combines nicely with
Natural Cure). You can put enemies to sleep with Sing or heal the team with 
Heal Bell.

Altaria @Leftovers
EVs: 72 HP / 252 Atk / 184 Spd
Adamant Nature
-Outrage
-Earthquake
-Dragon Dance
-Roost/Rest

Being the only UU Dragon type, Altaria can be a nice physical sweeper in that
tier. Roost or Rest to heal yourself. Roost is more useful since Rest will
force you to switch out, something you don't want to do after Dragon Dancing. 
But only Rest cures status effects and heals it to full health.

---------------------ZANGOOSE------------------------
Type: Normal
Ability: Immunity
Base Stats: 73 HP / 115 Atk / 60 Def / 60 SAtk / 60 SDef / 90 Spd
Pros: Excellent Attack and good Speed
Cons: Frail defenses, ability isn't very useful

Zangoose @Life Orb
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Return
-Shadow Claw
-Close Combat
-Swords Dance

Swords Dance and sweep. Shadow Claw covers Ghosts and Close Combat covers Rocks
and Steels.

Zangoose @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Return
-Shadow Claw
-Close Combat
-Quick Attack/Fire Punch

A Choice sweeper set. You obviously don't need Quick Attack when holding the
Scarf, so you can use Fire Punch to cover Skarmory and Bronzong. 

Zangoose @Salac Berry
EVs: 40 HP / 252 Atk / 218 Spd
Adamant Nature
-Flail
-Shadow Claw
-Substitute/Endure
-Swords Dance/Close Combat

Standard Flail set. Swords Dance when you have the chance, but Close Combat 
prevents Steel types from walling you. 

---------------------SEVIPER-------------------------
Type: Poison
Ability: Shed Skin
Base Stats: 73 HP / 100 Atk / 60 Def / 100 SAtk / 60 SDef / 65 Spd
Pros: Good offensive stats, diverse movepool
Cons: Slow, frail defenses

Seviper @Life Orb/Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Poison Jab
-Earthquake
-Crunch
-Glare

Physical Seviper. Earthquake covers Steel and Rock types while Crunch takes
care of Ghosts and Psychics. Glare makes up for Seviper's low speed. 

Seviper @Life Orb/Choice Specs
EVs: 6 HP / 252 Atk / 252 Spd
Modest Nature
-Sludge Bomb
-Flamethrower
-Giga Drain
-Dark Pulse/Glare

Special Seviper has access to Flamethrower for Steel types and Giga Drain takes
care of Grounds. Dark Pulse is for Psychics, but you may want to go for
paralysis anyways.

---------------------LUNATONE------------------------
Type: Rock/Psychic
Ability: Levitate
Base Stats: 70 HP / 55 Atk / 65 Def / 95 SAtk / 85 SDef / 70 Spd
Pros: Good Sp. Attack, good movepool
Cons: Mediocre HP, Defense, and Spd

Lunatone @Leftovers
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Calm Mind
-Psychic
-Hypnosis
-Grass Knot/Ice Beam/Baton Pass

Lunatone can make a nice special sweeper and also a good Baton Passer. Use 
Hypnosis to buy you time to use Calm Mind.

Lunatone @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Psychic
-Ice Beam
-Grass Knot
-Shadow Ball/Hidden Power [Fighting]

Ice Beam has great type coverage, Grass Knot handles Water types, Shadow Ball
for enemy Psychics, or HP Fighting for Darks and Steels. 

---------------------SOLROCK-------------------------
Type: Rock/Psychic
Ability: Levitate
Base Stats: 70 HP / 95 Atk / 85 Def / 55 SAtk / 65 SDef / 70 Spd
Pros: Good Attack, good movepool
Cons: Mediocre HP, Sp. Defense, and Spd

Solrock @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature 
-Earthquake
-Stone Edge
-Explosion
-Overheat/Fire Blast/Grass Knot

Your standard CB set. A Fire attack is needed to kill Skarmory and Bronzong, or
you can opt for Grass Knot to take care of Water types. 

Solrock @Leftovers
EVs: 252 HP / 6 Atk / 252 Spd
Jolly Nature 
-Stone Edge
-Substitute/Earthquake
-Rock Polish
-Baton Pass

While Lunatone is good at passing Calm Minds, Solrock can pass Speed. It can 
also use the Speed Boost to get the jump on faster enemies that can normally
defeat it.

---------------------WHISCASH------------------------
Type: Water/Ground
Ability: Oblivious/Anticipation
Base Stats: 110 HP / 78 Atk / 73 Def / 76 SAtk / 71 SDef / 60 Spd
Pros: High HP
Cons: Overall mediocre stats, outclassed by other Water/Grounds (Swampert,
      Quagsire, and Gastrodon)

Whiscash @Leftovers
EVs: 252 HP / 6Atk / 252 Spd
Impish/Relaxed Nature
Ability: Anticipation
-Earthquake
-Waterfall/Surf
-Stone Edge
-Amnesia/Toxic

It makes a decent bulky Water for UU/NU tiers. Earthquake and a Water attack
for STAB while Stone Edge covers Flying types. Amnesia lets it take special
hits while Toxic is just there to weaken opponents down.  

Whiscash @Choice Band
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
Ability: Anticipation
-Waterfall
-Stone Edge
-Earthquake
-Zen Headbutt

Choice Bander set. Zen Headbutt is partially filler, but it's also 
supereffective against all the Grass/Poison types out there. 

---------------------CRAWDAUNT-----------------------
Type: Water/Ground
Ability: Hyper Cutter/Shell Armor
Base Stats: 63 HP / 120 Atk / 85 Def / 90 SAtk / 55 SDef / 55 Spd
Pros: Excellent Attack
Cons: Slow, outclassed by Kingler

Crawdaunt @Choice Band
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
Ability: Hyper Cutter
-Crabhammer
-Night Slash/Crunch
-Aerial Ace
-Superpower

Crawdaunt can do some serious damage in UU/NU with its physical STAB attacks.
Aerial Ace handles both Grass and Fighting types. Superpower can be useful in
a pinch.

Crawdaunt @Life Orb
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
Ability: Hyper Cutter
-Crabhammer
-Night Slash/Crunch
-Aerial Ace
-Swords Dance

Crawdaunt can also sweep with Swords Dance, though you should wait until later
in the game before setting up.

---------------------CLAYDOL-------------------------
Type: Ground/Psychic
Ability: Levitate
Base Stats: 60 HP / 70 Atk / 105 Def / 70 SAtk / 120 SDef / 75 Spd
Pros: Great support movepool, learns Rapid Spin and is immune to Spikes and
      resistant to Stealth Rock.
Cons: Pursuit weakness

Claydol @Leftovers
EVs: 252 HP / 108 Def / 96 SAtk / 52 SDef
Bold Nature
-Earth Power
-Ice Beam
-Reflect/Light Screen
-Rapid Spin

Claydol does a great job of supporting the team. Rapid Spin is a very useful
move and Claydol can also cut the damage your opponent does by setting up a 
protective shield. 

---------------------CRADILY-------------------------
Type: Grass/Rock
Ability: Suction Cups
Base Stats: 86 HP / 81 Atk / 97 Def / 81 SAtk / 107 SDef / 43 Spd
Pros: Great defenses, Grass typing gives it neutrality to Water and Ground
Cons: Very Slow

Cradily @Leftovers
EVs: 252 HP / 252 Atk / 6 Def
Adamant Nature
-Stone Edge
-Earthquake
-Swords Dance
-Recover

Standard Swords Dance set, but Cradily's point of interest comes from its 
ability. With Suction Cups, it doesn't fear beng phazed away while it uses 
Swords Dance.

Cradily @Leftovers
EVs: 252 HP / 164 Def / 94 SDef
Careful Nature
-Stone Edge
-Earthquake/Stealth Rock
-Toxic
-Recover

Cradily makes a nice wall and supporter, and it does this even better in the
Sandstorm. It can set up a Stealth Rock, use Toxic to force switches, and 
Recover to keep itself alive for a long time.

---------------------ARMALDO-------------------------
Type: Bug/Rock
Ability: Battle Armor
Base Stats: 75 HP / 125 Atk / 100 Def / 70 SAtk / 80 SDef / 45 Spd
Pros: High Attack, good Defense
Cons: Very slow

Armaldo @Leftovers
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
-Rock Blast/Stone Edge
-X-Scissor
-Earthquake
-Swords Dance

Swords Dance up, then sweep. Stone Edge is for powerful, but Rock Blast can 
hit through Substitutes. X-Scissor for Grass types.

Armaldo @Leftovers
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
-Rock Blast/Stone Edge
-X-Scissor
-Earthquake
-Knock Off

Armaldo has great Attack and Choice Band increases that even more. Its 
physical movepool isn't the greatest, but its last move slot can be filled by 
Knock Off. This can come in handy for messing up Pokemon that depend on their 
items.

--------------------MILOTIC---------------------------
Type: Water
Ability: Marvel Scale
Base Stats: 95 HP / 60 Atk / 79 Def / 100 SAtk / 125 SDef / 81 Spd
Pros: Great defensive stats, unique ability, 
Cons: Lost the ability to counter a few Pokemon

Milotic @Leftovers
EVs: 252 HP / 252 Def / 6 SAtk
Bold Nature
-Surf
-Ice Beam
-Recover
-Hypnosis/Toxic/Hidden Power [Electric]

Milotic is a very durable Pokemon. Hypnosis can be used to disable tough 
opponents while Toxic is useful for weakening opponent Water types. HP 
Electric is also good against Waters and will save you against Gyarados.

Milotic @Leftovers
EVs: 252 HP / 252 Def / 6 SAtk
Bold Nature
-Surf
-Ice Beam
-Rest
-Sleep Talk

Marvel Scale is activated when Milotic puts itself to sleep, so this set is
capable of lasting extremely long. 

--------------------CASTFORM--------------------------
Type: Normal
Ability: Forecast
Base Stats: 70 HP / 70 Atk / 70 Def / 70 SAtk / 70 SDef / 70 Spd
Pros: Diverse special movepool, unique ability
Cons: All around mediocre stats

Castform @Damp Rock
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Rain Dance
-Weather Ball
-Thunder
-Ice Beam

The Water set. Weather Ball becomes a powerful Water move, Thunder hits all
the time, and Ice Beam covers Dragon and Grass types.

Castform @Heat Rock
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Sunny Day
-Weather Ball/Fire Blast
-Solarbeam
-Ice Beam

The Fire set. Weather Ball becomes Fire, but Fire Blast has more power if you
don't mind the accuracy. Solarbeam hits all the time and once again, Ice Beam
for Dragons and Grass.

Castform @Icy Rock
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Hail
-Blizzard
-Thunderbolt
-Flamethrower

The Ice set. Hail makes Blizzard 100% accurate. Thunderbolt goes along with it
nicely to hit Water types. Flamethrower for opponent Ice types. 

--------------------KECLEON---------------------------
Type: Normal
Ability: Color Change
Base Stats: 60 HP / 90 Atk / 70 Def / 60 SAtk / 120 SDef / 40 Spd
Pros: Great Sp. Defense, very diverse movepool
Cons: Slow, Color Change can be used against it

Kecleon @Choice Band
EVs: 252 HP / 252 Atk / 6 Def
Adamant Nature
-Focus Punch/Brick Break
-Sucker Punch/Shadow Claw
-Return
-Trick

Kecleon has pretty good Attack to work with. Focus Punch and Sucker Punch are
especially effective if you're good at prediction. Once you've found the right
opponent, Trick your Choice Band onto them to mess them up. 

Kecleon @Choice Specs
EVs: 252 HP / 252 SAtk / 6 Def
Modest Nature
-Ice Beam
-Thunderbolt
-Nasty Plot/Thunder Wave
-Trick

And here is the special attacking version. You don't get STAB and your Sp. 
Attack is rather low, but after you Trick, you can Nasty Plot or paralyze the
opponent with Thunder Wave. 

--------------------BANETTE--------------------------
Type: Ghost
Ability: Insomnia/Frisk
Base Stats: 64 HP / 115 Atk / 65 Def / 83 SAtk / 63 SDef / 65 Spd
Pros: High Attack
Cons: Slow, frail defenses, limited movepool

Banette @Leftovers
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Shadow Sneak
-Will-o-wisp/Thunder Wave
-Knock off
-Destiny Bond

Banette has a limited movepool and though it looks like it should be a 
physical sweeper, it's more of a support Pokemon. Inflict status, Knock Off
items, and use Destiny Bond to bring tough oppponents down with you.

Banette @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Hasty Nature
Ability: Frisk
-Trick
-Shadow Sneak
-Thunderbolt
-Will-o-wisp/Destiny Bond

Frisk and Trick go together. Use Frisk to find out what your opponent is 
holding and Trick your Choice Band onto them if the situation is appropriate.

--------------------TROPIUS--------------------------
Type: Grass/Flying
Ability: Chlorophyll/Solar Power
Base Stats: 99 HP / 68 Atk / 83 Def / 72 SAtk / 87 SDef / 51 Spd
Pros: Good HP, improved movepool
Cons: Poor speed, mediocre offenses, 4x Ice weakness

Tropius @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Leaf Storm
-Air Slash
-Hidden Power [Fire]
-Energy Ball

There are many better special attacking Grass types out there, but Tropius
does fine in NU play. HP Fire is there to take care of Steel types. 

Tropius @Leftovers
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Chlorophyll
-Leaf Blade
-Earthquake
-Swords Dance
-Roost

Boost Tropius's attack with Swords Dance, then attempt to sweep. Earthquake
hits Fire, Poison, and Steel types who are all resistant to Grass. Roost keeps
you healthy. 

---------------------CHIMECHO------------------------
Type: Psychic
Ability: Levitate
Base Stats: 65 HP / 50 Atk / 70 Def / 95 SAtk / 80 SDef / 65 Spd
Pros: Nice support movepool
Cons: Stats are overall mediocre

Chimecho @Leftovers
EVs: 252 HP / 252 SDef / 6 Spd
Calm Nature
-Psychic
-Heal Bell
-Hypnosis
-Wish

In UU/NU, it makes a nice support Pokemon that can heal your teammate's status
and health. Put enemies to sleep with Hypnosis to buy you extra time to use
these moves.

---------------------ABSOL---------------------------
Type: Dark
Ability: Pressure/Super Luck
Base Stats: 65 HP / 130 Atk / 60 Def / 75 SAtk / 60 SDef / 75 Spd
Pros: Excellent Attack, diverse movepool, great new ability
Cons: Frail defenses, mediocre speed

Absol @Scope Lens/Life Orb
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Super Luck
-Night Slash/Sucker Punch
-Psycho Cut
-Stone Edge
-Swords Dance

Swords Dance sweeper. Night Slash will gain a critical hit very often, but 
Sucker Punch lets you bypass your rather low Speed to hit first. Psycho Cut
takes care of Fighting types and Stone Edge for various Flying Pokemon. Both
also have a high chance of getting a critical hit. 

Absol @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Super Luck
-Night Slash
-Psycho Cut
-Stone Edge
-Sucker Punch/Pursuit

Typical set using Choice items. You won't need Sucker Punch when you're using
a Choice Scarf, so go with Pursuit to catch opponents when they try to switch
out.  

Absol @Leftovers
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Super Luck
-Night Slash
-Swords Dance
-Baton Pass
-Taunt

Baton Passing is one of Absol's tricks. Simply Swords Dance and Baton Pass the
boost to a physical sweeper on your team. Taunt prevents phazers from messing
you up. 

Absol @Leftovers
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
Ability: Super Luck
-Thunderbolt
-Ice Beam
-Calm Mind
-Baton Pass

Special passing Absol doesn't need Taunt since it has Thunderbolt and Ice Beam 
to scare away the most common phazers. 
 
---------------------GLALIE--------------------------
Type: Ice
Ability: Inner Focus/Ice Body
Base Stats: 80 HP / 80 Atk / 80 Def / 80 SAtk / 80 SDef / 80 Spd
Pros: It gets Spikes at least
Cons: Completely mediocre - stats, movepool, and all

Glalie @Leftovers
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
-Spikes
-Ice Shard/Ice Fang
-Earthquake
-Explosion

Spikes is the only real thing Glalie has going for it. Use Earthquake to deal
damage to Steel, Rock, and Fire types. Explode when you're done.

---------------------WALREIN---------------------------
Type: Water/Ice
Ability: Thick Fat/Ice Body
Base Stats: 110 HP / 80 Atk / 90 Def / 95 SAtk / 90 SDef / 65 Spd
Pros: Great HP and overall good stats (besides Speed)
Cons: Weakness to Fighting, Rock, and Stealth Rock

Walrein @Leftovers
EVs: 220 HP / 240 Def / 48 Spd
Bold Nature
Ability: Ice Body
-Substitute
-Protect
-Roar
-Blizzard/Surf/Toxic

This is known as "Stallrein" because that's what it excels at. It works best in
a Hail team with an Abomasnow as a partner. The combination of Leftovers, Ice
Body, Substitute, and Protect mean you can easily stall your opponents out of
PP while recovering a lot of health each turn. Roar prevents opponents from
setting up on you. Blizzard and Surf give you an offensive attack while Toxic 
takes advantage of your stall tactic. 

Walrein @Leftovers
EVs: 252 HP / 6 Def / 252 SDef
Careful Nature
Ability: Thick Fat
-Earthquake/Waterfall
-Avalanche
-Curse
-Rest

Though Walrein's Sp. Attack is higher, it has a better physical movepool and it
can also learn Curse to make it even bulkier. It tanks well and has the 
potential to hit hard, especially in UU.

Walrein @Leftovers
EVs: 252 HP / 252 Def / 6 SDef
Impish Nature
Ability: Thick Fat
-Earthquake/Waterfall
-Avalanche
-Rest
-Sleep Talk

It makes a nice, sturdy RestTalker especially with Thick Fat. Waterfall gives
you a STAB move, but Earthquake is important for Electric types and various
Water types like Tentacruel or Empoleon.

--------------------HUNTAIL----------------------------
Type: Water
Ability: Swift Swim
Base Stats: 55 HP / 104 Atk / 105 Def / 94 SAtk / 75 SDef / 52 Spd
Pros: Great Attack and Defense
Cons: Low HP and Speed, limited movepool

Huntail @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Waterfall
-Ice Fang
-Crunch
-Return/Body Slam

A Choice Band set, working with the limited number of physical moves that 
Huntail has. The last move is mostly filler, though Return will do more damage
to Waters than any of Huntail's other attacks. Body Slam can paralyze and 
makes up for Huntail's low speed. 

Huntail @Damp Rock
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Waterfall
-Ice Fang
-Crunch
-Rain Dance

Another way for Huntail to overcome its low Speed is to use Rain Dance and get
a Swift Swim boost. 

Huntail @Leftovers
EVs: 252 HP / 252 SDef / 6 Spd
Careful Nature
-Waterfall
-Ice Fang
-Iron Defense
-Baton Pass

Huntail can Baton Pass defense boosts, though Vaporeon can do this way better.

--------------------GOREBYSS---------------------------
Type: Water
Ability: Swift Swim
Base Stats: 55 HP / 84 Atk / 105 Def / 114 SAtk / 75 SDef / 52 Spd
Pros: Excellent Sp. Attack and Defense
Cons: Low HP and Speed, limited movepool

Gorebyss @Damp Rock
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Surf/Hydro Pump
-Ice Beam
-Hidden Power [Electric]
-Rain Dance

It has excellent Sp. Attack and makes a nice Rain Dance sweeper. Use HP 
Electric to hit Water types, who would otherwise have no problem countering 
this set.

Gorebyss @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Surf/Hydro Pump
-Ice Beam
-Hidden Power Electric
-Shadow Ball

Of course, a Choice Specs set is another way to take advantage of that high
Sp. Attack. Shadow Ball hits Slowbro, Slowking, and Starmie.

Gorebyss @Leftovers
EVs: 6 HP / 252 SAtk / 252 Spd
Impish Nature
-Surf
-Iron Defense/Amnesia
-Agility
-Baton Pass

Gorebyss is a much better Baton Passer than Huntail with the ability to pass
speed, defense, and special defense boosts to your teammates. 

----------------------RELICANTH------------------------
Type: Water/Rock
Ability: Rock Head/Swift Swim
Base Stats: 100 HP / 90 Atk / 130 Def / 45 SAtk / 65 SDef / 55 Spd
Pros: Great HP and excellent Defense, Head Smash + Rock Head.
Cons: 4x Grass weakness, slow

Relicanth @Choice Band
Adamant Nature
Ability: Rock Head
-Head Smash
-Waterfall/Aqua Tail
-Earthquake
-Double-Edge

Relicanth gets no recoil from using Head Smash. That means the fish can 
use a Rock attack stronger than Hyper Beam every turn with no negative 
effects (except for Head Smash's low accuracy and PP).

Relicanth @Leftovers
Adamant Nature
Ability: Rock Head
-Head Smash
-Waterfall/Aqua Tail
-Rest
-Sleep Talk

Does Head Smash's low PP turn you off? With Sleep Talk, you can 
use more of the attack while still being high on health with Rest.

----------------------LUVDISC--------------------------
Type: Water
Ability: Swift Swim
Base Stats: 43 HP / 30 Atk / 55 Def / 40 SAtk / 65 SDef / 97 Spd
Pros: It's pretty fast
Cons: Terrible stats, terrible movepool, it even has a terrible design

Luvdisc @Focus Sash/Brightpowder
EVs: 252 HP / 6 SDef / 252 Spd
Timid Nature
-Attract
-Sweet Kiss
-Charm
-Toxic/Surf

Luvdisc should be renamed Luckdisc since you need a lot of it to use this. All
you can do is annoy your opponent with luck-based moves and prevent them from
hitting you.

----------------------SALAMENCE------------------------
Type: Dragon/Flying
Ability: Intimidate
Base Stats: 95 HP / 135 Atk / 80 Def / 110 SAtk / 80 SDef / 100 Spd
Pros: Excellent in both Attack and Sp. Attack, great Speed, diverse movepool
Cons: 4x Ice weakness, Stealth Rock weakness

Salamence @Life Orb/Yache Berry/Lum Berry
EVs: 252 Atk / 6 SAtk / 252 Spd
Naughty Nature
-Outrage
-Earthquake
-Fire Blast
-Dragon Dance

DDMence is such a huge threat that can easily sweep unprepared teams. An 
Outrage boosted by Dragon Dance and Life Orb can take out just about anything
in two hits or less. Earthquake and Fire Blast hit Steel types, the only type
that resists Dragon. Fire Blast is used over Fire Fang because it can OHKO
Skarmory and Forretress, which is something Fire Fang can't do. Life Orb is
the preferred item, but Yache and Lum Berry can give you insurance against Ice
or status moves. 

Salamence @Life Orb
EVs: 80 Atk / 252 SAtk / 176 Spd
Mild/Rash Nature
-Draco Meteor
-Earthquake/Brick Break
-Fire Blast
-Outrage/Roost

If people aren't using DDMence, then they are probably using a MixMence. 
MixMence can be EVed many different ways, but the goal is the same - break
as many walls as you can. Draco Meteor is a surprise for physically defensive
Pokemon who are expecting a Dragon Dance set. Earthquake is for Steels, but
Brick Break does more damage to Tyranitar, Blissey, and Snorlax. Fire Blast
hits Skarmory, Forretress, and Celebi. Outrage is another option for wall
breaking if you choose Earthquake over Brick Break, since it will do more
damage to Blissey. Roost can be used to heal your Life Orb damage. 

Salamence @Choice Specs
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
-Draco Meteor
-Flamethrower
-Hydro Pump
-Dragon Pulse

SpecsMence can be a big surprise. Though its Sp. Attack is lower than its 
Attack, it can do incredible amounts of damage with the insanely powerful
Draco Meteor. Very few Pokemon can survive a full power Draco Meteor and even
fewer can survive the second round of this move. Only Steel types resist
Dragon moves and those are taken care of by Flamethrower. Heatran is the only
Pokemon that resists both Dragon and Fire attacks, so Hydro Pump is reserved
especially for it. Dragon Pulse is your secondary Dragon move. Use it near the
end of the battle when your opponents have already been weakened.   

Salamence @Choice Band
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
-Outrage
-Fire Blast
-Earthquake
-Stone Edge/Aqua Tail

CBMence is still a powerful force. A STABed Outrage could be a nasty 
surprise to people who expect you to Dragon Dance. Earthquake hits Steel types.
Fire Blast hits airbone Steels like Skarmory and Bronzong and will do more 
damage than Fire Fang. Stone Edge is for Fliers like Gyarados, but Aqua Tail 
will 2HKO bulky Ground-types like Gliscor or Hippowdon.

Salamence @Choice Scarf
EVs: 252 Atk / 80 SAtk / 176 Spd
Naughty Nature
-Outrage
-Earthquake
-Hydro Pump
-Fire Blast

ScarfMence is like a combination of the Specs and Band versions. Since you 
don't get any power boosts, you need a mix of physical and special attacks to
hit a wide range of opponents. 

------------------------METAGROSS------------------------
Type: Steel/Psychic
Ability: Clear Body
Base Stats: 80 HP / 135 Atk / 130 Def / 95 SAtk / 90 SDef / 70 Spd
Pros: Excellent Attack and Defense, large number of resistances, great 
      physical movepool
Cons: Low Speed

Metagross @Leftovers
EVs: 148 HP / 252 Atk / 110 Spd
Adamant Nature
-Meteor Mash
-Earthquake
-Explosion
-Agility

One of the most popular Metagross sets. Metagross's lowest stat is its Speed, 
but with one Agility, it can outrun virtually any opponent and wreak havoc 
with it's awesome Attack. Explosion is great on the AgiliGross as it allows
it to take down tough-to-beat opponents even when you are at low health. 
Thunderpunch is useful since it prevents Skarmory and Gyarados from walling 
you.

Metagross @Choice Band
EVs: 152 HP / 232 Atk / 16 Def / 108 Spd
Adamant Nature
-Meteor Mash
-Earthquake
-Explosion
-Thunderpunch/Pursuit/Bullet Punch

Another popular set. Meteor Mash and Earthquake cover most of the threats in
competitive battling. Again, Explosion is used to go out with a bang when 
Metagross can't make it anymore. Thunderpunch for Skarm/Gyara, Pursuit prevents
foes from fleeing unscathed, and Bullet Punch is a nice surprise for weakened
opponents who are faster than you.

Metagross @Occa Berry
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
-Stealth Rock
-Meteor Mash
-Bullet Punch
-Explosion/Earthquake

This Metagross is a commonly used lead since it can easily set up Stealth Rock
while being able to counter other leads. You can defeat Focus Sash leads like
Azelf, Aerodactyl, and Infernape by hitting them with Meteor Mash or Earthquake
and then finishing them off with Bullet Punch. Occa Berry prevents you from
getting KOed by Fire Blasts from Heatran and Infernape. You can also choose
to explode and potentially take out an opponent after you've laid down Stealth
Rock.

Metagross @Choice Scarf
EVs: 4 Def / 252 Atk / 252 Spd
Jolly Nature
-Meteor Mash
-Explosion
-Earthquake/Stealth Rock
-Trick

This is another Metagross which can be used as a lead, but can also function
well as a sweeper. Few people expect Metagross to be fast so you can surprise
them with a Choice Scarf set. Trick can be a nasty surprise for anyone trying
to switch in a wall on Metagross because they will receive a Scarf and lose
whatever item they were holding. If you're using this as a lead, choose Stealth
Rock. Otherwise go with Earthquake to take care of Steels. 

Metagross @Leftovers
EVs: 252 HP / 40 Atk / 218 Def
Adamant Nature
-Meteor Mash
-Earthquake
-Rest
-Sleep Talk

While Metagross is often used for its offenses, it's also a great defensive
Pokemon. Rest is its only means of recovery, so pair it with Sleep Talk to
stay healthy while being able to Attack at the same time. 

------------------------REGIROCK------------------------
Type: Rock
Ability: Clear Body
Base Stats: 80 HP / 100 Atk / 200 Def / 50 SAtk / 100 SDef / 50 Spd
Pros: Massive Defense, great Attack and Special Defense
Cons: Weaknesses to Ground, Fighting, and Water (all common types) lessen its
      walling potential.

Regirock @Leftovers
EVs: 252 HP / 58 Def / 200 SDef
Careful Nature
-Stone Edge
-Earthquake/Hammer Arm
-Thunder Wave
-Stealth Rock

Regirock makes a great physical wall that can also take special hits. You have
a choice between Earthquake and Hammer Arm. Earthquake hits Electrics and 
Metagross, and won't reduce your Speed. Hammer Arm is more effective against 
Ice, Normal, and Dark types. 

Regirock @Choice Band
EVs: 252 HP / 252 Atk / 6 SDef
Adamant Nature
-Stone Edge
-Earthquake/Hammer Arm
-Explosion
-Ice Punch

Choice Band takes advantage of Regirock's high Attack. Ice Punch is useful
against Ground types like Hippowdon, Gliscor, and Garchomp.

Regirock @Leftovers
EVs: 252 HP / 58 Def / 200 SDef
Careful Nature
-Stone Edge
-Earthquake/Hammer Arm
-Rest
-Sleep Talk

RestTalk keeps Regirock alive to be able to take even more hits.

------------------------REGICE--------------------------
Type: Ice
Ability: Clear Body
Base Stats: 80 HP / 50 Atk / 100 Def / 100 SAtk / 200 SDef / 50 Spd
Pros: Massive Special Defense, great Special Attack and Defense
Cons: Stealth Rock weakness, no good recovery move besides Rest

Regice @Leftovers
EVs: 252 HP / 200 Def / 58 SAtk
Bold Nature
-Ice Beam
-Thunderbolt
-Rest
-Sleep Talk

Regice would make a better special wall if it had a better recovery move, but
it's just stuck with Rest. Still, it's a very sturdy Pokemon and Ice Beam
and Thunderbolt provide a wide range of type coverage. 

------------------------REGISTEEL-----------------------
Type: Steel
Ability: Clear Body
Base Stats: 80 HP / 75 Atk / 150 Def / 75 SAtk / 150 SDef / 50 Spd
Pros: Excellent Defense and Special Defense, good number of resistances
Cons: Mediocre offenses

Registeel @Leftovers
EVs: 252 HP / 252 Def / 6 SDef 
Impish/Relaxed Nature
-Earthquake/Superpower
-Ice Punch
-Explosion
-Thunder/Thunder Wave

Registeel makes a nice physical wall. Earthquake and Superpower both take care
of opponent Steel types. Superpower is stronger, but it also lowers your 
Attack and Defense. Ice Punch Dragons. Thunder hits Gyarados and Skarmory and
has a chance for paralysis, but Thunder Wave is more reliable for its 
accuracy (though it doesn't do damage).

Registeel @Leftovers
EVs: 252 HP / 6 Def / 252 SDef
Careful/Sassy Nature
-Earthquake/Superpower
-Ice Punch
-Explosion
-Thunder/Thunder Wave

Same attacks, different purpose. Now Registeel is a special wall. It does a 
great job of countering Choice Specs Salamence. 

------------------------LATIAS--------------------------
Type: Dragon/Psychic
Ability: Levitate
Base Stats: 80 HP / 80 Atk / 90 Def / 110 SAtk / 130 SDef / 110 Spd
Pros: Excellent Speed, Sp. Attack, and Sp. Defense, gets bonus from, 
      Soul Dew (for ubers), better defenses than her brother
Cons: Pursuit weakness

Latias @Leftovers
EVs: 148 HP / 108 SAtk / 252 Spd
Timid Nature
-Dragon Pulse
-Calm Mind
-Recover
-Refresh/Reflect/Substitute

It only has one attacking move, but that's all it needs for this set to work.
Calm Mind up, Recover when needed, and attack with Dragon Pulse. Refresh lets
you heal status effects (so you won't have to worry about all those Thunder 
Waves and Toxics). Reflect gives you a boost in Defense which helps when Calm
Minding. Substitute prevents status and can let you stall your opponent. 

Latias @Life Orb
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Dragon Pulse
-Surf
-Calm Mind/Thunderbolt/Hidden Power [Fire]
-Recover

This is a much more versatile sweeping set than the previous one. Dragon Pulse
and Surf is a good offensive combo that is resisted only by Empoleon, which can
be dealt with using Thunderbolt. Calm Mind can boost your Special power even
higher, but you may want HP Fire for Steels like Scizor or Metagross.

Latias @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Modest/Timid Nature
-Draco Meteor
-Surf
-Hidden Power [Fire]
-Trick

With Choice Specs and Draco Meteor, Latias seems a lot like special Salamence,
but with higher Speed and Special Defense. It doesn't have a good Fire move
though, so you'll have to make do with Hidden Power for all those Steel types.
Trick can screw up physical attacking opponents that try to switch in. 

Latias @Soul Dew
EVs: 6 HP / 252 SAtk / 252 Spd
Modest/Timid Nature
-Ice Beam
-Thunder
-Calm Mind
-Recover

Soul Dew is essentially a free Calm Mind and you can gain even more with this
set. Ice Beam cover most of the ubers out there, especially Groudon and all 
the Dragons. Thunder is for Kyogre. Recover helps keep you alive. 

Latias @Soul Dew (Ubers Only)
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Dragon Pulse
-Calm Mind
-Recover
-Refresh/Thunder

This set is similar to the OU Calm Minder, but Soul Dew makes a huge 
difference. Thunder is for Kyogre and Steel types. 

Latias @Soul Dew (Ubers Only)
EVs: 252 HP / 120 SAtk / 138 Spd
Modest/Timid Nature
-Dragon Pulse
-Grass Knot
-Wish
-Protect

Of the two twins, Latias is the more defensive one and she also learns Wish.
This makes here a nice Wish supporter for the team. Dragon Pulse for STAB and
Grass Knot to heavily damage Kyogre and Groudon. Use Protect after Wish to
ensure that you will get healed.

------------------------LATIOS--------------------------
Type: Dragon/Psychic
Ability: Levitate
Base Stats: 80 HP / 90 Atk / 80 Def / 130 SAtk / 110 SDef / 110 Spd
Pros: Excellent Speed, Sp. Attack, and Sp. Defense, gets Soul Dew bonus, 
      better offenses than his sister
Cons: Pursuit weakness

Latios @Soul Dew
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Dragon Pulse
-Thunder
-Calm Mind
-Recover

Soul Dew is essentially a free Calm Mind and you can gain even more with this
set. Dragon Pulse cover most of the ubers out there, especially all those
Dragons. Thunder is for Kyogre and Lugia. Recover helps keep you alive. 

Latios @Soul Dew
EVs: 6 HP / 252 SAtk / 252 Spd
Modest/Timid Nature
-Dragon Pulse
-Calm Mind
-Recover
-Safeguard

While Latias can usually pull off a mono-attack set better, Latios can easily 
sweep after only one Calm Mind. 

Latios @Soul Dew
EVs: 6 HP / 252 SAtk / 252 Spd
Modest/Timid Nature
-Draco Meteor
-Grass Knot
-Hidden Power [Fire]
-Recover

This Latios is more offensive than the other sets. Draco Meteor will do insane
amounts of damage to most Pokemon. Grass Knot will hit Groudon and Kyogre
extremely hard and could OHKO them both. HP Fire for Metagross. 

------------------------KYOGRE--------------------------
Type: Water
Ability: Drizzle
Base Stats: 100 HP / 100 Atk / 90 Def / 150 SAtk / 140 SDef / 90 Spd
Pros: Incredible Sp. Attack and amazing Sp. Defense, Drizzle boosts its 
      sweeping abilities even higher
Cons: Rather slow for an uber

Kyogre @Choice Scarf
EVs: 40 Atk / 252 SAtk / 216 Spd
Mild Nature
-Water Spout
-Ice Beam
-Thunder
-Waterfall/Aqua Tail 

A fantastic lead for any uber team. With the ability to outspeed all 
non-Choice Scarfed opponents, Kyogre can absolutely devastate opponents with
a STABed Rain boosted Water Spout. Its last move is a physical Water attack 
meant to do serious damage to Blissey.

Kyogre @Leftovers
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Surf
-Thunder
-Ice Beam
-Calm Mind

Standard Calm Mind set. Due to the rain, Surf is powerful even without any 
Calm Minds. Thunder is there for enemy Kyogres and Ice Beam is for Dragons,
especially Latios and Latias.

Kyogre @Leftovers
EVs: 252 HP / 252 SAtk / 6 Spd
Modest Nature
-Surf
-Ice Beam/Thunder
-Substitute
-Calm Mind

Similar to the first set, but Substitute allows you to laugh at Blissey. If 
you max out your HP EVs, she can't break your Subs with one Seismic Toss. 
However, this limits your attacking moves. Choose Ice Beam to hit Dragons or
Thunder for enemy Kyogres.

Kyogre @Leftovers
EVs: 252 HP / 252 SAtk / 6 Spd
Modest Nature
-Water Spout
-Ice Beam
-Rest
-Sleep Talk

RestTalk Kyogre doesn't mind status since it can simply Rest it off. Since its
constantly keeping itself healthy, Water Spout is a great choice since it will
usually get to have maximum power.

Kyogre @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Surf
-Ice Beam
-Thunder
-Water Spout

Choice Specs Kyogre is insanely powerful. Water Spout is in the last slot 
since it can defeat Blissey in two hits if you are at full health. 

------------------------GROUDON-------------------------
Type: Ground
Ability: Drought
Base Stats: 100 HP / 150 Atk / 140 Def / 100 SAtk / 90 SDef / 90 Spd
Pros: Incredible Attack and amazing Defense, Drought eliminates Water weakness
Cons: Rather slow for an uber

Groudon @Leftovers/Life Orb
EVs: 6 HP / 252 Atk / 252 Spd 
Adamant Nature
-Earthquake
-Stone Edge
-Dragon Claw
-Swords Dance

Groudon is one of the best physical sweepers in the game. Swords Dance makes 
your already incredible Attack even more ridiculously high. Always give him 
Earthquake, which will do massive amounts of damage to anything not resistant 
or immune to Ground moves. Use Stone Edge to take on Flying types. Dragon Claw
is there to hit Latios and Latias, who are two very popular Groudon counters. 

Groudon @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd 
Adamant Nature
-Earthquake
-Stone Edge
-Dragon Claw
-Overheat

A Choice Banded Groudon can be a very scary opponent since it can hit you right
away with a massive 657 Attack. Overheat is reserved for Steel-types that are 
immune to Earthquake, including Skarmory and Bronzong.

Groudon @Leftovers
EVs: 252 HP / 102 Atk / 48 Def / 104 SDef
Impish Nature
-Earthquake
-Stone Edge/Dragon Claw
-Rest
-Sleep Talk

This set takes advantage of Groudon's defensive abilities and makes it a good 
counter against physical attacking ubers. This Groudon doesn't mind taking a 
beatdown since it can simply Rest away the damage and use Sleep Talk to attack 
while it's slumbering.

------------------------RAYQUAZA------------------------
Type: Dragon/Flying
Ability: Air Lock
Base Stats: 105 HP / 150 Atk / 90 Def / 150 SAtk / 90 SDef / 95 Spd
Pros: Amazing stats in both Attack and Sp. Attack
Cons: 4x Ice weakness

Rayquaza @Life Orb
EVs: 36 HP / 252 Atk / 216 Spd
Jolly Nature
-Outrage
-Earthquake
-Overheat
-Dragon Dance

This Rayquaza set is insanely dangerous. With one Dragon Dance dance, it 
outspeeds all non-Choice Scarf Ubers and can hit them with a STABed Outrage.
Only Steel types are truly safe from Rayquaza's wrath. Those Pokemon are 
taken care of by Earthquake or Overheat.

Rayquaza @Choice Band/Choice Scarf
EVs: 4 HP / 252 SAtk / 252 Spd
Adamant/Jolly Nature
-Dragon Claw
-Earthquake
-Extreme Speed
-Crunch

If you don't like stat boosting, you can always go with the Choice sweeper 
set. Extremespeed makes up for Rayquaza's less than stellar speed and Crunch
gets all those Psychic types ubers. 

Rayquaza @Choice Specs
EVs: 4 HP / 252 SAtk / 252 Spd
Modest/Timid Nature
-Draco Meteor
-Thunderbolt
-Fire Blast
-Dragon Pulse

Similar to a Choice Specs Salamence, but Rayquaza has way higher Sp. Attack. 
Thunderbolt is there for Kyogre (no Thunder because Rayquaza's ability 
cancels out the rain). Fire Blast for Steel types.

------------------------JIRACHI-------------------------
Type: Steel/Psychic
Ability: Serene Grace
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spd
Pros: Overall good stats, very diverse movepool
Cons: Earthquake weakness

Jirachi @Choice Scarf
EVs: 80 HP / 252 Atk / 176 Spd
Adamant Nature
-Iron Head
-Trick
-Stealth Rock
-Zen Headbutt/U-Turn/Fire Punch

Jirachi makes a fantastic lead. Iron Head breaks Focus Sashes and has a 60%
chance of flinching, which is useful for preventing opponents from getting
their Stealth Rocks down. If you encounter a wall like Bronzong or Hippowdon,
feel free to Trick them your Choice Scarf. Of course, you can always lay down
your own Stealth Rock. You have a few options for your last move. Zen Headbutt
messes with Infernape and also has a decent chance of flinching. A well timed
U-Turn can prevent Magnezone or Dugtrio from trapping you. Fire Punch handles
Scizor very well.

Jirachi @Leftovers
EVs: 240 HP / 56 Atk / 76 Def / 136 Spd 
Impish Nature
-Zen Headbutt
-U-Turn
-Wish
-Reflect

Jirachi makes a great supporter. Sturday defenses make it a very effective
Wish passer and it can also protect the team from physical sweepers by using
Reflect. Zen Headbutt is useful for hurting Heracross and U-Turn lets you 
escape from Magnezone and Dugtrio, since both are able to trap you with their
abilities. 

Jirachi @Leftovers
EVs: 252 HP / 94 SAtk / 164 Spd
Timid Nature
-Psychic
-Thunder/Thunderbolt
-Calm Mind
-Substitute/Wish

Calm Mind Jirachi. Choose Thunder for its high paralysis rate (which is 
doubled by Serene Grace) or Thunderbolt for its accuracy. Substitute prevents
you from getting statused and with max HP, it means Blissey can't break your
Subs with one Seismic Toss. Wish is still useful for healing. 

Jirachi @Choice Specs
EVs: 92 HP / 252 Atk / 164 Spd
Timid Nature
-Psychic
-Thunder/Thunderbolt
-Grass Knot
-Hidden Power [Fire]

No support, no set up. Just straight out sweep. Grass Knot does major damage
to Tyranitar and Swampert. HP Fire for other Steel types, especially Magnezone
and Metagross. 

------------------------DEOXYS--------------------------
Type: Psychic
Ability: Pressure
Base Stats: 50 HP / 150 Atk / 50 Def / 150 SAtk / 50 SDef / 150 Spd

See Deoxys-A, who does everything Deoxys can do but better.

------------------------DEOXYS-A------------------------
Type: Psychic
Ability: Pressure
Base Stats: 50 HP / 180 Atk / 20 Def / 180 SAtk / 20 SDef / 150 Spd
Pros: Highest Attack and Sp. Attack of any Pokemon, very diverse movepool
Cons: Terrible HP and defenses

Deoxys-A @Life Orb
EVs: 6 Atk / 252 SAtk / 252 Spd 
Rash/Naive Nature
-Shadow Ball
-Superpower
-Thunder/Thunderbolt
-Ice Beam/Psycho Boost

Deoxys-A can rip apart teams with its amazing offenses. Its diverse movepool
helps in covering just about every opponent it will face. 

Deoxys-A @Petaya Berry
EVs: 6 Atk / 252 SAtk / 252 Spd 
Rash/Naive Nature
-Shadow Ball
-Superpower
-Ice Beam/Thunder
-Substitute

Sub protects you from status and makes prediction easier. Plus, you won't be
losing health every turn from holding a Life Orb. 

Deoxys-A @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd 
Naughty/Naive Nature
-Superpower
-Fire Punch
-Ice Punch
-Extremespeed

Many ubers have rather low Defense so a Choice Band set hits them where it
hurts. Superpower takes care of Blissey and various Steel types out there, 
Fire Punch for Metagross, Ice Punch for Dragons, and Extremespeed finishes 
off weakened opponents. 

Deoxys-A @Choice Specs
EVs: 6 Atk / 252 SAtk / 252 Spd 
Rash/Naive Nature
-Psycho Boost/Ice Beam
-Shadow Ball
-Superpower
-Thunder

Psychic attacks are normally discouraged in ubers, but Psycho Boost is an
exception coming from Deoxys's incredible Sp. Attack. If not Psycho Boost,
then go with Ice Beam to destroy Groudon and Dragons. 

------------------------DEOXYS-L------------------------
Type: Psychic
Ability: Pressure
Base Stats: 50 HP / 70 Atk / 160 Def / 70 SAtk / 160 SDef / 90 Spd
Pros: Very high defenses, diverse support movepool
Cons: Low HP

Deoxys-L @Leftovers
EVs: 252 HP / 98 Def / 160 SDef
Careful Nature
-Spikes
-Knock Off
-Recover
-Stealth Rock/Reflect/Light Screen/Toxic

The defensive form of Deoxys is perhaps the ultimate support Pokemon. It's the
only uber that learns Spikes, so use that to your advantage. Knock Off 
cripples Pokemon that rely on their items, especially Latias and Latios. 
Recover is important to keep you alive. You have a lot of options for your 
last move. Stealth Rock adds extra damage along with Spikes, a protective
shield can be very useful, and Toxic weakens opponent walls like Lugia. 

------------------------DEOXYS-S------------------------
Type: Psychic
Ability: Pressure
Base Stats: 50 HP / 95 Atk / 90 Def / 95 SAtk / 90 Def / 180 Spd
Pros: Highest Speed of any Pokemon, very diverse movepool
Cons: Low HP, other stats are mediocre 

Deoxys-S @Focus Sash/Lum Berry
EVs: 252 HP / 6 Atk / 252 Spd
Jolly Nature
-Stealth Rock/Spikes
-Taunt
-Superpower
-Reflect/Light Screen

Deoxys-S is the fastest non-Choice Scarfed Pokemon and works fantastically as
a lead for an Uber team. You can easily set up Spikes or Stealth Rock before
the opponent can attack. If they do attack, you'll be saved by Focus Sash. Lum
Berry prevents Darkrai from putting you to sleep and Superpower will deal major
damage to it. Taunt prevents other leads from setting up Stealth Rock. 

Deoxys-S @Light Clay
EVs: 252 HP / 6 SDef / 252 Spd
Timid Nature
-Reflect
-Light Screen
-Taunt
-Stealth Rock

Another great lead. The goal of this set is to set up some screens to help
protect the team from hard hitting attacks. Light Clay extends the duration of
the screens to 8 turns. 

Deoxys-S @Life Orb
EVs: 6 Atk / 252 SAtk / 252 Spd
Naive Nature
-Ice Beam
-Thunderbolt/Thunder
-Superpower
-Shadow Ball

This set is similar to Deoxys-A, except with more defenses and less power. It
makes an excellent revenge killer since it can outspeed even most Choice 
Scarfers. 

------------------------TORTERRA------------------------
Type: Grass/Ground
Ability: Overgrow
Base Stats: 95 HP / 109 Atk / 105 Def / 75 SAtk / 85 SDef / 56 Spd
Pros: Great Attack and Defense, resistance to both Ground and Rock
Cons: Slow, 4x Ice weakness

Torterra @Choice Band
EVs: 212 HP / 252 Atk / 46 Def
Adamant Nature
-Earthquake
-Wood Hammer
-Stone Edge
-Crunch

Torterra can switch in on many physical sweepers including Tyranitar, 
Garchomp, and Rhyperior. Once it's in, it can deal some major damage with
its powerful STABed Attacks. Stone Edge is for Flying types. Crunch is
mostly there for filler. Its moves may be strong, but it doesn't exactly have
a diverse movepool.

Torterra @Leftovers
EVs: 212 HP / 252 Atk / 46 Def
Adamant Nature
-Seed Bomb/Wood Hammer
-Earthquake
-Stone Edge
-Swords Dance

Swords Dance allows you the freedom of switching moves while potentially 
boosting your Attack higher than that of the Choice Bander. Torterra's low
Speed makes this somewhat difficult to accomplish though. Seed Bomb is
there in case you don't like Wood Hammer's recoil damage. 

Torterra @Leftovers 
EVs: 252 HP / 6 Atk / 252 Def
Impish Nature
-Earthquake
-Stone Edge
-Wood Hammer/Leech Seed
-Stealth Rock

Torterra can take a lot of physical hits as long as they aren't Ice type. 
This set lets you use some useful support moves like Leech Seed and Stealth
Rock. These two moves go nicely together since Leech Seed can force switches
while Stealth Rock damages the Pokemon that switches in. Leech Seed can also
go with Wood Hammer to heal the recoil damage you take. 

------------------------INFERNAPE-----------------------
Type: Fire/Fighting
Ability: Blaze
Base Stats: 76 HP / 104 Atk / 71 Def / 104 SAtk / 71 SDef / 108 Spd
Pros: Excellent speed, great offenses, diverse movepool
Cons: Frail defenses

Infernape @Life Orb
EVs: 24 Atk / 252 SAtk / 232 Spd
Naive Nature
-Flamethrower
-Close Combat
-Grass Knot
-Nasty Plot/Hidden Power [Ice]

This is the mixed sweeping Infernape, another popular set. Grass Knot hits 
hard on bulky Water types like Swampert and Milotic. Blissey can't stop you 
when you have Close Combat. Nasty Plot can make you a deadly special sweeper,
but often times you'll find yourself needing HP Ice for Dragons. 

Infernape @Life Orb/Expert Belt
EVs: 24 HP / 252 Atk / 232 Spd
Jolly Nature
-Close Combat
-Flare Blitz
-Stone Edge/Thunderpunch
-Swords Dance

Infernape has one of the most diverse physical movepools of any Fire Pokemon. 
Close Combat and Flare Blitz can do a ton of damage to anything not resistant. 
Stone Edge and Thunderpunch both handle Flying-types. Stone edge is better for
Salamence while Thunderpunch is better for Gyarados and other Water types.

Infernape @Focus Sash
EVs: 6 HP / 252 SAtk / 252 Spd
Naive Nature
-Fake Out
-Stealth Rock
-Fire Blast/Overheat
-Close Combat 

This set is another example of one of those "suicide leads". What makes 
Infernape special is that it gets Fake Out to break the Focus Sashes of other
leads. 

Inferanape @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
-Flare Blitz
-Close Combat
-Thunderpunch
-Stone Edge

No set up required for the Choice Bander, who can kill a lot of things if you
have good prediction.

-----------------------EMPOLEON------------------------
Type: Water/Steel
Ability: Torrent
Base Stats: 84 HP / 86 Atk / 88 Def / 111 SAtk / 101 SDef / 60 Spd
Pros: Good variety of resistances, high Sp. Attack and Sp. Defense
Cons: Slow, Ground and Fighting weakness

Empoleon @Petaya Berry
EVs: 12 HP / 252 SpA / 244 Spe
Modest Nature
-Surf
-Ice Beam/Grass Knot
-Substitute
-Agility

This is Empoleon's best set for late game sweeping. Switch in on something that
can't hurt you much, then boost your Speed with Agility. Substitute down until
you activate both Petaya Berry and Torrent, then sweep with a twice boosted
STAB Surf. Choose Ice Beam for Dragons and Grass, or Grass Knot for opponent
Water-types. 

Empoleon @Leftovers
EVs: 252 HP / 6 SAtk / 252 SDef
Calm Nature
-Surf
-Ice Beam
-Grass Knot
-Stealth Rock/Roar

Empoleon makes a good special wall, support Pokemon, and special attacker all
in one. The ability to learn Grass Knot lets it take down enemy Water types 
like Milotic and Swampert. It can set up Stealth Rock or force switches with
Roar.

Empoleon @Leftovers
EVs: 252 HP / 6 SAtk / 252 SDef
Calm Nature
-Surf
-Ice Beam/Grass Knot
-Rest
-Sleep Talk

Another defensive role and with Rest + Sleep Talk, Empoleon can last for a 
long time while still being able to attack.

Empoleon @Choice Specs
EVs: 252 HP / 252 SAtk / 6 Spd
Modest Nature
-Surf
-Ice Beam
-Grass Knot
-Hidden Power [Ground/Electric]

Choice Specs Empoleon can hit very hard with its high Sp. Attack. HP Ground 
takes care of Magnezone while HP Electric is for Gyarados.

Empoleon @Leftovers
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
-Aqua Jet
-Earthquake
-Swords Dance
-Avalanche/Drill Peck

Empoleon can be a physical sweeper too, especially with a Swords Dance boost 
or two. Earthquake hurts enemy Empoleons as well as Magnezone. Avalanche or
Drill Peck are both options to take on Grass types. Aqua Jet is used over 
Waterfall for the priority since it can OHKO many faster opponents. 

Empoleon @Liechi Berry
EVs: 24 HP / 252 SpA / 232 Spe
Adamant Nature
-Flail
-Waterfall
-Substitute/Endure
-Agility

Empoleon is immune to Sandstorm, so a Flail set is viable. Get an Agility 
boost, lower its HP to activate Liechi, and sweep with Flail. No Pokemon 
resists Water+Normal except for, ironically, other Empoleons.

-----------------------STARAPTOR------------------------
Type: Normal/Flying
Ability: Intimidate
Base Stats: 85 HP / 120 Atk / 70 Def / 50 SAtk / 50 SDef / 100 Spd
Pros: Excellent Attack and high Speed, Intimidate, learns Close Combat
Cons: Stealth Rock weakness, rather frail

Staraptor @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Brave Bird
-Return/Double-Edge
-Close Combat
-U-Turn

Standard CB bird, but Staraptor is the best of the bunch with the ability to 
learn Close Combat for Rock and Steel-types. U-Turn lets you escape from 
opponents you can't beat while still dealing damage to them. 

------------------------BIBAREL-------------------------
Type: Normal/Water
Ability: Unaware/Simple
Base Stats: 79 HP / 85 Atk / 60 Def / 55 SAtk / 60 SDef / 71 Spd 
Pros: Unique abilities
Cons: Poor stats overall

Bibarel @Liechi Berry
EVs: 252 HP / 252 Atk / 6 Def
Adamant Nature
Ability: Simple
-Curse
-Quick Attack
-Waterfall
-Taunt/Return

Due to Bibarel's Simple ability, all stat changes that affect it will have 
double the effect. This means a single Curse will double your Attack and 
Defense. Quick Attack is used to overcome the Speed drop to strike first. 
Waterfall takes care of most opponents that resist Normal. Taunt prevents Roar
or Whirlwind from forcing you to switch, while Return is an option for a 
stronger Normal attack.  

Bibarel @Liechi Berry
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Simple 
-Return
-Waterfall/Aqua Tail
-Thunder Wave
-Endure

The goal of this is to paralyze as many opponents as you can, Endure a hit
to activate Liechi and get a doubled Attack.

Bibarel @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Adamant/Lonely Nature
Ability: Unaware
-Return
-Waterfall
-Superpower
-Thunder

Nothing resists both Return and Waterfall except for Empoleon. Superpower 
takes care of that. Thunder for Skarmory. 

Bibarel @Leftovers
EVs: 252 HP / 6 Atk / 252 Def
Impish Nature
Ability: Simple
-Super Fang
-Waterfall
-Thunder Wave/Yawn
-Amnesia/Stealth Rock

This is more of a support set. Thunder Wave for general paralysis. Stealth 
Rock and Yawn go nicely together since Yawn can force switches. Amnesia will
triple its Special Defense due to Simple. And Super Fang is a great move that
allows Bibarel to heavily damage even the toughest opponents. 

----------------------KRICKETUNE------------------------
Type: Bug
Ability: Swarm
Base Stats: 77 HP / 85 Atk / 51 Def / 55 SAtk / 51 SDef / 65 Spd
Pros: Above average Attack
Cons: Overall bad stats, limited movepool

Kricketune @Choice Band/Life Orb
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-X-Scissor
-Brick Break
-Aerial Ace
-Sing

Kricketune can't do much, so at least take advantage of its rather decent 
Attack. Brick Break for Steels, Aerial Ace for enemy Bugs, and Sing to put
any other potential counters to sleep.

----------------------LUXRAY----------------------------
Type: Electric
Ability: Intimidate/Rivalry
Base Stats: 80 HP / 120 Atk / 79 Def / 95 SAtk / 79 SDef / 70 Spd
Pros: Excellent Attack
Cons: Low speed, its physical attacks have low power

Luxray @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Jolly/Adamant Nature
Ability: Intimidate
-Spark
-Ice Fang
-Fire Fang
-Crunch

Luxray's mighty Attack is sadly cancelled out by its rather weak physical 
moves. Spark is its best physical Electrick attack. Ice Fang for Ground types,
Fire Fang for Steels, and Crunch for a general strong attack.

--------------------ROSERADE----------------------------
Type: Grass/Poison
Ability: Natural Cure/Poison Point
Base Stats: 60 HP / 70 Atk / 55 Def / 125 SAtk / 105 SDef / 90 Spd
Pros: Excellent Special Attack
Cons: Low HP and Defense

Roserade @Focus Sash
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
Ability: Natural Cure
-Grass Knot
-Hidden Power [Fire]
-Toxic Spikes
-Sleep Powder

A great lead for the team. Roserade has the advantage over other leads with
Sleep Powder to put any counters to sleep. It can also lay down Toxic Spikes
when the chance comes. Grass Knot hits heavy leads like Hippowdon, Swampert,
and Tyranitar. HP Fire is for Steel leads like Jirachi and Metagross. 

Roserade @Choice Specs/Choice Scarf
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
Ability: Natural Cure
-Leaf Storm
-Sludge Bomb
-Shadow Ball
-Sleep Powder/Hidden Power [Fire/Ice]

It can do incredible amounts of damage with Leaf Storm thanks to its high 
Sp. Attack and a Choice Specs. Sludge Bomb gives it a second STAB move. 
Shadow Ball hits Ghosts and HP Fire/Ice is for Grass resists 
(Steel/Dragon mainly). But Sleep Powder is very useful, especially on the
Scarf set which outspeeds most opponents. 

Roserade @Heat Rock/Damp Rock
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
Ability: Natural Cure
-Sunny Day/Rain Dance
-Energy Ball
-Sleep Powder/Hidden Power [Ice]
-Weather Ball

It can change the weather to its liking. The advantage of sun is that Weather 
Ball becomes Fire type, hitting Steels supereffectively. The advantage of rain 
is that it cuts Fire moves and lets Weather Ball turn to Water, hitting Fire 
types. HP Ice hits Dragons who would be resistant to both types. 

-------------------RAMPARDOS----------------------------
Type: Rock
Ability: Mold Breaker
Base Stats: 97 HP / 165 Atk / 60 Def / 65 SAtk / 50 SDef / 58 Spd
Pros: Incredibly high Attack
COns: Slow, frail defenses

Rampardos @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Adamant/Jolly Nature
-Stone Edge
-Earthquake
-Pursuit/Crunch
-Head Smash

Magnify Rampardos's super high Attack even more with Choice Band, or boost its
rather low Speed with Choice Scarf. Either way, Rampardos is able to hit
extremely hard. Use Stone Edge as your main Rock move and Head Smash only as a
last resort. 

Rampardos @Focus Sash
EVs: 6 HP / 252 Atk / 252 Spd
Adamant/Jolly Nature
-Stone Edge
-Earthquake
-Head Smash/Crunch
-Rock Polish

One Rock Polish is all it takes for Rampardos to outspeed most of the 
opponents you'll face. Focus Sash will buy you some time to boost your Speed. 

-------------------BASTIODON----------------------------
Type: Rock
Ability: Mold Breaker
Base Stats: 60 HP / 52 Atk / 168 Def / 47 SAtk / 138 SDef / 30 Spd
Pros: Excellent Defense and Special Defense
Cons: Slow, terrible offenses, 4x Ground and Fighting weakness

Bastiodon @Leftovers
EVs: 252 HP / 6 Atk / 252 SDef
Sassy Nature
-Metal Burst
-Stone Edge
-Curse
-Taunt

Well, at least it gets the pretty cool Metal Burst move. Taunt opponents into
attacking you then hit them back with Metal Burst. Curse buffs up your Defense
so that you can survive Fighting and Ground moves easier. It also strengthens
your pathetic Attack so at least you can do some damage with Stone Edge.

Bastiodon @Leftovers
EVs: 252 HP / 6 Atk / 252 SDef
Careful Nature
-Stone Edge
-Roar/Toxic
-Rest
-Sleep Talk

Now Bastiodon can keep itself alive with Rest, though it still can't do much. 
Roar lets you force switches even when you're sleeping, which is pretty handy 
with Spikes or Stealth Rock set up. Toxic is an option for general stalling.

---------------------WURMADAM------------------------
Type: Bug/Steel, Grass, or Ground
Ability: Anticipation

Steel form: HP 60 / 69 Atk / 95 Def / 69 SAtk / 95 SDef / 36 Spd
Ground form: 60 HP / 79 Atk / 105 Def / 59 SAtk / 85 SDef / 38 Spd
Grass form: 60 HP / 59 Atk / 85 Def / 79 SAtk / 105 SDef / 36 Spd

Pros: Good defenses for all three 
Cons: All three have limited movepools and overall mediocre stats, Steel and 
      Grass forms have 4x Fire weakness 

Wurmadam (Steel) @Leftovers
EVs: 252 HP / 252 Def / 6 SAtk
Impish Nature
-Stealth Rock
-Metal Sound
-Flash Cannon
-Toxic

Set up Stealth Rock, force switches with Toxic and Metal Sound. If they won't
switch, hit them with Flash Cannon.

Wurmadam (Ground) @Leftovers
EVs: 252 HP / 252 Atk / 6 Def
Adamant Nature
-Earthquake
-Rock Blast
-Toxic
-Protect

Earthquake stuff, Rock Blast Flying types, and Toxic for general status. 
Protect helps you stall with Toxic as well as scout enemy moves.

Wurmadam (Grass) @Choice Specs
EVs: 252 HP / 252 SAtk / 6 Spd
Modest Nature
-Leaf Storm
-Hidden Power [Ice/Fire]
-Shadow Ball
-Psychic/Energy Ball

Grass Wurmadam is the most offensive of the three forms, though that's not
saying much. HP Ice for Flying types or Fire for Steel types. Both are 
supereffective against enemy Grasses. Shadow Ball for Ghosts and the last slot
is basically filler.

---------------------MOTHIM--------------------------
Type: Bug/Flying
Ability: Anticipation
Base Stats: 70 HP / 94 Atk / 50 Def / 94 SAtk / 50 SDef / 66 Spd
Pros: Good Sp. Attack
Cons: 4x Stealth Rock weakness, slow speed, frail defenses

Mothim @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Modest/Timid Nature
-Bug Buzz
-Air Slash
-Hidden Power [Ground]
-Shadow Ball/Energy Ball

Bug Buzz and Air Slash for STAB, HP Ground hits Steel and Fire types, Shadow
Ball for Ghosts or Energy Ball for Rock types.

---------------------VESPIQUEN-----------------------
Type: Bug/Flying
Ability: Anticipation
Base Stats: 70 HP / 80 Atk / 102 Def / 80 SAtk / 102 SDef / 40 Spd
Pros: Good defenses
Cons: Very slow, 4x Stealth Rock weakness

Vespiquen @Leftovers
EVs: 252 HP / 6 Atk / 252 Def
Impish Nature
-Attack Order
-Aerial Ace/Defend Order
-Toxic
-Roost

Hit enemies with Attack Order or weaken tougher opponents with Toxic. Roost
keeps you healthly 

--------------------PACHIRISU-----------------------
Type: Electric
Ability: Pick Up
Base Stats: 60 HP / 45 Atk / 70 Def / 45 SAtk / 90 SDef / 95 Spd
Pros: Super Fang, good speed
Cons: Terrible offenses, limited movepool

Pachirisu @Salac Berry
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Super Fang
-Substitute
-Thunder Wave
-Thunderbolt/Covet

Super Fang is the only thing Pachirisu has going for it. Paralyze opponents
and cut their health as much as you can with Super Fang. You can also cut your
own health down with Substitute to activate Salac Berry. After that happens, 
you can steal your opponent's item before dieing. It's really the only other
semi-useful thing Pachirisu can do.

--------------------FLOATZEL------------------------
Type: Water
Ability: Swift Swim
Base Stats: 85 HP / 105 Atk / 55 Def / 85 SAtk / 50 SDef / 115 Spd
Pros: Excellent Speed and great Attack
Cons: Very frail defenses

Floatzel @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
-Water fall
-Ice Fang
-Crunch
-Brick Break/Aqua Jet

Floatzel can hit hard and fast with a Choice Band set. Crunch can deal decent
damage to enemy Water types. Brick Break is for Empoleon, who resists 
everything else Floatzel learns. Aqua Jet is used to finish off weakened 
opponents.

Floatzel @Leftovers
EVs: 40 HP / 252 Def / 216 Spd
Jolly Nature
-Substitute
-Bulk Up
-Baton Pass
-Waterfall 

Set up a Sub for protection while buffing up Floatzel's Defense with Bulk Up. 
If Skarmory comes in to blow you away, prevent it from doing so with Taunt. 
Use Waterfall on frail enemies or those weak to Water. Otherwise, switch to
a different team mate with Baton Pass.

---------------------CHERRIM---------------------------
Type: Grass
Ability: Flower Gift
Base Stats: 70 HP / 60 Atk / 70 Def / 87 SAtk / 78 SDef / 85 Spd
Pros: Unique ability that works great in 2 vs. 2
Cons: Very limited movepool, mediocre stats

Cherrim @Hot Rock
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Sunny Day
-Energy Ball
-Hidden Power [Fire]
-Grasswhistle

This set is useable in 1 vs. 1 battles, but it works best in 2 vs. 2. Set up
a Sunny Day to boost your stats and those of your partner. HP Fire for enemy
Steels and Grass types. Grasswhistle is inaccurate, but putting an opponent 
to sleep in 2 vs. 2 is very useful.

---------------------GASTRODON-------------------------
Type: Water/Ground
Ability: Water Lure/Sticky Hold
Base Stats: 111 HP / 83 Atk / 68 Def / 92 SAtk / 82 SDef / 39 Spd
Pros: Excellent HP, good Sp. Attack, ability to Recover
Cons: 4x Grass weakness

Gastrodon @Leftovers
EVs: 252 HP / 252 Def / 6 SAtk
Relaxed Nature
-Surf
-Recover
-Earthquake
-Ice Beam

Surf and Earthquake for STAB, Ice Beam for Grass and Flyers, and Recover to
stay healthy. Recover is also the move that lets it stand out from Swampert
and Quagsire. 

---------------------AMBIPOM---------------------------
Type: Normal
Ability: Pick Up/Technician
Base Stats: 75 HP / 100 Atk / 66 Def / 60 SAtk / 66 SDef / 115 Spd
Pros: Great Attack and excellent speed, diverse movepool 
Cons: Frail defenses

Ambipom @Silk Scarf/Expert Belt
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Technician
-Fake Out
-U-Turn
-Brick Break
-Shadow Claw

A very fun set to use. Fake Out your opponent, then U-Turn to a teammate. 
Brick Break for Rocks/Steels and Shadow Claw for Ghosts. This set won't be 
doing huge amounts of damage, but the dents you put in your opponent with
Fake Out and U-Turn will add up and seriously weaken the enemy team. 

Ambipom @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Technician
-Return
-Fake Out/U-Turn
-Brick Break/Focus Punch
-Shadow Claw

If you do want to deal lots of damage, try the Choice Bander. Like any CBer,
it requires prediction especially when you have Focus Punch as an option.

Ambipom @Petaya Berry/Leftovers
EVs: 252 HP / 6 SAtk / 252 Spd
Timid Nature
-Thunderbolt
-Substitute/Taunt
-Nasty Plot
-Baton Pass

Another one of Ambipom's talents is Baton Passing. Nasty Plot is the stat 
booster you'll want. Sub and Taunt can both prevent status moves, but only 
Taunt will protect you from Roar/Whirlwind. Skarmory can't mess up your 
plan when you hit it with Thunderbolt.

------------------------DRIFBLIM------------------------
Type: Ghost/Flying
Ability: Unburden/Aftermath
Base Stats: 150 HP / 80 Atk / 44 Def / 90 SAtk / 54 SDef / 80 Spd
Pros: Amazing HP, unique Unburden ability, great Baton Passer
Cons: Terrible defenses

Drifblim @Petaya Berry/Starf Berry
EVs: 252 Def / 56 SDef / 200 Spd
Timid Nature
Ability: Unburden
-Thunderbolt
-Substitute
-Calm Mind/Hypnosis
-Baton Pass

Driftblim is a pretty unique Baton Passer. It can pass huge Substitutes and
possibly Calm Mind if you like. Thunderbolt prevents Skarmory from ruining the
strategy and Hypnosis can put other phazers to sleep. Once Drifblim gets the
berry boost, its Speed will rise due to Unburden and you can safely Baton Pass
away.

Drifblim @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
Ability: Aftermath
-Shadow Ball
-Thunderbolt
-Hidden Power [Fighting]
-Hypnosis

HP Fighting covers all the enemies resistant to Shadow Ball - Normal, Dark, 
and Steel. Thunderbolt provides additional coverage, especially with all the
Water and Flying Pokemon out there. Hypnosis can put any other potential 
counter to sleep.

------------------------LOPUNNY--------------------------
Type: Normal
Ability: Klutz
Base Stats: 65 HP / 76 Atk / 84 Def / 54 SAtk / 96 SDef / 105 Spd
Pros: Great Speed and Sp. Defense
Cons: Unable to utilize items, mediocre offensive stats

Lopunny @ Lagging Tail/Choice Band/Choice Specs
EVs: 252 HP / 6 Atk / 252 Spd
Jolly Nature
Ability: Klutz
- Return
- Sky Uppercut
- Ice Punch
- Switcheroo

Switcheroo with the Klutz ability is what makes Lopunny stand out. You can
put basically any item you want onto the opponent to mess them up. Lagging
Tail screws opponents who rely on Speed, Choice Band for special attackers, 
and Choice Specs for physical ones. The rest of your attacks are there just
so you can actually hurt something. Sky Uppercut for Rocks/Steels and Ice 
Punch for the many Pokemon that are weak to Ice.

------------------------MISMAGIUS------------------------
Type: Ghost
Ability: Levitate
Base Stats: 60 HP / 60 Atk / 60 Def / 105 SAtk / 105 SDef / 105 Spd
Pros: Great Sp. Attack, Sp. Defense, and Speed, Calm Mind lets it stand out
      from Gengar
Cons: Low HP and Defense

Mismagius @Leftovers
Evs: 24 HP / 252 SAtk / 234 Spd
Timid Nature
-Shadow Ball
-Thunderbolt/Hidden Power [Fighting]
-Calm Mind
-Will-o-wisp/Substitute

Shadow Ball and Hidden Power Fighting provide coverage against every opponent 
in the game. Thunderbolt is another powerful move  that you can use in place of
HP Fighting. Calm Mind to boost your special stats. You can use Will-o-wisp
to cover your rather low Defense or Substitute to prevent status effects.

Mismagius @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Shadow Ball
-Thunderbolt
-Hidden Power [Fighting]
-Energy Ball

Mismagius's great Special Attack and Speed make it a very good special
sweeper. Though Gengar can use this set better, Mismagius has higher Sp.
Defense and therefore it can survive special attacks much better. 

Mismagius @Leftovers
EVs: 252 HP / 148 Def / 110 SDef
Calm Nature
-Mean Look
-Perish Song
-Protect
-Taunt/Pain Split

A PerishTrap set can be very effective if you use it right. Trap an 
opponent with Mean Look, begin the Perish Song, and try to stay alive with
Protect and Pain Split. Taunt is useful to prevent Whirlwind/Roar from messing
with your plan. 

-----------------------HONCHKROW------------------------
Type: Dark/Flying
Ability: Insomnia/Super Luck
Base Stats: 100 HP / 125 Atk / 52 Def / 105 SAtk / 52 SDef / 71 Spd
Pros: Excellent Attack, Super Luck ability
Cons: Frail defenses, Speed loss after evolving from Murkrow

Honchkrow @Choice Band/Life Orb
EVs: 6 HP / 252 Atk / 252 Spd
Adamant/Jolly Nature
Ability: Insomnia
-Drill Peck
-Night Slash
-Superpower
-Sucker Punch

Sucker Punch can be very powerful and makes up for Honchkrow's rather low 
Speed. Night Slash is for Pokemon that prefer not to attack directly. Drill
Peck takes care of Fighters and Superpower does major damage to Steel-types.
Insomnia is preferred to help you switch in against Sleep attacks. 

Honchkrow @Choice Specs/Life Orb
EVs: 6 Atk / 252 SAtk / 252 Spd
Mild/Hasty Nature
Ability: Insomnia
-Dark Pulse
-Hidden Power [Flying]
-Heat Wave
-Superpower

Honchkrow has a good Special Attack that it can utilize. Dark Pulse is your
main STAB move while HP Flying fends off Fighting types. Heat Wave gives all
those Steel types something to beware of. Superpower is needed to defeat 
Blissey and Heatran.

Honhkrow @Life Orb
Ability: Insomnia
EVs:
Lonely/Hasty Nature
-Sucker Punch
-Drill Peck
-Superpower
-Heat Wave

Honchkrow @Scope Lens
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
Ability: Super Luck
-Night Slash
-Sucker Punch
-Drill Peck/Superpower
-Substitute

This set tries to get as many critical hits as possible. Using Substitute 
forces your opponent to attack you directly and when that happens, Sucker 
Punch them in the face. Night Slash will critical hit very often and Drill
Peck wards off Fighting types. Superpower prevents Steel types from walling 
you. 

-----------------------PURUGLY---------------------------
Type: Normal
Ability: Thick Fat/Own Tempo
Base Stats: 71 HP / 82 Atk / 64 Def / 64 SAtk / 59 SDef / 112 Spd
Pros: Very fast
Cons: Mediocre Attack, frail defenses, limited movepool

Purugly @Leftovers
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Thick Fat
-Return
-Fake Out
-Hypnosis
-Shadow Claw/U-Turn

Fake Out to dent your opponent during your first turn then put it to Sleep 
with Hypnosis. If they're too tough to handle, dent them again with U-Turn
before switching out. 

Purugly @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Thick Fat
-Return
-Shadow Claw
-Iron Tail
-Fake Out/U-Turn

A typical Normal-type Choice Bander. Shadow Claw for Ghosts and Iron Tail for
Rocks. You really have nothing against Steels, so just Fake Out or U-Turn 
before switching out.

--------------------SKUNTANK------------------------
Type: Poison/Dark
Ability: Aftermath/Stench
Base Stats: 103 HP / 93 Atk / 67 Def / 71 SAtk / 61 SDef / 84 Spd
Pros: Good HP and Attack
Cons: Other stats are mediocre

Skuntank @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Aftermath
-Crunch/Night Slash
-Poison Jab
-Fire Blast
-Explosion

Skuntank's movepool isn't very extensive. Choose a Dark move depending on
whether you want power or the chance to critical hit. Fire Blast for Steels
and Explode when you've done as much as you can.

--------------------BRONZONG------------------------
Type: Steel/Psychic
Ability: Levitate/Heat Proof
Base Stats: 67 HP / 89 Atk / 116 Def / 79 SAtk / 116 SDef / 33 Spd
Pros: Great defenses and excellent set of resistances, good support movepool
Cons: Unable to heal itself without Rest

Bronzong @Leftovers
EVs: 252 HP / 84 Atk / 80 Def / 94 SDef
Relaxed/Sassy Nature
Ability: Levitate
-Gyro Ball
-Hypnosis
-Stealth Rock/Trick Room
-Earthquake

Bronzong makes a great support Pokemon. Put an opponent to sleep, set up a
Stealth Rock, or use Trick Room if you have a team that uses that strategy. 
Gyro Ball with Bronzong's low speed can hurt speedy opponents. Earthquake for
other Steels, especially Magnezone. 

Bronzong @Light Clay
EVs: 252 HP / 84 Atk / 80 Def / 94 SDef
Relaxed/Sassy Nature
Ability: Levitate
-Gyro Ball
-Reflect
-Light Screen
-Explosion/Stealth Rock

Dual Screen Bronzong supports the team by setting up screens that will lower
the damage your team takes. It makes a great lead and allows you to pull off
risky strategies that might not otherwise work.

Bronzong @Choice Band/Macho Brace
EVs: 252 HP / 84 Atk / 80 Def / 94 SDef
Relaxed/Sassy Nature
Ability: Levitate
-Gyro Ball
-Trick
-Earthquake/Explosion
-Stealth Rock

People who expect a standard Bronzong might be surprise when you Trick them 
an item they don't want. Choice Band screws over walls while Macho Brace cuts
the Speed of any opponent in half. Both of these items boost the power of your
Gyro Ball.

Bronzong @Leftovers
EVs: 252 HP / 74 Def / 184 SDef
Relaxed/Sassy Nature
Ability: Levitate
-Gyro Ball
-Earthquake
-Rest
-Sleep Talk

Walls work well with healing moves, and for Bronzong, Rest is its only option
to recover damage.

----------------------CHATOT---------------------------
Type: Normal/Flying
Ability: Keen Eye/Tangled Feet
Base Stats: 76 HP / 65 Atk / 45 Def / 92 SAtk / 42 SDef / 91 Spd
Pros: Chatter is a fun and unique move, good Sp. Attack and Speed
Cons: Limited movepool, very frail defenses

Chatot @Leftovers
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Chatter
-Hyper Voice
-Nasty Plot
-Encore

Switch in Chatot on a Ground attack like Earthquake, then force your opponent
to repeat it with Encore. While that's going on, boost your Sp. Attack with
Nasty Plot and then sweep. Hopefully you'll have taken out your opponent's 
Rock and Steel types by this point. 

----------------------SPIRITOMB------------------------
Type: Ghost/Dark
Ability: Pressure
Base Stats: 50 HP / 92 Atk / 108 Def / 92 SAtk / 108 SDef / 35 Spd
Pros: Type combo gives it no weaknesses, great defenses with good offensive 
      stats, excellent counter to Ghosts and Psychics
Cons: Very slow, limited offensive movepool, low HP

Spiritomb @Leftovers
EVs: 252 HP / 144 Atk / 112 SDef
Careful Nature
-Sucker Punch
-Pursuit
-Pain Split
-Will-o-wisp

This Spiritomb is a nightmare to other Ghost and Psychic types. If they try to
escape, they'll get hit with Pursuit. If they stay in to attack, they'll get
hit with Sucker Punch. Pain Split keeps it alive while Will-o-wisp takes 
care of any physical sweepers.

Spiritomb @Leftovers
EVs: 252 HP / 252 SAtk / 6 SDef
Calm/Modest Nature
-Shadow Ball
-Hidden Power [Fighting]
-Hypnosis
-Nasty Plot/Calm Mind

Spiritomb can also go on the offensive. Shadow Ball and HP Fighting take care
of every Pokemon in the game. Hypnosis sends potential counters snoozing and
in the meantime, you can boost your Sp. Attack. Nasty Plot raises it very 
quickly, but Calm Mind can buff up your Sp. Defense as well.

----------------------GARCHOMP==-----------------------
Type: Ground/Dragon
Ability: Sand Veil
Base Stats: 108 HP / 130 Atk / 95 Def / 80 SAtk / 85 SDef / 102 Spd
Pros: Overall great stats - Amazing Attack, great speed, and good defenses,
      strong physical movepool
Cons: 4x Ice weakness

Garchomp @Life Orb/Yache Berry/Haban Berry
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
-Dragon Claw
-Earthquake
-Swords Dance
-Fire Fang

After a Swords Dance, Garchomp can rip teams to shreds with its powerful 
moves. Dragon Claw and Earthquake will do a ton of damage to most Pokemon, and
only Skarmory and Bronzong resist it. Fire Fang takes care of those two Steel
Pokemon. Yache Berry weakens Ice attacks and Haban Berry weakens Dragon. Both
of these types are common in Uber play. 

Garchomp @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
-Outrage
-Earthquake
-Stone Edge
-Fire Fang/Fire Blast

Of course, any strong physical sweeper like Garchomp can perform well with a
Choice Band. Outrage becomes an option since it can destroy so many things. 
Just be sure to get rid of any defensive Steels on the other team first. Fire
Blast can be used over Fire Fang. Being a special move, it will do more damage
to Steel physical walls like Skarmory and Forretress. Stone Edge is for Lugia,
who would otherwise wall Garchomp. 

Garchomp @Choice Scarf
EVs: 16 HP / 252 Atk / 240 Spd
Adamant Nature
-Outrage
-Earthquake
-Stone Edge
-Fire Fang

Choice Scarf Garchomp may seem similar to the Choice Bander, but it works 
much differently. With Choice Scarf, you sacrifice Attack for Speed and so it
makes a great revenge-killer by taking out weakened opponents, especially ones
that are normally faster than it. 

------------------------LUCARIO------------------------
Type: Steel/Fighting
Ability: Inner Focus/Steadfast
Base Stats: 70 HP / 110 Atk / 70 Def / 115 SAtk / 70 SDef / 90 Spd
Pros: Excellent offenses, extremely diverse movepool
Cons: Rather frail defenses

Lucario @Life Orb
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Steadfast
-Close Combat
-Extremespeed
-Crunch/Stone Edge/Ice Punch
-Swords Dance

This moveset has a simple objective: find an oppurtunity to use Swords Dance, 
then sweep. A STABed Swords Danced Close Combat puts a huge dent in most 
opponents. Ghost and Psychic foes are handled by Crunch while Stone Edge and
Ice Punch takes care of Flying-types. 

Lucario @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Steadfast
-Close Combat
-Crunch
-Stone-Edge
-Blaze Kick/Bullet Punch/Extremespeed

Lucario works great with a Choice Band attached. Blaze Kick kills Heracross in
one hit. Bullet Punch is a first-strike move that gets STAB and can OHKO 
Weavile and Aerodactyl as well as finish off weakened opponents. Extremespeed 
doesn't gain STAB, but will do more damage to enemies that aren't weak to 
Steel. 

Lucario @Salac Berry
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Steadfast
-Reversal
-Endure/Substitute
-Crunch
-Swords Dance

Not only does Lucario get STAB on Reversal, but it's also immune to the 
Sandstorm damage which would kill off any other Pokemon that tried to use this
set. 

Lucario @Life Orb
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
Ability: Steadfast
-Aura Sphere
-Shadow Ball
-Dragon Pulse
-Psychic

A Choice Specs Aura Sphere can 2HKO a Blissey with max HP EVs and can do a ton 
of damage to any Pokemon not resistant to Fighting attacks. Ghost and Psychic 
types will fall to a Dark Pulse. Dragon Pulse is mainly there to hit Salamence
and Garchomp on the switch-in. Psychic is for Heracross, who resists your Aura 
Sphere and Dark Pulse.

----------------------HIPPOWDON-----------------------
Type: Ground
Ability: Sandstream
Base Stats: 108 HP / 112 Atk / 118 Def / 68 SAtk / 72 SDef / 47 Spd
Pros: Excellent HP, Attack, and Defense, recovery move (Slack Off) sets it
      apart from other defensive Grounds, the only other Pokemon besides
      Tyranitar that has Sandstream
Cons: Terrible Speed

Hippowdon @Leftovers
EVs: 252 HP / 4 Atk/ 252 Def
Impish Nature
-Earthquake
-Slack Off
-Ice Fang/Stone Edge
-Stealth Rock/Roar

Hippowdon makes a great physical wall, especially with Slack Off to keep it
constantly healthy. Ice Fang and Stone Edge both hit Flying types. Stone Edge
is stronger, but Ice Fang can also cover Grass and Dragons. Stealth Rock is
a great support move like always and Roar is for phazing.

----------------------DRAPION--------------------------
Type: Poison/Dark
Ability: Sniper/Battle Armor
Base Stats: 70 HP / 90 Atk / 110 Def / 60 SAtk / 75 SDef / 95 Spd
Pros: Excellent Defense, good Speed and Attack
Cons: Easily walled by Steel types

Drapion @Black Sludge/Scope Lens
EVs: 54 HP / 252 Atk / 204 Spd
Jolly Nature
Ability: Sniper
-Night Slash
-Brick Break
-Fire Fang
-Swords Dance

Typical Swords Dance sweeper. Night Slash and Brick Break provide great type
coverage that is only resisted by Heracross and Toxicroak. Fire Fang hits
Heracross and is also effective against Steels like Skarmory and Bronzong.

Drapion @Choice Band
EVs: 54 HP / 252 Atk / 204 Spd
Jolly Nature
Ability: Sniper
-Night Slash
-Brick Break
-Fire Fang
-Cross Poison

A typical Choice Band set. You now get to use Cross Poison for a second STAB
attack.

Drapion @Black Sludge
EVs: 252 HP / 6 Atk / 252 Def
Impish Nature
Ability: Battle Armor
-Nigh Slash
-Brick Break/Fire Fang
-Knock Off
-Toxic Spikes

This set takes advantage of Drapion's high Defense. Knock Off can be a very
handy move and Drapion is one of the few Pokemon that makes good use of Toxic
Spikes.

----------------------TOXICROAK-----------------------
Type: Poison/Fighting
Ability: Anticipation/Dry Skin
Base Stats: 83 HP / 106 Atk / 65 Def / 86 SAtk / 65 SDef / 85 Spd
Pros: Great Attack, Dry Skin ability gives Water immunity
Cons: Frail defenses, 4x Psychic weakness

Toxicroak @Life Orb
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Dry Skin
-Poison Jab
-Stone Edge
-Cross Chop
-Swords Dance

Swords Dance and sweep. Poison Jab and Cross Chop for STAB. Use Stone Edge for
Flying types. 

Toxicroak @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Dry Skin
-Poison Jab
-Stone Edge
-Cross Chop
-Sucker Punch

Simple Choice Band set. Sucker Punch can let you attack first and is useful
against Ghost types.

Toxicroak @Life Orb
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
Ability: Dry Skin
-Focus Blast
-Dark Pulse
-Vacuum Wave/Hidden Power [Flying]
-Nasty Plot

Its Sp. Attack is lower, but it can still boost it with Nasty Plot. Fighting
and Dark provide great type coverage. Enemy Toxicroak and Heracross will still
resist you, so you can take them on with HP Flying. But Vacuum Wave is also
a great move, able to hit speedy Pokemon like Weavile or Aerodactyl. 

----------------------CARNIVINE-----------------------
Type: Grass
Ability: Levitate
Base Stats: 74 HP / 100 Atk / 72 Def / 90 SAtk / 72 SDef / 46 Spd
Pros: Great Attack
Cons: Mediocre defenses, terrible speed, limited movepool

Carnivine @Leftovers
EVs: 252 HP / 252 Atk / 6 Def
Adamant Nature
-Power Whip
-Crunch
-Sleep Powder
-Swords Dance

Carnivine gets Power Whip, which is an advantage over many other physical 
attacking Grass types. Still, its movepool is small and this is a simple 
Swords Dance set really. 

----------------------LUMINEON------------------------
Type: Water
Ability: Swift Swim/Water Lure
Base Stats: 69 HP / 69 Atk / 76 Def / 69 SAtk / 86 SDef / 91 Spd
Pros: Good Speed
Cons: Overall stats are mediocre, limited movepool

Lumineon @Damp Rock/Life Orb
EVs: 252 HP / 6 Def / 252 SAtk
Ability: Swift Swim
Modest Nature
-Surf
-Ice Beam
-Rain Dance
-Hidden Power [Electric/Grass]

A thoroughly uninteresting fish. You might as well take advantage of Swift
Swim. HP Electric is for Pelipper and Grass is for Quagsire/Whiscash. 

----------------------ABOMASNOW------------------------
Type: Grass/Ice
Ability: Snow Warning
Base Stats: 90 HP / 92 Atk / 75 Def / 92 SAtk / 85 SDef / 60 Spd
Pros: Has a unique ability
Cons: Mediocre stats, 4x Fire weakness

Abomasnow @Leftovers
EVs: 6 HP / 252 Atk / 252 Spd 
Adamant Nature
-Seed Bomb/Wood Hammer
-Ice Punch/Ice Shard
-Earthquake
-Swords Dance

You have a couple of choices for your STAB moves. Wood Hammer is powerful, but
choose Seed Bomb if you don't like recoil. Choose Ice Punch for its power or 
Ice Shard to strike before a faster opponent (like Salamence or Garchomp). 
Earthquake for Fire and Steel types

Abomasnow @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd 
Adamant Nature
-Earthquake
-Seed Bomb/Wood Hammer
-Ice Punch/Ice Shard
-Focus Punch

Choice Band set. Focus Punch can hit Steels harder than Earthquake if you can
predict correctly. 

Abomasnow @Choice Specs
EVs: 6 HP / 252 Spd / 252 SAtk
Modest Nature
-Blizzard
-Energy Ball
-Hidden Power[Fire]
-Focus Punch

Abomasnow can also hit from the special side. Blizzard is 100% accurate with
Hail. HP Fire for Steel types. Keep Focus Punch ready for Blissey.

Abomasnow @Leftovers
EVs: 6 HP / 252 Spd / 252 SAtk
Timid Nature
-Substitute
-Leech Seed
-Blizzard
-Focus Punch

Substitute is the key to this moveset. You can plant a Leech Seed on the 
enemy and annoy them with the SubSeed combo. You can also Focus Punch them
in the face.

------------------------WEAVILE------------------------
Type: Dark/Ice
Ability: Pressure
Base Stats: 70 HP / 120 Atk / 65 Def / 45 SAtk / 85 SDef / 125 Spd
Pros: Excellent Speed and Attack, 
Cons: 4x Fighting weakness, low defense

Weavile @Choice Band/Life Orb/Expert Belt
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
-Night Slash
-Ice Punch
-Brick Break
-Pusuit

Weavile is a fast and deadly physical sweeper. Brick Break covers the Steels 
that are resistant to both Ice and Dark attacks. Pursuit murders the Psychics 
and Ghosts who think they can escape from Weavile unharmed. 

Weavile @Life Orb/Expert Belt/Focus Sash
6 HP / 252 Atk / 252 Spd
Jolly Nature
-Night Slash
-Ice Punch
-Brick Break
-Swords Dance

Swords Dance Weavile is more risky to use, but its payoff is great. It's better
to save this toward the end of the battle when your enemies have already been 
weakened. 

---------------------MAGNEZONE------------------------
Type: Electric/Steel
Ability: Magnet Pull/Sturdy
Base Stats: 70 HP / 70 Atk / 115 Def / 130 SAtk / 90 SDef / 60 Spd
Pros: Great Defense and Excellent Sp. Attack, large variety of resistances
Cons: Slow, 4x Ground weakness, limited movepool

Magnezone @Leftovers
EVs: 172 HP / 252 SAtk / 84 Spd
Modest Nature
Ability: Magnet Pull
-Thunderbolt/Discharge
-Hidden Power [Grass/Ice]
-Substitute
-Magnet Rise/Thunder Wave

Thunderbolt will hit opponents very hard, while Discharge can make up for
Magnezone's low Speed by having a good chance of paralyzing opponents. HP
Grass for Swampert/Rhyperior or HP Ice for Garchomp and Grass types.
Substitute lets you check for potential counters, including Electivire, Volt-
Absorb Pokemon, or Ground types. Magnet Rise erases you Ground weakness while
Thunder Wave is good for paralysis if you're not using Discharge.

Magnezone @Leftovers
EVs: 172 HP / 252 SAtk / 84 Spd
Modest Nature
Ability: Magnet Pull
-Thunderbolt/Discharge
-Hidden Power [Grass/Ice]
-Rest
-Sleep Talk

It's a rather sturdy Pokemon and has a lot of resistances, so a RestTalk set is
a good way of keeping it constantly healthy. 

Magnezone @Choice Specs
EVs: 172 Atk / 252 SAtk / 84 Spd
Mild Nature
Ability: Magnet Pull
-Thunderbolt/Discharge
-Hidden Power [Grass/Ice]
-Flash Cannon
-Explosion

Despite its limited movepool, Magnezone still makes a great Choice Specs user.
Explosion with the given Attack EVs can OHKO Blissey.

----------------------LICKILICKY-----------------------
Type: Normal
Ability: Own Tempo/Oblivious
Base Stats: 110 HP / 85 Atk / 95 Def / 80 SAtk / 95 SDef / 50 Spd
Pros: Excellent HP, great defenses, gets STABed Explosion
Cons: Slow, outclassed by Snorlax

Lickilicky @Leftovers
EVs: 160 HP / 176 Atk / 174 Def
Impish Nature
Ability: Own Tempo
-Body Slam
-Knock Off
-Earthquake
-Wish/Explosion

Lickilicky is a fun Pokemon that does a nice job of supporting your team. 
Body Slam paralyzes opponents and gets STAB in the process. Knock Off removes
a opponent's item, which can put them at a disadvantage. Earthquake is for
Rock and Steel types. If you can get a Lickitung from the NYPC, it can get
the special Wish move which is great for healing yourself and the team. If you
can't get it, then use Explosion to do a ton of damage to an opponent.

Lickilicky @Leftovers
EVs: 160 / 64 Atk / 98 Def / 188 SDef
Sassy Nature
Ability: Own Tempo
-Curse
-Return
-Gyro Ball
-Wish/Earthquake

Curse lets Lickilicky make use of Gyro Ball. Lower your Speed while buffing
your Attack and Defense. After a couple Curses, Gyro Ball should have max
power against most speedy opponents. Keep yourself healthy with Wish if you
can get it. Otherwise, use Earthquake for Steel types.

Lickilicky @Leftovers
EVs: 252 HP / 252 Atk / 6 Def
Brave/Adamant Nature
Ability: Own Tempo
-Swords Dance
-Body Slam/Return
-Earthquake
-Gyro Ball/Explosion

Lickilicky can also boost its Attack with Swords Dance. Choose Return for its
power or Body Slam for its ability to paralyze. Gyro Ball is your only means
of doing lots of damage to Gengar and Mismagius. 

Lickilicky @Choice Band
EVs: 252 HP / 252 Atk / 6 Def
Brave Nature
Ability: Own Tempo
-Body Slam/Return
-Earthquake
-Gyro Ball
-Fire Blast/Explosion

A Choice Band set lets it deal a lot of damage without setting up. With an
extra move slot for an offensive attack, you can use Fire Blast to take on
Skarmory and Bronzong.

Lickilicky @Leftovers
EVs: 160 HP / 176 Atk / 174 Def
Impish Nature
Ability: Own Tempo
-Body Slam
-Earthquake
-Rest
-Sleep Talk

Rest is its only means of healing itself for those who can't get Wish. It 
helps Lickilicky stay alive for a long time, but you limit your remaining
moves.

----------------------RHYPERIOR------------------------
Type: Ground/Rock
Ability: Solid Rock/Lightning Rod
Base Stats: 115 HP / 140 Atk / 130 Def / 55 SAtk / 55 SDef / 40 Spd
Pros: Amazing Attack and Defense, Excellent HP, Solid Rock makes it hard to 
      take down
Cons: Speed and Sp. Defense are very low

Rhyperior @Leftovers
EVs: 252 HP / 252 Atk / 6 Def
Adamant Nature
Ability: Solid Rock
-Earthquake
-Stone Edge
-Megahorn/Avalanche/Substitute
-Swords Dance

With one Swords Dance, Rhyperior achieves well over 800 Attack. Combine this
with a powerful STABed Earthquake or Stone Edge and you've got an awesome
physical sweeper. Megahorn hurts Cresselia and Bronzong, who may not mind
your first two moves. Avalanche is for Gliscor and Dragon types. Substitute
can protect you from status moves like Will-o-wisp.

Rhyperior @Leftovers
EVs: 252 HP / 6 Atk / 252 Def
Impish Nature
Ability: Solid Rock
-Earthquake
-Stone Edge
-Megahorn/Avalanche
-Stealth Rock/Roar

Rhyperior makes a great defensive tank with this set. And while many walls 
have low offenses, this guy comes with over 300 Attack to put a big dent
into many opponents. Stealth Rock and Roar are both good support options 
should your team be lacking in either of those moves. 

Rhyperior @Choice Band
EVs: 252 HP / 252 Atk / 6 Def
Adamant Nature
Ability: Solid Rock
-Earthquake
-Stone Edge
-Megahorn
-Avalanche

With Choice Band, you can take advantage of using both Megahorn and Avalanche
on the same set.

----------------------TANGROWTH------------------------
Type: Grass
Ability: Chlorophyll/Leaf Guard
Base Stats: 100 HP / 100 Atk / 125 Def / 110 SAtk / 50 SDef / 50 Spd
Pros: Excellent stats in HP/Attack/Defense/Sp. Attack, great support movepool
Cons: Low Speed and Sp. Defense

Tangrowth @Leftovers
EVs: 252 HP / 6 Atk / 252 Def
Impish Nature
-Power Whip
-Leech Seed
-Sleep Powder
-Knock Off

One of the most recommended Tangrowth sets. This guy can survive so many 
physical hits, even supereffective ones. Plus, it's got an array of annoying 
support moves to help you out. Leech Seed and Sleep Powder are very annoying 
together and with Knock Off, you can ruin so many Pokemon that rely on their 
item.
 
Tangrowth @Leftovers
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
-Power Whip
-Earthquake
-Rock Slide
-Swords Dance

Tangrowth has a nice physical movepool and can be a formidable sweeper. 
Power Whip is your key attack of course. Earthquake and Rock Slide provide 
coverage against Pokemon that are resistant to Grass - Flying, Fire, and 
Steel types. 

Tangrowth @Heat Rock/Lum Berry
EVs: 6 HP / 252 SAtk / 252 Spd 
Modest Nature
Ability: Chlorophyll
-Solarbeam
-Hidden Power [Fire]
-Sunny Day
-Sleep Powder/Morning Sun

This revolves around Tangrowth's Chlorophyll ability. It just like any other 
Sunny Day sets you may have seen. HP Fire gets a boost in the Sun and helps 
against Steel and enemy Grass types. Sleep Powder knocks out anything else 
that tries to counter you.

---------------------ELECTIVIRE-----------------------
Type: Electric
Ability: Motor Engine
Base Stats: 75 HP / 123 Atk / 67 Def / 95 SAtk / 85 SDef / 95 Spd
Pros: Has the most diverse movepool of any Electric type, excellent Attack, 
      unique ability
Cons: Base speed has been lowered upon evolving from Electabuzz

Electivire @Life Orb/Expert Belt
EVs: 6 HP / 252 Atk / 252 Spd
Lonely/Adamant Nature
-Thunderbolt/Thunderpunch
-Ice Punch
-Cross Chop
-Earthquake/Hidden Power [Grass]

Electivire has a supereffective move against most of the common opponents. 
Choose Thunderbolt if you want to do more damage to physical walls like 
Skarmory, Weezing, and Forretress. These guys have tons of Defense EVs but 
little or no Special Defense, so they'll take more damage from a special 
attack. If you don't care about that, go with Thunderpunch. Earthquake hits
Electric types that you can easily switch into, but HP Grass is good for 
Swampert and Rhyperior, who aren't very afraid of its other attacks. 

Electivire @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Adamant/Jolly Nature
-Thunderpunch
-Ice Punch
-Cross Chop
-Earthquake

Just like any other heavy-hitter, Electivire can go all out with a Choice item
moveset.

---------------------MAGMORTAR-----------------------
Type: Magmortar
Ability: Flash Fire
Base Stats: 75 HP / 95 Atk / 67 Def / 125 SAtk / 95 SDef / 83 Spd
Pros: Excellent Sp. Attack, diverse movepool
Cons: Base speed has been lowered upon evolving from Magmar, Stealth Rock
      weakness

Magmortar @Expert Belt/Life Orb
EVs: 40 Atk / 252 SAtk / 216 Spd
Hasty Nature
-Flamethrower/Fire Blast
-Thunderbolt
-Focus Punch/Cross Chop
-Will-o-wisp/Hidden Power [Ice/Grass]

The ability to learn Thunderbolt lets it stand out from other Fire types.
Magmortar will do more damage with Cross Chop/Focus Punch to Blissey/Snorlax 
than it can with Focus Blast. Ground types like Garchomp and Swampert are
handled by a supereffective Hidden Power.

Magmortar @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Mild Nature
-Flamethrower/Lava Plume
-Thunderbolt
-Focus Punch
-Hidden Power [Grass/Ice]

A Choice Specs set. Lava Plume is an option over Flamethrower if you like to
burn stuff. Again, Focus Punch for Blissey. 

Magmortar @Hot Rock/Life Orb
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Flamethrower
-Solarbeam
-Sunny Day
-Will-o-wisp

A typical Sunny Day set. You're much better off not using this in OU, because
Tyranitar and Hippowdon's Sandstream will ruin this strategy. 

-----------------------TOGEKISS------------------------
Type: Normal/Flying
Ability: Serene Grace/Hustle
Base Stats: 85 HP / 50 Atk / 95 Def / 120 SAtk / 115 SDef / 80 Spd
Pros: Excellent Sp. Attack and Sp. Defense, very diverse movepool, one of the
      few Pokemon that get Serene Grace
Cons: Stealth Rock weakness

Togekiss @Leftovers
EVs: 252 HP / 172 SAtk / 84 SDef
Modest Nature
Ability: Serene Grace
-Air Slash
-Thunder Wave
-Aura Sphere
-Wish/Roost

Paraflinch Togekiss is very annoying. It can drive you mad by paralyzing your
Pokemon, flinching them 60% of the time with a Serene Grace boosted Air Slash,
and simply recovering off any damage when it gets hit.

Togekiss @Leftovers
EVs: 252 HP / 228 Def / 28 SDef
Calm Nature
Ability: Serene Grace
-Air Slash
-Wish/Roost
-Nasty Plot
-Baton Pass

Togekiss is one of those few Pokemon that learns both Nasty Plot and Baton 
Pass. The special sweepers on your team will love you when you pass them a 
doubled Sp. Attack boost. 

Togekiss @Choice Specs/Choice Scarf
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
Ability: Serene Grace
-Tri-Attack
-Air Slash
-Aura Sphere
-Grass Knot

Like any Pokemon with good Sp. Attack and a diverse special movepool, Togekiss 
works great as a Choice sweeper. This gives Togekiss an oppurtunity to use 
Tri-Attack and Grass Knot helps against hefty opponents that can be harder to 
take down, like Rhyperior or Milotic.

-----------------------YANMEGA-------------------------
Type: Bug/Flying
Ability: Speed Boost/Tinted Lens
Base Stats: 86 HP / 76 Atk / 86 Def / 116 SAtk / 56 SDef / 95 Spd
Pros: Excellent Sp. Attack, Speed Boost is a very useful ability
Cons: 4x Stealth Rock weakness, terrible Sp. Defense

Yanmega @Leftovers
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
Ability: Speed Boost
-Bug Buzz
-Air Slash
-Protect
-Hypnosis/Hidden Power [Ice]

Yanmega makes a great lead for the team. After one Protect, your Speed boost
will allow you to outrun almost every opponent you'll face. Bug Buzz and Air
Slash are great STAB moves that can help you take on common leads like 
Weavile and Choice Scarf Heracross. HP Ice is handy for Dragons like Salamence
and Garchomp. A quick Hypnosis can put any other opponent temporarily out
of commission. 

Yanmega @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
Ability: Tinted Lens
-Bug Buzz
-Air Slash
-Hidden Power [Ice]
-Shadow Ball

Tinted Lens can erase an enemy's resistance to one of Yanmega's attacks. 
Shadow Ball is for Ghosts types.

-----------------------LEAFEON--------------------------
Type: Grass
Ability: Leaf Guard
Base Stats: 65 HP / 110 Atk / 130 Def / 60 SAtk / 65 SDef / 95 Spd
Pros: Excellent Defense, great Attack
Cons: Limited movepool 

Leafeon @Leftovers
EVs: 252 HP / 54 Atk / 204 Spd
Jolly Nature
-Leaf Blade
-Swords Dance
-Baton Pass
-Synthesis/Grasswhistle

Leafeon excels at one thing above all others: Baton Passing Swords Dance. It
has great Speed to pull it off and unlike certain other Swords passers 
(i.e. Ninjask) it can take plenty of physical hits with its great Defense.
Synthesis keeps it alive while Grasswhistle, though inaccurate, can put
potential counters and phazers to sleep. 

Leafeon @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
-Leaf Blade
-X-Scissor
-Aerial Ace
-Return

Leafeon has great Attack power, but a bad movepool. Still, you can make some
use of a Choice Band set for the sake of novelty. X-Scissor takes care of 
enemy Grass types, Aerial Ace for Bugs, and Return is just a general filler. 
It's also your best choice against Flying and Poison types. 

-----------------------GLACEON--------------------------
Type: Ice
Ability: Snow Cloak
Base Stats: 65 HP / 60 Atk / 110 Def / 130 SAtk / 95 SDef / 65 Spd
Pros: Excellent Sp. Attack, great defenses
Cons: Limited movepool, slow, Stealth Rock weakness

Glaceon @Leftovers
EVs: 252 HP / 252 SAtk / 6 Spd
Modest Nature
-Ice Beam
-Hidden Power [Electric/Fighting]
-Wish
-Fake Tears

Ice Beam and HP Electric together provide great coverage. Electric hits the
Water types that are resistant to Ice moves. HP Fighting also works since its
supereffective against Steel types. Wish is good for support for both Glaceon
and the rest of the team. Fake Tears lets Glaceon hit harder. Even Blissey 
will take a ton of damage after her Special Defense has been lowered.

Glaceon @Choice Specs
EVs: 252 HP / 252 SAtk / 6 Spd
Modest Nature
-Ice Beam
-Hidden Power [Fighting]
-Shadow Ball
-Blizzard

Like its cousins, Glaceon has a poor movepool when it comes to offensive 
attacks. But its amazing Sp. Attack makes up for this. Shadow Ball hits 
Starmie and Slowbro, who resist the combination of Ice Beam and HP Fighting.
Blizzard is mostly filler but is a great choice if it is Hailing since it
becomes 100% accurate.

-----------------------GLISCOR-------------------------
Type: Ground/Flying
Ability: Sand Veil/Hyper Cutter
Base Stats: 75 HP / 95 Atk / 125 Def / 45 SAtk / 75 SDef / 95 Spd
Pros: Excellent Defense, good physical and support movepool, the most reliable
      Heracross counter
Cons: 4x Ice weakness

Gliscor @Leftovers
EVs: 252 HP / 6 Atk / 252 Def
Impish Nature
Ability: Sand Veil
-Earthquake
-Aerial Ace
-Roost
-Knock Off/Stealth Rock

Gliscor is an excellent physical wall and also has very good Speed and Attack
compared to other walls. Earthquake and Aerial Ace are for STAB and provide
good coverage against many different opponents. Roost keeps it healthy. Knock
Off and Stealth Rock are good support options. 

Gliscor @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Hyper Cutter
-Earthquake
-Aerial Ace
-Stone Edge
-U-Turn

Even as a sweeper, Gliscor's high Defense and unique type combo let it take
physical hits better than other Choice Banders. Stone Edge for Flyers and 
U-Turn to scout for enemy switch-ins.

Gliscor @Leftovers
EVs: 252 HP / 6 Atk / 252 Spd
Jolly Nature
Ability: Sand Veil
-Earthquake
-Swords Dance
-Taunt
-Baton Pass

Gliscor also makes a great Baton Passer. It doesn't fear most phazers since it
has Taunt to stop Roar/Whirlwind. 

-----------------------MAMOSWINE-----------------------
Type: Ground/Ice
Ability: Snow Cloak/Oblivious
Base Stats: 110 HP / 130 Atk / 80 Def / 70 SAtk / 60 SDef / 80 Spd
Pros: Great HP and excellent Attack, gets STAB on two very useful types
Cons: Poor Sp. Defense

Mamoswine @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Snow Cloak
-Earthquake
-Stone Edge
-Ice Shard
-Superpower

A Choice Banded Ice Shard is a sure OHKO on most Dragon opponents (as well as
other Pokemon with 4x Ice weakness). Steels and Waters will get hit hard with
a powerful Earthquake. Stone Edge is for Flyers without Ice weaknesses, like
Gyarados. Superpower is mainly for Bronzong, who resists every other move on
this set.

Mamoswine @Leftovers
EVs: 252 HP / 252 Atk / 6 SDef
Adamant Nature
Ability: Snow Cloak
-Curse
-Earthquake
-Ice Shard
-Stone Edge/Avalanche

Curse is Mamoswine's only means of raising its Attack and it also helps out 
its rather mediocre Defense. Ice Shard can still hit first, bypassing however 
many Speed drops Mamoswine has. Avalanche can be used as a stronger Ice move 
since Mamoswine is going to be going last anyways. 

Mamoswine @Leftovers
EVs: 252 HP / 252 Atk / 6 SDef
Adamant Nature
Ability: Snow Cloak
-Earthquake
-Avalanche/Ice Fang
-Rest
-Sleep Talk

With the RestTalk set, Mamoswine can take more hits to keep on attacking.

Mamoswine @Focus Sash
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Snow Cloak
-Stealth Rock
-Endeavor
-Ice Shard
-Earthquake

This set makes an excellent lead. You can set up a Stealth Rock when the 
oppurtunity comes. But you can also surprise the enemy with Endeavor if they
decide to attack you and get you to a very low health. Once that happens, 
finish them off with a quick Ice Shard. Being immune to Hail and Sandstorm lets
you pull this strategy off without having to worry about dieing from weather
damage. Earthquake can kill or scare off Steel type leads like Heatran, 
Metagross, and Jirachi. 

-----------------------PORYGON-Z-----------------------
Type: Normal
Ability: Download/Adaptability
Base Stats: 85 HP / 80 Atk / 70 Def / 135 SAtk / 75 SDef / 90 Spd
Pros: Amazing Sp. Attack, good Speed, diverse movepool, great new abilities
Cons: Frail defenses
 
Porygon-Z @Life Orb
EVs: 6 HP / 252 Atk / 252 Spd
Timid Nature
Ability: Adaptability
-Tri-Attack
-Thunderbolt/Dark Pulse
-Ice Beam/Hidden Power [Fighting]
-Nasty Plot

Even Blissey fears Porygon-Z with Nasty Plot, since it can quickly raise its
Special Attack to phenomenal heights. A boosted Tri-Attack will devastate a 
ton of Pokemon. Ice + Electric or Fighting + Dark covers the opponents that
are resistant to Normal attacks. 

Porygon-Z @Choice Specs/Choice Scarf
EVs: 6 HP / 252 SAtk / 252 Spd
Modest/Timid Nature
Ability: Adaptability
-Tri-Attack
-Thunderbolt
-Ice Beam
-Dark Pulse

It can rip through teams hard and fast with a Choice Band attached. Choice 
Scarf gives it no power boost, but makes it a speedy revenge-killer.

-----------------------GALLADE-------------------------
Type: Psychic/Fighting
Ability: Steadfast
Base Stats: 68 HP / 125 Atk / 65 Def / 65 SAtk / 115 SDef / 80 Spd
Pros: Excellent Attack and Sp. Defense, diverse movepool, large variety of 
      status moves
Cons: Mediocre Speed, frail Defense

Gallade @Leftovers/Life Orb/Expert Belt
EVs: 228 HP / 252 Atk / 30 Spd
Adamant Nature
-Psycho Cut
-Close Combat
-Night Slash
-Swords Dance/Hypnosis/Thunder Wave/Will-o-wisp

Gallade is a pretty special Fighting type. It has a great physical movepool, 
it can take plenty of special hits, and it learns so many status moves. The 
combination of Psychic, Fighting, and Dark cover every Pokemon in the game. 
Swords Dance boosts its Attack, but you don't really need it when you can 
cripple opponents with a status effect. 

Gallade @Choice Band
EVs: 228 HP / 252 Atk / 30 Spd
Adamant Nature
-Close Combat
-Psycho Cut
-Night Slash
-Stone Edge/Hypnosis/Thunder Wave/Will-o-wisp

Of course, Gallade works great with a Choice Band. Stone Edge is 
supereffective against the many Flying types in the game, but again, you can 
use a status move to take on any counters.

-----------------------PROBOPASS-----------------------
Type: Rock/Steel
Ability: Magnet Pull/Sturdy
Base Stats: 60 HP / 55 Atk / 145 Def / 75 SAtk / 150 SDef / 40 Spd
Pros: Amazing Defense and Sp. Defense
Cons: 4x Ground and Fighting weakness, low offensive stats

Probopass @Leftovers
EVs: 252 HP / 98 Def / 104 SAtk / 56 SDef
Quiet Nature
Ability: Magnet Pull
-Thunder
-Taunt/Thunder Wave
-Earth Power
-Explosion/Magnet Rise

Probopass makes a decent trapper for any Steel type that doesn't learn
Earthquake (mainly Magnezone, Skarmory, and Mawile). Thunder takes care of 
Skarmory while Taunt prevents it from Whirlwinding you away. Earth Power for
Magnezone. Once you've disposed of them, your job is basically done. Explode
and hopefully take something down with you. If you don't like exploding, you
can use Magnet Rise to at least give yourself a Ground resistance.

-----------------------DUSKNOIR------------------------
Type: Ghost
Ability: Pressure
Base Stats: 45 HP / 100 Atk / 135 Def / 65 SAtk / 135 SDef / 45 Spd
Pros: Excellent defenses and good Attack, great at blocking Rapid Spin
Cons: Very low HP, slow, lacks a strong STAB move

Dusknoir @Leftovers
EVs: 252 HP / 76 Def / 180 SDef
Careful/Impish Nature
-Shadow Sneak
-Thunderpunch
-Will-o-wisp/Fire Punch
-Pain Split

Dusknoir makes an all around good wall and is a threat to most Rapid Spinners
out there. Shadow Sneak bypasses its low Speed and allows it to attack first. 
Thunderpunch is important for countering Gyarados and also hits Starmie. 
Will-o-wisp cripples physical attackers, including the ones most threatening
to Dusknoir like Weavile and Tyranitar. Fire Punch can be used against
Heracross, another threat to Dusknoir. Pain Split is an interesting
healing move that can also lower the opponent's HP, but it can backfire if 
your opponent has less HP than you. 

Dusknoir @Choice Band
EVs: 252 HP / 252 Atk / 6 Def
Adamant Nature
-Shadow Sneak
-Thunderpunch
-Ice Punch
-Focus Punch

Dusknoir has surprisingly good Attack for a wall and it can take advantage of
that with the rather unusual Choice Band set. Ice Punch pairs nicely with
Thunderpunch, hitting the Ground, Grass, and Dragon types that are resistant
to Electric. With prediction, Focus Punch can OHKO Weavile, Tyranitar, and
other Dark types when they switch in.

Dusknoir @Leftovers
EVs: 252 HP / 76 Def / 180 SDef
Careful/Impish Nature
-Ice Punch/Shadow Punch
-Thunderpunch
-Rest
-Sleep Talk

Rest + Sleep Talk is a more reliable healing strategy than relying on Pain 
Split, but it does sacrifice the diversity of your moves. Still, this Dusknoir
can last a long time and doesn't mind being statused.

-----------------------FROSLASS------------------------
Type: Ice/Ghost
Ability: Snow Cloak
Base Stats: 70 HP / 80 Atk / 70 Def / 80 SAtk / 70 SDef / 110 Spd
Pros: Great Speed, the only Spiker immune to Rapid Spin
Cons: All stats besides Speed are mediocre, Weakness to Stealth Rock and 
      Pursuit

Froslass @Leftovers/Focus Sash
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Ice Beam
-Thunderbolt
-Spikes
-Destiny Bond

Spikes is Froslass's speciality. You can set up the full three layers of
Spikes without worrying about the opponent Spinning them away. Hit opponents
with one of your offensive moves if they are weak to it. Ice Beam and 
Thunderbolt provide great coverage. Froslass is frail, so before you die,
use Destiny Bond to take your opponent with you.

Froslass @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Ice Beam
-Thunderbolt
-Shadow Ball
-Hidden Power [Fighting]

With a Choice Specs set, Froslass can cover every opponent in the game.
Shadow Ball handles enemy Ghost types while HP Fighting is for Darks.

-----------------------ROTOM---------------------------
Type: Electric/Ghost
Ability: Levitate
Base Stats: 50 HP / 50 Atk / 77 Def / 95 SAtk / 77 SDef / 91 Spd
Pros: Unique type combo, good Sp. Attack
Cons: Overall stats are mediocre, poor HP, limited movepool

Rotom @Leftovers
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Thunderbolt
-Shadow Ball
-Thunder Wave
-Will-o-wisp

With double status moves, Rotom can really mess opponents up. Physical 
sweepers especially don't like being burned or paralyzed. Finish them off
with your STAB moves or leave the job to other members of your team.

Rotom @Choice Specs/Choice Scarf
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Thunderbolt
-Shadow Ball
-Trick
-Hidden Power [Ice/Grass]

Fire away with your special attacks and if something like Blissey shows,
mess it up with Choice Specs/Scarf. HP Ice and Grass are both for Ground types.
Ice takes care of Dragons while Grass is more for Ground/Waters like Swampert
or Ground/Rocks like Golem.

-----------------------ROTOM-FREEZE---------------------------
Type: Electric/Ghost
Ability: Levitate
Base Stats: 50 HP / 50 Atk / 106 Def / 105 SAtk / 106 SDef / 86 Spd
Pros: Unique type combo, good Sp. Attack, great defenses, learns Blizzard,
      Good in Hail teams
Cons: Poor HP, Pursuit weakness

Rotom-F @Leftovers
EVs: 252 HP / 168 Def / 88 Spd
Modest/Timid Nature
-Thunderbolt
-Blizzard
-Shadow Ball/Hidden Power [Ground]
-Will-O-wisp/Reflect

This is the standard set if you want to use Rotom as an anti-Spinner. Rapid
Spinners like Forretress, Starmie, and Donphan won't be able to get pass you.
HP Ground hits Magnezone, who resists both Thunderbolt and Blizzard. 
Will-o-wisp and Reflect both serve to lower the amount of damage that physical
sweepers can do to you.

Rotom-F @Choice Specs/Choice Scarf
EVs: 6 HP / 252 SpA / 252 Spd
Modest/Timid Nature
-Thunderbolt
-Blizzard
-Trick
-Hidden Power [Ground]

Rotom-F's ability to learn Blizzard means it has a powerful attack to hit Grass
and Dragons and Grounds resistant to Electric. Trick is reserved for any walls 
that try to switch in.  

Rotom-F @Leftovers
EVs: 252 HP / 168 Def / 88 Spd
Calm/Bold Nature
-Blizzard
-Thunderbolt/Shadow Ball
-Thunder Wave
-Will-o-wisp

With double status moves, Rotom-F can really mess opponents up. Physical 
sweepers especially don't like being burned or paralyzed. Finish them off
with your other moves or leave the job to other members of your team.

Rotom-F @Leftovers
EVs: 252 HP / 136 Def / 120 SDef
Calm/Bold Nature
-Blizzard
-Thunderbolt/Shadow Ball
-Rest
-Sleep Talk

Without any reliable recovery moves, the only way it can keep itself alive is
to use a RestTalk set. This is very good on Hail stall teams since it can take 
repeated hits and heal the damage. 

Rotom-F @Light Clay
EVs: 252 HP / 136 Def / 120 SDef
Calm/Bold Nature
-Blizzard
-Thunderbolt/Discharge
-Reflect
-Light Screen

Dual Screen is another strategy that Rotom-F can perform well. The two screens
greatly aid your team in being able to take hits. Discharge can be used here to
cause paralysis while dealing damage. 

-----------------------ROTOM-WASH---------------------------
Type: Electric/Ghost
Ability: Levitate
Base Stats: 50 HP / 50 Atk / 106 Def / 105 SAtk / 106 SDef / 86 Spd
Pros: Unique type combo, good Sp. Attack, great defenses, learns Hydro Pump,
      good on Rain Dance teams
Cons: Poor HP, Pursuit weakness

Rotom-W @Leftovers
EVs: 252 HP / 168 Def / 88 Spd
Modest/Timid Nature
-Thunderbolt
-Hydro Pump
-Shadow Ball
-Will-O-wisp/Reflect

This is the standard set if you want to use Rotom as an anti-Spinner. Rapid
Spinners like Forretress, Starmie, and Donphan won't be able to get pass you.
Will-o-wisp and Reflect both serve to lower the amount of damage that physical
sweepers can do to you.

Rotom-W @Choice Specs/Choice Scarf
EVs: 6 HP / 252 SpA / 252 Spd
Modest/Timid Nature
-Thunderbolt
-Hydro Pump
-Shadow Ball
-Trick

Give yourself some extra power or speed with a Choice set to take advantage of
Rotom-W's very nice Special Attack stat. Trick is reserved for any walls that 
try to switch in.  

Rotom-W @Leftovers
EVs: 252 HP / 168 Def / 88 Spd
Calm/Bold Nature
-Hydro Pump
-Thunderbolt/Shadow Ball
-Thunder Wave
-Will-o-wisp

With double status moves, Rotom-W can really mess opponents up. Physical 
sweepers especially don't like being burned or paralyzed. Finish them off
with your other moves or leave the job to other members of your team.

Rotom-W @Leftovers
EVs: 252 HP / 136 Def / 120 SDef
Calm/Bold Nature
-Hydro Pump
-Thunderbolt/Shadow Ball
-Rest
-Sleep Talk

Without any reliable recovery moves, the only way it can keep itself alive is
to use a RestTalk set. 

Rotom-W @Light Clay
EVs: 252 HP / 136 Def / 120 SDef
Calm/Bold Nature
-Hydro Pump
-Thunderbolt/Discharge
-Reflect
-Light Screen

Dual Screen is another strategy that Rotom-W can perform well. The two screens
greatly aid your team in being able to take hits. Discharge can be used here to
cause paralysis while dealing damage.

Rotom-W @Damp Rock
EVs: 252 HP / 6 Def / 252 Spe
Modest/Timid Nature
-Hydro Pump
-Thunder
-Rain Dance
-Shadow Ball/Hidden Power [Ice]

This is a moveset exclusive to Rotom-W and should be used on a Rain Dance team.
After setting up the rain, Thunder will be 100% accurate and Hydro Pump will
be boosted. Shadow Ball is good for STAB, but HP Ice will take care of Grass.

-----------------------ROTOM-HEAT---------------------------
Type: Electric/Ghost
Ability: Levitate
Base Stats: 50 HP / 50 Atk / 106 Def / 105 SAtk / 106 SDef / 86 Spd
Pros: Unique type combo, good Sp. Attack, great defenses, learns Overheat,
      good Steel counter
Cons: Poor HP, Pursuit weakness

Rotom-W @Leftovers
EVs: 252 HP / 168 Def / 88 Spd
Modest/Timid Nature
-Thunderbolt
-Overheat
-Shadow Ball
-Will-O-wisp/Reflect

This is the standard set if you want to use Rotom as an anti-Spinner. Rapid
Spinners like Forretress, Starmie, and Donphan won't be able to get pass you.
Overheat is very useful in destroying Scizor and other troublesome Steels. 
Will-o-wisp and Reflect both serve to lower the amount of damage that physical
sweepers can do to you.

Rotom-H @Choice Specs/Choice Scarf
EVs: 6 HP / 252 SpA / 252 Spd
Modest/Timid Nature
-Thunderbolt
-Overheat
-Shadow Ball
-Trick

Give yourself some extra power or speed with a Choice set to take advantage of
Rotom-H's very nice Special Attack stat. Trick is reserved for any walls that 
try to switch in.  

Rotom-H @Leftovers
EVs: 252 HP / 168 Def / 88 Spd
Calm/Bold Nature
-Overheat
-Thunderbolt/Shadow Ball
-Thunder Wave
-Will-o-wisp

With double status moves, Rotom-H can really mess opponents up. Physical 
sweepers especially don't like being burned or paralyzed. Finish them off
with your other moves or leave the job to other members of your team.

Rotom-H @Leftovers
EVs: 252 HP / 136 Def / 120 SDef
Calm/Bold Nature
-Overheat
-Thunderbolt/Shadow Ball
-Rest
-Sleep Talk

Without any reliable recovery moves, the only way it can keep itself alive is
to use a RestTalk set. 

Rotom-H @Light Clay
EVs: 252 HP / 136 Def / 120 SDef
Calm/Bold Nature
-Overheat
-Thunderbolt/Discharge
-Reflect
-Light Screen

Dual Screen is another strategy that Rotom-H can perform well. The two screens
greatly aid your team in being able to take hits. Discharge can be used here to
cause paralysis while dealing damage.

-----------------------ROTOM-CUT---------------------------
Type: Electric/Ghost
Ability: Levitate
Base Stats: 50 HP / 50 Atk / 106 Def / 105 SAtk / 106 SDef / 86 Spd
Pros: Unique type combo, good Sp. Attack, great defenses, learns Leaf Storm
Cons: Poor HP, Pursuit weakness

Rotom-C @Leftovers
EVs: 252 HP / 168 Def / 88 Spd
Modest/Timid Nature
-Thunderbolt
-Leaf Storm
-Shadow Ball
-Will-O-wisp/Reflect

This is the standard set if you want to use Rotom as an anti-Spinner. Rapid
Spinners like Forretress, Starmie, and Donphan won't be able to get pass you.
Will-o-wisp and Reflect both serve to lower the amount of damage that physical
sweepers can do to you.

Rotom-C @Choice Specs/Choice Scarf
EVs: 6 HP / 252 SpA / 252 Spd
Modest/Timid Nature
-Thunderbolt
-Leaf Storm
-Shadow Ball
-Trick

Give yourself some extra power or speed with a Choice set to take advantage of
Rotom-C's very nice Special Attack stat. Trick is reserved for any walls that 
try to switch in.  

Rotom-C @Leftovers
EVs: 252 HP / 168 Def / 88 Spd
Calm/Bold Nature
-Leaf Storm
-Thunderbolt/Shadow Ball
-Thunder Wave
-Will-o-wisp

With double status moves, Rotom-C can really mess opponents up. Physical 
sweepers especially don't like being burned or paralyzed. Finish them off
with your other moves or leave the job to other members of your team.

Rotom-C @Leftovers
EVs: 252 HP / 136 Def / 120 SDef
Calm/Bold Nature
-Leaf Storm
-Thunderbolt/Shadow Ball
-Rest
-Sleep Talk

Without any reliable recovery moves, the only way it can keep itself alive is
to use a RestTalk set. 

Rotom-C @Light Clay
EVs: 252 HP / 136 Def / 120 SDef
Calm/Bold Nature
-Leaf Storm
-Thunderbolt/Discharge
-Reflect
-Light Screen

Dual Screen is another strategy that Rotom-C can perform well. The two screens
greatly aid your team in being able to take hits. Discharge can be used here to
cause paralysis while dealing damage.

-----------------------ROTOM-Spin---------------------------
Type: Electric/Ghost
Ability: Levitate
Base Stats: 50 HP / 50 Atk / 106 Def / 105 SAtk / 106 SDef / 86 Spd
Pros: Unique type combo, good Sp. Attack, great defenses, learns Air Slash
Cons: Poor HP, Pursuit weakness, outclassed by other Rotoms

Rotom-S @Leftovers
EVs: 252 HP / 168 Def / 88 Spd
Modest Nature
-Discharge/Thunder Wave
-Air Slash
-Shadow Ball
-Confuse Ray

Rotom-S's version of the anti-Spinner set is also a parafusion set. Paralyze
your opponents, then give them confusion. Air Slash can also make them flinch,
reducing their ability to attack even more. 

Rotom-S @Choice Specs/Choice Scarf
EVs: 6 HP / 252 SpA / 252 Spd
Modest/Timid Nature
-Thunderbolt
-Air Slash
-Shadow Ball
-Trick

Give yourself some extra power or speed with a Choice set to take advantage of
Rotom-S's very nice Special Attack stat. Trick is reserved for any walls that 
try to switch in.  

Rotom-S @Leftovers
EVs: 252 HP / 168 Def / 88 Spd
Calm/Bold Nature
-Air Slash
-Thunderbolt/Shadow Ball
-Thunder Wave
-Will-o-wisp

With double status moves, Rotom-S can really mess opponents up. Physical 
sweepers especially don't like being burned or paralyzed. Finish them off
with your other moves or leave the job to other members of your team.

Rotom-S @Leftovers
EVs: 252 HP / 136 Def / 120 SDef
Calm/Bold Nature
-Air Slash
-Thunderbolt/Shadow Ball
-Rest
-Sleep Talk

Without any reliable recovery moves, the only way it can keep itself alive is
to use a RestTalk set. 

Rotom-S @Light Clay
EVs: 252 HP / 136 Def / 120 SDef
Calm/Bold Nature
-Air Slash
-Thunderbolt/Discharge
-Reflect
-Light Screen

Dual Screen is another strategy that Rotom-S can perform well. The two screens
greatly aid your team in being able to take hits. Discharge can be used here to
cause paralysis while dealing damage.

-----------------------UXIE----------------------------
Type: Psychic
Ability: Levitate
Base Stats: 75 HP / 75 Atk / 130 Def / 75 SAtk / 130 SDef / 95 Spd
Pros: Excellent Defense and Special Defense
Cons: Pretty much outclassed by Cresselia, Pursuit weakness

Uxie @Choice Scarf
EVs: 252 HP / Def / Spd
Impish Nature
-Stealth Rock
-Trick
-U-Turn
-Reflect/Thunder Wave

Uxie makes a good lead that is bulky and full of support moves. Setting up an
early Stealth Rock is important. Trick can cripple any walls that Uxie meets,
like Hippowdon or Bronzong. Reflect and Thunder Wave are both useful options.
U-Turn is used for scouting.

Uxie @Leftovers
EVs: 252 HP / 252 Def / 6 SAtk
Bold Nature
-Psychic/Thunderbolt
-U-Turn
-Stealth Rock
-Yawn

This set features moves that set Uxie apart from Cresselia. U-Turn lets you
escape from opponents that use Pursuit. Stealth Rock is for general support
and Yawn combines nicely with it, forcing opponents to switch. You can use
Psychic for STAB, but Thunderbolt lets you counter Gyarados. 

Uxie @Leftovers
EVs: 252 HP / 252 Def / 6 SAtk
Bold Nature
-Psychic/Grass Knot
-Thunderbolt
-Rest
-Sleep Talk

A sturdy RestTalk set. Again, Thunderbolt is there for Gyarados. Grass Knot
hits heavy Ground types like Swampert and Rhyperior (if it doesn't have
Megahorn).

-----------------------MESPRIT-------------------------
Type: Psychic
Ability: Levitate
Base Stats: 80 HP / 105 Atk / 105 Def / 105 SAtk / 105 SDef / 80 Spd
Pros: Overall good stats, especially Sp. Attack and defenses, ability to learn
      Boltbeam
Cons: Pursuit weakness

Mesprit @Leftovers
EVs: 68 HP / 252 SAtk / 190 Spd
Modest Nature
-Psychic
-Thunderbolt
-Ice Beam
-Calm Mind

Mesprit's advantage over the other pixies is that it can learn the famous
BoltBeam combo and has access to Calm Mind as well. Boost your special stats
then fire away with your special moves. 

Mesprit @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Psychic
-Thunderbolt
-Ice Beam
-Grass Knot

Mesprit has a pretty diverse special movepool and great stats to go along 
with it. Grass Knot is for the ever threatening Tyranitar as well as other
Pokemon with major Grass weaknesses. 

Mesprit @Leftovers
EVs: 252 HP / 178 Def / 80 SAtk
Bold Nature
-Thunderbolt
-Ice Beam
-Psychic
-U-Turn/Reflect/Light Screen

This set lets Mesprit play a defensive role similar to that of Cresselia and
Uxie. However, Mesprit has far better Sp. Attack and access to stronger moves.
This lets it take down threats like Gyarados and Garchomp more easily. It only
wishes it had a reliable healing move. 

-----------------------AZELF---------------------------
Type: Psychic
Ability: Levitate
Base Stats: 70 HP / 125 Atk / 70 Def / 125 SAtk / 70 SDef / 115 Spd
Pros: Excellent offenses and Speed
Cons: Frail defenses, Pursuit weakness

Azelf @Focus Sash
EVs: 4 HP / 252 SAtk / 252 Spd
Naive Nature
-Stealth Rock
-Taunt
-Explosion
-Fire Blast/Psychic

If you're looking for a lead that is very fast and can set up Stealth Rock, you
can't go wrong with Azelf. Taunt is useful as well for stopping opponent 
Stealth Rockers like Hippowdon or Bronzong. When you have your rocks set up 
and you've already been damaged, it's generally a good time to explode. Fire
Blast is for common Steel leads like Metagross while Psychic gives you STAB
and is useful against 

Azelf @Life Orb
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
-Psychic
-Flamethrower
-Nasty Plot
-Hidden Power [Fighting]/Grass Knot  

Azelf is one of the most dangerous special sweepers in the OU game. Even
Blissey is threatened by a Nasty Plotted Psychic. Flamethrower takes care of
Steel types as well as Weavile. HP Fighting covers other Dark types like
Tyranitar and Houndoom, and also Heatran. Grass Knot is a better choice for
Tyranitar, though its ineffective against Houndoom and Heatran.

Azelf @Choice Specs/Choice Scarf
EVs: 36 Atk / 220 Spd / 252 SAtk
Naive Nature
-Psychic
-Flamethrower
-Hidden Power [Fighting]/Grass Knot
-Explosion/U-Turn/Trick

Choice Specs opens up your last slot for an offensive move. Since you no
longer have Nasty Plot, this is the move to counter Blissey. Explosion can
easily take her out in one hit. But if you don't like blowing up your Azelf,
you can use U-Turn to dent Blissey and switch to an appropriate counter. 
Trick also messes Blissey up, making her much less useful for the rest of the
battle.

Azelf @Choice Band/Choice Scarf
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
-Zen Headbutt
-Fire Punch
-Explosion
-U-Turn/Trick

With an Attack stat equal to its Special Attack, physical sweeping Azelf can 
give your opponents a big surprise if they expect a special attacker. 

-----------------------DIALGA--------------------------
Type: Dragon/Steel
Ability: Pressure
Base Stats: 100 HP / 120 Atk / 120 Def / 150 SAtk / 100 SDef / 90 Spd
Pros: Excellent Sp. Attack, great type combo which gives it many resistances
Cons: Slow, no healing moves (besides Rest), can't boost its Special stats

Dialga @Choice Specs
EVs: 6 HP / 252 Spd / 252 SAtk
Timid Nature
-Draco Meteor
-Overheat
-Aura Sphere
-Thunder/Dragon Pulse

With a Choice Specs set, Dialga can tear through many opponents with a super
powerful Draco Meteor. Any Steel types that try to stand up to it will get
hit by Overheat. Aura Sphere is for enemy Dialgas, who aren't weak to either
of the above moves. It's also for Blissey and Heatran, should anyone choose
to use it. Thunder is for Kyogre while Dragon Pulse is a more reliable 
Dragon move for opponents who have already been weakened. 

Dialga @Adamant Orb/Leftovers
EVs: 252 HP / 6 Atk / 252 SDef
Careful Nature
-Dragon Claw
-Earthquake
-Stone Edge/Shadow Claw
-Bulk Up

Being a Steel type, Dialga is resistant to a variety of different types. 
Therefore, a defensive set up works well. Bulk Up Dialga's Attack and Defense,
then hit enemies with a Dragon Claw. Earthquake is there for other Steel 
types - Dialga and Metagross mostly. Stone Edge and Shadow Claw both hit
Lugia hard.

Dialga @Leftovers
EVs: 252 HP / 6 Def / 252 SDef
Careful/Calm Nature
-Dragon Claw/Dragon Pulse
-Bulk Up/Earth Power/Toxic
-Rest
-Sleep Talk

A RestTalk set. Dialga can be physical or special on this set. If physical,
use Dragon Claw along with Bulk Up. Nothing is immune to Dragon, so using it 
as your only attack is just fine. If special, use Dragon Pulse with either 
Earth Power or Toxic. Since you have no way of boosting your Special Attack, 
you'll want Earth Power to help out against Steel types. Toxic works for 
general stalling since this set is meant to last a long time.

-----------------------PALKIA--------------------------
Type: Dragon/Water
Ability: Pressure
Base Stats: 90 HP / 120 Atk / 100 Def / 150 SAtk / 120 SDef / 100 Spd
Pros: Excellent Sp. Attack, no weaknesses besides Dragon, works great
      when it's raining
Cons: No healing moves (besides Rest), can't boost its Special stats

Palkia @Lustrous Orb/Choice Specs
EVs: 6 HP / 252 SpAtk / 252 Spd  
Hasty Nature
-Spacial Rend
-Surf
-Thunder
-Aqua Tail

Spacial Rend is Palkia's signature move and it's one of the best Dragon moves
in the game. Even better is the fact that no Pokemon is immune to Dragon and
many ubers are weak to it. Surf is Palkia's other STABed move. If it is 
raining, Surf will prove to be super strong against all sorts of opponents.
Thunder is there for Kyogre. Aqua Tail may seem out of place on an all special
set, but it's there to take care of Blissey. In the rain, Aqua Tail can 
easily defeat Blissey in two hits. 

Palkia @Lustrous Orb/Leftovers
EVs: 6 HP / 252 Atk / 252 Spd 
Jolly Nature
-Dragon Claw
-Aqua Tail
-Earthquake
-Bulk Up

Palkia can work just as well with a physical set. Its lower physical Attack
is made up by the fact that it can boost it with Bulk Up and that most ubers
have lower Defense than Sp. Defense. Dragon Claw and Aqua Tail for STAB and
Earthquake is there for Steels like Dialga and Metagross. 

Palkia @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd 
Jolly Nature
-Aqua Tail
-Dragon Claw
-Earthquake
-Stone Edge

Another physical set, this time with Choice Band. Stone Edge is for Lugia
and will do more damage to Ho-oh if it's sunny. 

-----------------------HEATRAN-------------------------
Type: Fire/Steel
Ability: Flash Fire
Base Stats: 91 HP / 90 Atk / 106 Def / 130 SAtk / 106 SDef / 77 Spd
Pros: Excellent Sp. Attack, great defenses, the only Pokemon that resists the 
      Dragon+Fire combo
Cons: 4x Ground weakness, mediocre speed

Heatran @Choice Specs/Choice Scarf
EVs: 48 Atk / 252 SAtk / 208 Spd
Naive/Rash/Modest Nature
-Flamethrower/Fire Blast/Overheat
-Dragon Pulse
-Earth Power
-Explosion/Hidden Power [Electric]

Heatran has quite a few usable Fire moves. Choose Flamethrower for its 
consistency, Fire Blast for power, or Overheat for a super strong hit-and-run
move. Dragon Pulse covers Dragon types, who are resistant to Fire. Nothing
else resists the combination of Fire and Dragon except for enemy Heatrans, who
are taken care of by Earth Power. Explosion takes out Blissey and HP Electric
is for Gyarados and other Water types. 
Choice Scarf doesn't give you a SpAtk boost, but it allows you to outspeed 
Dugtrio and other dangerous foes.

Heatran @Leftovers
EVs: 6 HP / 252 SAtk / 252 Spd
Modest/Timid Nature
-Fire Blast
-Earth Power
-Will-o-wisp
-Substitute

This set gives a nasty surprise to all physical attackers in the form of 
Will-o-wisp. Dragons, Tyranitar, Gyarados, and even special based Water types
don't enjoy getting Burned. Use Earth Power for Fire types. Substitute lets
you see what your opponent does. 

Heatran @Shuca Berry
EVs: 6 HP / 252 SAtk / 252 Spd
Timid/Naive Nature
-Stealth Rock
-Fire Blast
-Earth Power
-Explosion

Heatran is another good Stealth Rock lead and doesn't have to rely on Focus 
Sash since it already has good defenses. After setting up your Rocks, you can
attack the opponent or you can explode. Shuca Berry lets you survive most
non-STAB Earthquakes as well as Earth Powers from enemy Heatran.

Heatran @Leftovers
EVs: 252 HP / 48 SAtk / 208 SDef
Timid/Naive Nature
-Fire Blast/Lave Plume
-Earth Power
-Rest
-Sleep Talk

Don't overlook Heatran's terrific defenses. It can wall many attacks and still
have the power to deal significant damage. Lava Plume may be weak in comparison
to Fire Blast, but it has a high chance of burning your opponent and this 
set will have more chances of pulling that off since it can recover health. 

-----------------------REGIGIGAS----------------------
Type: Normal
Ability: Slow Start
Base Stats: 110 HP / 160 Atk / 110 Def / 80 SAtk / 110 SDef / 100 Spd
Pros: Great HP and Defenses, excellent Speed and amazing Attack if Slow Start
      is gone.
Cons: Slow Starts makes it terribly slow and physically weak. 

Regigigas @Leftovers
EVs: 252 HP / 6 Atk / 252 Def
Impish Nature
-Return
-Substitute
-Thunder Wave
-Knock Off/Focus Punch/Confuse Ray

With its Attack and Speed cut in half, the only real thing Regigigas can do
is act as a wall. Substitute to protect yourself from status moves while 
inflicting your own status with Thunder Wave. Knock Off is great for general
support while Focus Punch takes advantage of Sub to at least deal some damage
to Rocks and Steels. Confuse Ray combines with Thunder Wave for some annoying
Parafusion tactics.

-----------------------GIRATINA-----------------------
Type: Ghost/Dragon
Ability: Pressure
Base Stats: 150 HP / 100 Atk / 120 Def / 100 SAtk / 120 SDef / 90 Spd
Pros: Excellent HP and great defenses
Cons: No healing moves (besides Rest)

Giratina @Leftovers
EVs: 252 Def / 6 SAtk / 252 SDef
Bold Nature
-Dragon Pulse
-Shadow Ball
-Will-o-wisp
-Calm Mind

Calm Mind boosts your Sp. Defense while Will-o-wisp prevents physical attackers
from messing with your Defense. Getting STAB on both Dragon and Ghost attacks
is great, since many ubers are weak to those types of moves.

Giratina @Leftovers
EVs: 252 Def / 6 SAtk / 252 SDef
Bold Nature
-Dragon Pulse
-Calm Mind
-Rest
-Sleep Talk

Rest is Giratina's only form of healing, so you might as well take advantage of
it. Like the previous set, Calm Mind boosts your special stats and lets you
strike with a powered-up Dragon PUlse.

Giratina @Choice Specs
EVs: 6 Def / 252 SAtk / 252 SDef
Modest Nature
-Draco Meteor
-Shadow Ball
-Aura Sphere
-Thunder

Like most ubers, Giratina has a large special movepool and a nice Special 
Attack stat. Draco Meteor for a powerful hit-and-run move, Shadow Ball for 
STAB and a supereffective move against Psychics, Aura Sphere for Steels and 
Blissey, and Thunder for Kyogre. 

-----------------------GIRATINA-ORIGIN----------------------
Type: Ghost/Dragon
Ability: Levitate
Base Stats: 150 HP / 120 Atk / 100 Def / 120 SAtk / 100 SDef / 90 Spd
Pros: Excellent offenses and unique type combo
Cons: No healing moves (besides Rest)

Giratina-O @Gresious Orb
EVs: 146 HP / 252 SAtk / 112 Spd
Modest Nature
-Dragon Pulse
-Aura Sphere
-Calm Mind
-Substitute/Shadow Ball

Giratina-O is a fantastic sweeper. Dragon Pulse is your main STAB move while
Aura Sphere takes care of Steels, Tyranitar, and Blissey. Rack up a few
Calm Minds and unleash your special attacks on the opposing team. Substitute
can be used to block status moves like Toxic from ruining your sweep. However
Shadow Ball can also be used for additional coverage and a second STAB move,
useful for Lugia and Metagross.  

Giratina-O @Gresious Orb
EVs: 146 HP / 252 Atk / 112 Spd
Adamant Nature
-Outrage
-Earthquake
-Shadow Claw/Shadow Force
-Substitute

Giratina-O can also work as a physical sweeper. Outrage will do a ton of 
damage to any non-Steel opponents. Those Steel-types will get hit hard by an
Earthquake. A Ghost move is used once again as a second STAB move. Shadow Claw
is rather weak, but reliable, while Shadow Force has power but is riskier to
pull off. Substitute blocks status and can also give you a free turn to attack.

Giratina-O @Gresious Orb
EVs: 146 HP / 252 Atk / 112 Spd
Adamant Nature
-Outrage
-Earthquake/Shadow Force
-Rest
-Sleep Talk

Here's a sweeper set that gives Giratina-O some extra survivability while it
attacks. Rest and Sleep Talk can restore your health again and again. If you
use Outrage while Resting, you will never be locked into the move and you can
switch out if the opponent tries to counter you.

-----------------------CRESSELIA-----------------------
Type: Psychic
Ability: Levitate
Base Stats: 120 HP / 70 Atk / 120 Def / 75 SAtk / 130 SDef / 85 Spd
Pros: Excellent HP and defenses, great support movepool
Cons: Pursuit weakness, Moonlight is hindered by the abundance of
      Sandstream

Cresselia @Leftovers
EVs: 252 HP / 252 Def / 6 SAtk
Bold Nature
-Ice Beam
-Charge Beam/Grass Knot
-Reflect
-Moonlight/Thunder Wave

Cresselia makes such a great wall for both physical and special attacks. 
Ice Beam lets Cresselia easily counter Dragons like Garchomp and Salamence.
Charge Beam is for Gyarados while Grass Knot hits Tyranitar hard. Reflect
lets Cresselia survive even more physical hits and helps out the rest of the
team as well. Moonlight helps Cresselia stay alive, but Sandstream will more
often than not mess it up. So you can use Thunder Wave instead to paralyze
any potential counters. 

Cresselia @Leftovers
EVs: 252 HP / 252 Def / 6 SAtk
Bold/Modest Nature
-Psychic
-Ice Beam
-Calm Mind
-Moonlight/Grass Knot

Calm Mind boosts Cresselia's mediocre Sp. Attack while letting it take more
special hits. Psychic is for STAB and also hits Heracross hard. Ice Beam for
Dragons. You can Moonlight to stay healthy, but as mentioned above, 
Sandstream will make it ineffective. So you can use Grass Knot instead for
when Tyranitar shows up.

Cresselia @Leftovers
EVs: 252 HP / 252 Def / 6 SAtk
Bold Nature
-Ice Beam
-Charge Beam/Thunder Wave
-Rest
-Sleep Talk

Like any defensive Pokemon, Cresselia works great with a RestTalk set. Rest is
a more reliable healing move than Moonlight since it isn't affected by
Sandstream.

-----------------------PHIONE-------------------------
Type: Water
Ability: Hydration
Base Stats: 80 HP / 80 Atk / 80 Def / 80 SAtk / 80 SDef / 80 Spd
Pros: Hydration...I guess
Cons: Totally mediocre stats, limited movepool

Phione @Leftovers/Damp Rock
EVs: 252 HP / 252 SAtk / 6 Spd
Modest Nature
-Surf
-Ice Beam/Grass Knot/Hidden Power [Electric]
-Rest
-Rain Dance

A poor man's Manaphy. Oh well, at least it can put its ability to good use.
Rain Dance to boost Surf's power and use Rest to instantly heal yourself when
you need to. This can be pretty decent on a UU Rain Dance team. Ice Beam for 
Grass types and Altaria, Grass Knot for Quagsire/Gastrodon, or HP Electric
for Mantine and other Waters.

-----------------------MANAPHY------------------------
Type: Water
Ability: Hydration
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spd
Pros: Tail Glow and Hydration let it stand out from other Water types
Cons: Despite its abilities, its stats are mediocre for an uber

Manaphy @Leftovers
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Surf
-Ice Beam
-Grass Knot
-Tail Glow

With a couple of Tail Glows, Manaphy can even defeat Blissey with ease. This 
is a testament to its power and why it's banned to ubers. Ice Beam kills off
all those Dragon types and Grass Knot can take down Kyogre and Groudon with
no problem. 

Manaphy @Leftovers
Evs: 6 HP / 252 SAtk / 252 Spd
Bold Nature
-Surf
-Ice Beam/Grass Knot
-Tail Glow
-Rest

Use this set on the same team as a Kyogre. Using Hydration, the rain will 
instantly awaken you and you can sweep with a rain-boosted Surf. Without
Calm Mind, Blissey will have a hard time taking you down since any status 
effects she uses can be instantly cleared away.

-----------------------DARKRAI------------------------
Type: Dark
Ability: Nightmare
Base Stats: 70 HP / 90 Atk / 90 Def / 135 SAtk / 90 SDef / 125 Spd
Pros: Excellent Speed and Sp Atk, unique ability that combines great with its
      unique move (Dark Void), diverse movepool
Cons: Rather low HP

Darkrai @Leftovers
EVs: 6 HP / 252 SAtk / 252 Spd  
Timid Nature
-Dark Void
-Dark Pulse
-Substitute/Taunt
-Nasty Plot

Nothing is immune to Dark and many ubers are weak to it, which makes this a
very dangerous set. Substitute blocks status moves from Blissey and friends, 
while its signature Dark Void puts foes to sleep. Taunt can prevent enemies
from using Calm Mind or healing themselves with recovery moves. 
Both of these moves give you time to Nasty Plot up and fire away boosted 
Dark Pulses.

Darkrai @Life Orb
EVs: 58 Atk / 252 SAtk / 200 Spd 
Hasty Nature
-Dark Void
-Dark Pulse
-Focus Punch
-Thunder/Spacial Rend

Darkrai has a diverse movepool and can show it off in this set. Use a Dark
Void on anything that might counter you. Then blast Dark Pulses at anything
weak to it. Steels and Blisseys get a taste of Focus Punch. Thunder if you're
afraid of Kyogre or you can use Spacial Rend to take on Dragons like Palkia.

Darkrai @Choice Specs
EVs: 6 Atk / 252 SAtk / 252 Spd  
Hasty Nature
-Dark Pulse
-Thunder
-Focus Punch
-Ice Beam/Spacial Rend/Dark Void

Of course, any special sweeper does well with a Choice Specs set and Darkrai
is no different. You can still use Dark Void to put counters to sleep, then
attack when you come back in.

-----------------------SHAYMIN--------------------------
Type: Grass
Ability: Natural Cure
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spd
Pros: Overall great stats, signature move Seed Flare
Cons: Limited movepool, outclassed by Celebi

Shaymin @Leftovers
EVs: 252 HP / 94 SAtk / 164 Spd
Timid Nature
-Seed Flare
-Substitute/Aromatherapy
-Leech Seed
-Rest

Shaymin is very good at healing itself and the rest of the team. Aromatherapy
cures status and Leech Seed saps health from opponents. Leech Seed can also
be combined with Substitute for the annoying SubSeed strategy. Rest is 
Shaymin's only way of healing lots of HP, but that's okay. With Natural Cure,
it will be instantly awakened once it switches out. 

Shaymin @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Seed Flare
-Hidden Power [Fire/Ice]
-Psychic
-Earth Power

It has a very limited movepool, but Choice Specs Shaymin stands out due to
Seed Flare. HP Fire for Steels or HP Ice for Dragons and Flying Pokemon. 
Psychic hits Heracross and Poisons like Weezing and Gengar. Earth Power is 
needed for Heatran.

Shaymin @Life Orb
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Seed Flare
-Hidden Power [Fire/Ice]
-Earth Power
-Rest

Fire away with your attacks, then when your health gets low you can Rest and
switch out to fully cure yourself of Sleep. 

-----------------------SHAYMIN-SKY-------------------------
Type: Grass
Ability: Serene Grace
Base Stats: 100 HP / 103 Atk / 75 Def / 120 SAtk / 75 SDef / 127 Spd
Pros: Excellent SpAtk and Speed, Serene Grace, Seed Flare
Cons: 4x Ice weakness, Stealth Rock weakness

Shaymin-S @Choice Specs/Choice Scarf/Life Orb
EVs: 6 HP / 252 SAtk / 252 Spd
Timid/Modest Nature
-Seed Flare
-Air Slash
-Earth Power
-Hidden Power [Fire/Ice]

Shaymin-S has speed, power, and luck on its side with this set. Seed Flare 
and Air Slash can rip opponents apart with its massive chance of flinching and
cutting Special Defense in half. Earth Power hits most Steel types who would
otherwise wall you. HP Fire is for Skarmory and Bronzong, while HP Ice is for
Dragons.

Shaymin-S @Leftovers
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Seed Flare
-Air Slash/Earth Power
-Substitute
-Leech Seed

Since it's the fastest Grass type in the game, it has no problem pulling off a
SubSeed set. The Substitute gives you insurance against things that normally
counter you and gives you an extra chance to go for a flinch or a Sp. Defense
drop. 

-----------------------ARCEUS---------------------------
Type: Normal
Ability: Multi-Type
Base Stats: 120 HP / 120 Atk / 120 Def / 120 SAtk / 120 SDef / 120 Spd 
Pros: Highest base stat total of any Pokemon, extremely diverse movepool,
      unique ability and powerful signature move (Judgement)
Cons: 120 isn't a stellar stat for an uber Pokemon, but having 6 of those 
      makes up for it.

Arceus @Leftovers/Life Orb/Silk Scarf
EVs: 80 HP / 252 Atk / 176 Spd
Jolly Nature
-Return/Extremspeed
-Earthquake
-Shadow Claw
-Swords Dance

With all the different types that Arceus can be, it's still very well off 
being a plain Normal type. This lets you take advantage of items that aren't
Plates. With the Swords Dance set, you can quickly boost your Attack while
hitting enemies with a powerful Return or Extremespeed. Shadow Claw for Ghosts
and Earthquake for Steels. 

Arceus @Choice Band
EVs: 80 HP / 252 Atk / 176 Spd
Jolly Nature
-Return/Extremespeed
-Earthquake
-Shadow Claw
-Stone Edge

A Choice Bander - no surprise here. Stone Edge hits harder on Lugia than 
Shadow Claw and also does more damage to Ho-oh and Rayquaza.

Arceus @Dread Plate/Spooky Plate/Insect Plate
EVs: 92 HP / 240 SAtk / 176 Spd
Timid Nature
-Judgement 
-Substitute
-Calm Mind
-Recover

Most ubers are Psychic or part Psychic, so become a Dark, Ghost, or Bug type
and hit them where it hurts. Blissey can't do anything to you when you have
a protective Sub and can Recover as well. 

Arceus @Draco Plate 
EVs: 92 HP / 240 SAtk / 176 Spd
Jolly Nature
-Dragon Claw
-Substitute
-Swords Dance
-Recover

Similar idea to the previous set, except this one is physical and uses 
Swords Dance to let your Attack skyrocket. Dragon type is the way to go here
since it's the type that has the least amount of resistances.

Arceus @ Iron Plate
EVs: 252 HP / 198 Def / 60 SDef
Careful Nature
-Dragon Claw
-Brick Break
-Recover
-Reflect/Light Screen

Arceus has awesome HP and defenses, so turning it into a Steel type makes it
resistant to all sorts of moves that ubers may throw at you. Dragon Claw
and Brick Break cover many uber threats. Reflect or Light Screen let you
support the rest of your team.

Arceus @ Fist Plate/Insect Plate
EVs: 90 HP / 252 SAtk / 168 Spd
Timid Nature
-Judgement
-Shadow Ball/Ice Beam
-Rest
-Sleep Talk

This set is the perfect counter for Darkrai. Absorb its Dark Void then use 
Sleep Talk to hit it with a supereffective Judgement. If you're a Fighting
type, Shadow Ball prevents you from being walled by the many Psychic type
ubers. If you're a Bug type, use Ice Beam for Rayquaza, Dialga, and Ho-oh.
 
===========================FAQ===============================

Q: I have a moveset that's not on the list. Can you add it in?
A: It depends. I'll have to see if your moveset can fit the potential of the
   Pokemon and actually work without being easily countered. I won't accept
   movesets if you don't provide all the necessary info (EVs, Nature, Ability,
   Item, at least 4 moves, and a description of how the moveset works).
   Also, I can't add every moveset to this guide. I'm trying to keep it 
   somewhat simple, so if your moveset isn't different enough from the ones
   already on here, then it probably won't make it. 

Q: How can I get better at competitive battling?
A: The best way to get good at anything is to practice, practice, practice!
   While there are lots of good guides on the net to help you get started, 
   you'll never get good if you don't actually battle. And don't just battle
   your best friend or your little sibling. To be a good battler, you have 
   to challenge a wide variety of people who are experienced, even if they
   are more experienced than you.

Q: Can you rate my team/make me a team?
A: While I'd love to help people, I don't always have the time. I have a job,
   college, and my own website to attend to. I may answer your team/moveset
   questions if I feel like it, but don't count on it.

Q: How do I get [move/item/Pokemon]?
A: I could probably tell you, but you're better off finding it out for 
   yourself. A lot of the info you may be looking for is already on the
   rest of GameFAQs. If not, try asking it on the forums.
   
Q: Can we battle sometime?
A: Sure, I'm always up for a battle. To get my friend code, contact me in one
   of the following ways listed in the Contact Info section below. After we
   battle, I'll have to delete you from my Pal Pad since there's just not
   that much room on it. 
   

========================CLOSING REMARKS======================

THE THANK YOUS

-Nintendo/GameFreak for creating an endearing series that has remained super
 popular even after an entire decade.

-GameFAQs.com for providing an expansive reference database for Pokemon and
 every other game. 

-Smogon.com and its community for being the best center for competitive 
 battling on the internet, providing a ton of knowledge on movesets/strategies.

-X-Act from Smogon for creating a neat Javascript EV calculator which really
 helped out on the EV spreads here. 

-Serebii.net for having one of the most thorough D/P Pokedexes ever, along 
 with a wealth of other information.

-Veekun.com for also having a great Pokedex (better looking than Serebii's)
 and providing easy at-a-glance info for the base stats

-And of course, the readers (that's YOU) for checking out this guide. Whether
 you learned something or not, I still appreciate you for taking the time 
 to look through this.


CONTACT INFO

Website: http://www.arkeis.com - leave me a note on the shoutbox. I check my
         website every day, so this is probably the best way of contacting
         me.

Forums: Smogon, Pkmncommunity, Serebii, NSider - My username is aragornbird 
        on all of those forums. Smogon and Pkmncommunity are the ones I'm 
        most active at (since I'm a moderator at those forums). Send me a PM
        if you like. I shall respond sooner or later.

Email: [email protected] - I only check my email twice a week so don't 
       email me unless you can wait a few days for a response. Put Pokemon
       or Moveset in the title since I get a ton of spam that I delete without
       looking at.

Don't think that you can bother me or make me mad with spam. I won't care. 
I'll just delete it without a second thought and you'll have wasted your time.


LEGAL INFO

This document is copyright 2007 Liang "aragornbird" Fang.

You may not copy, reproduce, modify, or distribute this document in any way 
without written permission from the owner. 

                        
=======================VERSION HISTORY=============================

Version 2.0 - 3/25/09 - Platinum update!
Version 1.0 - 9/4/07 - Movesets and descriptions for all competitive Pokemon.
Version 1.1 - 9/7/07 - Fixed a few mistakes and added a few extra movesets