Monotype Analyses "Ready for GP" Thread

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Once you've gotten two QC checks, post your analysis/overview here. Please copy/paste the full thing in hide tags so the GP team doesn't have to go pull it out of the mega thread.

Also link the post from the reservation index when you post in this thread


GP team, feel free to use this thread to reserve stuff, but please still post the final result to the private conversation so Rhythms, Unfixable or I see it.
 
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Confluxx [Old]

Banned deucer.
Reservation Index

Clefable (Fairy) Overview
The combination of Clefable's decent bulk, good defensive typing in Fairy which is only weak to Steel and Poison, it's abilities and it's movepool make it incredibly versatile and able to fulfill a lot of different roles on the team. It's two abilities are Magic Guard and Unaware. Magic Guard is very nice for absorbing Toxic, Will'O'Wisp, Leech Seed etc. and coming in on hazards without taking any damage and it can even be used as an offensive tank with Life Orb as it Magic Guard prevents the recoil. Unaware on the other hand lets it check set-up sweepers and stop them from sweeping your team. As previously mentioned, Clefable's movepool is wide and there are many options for it. It has access to Stealth Rock which not many other Fairy type Pokemon do. It can be a cleric with access to Wish and Heal Bell, it has nice utility options in Encore, Knock Off and Thunder Wave and it also has very solid coverage in Thunderbolt, Ice Beam, Flamethrower, Moonblast and Calm Mind that can turn it into a very dangerous set-up sweeper that's not so easy do deal with. It's one of the few Pokemon on Fairy that are able to survive an unboosted Bullet Punch from Mega Scizor and access to a Fire move in Flamethrower and Fire Blast and that makes it a very important asset to Fairy.


Clefable (Fairy) Calm Mind

Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower / Stealth Rock / Thunder Wave

#Moves
Moonblast is the strongest Fairy type move Clefable gets. It's STAB, it's consistent and not many Pokemon resist Fairy. Calm Mind boosts Clefable's SpA and SpD which makes it very dangerous after it's done so as it can be very hard to take out. Depending on the match-up the game could already be over if Clefable gets to set-up a few Calm Minds. Thunder Wave is to cripple Pokemon, especially fast threats or set-up sweepers, it does an amazing job of supporting the Calm Mind sweep. Last but not least Soft-Boiled is there for healing up when getting weakened while setting up or using Thunder Wave.

#Set Details
Maximum HP is to make Clefable as bulky as possible as it needs to be able to take hits to fulfill it's many rolls. 84 SpD EVs with a Calm Nature is used to check Kyurem-B, Mega Manectric, Mega Diancie and Thundurus while the rest of the EVs go in Defense so Clefable can take a Bullet Punch from Choice Band Scizor and use Flamethrower if it's running it. Leftovers gives Clefable more longevity but another item that it can run is Babiri Berry so it can get rid of Scizor without relying on rolls or being at full health. An alternative spread of Max HP and Max Defense can be used to make Clefable as bulky as possible as it has Calm Mind to boosts it's Special Defense.

#Usage Tips
Clefable can serve as a defensive pivot as it takes neutral hits pretty easily for the most part, but it can't switch in on very powerful attacks such as Choice Specs Keldeo, Landorus-I, Mega Swampert and other strong wallbreakers as they can all 2HKO Clefable. It can also pivot around on Pokemon that want to spread burns or poison due to it's ability Magic Guard, and those Pokemon are usually easy set-up fodders. Calm Mind should be used on Pokemon who aren't big threats to Clefable such as Sableye, Mew, Rotom etc. It should not be used on physical attackers that 2HKO Clefable as it's only able to boost it's Special Defense. Thunder Wave can be used on any Pokemon whether it's faster than you or not because it's always nice to have that chance to full paralyze the opponent but it's most useful to paralyze threats to Clefable such as Mega Venusaur and Bisharp which can help in beating them despite the disadvantage.

#Team Options
Klefki's ability to set-up Reflect and Light Screen helps support the Clefable sweep a ton. Dual Screens being up combined with Clefable's bulk is gonna allow it to Calm Mind as much as it wants as well as slow down the opponent with Thunder Wave and potentially just win the game right there. Pokemon that stop the Clefable sweep are obviously Pokemon that resist Moonblast. Notably Ferrothorn, Heatran and Empoleon which are very bulky and even a +6 Clefable can't take them on. Azumarill being a very strong physical wallbreaker can take care of Heatran and Empoleon, while Ferrothorn can be weakened by any Fire move such as Hidden Power Fire on Mega Diancie or Sylveon and Fire Blast on Togekiss. Choice Specs Sylveon is another great partner as Gliscor with Taunt shuts down Clefable and it's able to take on most Fairy types with it's high special defense. Babiri Berry Togekiss with Fire Blast is another great option if Clefable isn't running a Babiri Berry set of it's own as it helps vs Mega Scizor and other Steel types.


Clefable Checks and Counters
Doublade as a check on Ghost.

Being part Steel and having decent bulk with Eviolite, Doublade is able to take on Clefable easily unless it's a Flamethrower variant.

Gengar as a check on Ghost.

Gengar is a very hard hitting part Poison type which can take on Clefable even with SpD boosts.

Mega-Scizor as a check on Bug.

Mega Scizor is part Steel and is able to take on Clefable with no problems unless it's carrying a Fire move.

Durant as a check on Bug.

It's not always a safe switch in due to the possibility of Flamethrower, but if it's already inside it's gonna get a kill with Iron Head.

Magnezone as a counter on Electric.

Magnezone's Steel typing and bulk allow it to take on Clefable without any issues as it's also immune to Thunder Wave, a move Clefable often uses to cripple the opponent.

Heatran as a counter on Fire.

Heatran has a x4 resists Clefable's Fairy STAB and is immune to Clefable's other common attack, Flamethrower. That plus it's great Special Defense allow it to counter Clefable even at +6.

Empoleon as a counter on Water.

With amazing Special Defense, Steel typing and access to Roar, there's not much Clefable can do in front of Empoleon.

Bisharp as a check on Dark.

Bisharp's really high Attack stat and Steel typing allow it to OHKO Clefable with Iron Head, however it can't switch in so easily as Moonblast and Flamethrower still do a good amount of damage.

Drapion as a counter on Poison.

It's Poison typing, decent bulk and access to Taunt allow it to be a reliable answer to Clefable on Dark.

Mega Aggron as a counter on Rock.

Mega Aggron's Steel typing and amazing bulk allow it to deal with Clefable easily as it doesn't even fear a Flamethrower due to it's Filter ability.

Jirachi as a counter on Psychic.

Jirachi's great bulk, Steel typing and the high chance to flinch with Iron Head due to it's Serene Grace ability allow it to deal with Clefable quite easily.

Metagross as a counter on Psychic.

The great bulk and Steel typing that Metagross possesses make it a reliable answer to Clefable who can't do much back even with Flamethrower.

Mega-Venusaur as a counter on Grass.

Mega Venusaur's amazing bulk and Poison typing allow it to take on Clefable without too many issues.

Amoongus as a counter on Grass.

With great bulk, the Poison type and access to Spore and Clear Smog, Amoongus deals with Clefable pretty well.

Ferrothorn as a check on Grass.

Being part Steel and having great bulk, Ferrothorn checks Clefable pretty well unless it's carrying Flamethrower.

Cobalion as a check on Fighting.

Cobalion's Steel typing allows it to take neutral damage from Clefable's STAB Moonblast and deal serious damage to it with a STAB Steel type move.

Toxicroak as a check on Fighting.

Toxicroak's Poison typing allows it to take neutral damage from Clefable's Moonblast and take it out with a Poison type move.
 
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Chansey
http://www.smogon.com/forums/threads/monotype-analyses-reservation-index.3572886/#post-6817023

Chansey (Normal) Overview
With Eviolite, Chansey is one of the bulkiest special walls in Monotype. With an Eviolite, Chansey can effectively beat huge threats like Mega Gardevoir, and Landorus-I. In addition to shutting down most special sweepers, Chansey provides a vast array of support due to its expansive support movepool, including moves such as Heal Bell, Soft-Boiled, Wish, Thunder Wave, and Stealth Rock. However, she hates getting her Eviolite knocked off, and she struggles against Fighting-types and falls to powerful wallbreakers. She is also Taunt bait, as she can't heal, and can only use Seismic Toss.

[set]
Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Thunder Wave / Toxic / Heal Bell
- Soft-Boiled
- Seismic Toss

#Moves
Chansey is by far the most reliable and useful Stealth Rock user on Normal teams. She finds plenty of opportunities to switch in, and she has recovery letting her stay healthy. Thunder Wave or Toxic are two standard support moves ran on Chansey depending on your team. Toxic forces switches while putting everything on a timer which works great on bulkier teams whereas Thunder Wave is useful for crippling fast opponents which is important for slow sweepers such as Diggersby and Meloetta. Heal Bell provides support to your team, getting rid of status. Soft-Boiled is for recovery. Wish can be used, but Chansey has a hard time fitting it in, and it may be hard to pull off without Protect. Seismic Toss is mandatory since it prevents Chansey from being setup and Taunt fodder.

#Set Details
Max HP and Defense with a Bold nature let Chansey be as physically bulky as possible. A set of 4 HP /252 Def /252 SpD can be run, but Chansey has more than enough bulk to take special moves without the extra investment. Natural Cure is chosen because it lets Chansey be a status absorber, saving her precious Heal Bells for later.

#Usage Tips
Do not be afraid to switch Chansey in when you're facing a special attacker. Chances are, even if it carries Fighting coverage, it'll fail to do a significant amount of damage to her. The only exception is Secret Sword as it hits Chansey's physically defensive side. Chansey can also take physical attacks, but strong STAB moves hurt. Chansey is also an excellent status spreader, effectively crippling most Pokemon. With Natural Cure, Chansey is also a nice status absorber, as she can be used as a pivot as well as conserving Heal Bells. Soft-Boiling often is a good idea as well, as Chansey will be switching in and out. Most teams only have 1-2 answers to Chansey, and you can take advantage of double switching when your opponent brings them in.

#TeamOptions
Chansey forms the Eviolite core with Porygon2. Porygon2 acts as a physical wall and can further whittle down the opposing team with whatever it wants due to its expansive movepool. Staraptor also forms a great core because of its neutrality to Fighting attacks, and access to Intimidate and Defog. Intimidate shuts down physical attackers while Defog removes entry hazards, which take off a chunk of Chansey's HP every time she switches in. Staraptor also acts as a Knock Off sponge, since Chansey hates having her Eviolite knocked off. Ditto is also a good teammate as it can discourage people from setting up on her. Mega Audino works very well with Chansey, since it takes opposing Knock Offs, and Fighting attacks while Chansey provides it with Heal Bell support. Miltank is an option if you don't want to run Stealth Rocks. However, it doesn't do much besides that and uses up a team slot.
 
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Mega Gyarados (Flying)
http://www.smogon.com/forums/threads/monotype-analyses-reservation-index.3572886/#post-6817023

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Taunt / Substitute / Ice Fang

#Moves
Dragon Dance is the main point of this set, boosting Gyarados's attack and speed. After one Dragon Dance, Gyarados is able to outspeed and sweep weakened teams. Waterfall is a reliable STAB move with a nice chance to flinch. Crunch is the other STAB move, and does huge amounts of damage to Pokemon that resist Waterfall. Taunt stops Pokemon from phasing Gyarados out, or statusing it. Substitute is weak to Whirlwind, and takes off a quarter of Gyarados's HP but allows you to set up on Pokemon with weak attacking moves. Ice Fang allows you to 1HKO most Dragon and Flying types.

#Set Details
252 attack and speed with an Adamant nature make Gyarados as fast as possible. A Jolly nature is an option if you want to outspeed Dragonite without a boost, and Scarf base 80s such as Togekiss, Hoopa-U, and Chandelurist but Gyarados is slower compared to other scarfers and appreciates the extra power.

#Usage Tips
Gyarados gets worn down easily, so avoid sending it out unnecessary. Gyarados should also take advantage of Intimidate, and its unique mega typing for easier setup. It gains new weakness's and resistances when it mega evolves, so it may be beneficial to stay in its regular form at times. Depending on what Monotype you're facing, a Flying type may be more beneficial than a Dark type or vice versa. This also forces a lot of 50/50s. One example would be Mega Diancie since it's forced to guess between Moonblast or Diamond Storm, and if it guesses incorrectly, it'll be KOed by Waterfall. Mold Breaker is also very useful. It gets past Mega Sableye's Magic Bounce, and turns it into setup fodder with Taunt. It also ignores Unaware and Sturdy.

#Team Options
Gyarados loses 25% of its HP from Stealth Rocks so having Defog support will keep it healthy. Zapdos is perfect because it takes Electric moves, and resists Fighting, Bug and Grass moves after it mega evolves. In return, Mega Gyarados resists Ice moves, and takes neutral damage from Rock attacks. Setting hazards is also very beneficial, since it turns some 2HKOs into 1HKOs. Skarmory gets Stealth Rocks, and Spikes while Landorus-T has Stealth Rocks and U-turn for momentum.


Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 248 HP / 92 Def / 68 SpD / 100 Spe
Careful Nature
- Rest
- Sleep Talk
- Dragon Dance
- Waterfall / Crunch

#Moves
Rest keeps it healthy, and works well with Mega Gyarados's 95/109/130 base defensive stats. Sleep Talk prevents it from being setup fodder while giving Mega Gyarados a chance to setup or attack. Dragon Dance slowly increases Mega Gyarados's speed and attack, and with its bulk, it'll be able to set up multiple times. Waterfall is the only attacking move, hitting most things neutrally with a chance to flinch. Crunch can be used instead if you want to have an easier time against Psychic, but you have to mega evolve for it to be effective.

#Set Details
100 speed EVs allow Mega Gyarados to outspeed base 102s such as Garchomp after 1 boost. A Careful nature with 248 HP EVs and 68 special defense give Mega Gyarados the bulk to live Mega Charizard Y's Solar Beam after rocks, and the rest is placed into defense so it can tank physical moves better.

#Usage Tips
Gyarados's mega evolution is unique because it gets rid of its Flying typing and replaces it with Dark. This removes its weakness to Electric, and Rock moves, and in return gives it a weakness to Fighting, Bug, Fairy, and Grass which is easily covered by the Skarmory and Zapdos core. This is important because depending on the matchup you can choose to not mega evolve at all. Also keep in mind that regular Gyarados can do things Mega Gyarados can't such as walling Charizrad-Y and Keldeo. Furthermore, its bulk gives Mega Gyarados the ability to setup on weak attackers such as Rotom-W, and makes it an effective counter to most Ice Pokemon.

#Team Options
Since this is a monoattacking set, it gets walled by a lot of things. Waterfall is resisted by Grass, Water, and Dragon Pokemon so Togekiss would make an excellent teammate since it's able to beat these types. Thundurus is also able to do this well with Thunderbolt, and Hidden Power Ice. Dragonite is also an excellent teammate since it hits these types hard with Outrage. If running Crunch, you need answers to Fairy, and Dark Pokemon. Gliscor is a great choice since its able to effectively check and wall popular Pokemon from these types. Landorus-I is also a great offensive option since Sludge Wave and Focus Blast hit hard. Finally, Skarmory and Zapdos is able to cover Mega Gyarados's weakness to Fighting, Fairy, Grass, and Bug moves while Mega Gyarados covers Skarmory and Zapdos's Fire, Ice and Rock weakness.
 
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Reservation thread
Bisharp (Steel)
Bisharp is a power boosting attacker and a valuable asset to steel. It has a unique and useful defensive typing, a strong base attack, and a okay speed tier that is remedied by its powerful priority. It also boasts a great ability that prevents, or punishes the removal of hazards, which allows skarmory or ferrothorn to safely stack them. It's used for this on both Hyper Offense and Balanced steel. Another good part of Bisharp is its access to a STAB-Boosted Knock Off, which is the only way it can get past mons like Porygon2. However, it has weaknesses to ground and fire, as well as an x4 weakness to fighting, and has a poor special defense. Its relies on its priority because of its low speed, and its priority is unreliable at times.

Bisharp @ Lum Berry / Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

#Moves
Swords Dance is a boosting move that gets bisharp's attack to a frightening level. Knock off is a powerful STAB-Boosted move that also brings the utility of removing items, such as normal's eviolite core. Iron head is another powerful STAB that provides good neutral coverage, and also has a flinch chance. Sucker Punch is a powerful (if not unreliable) priority move that can sweep types like ghost and psychic. Another move that could be used is Psycho Cut to hit fighting, which steel has trouble with, but it's usually better to have dual stab and priority.

#Set Details
Jolly helps you tie with other max speed base 70s, such as breloom, which is dangerous to play against for steel. Jolly can be used as well to outspeed adamant diggersby and adamant Mega-Scizor, Modest Volcanion - All huge threats to steel.
Lum Berry is to lure status from various mons while setting up in their face. Life Orb can also be used in matchups where it's unsafe to SD, and it revenges mons like Excadrill in Sand.
Defiant is a good way to punish your opponents for removing hazards.


#Usage Tips
Bisharp has many ways to find opportunities to get to +2, whether from Swords Dance or Defiant. Bisharp's defensive typing gives it a handful of resistances to types such as such as Dark, Dragon, Flying, Ghost, Grass, Ice, Normal, Rock, and Steel and coupled with its physical bulk, it gives Bisharp opportunities to set up Swords Dance. Bring Bisharp in against mons you're expecting to use Defog to get a quick +2 and maybe a KO. Bisharp can come in on most defoggers, like the lati twins, or zapdos, but you have to be prepared for Heat Wave from Dos. Coming in on sticky webs is also a free +2. Intimidate results in a +1, as well. +2 Bisharp also OHKOs Victini, which is otherwise another threat to steel. After stealth rock damage, Bisharp has a high chance to OHKO Volcanion at +2, which is another mon that gives steel trouble. Bisharp is also a good Mega-Sableye check, being able to shrug off the will-o-wisp with its Lum Berry and use it as a setup fodder with Swords Dance, then proceed to KO it with Iron Head.

#Teammate Options
A good teammate for Bisharp is Doublade, who does a lot of things to compliment bisharp. For one, it handles bisharp's crippling fighting weakness. It also creates a spinblocking core between Doublade and Bisharp, preventing/punishing the removal of hazards set by skarmory, who would also make a good teammate. Another good teammate would be a special Lucario, they compliment each other with different coverage, and both have priority to quickly take out the threats that would harm the other. A third partner could be a magnezone holding a choice scarf. It can deal with water mons like keldeo, which would normally force bisharp out. However, it can't switch into a secret sword, so you'd have to predict the keldeo switch.
 
Reservation thread
Dragonite (Flying)
Dragonite is a powerful physical attacker with strong priority and decent bulk. It has good neutral STAB, and can carry a variety of coverage moves, such as fire punch, earthquake, and superpower. It gets access to dragon dance and Extreme Speed, which makes it very hard to revenge kill. It also has the amazing ability Multiscale, which halves the damage it would take if it is at full HP. However, it has a crippling double weakness to ice, and its speed tier is somewhat subpar. It also hates stealth rock, because it breaks multiscale and makes it harder to set up.

[SET]
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Outrage
- Extreme Speed
- Earthquake
- Fire Punch

#Moves
Outrage is a very powerful STAB move that ohkos a lot of things. Extreme Speed is a very powerful priority move that mitigates Dragonite's below-average speed tier. Earthquake hits steel types that would normally be switchins to Dnite, and Fire Punch is for hitting mons like skarmory and mega-scizor, which would normally wall it. Superpower can be used to hit Chansey and Porygon2. Iron Head can also be used to hit fairy types. The coverage moves used should be dependent on your team, and if it struggles against a certain mon.

#Set Details
Maximum Speed with a adamant nature allows it to tie with other adamant base 80s. Multiscale is used because it improves its survivability if stealth rock has been defogged away. An adamant nature can be used to guarantee the OHKO against Chansey and other mons. Jolly can be used alternatively to outspeed Jolly 70's and tie with other Jolly 80's. An alternative spread of 80 HP / 252 Atk / 176 Spe can be used to outpace outpace non-boosting nature base 70 speed pokemon while increasing Dragonite's bulk.

#Usage Tips
Choice band outrage hits extremely hard, scoring 2HKOs on Slowbro and Porygon2. Switching into Dnite isn't usually a good idea unless you know they will switch because switching into attacks will ruin your Multiscale. Outrage will ohko or 2hko many walls, so teams without fairies have a tough time dealing with this monster.

#Teammate Options
Common defoggers, like Zapdos and Skarmory, make good partners because they provide support. Landorus-I works well as a partner for Dragonite because it is a powerful special wallbreaker, and they can cover one another's checks. Another good partner would be defensive togekiss, who can spread T-Waves and slow down mons that outspeed and would OHKO Dnite. Toge also provides defog support. Choice Scarf Salamence would be a good partner because they have similar checks and one can wear them down for the other to sweep.


#SET
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage / Dragon Claw
- Extreme Speed
- Earthquake / Fire Punch


#Moves
Dragon dance is the main boosting move of this set, boosting Dragonite's speed and attack to a level that allows it to clean late game. Outrage is the main STAB move, with good neutral coverage and a high base power. Alternatively, Dragon Claw could be used instead to avoid the downside of being locked into Outrage. Extreme Speed is a powerful priority move that beats out most other priority. Earthquake hits a myriad of types that could threaten flying, like electric and rock, but Fire Punch can alternatively be used to hit Mega Scizor and Skarmory.

#Set Details
Max attack with an adamant nature allows dragonite to hit extremely hard. Lum berry is the best item for dragonite because it gets rid of burns from Pokemon like Sableye. Lum Berry also cures the confusion from Outrage. Multiscale allows Dnite to turn unsafe opportunities into opportunities for a dragon dance, as it halves damage as long as it is at full health. An alternate spread of 32 HP / 252 Atk / 224 Spe can be used to be slightly bulkier, and it outspeeds base 121's (Mega-Pidgeot, Tornadus-T) at +1, and base 100 scarves at +2.


#Usage Tips
DDance Dragonite should be used as a mid-to-late game cleaner, when its potential checks are weakened and will be OHKO'd. Dragonite is able to set up on many different mons and types due to having a strong defensive typing. Sending dragonite in while stealth rock is present is always a bad idea, because it limits Dnite's ability to set up by breaking multiscale. Don't overestimate Multiscale, as it can still take serious damage from SE moves, and is likely to be OHKO'd by an ice move.

#Team Options
For flying, the most common defoggers are Skarmory and Zapdos, so pairing it with one (or both) of them allows the hazard removal that dragonite needs to set up. Mega Charizard-Y is another good partner because of its wallbreaking abilities and beats most of the fairies that would otherwise stop Dragonite. Another good partner would be Mega Gyarados, because it provides an ice resist, and shares similar checks to Dragonite so that one can weaken them to allow the other to sweep.
 

Confluxx [Old]

Banned deucer.
Reservation Index

Togekiss (Fairy)

Togekiss possesses great bulk, decent typing and a variety of offensive and utility moves. It's the only Fairy type Pokemon who can use Defog and it can support it's team with moves like Heal Bell and Thunder Wave. It's access to Air Slash, combined with the Serene Grace ability it possesses give it a 60% chance to flinch slower opponents which makes it an excellent stallbreaker and Choice Scarf user. It's access to offensive moves such as Fire Blast, Aura Sphere and Nasty Plot allow it to deal with Steel types that threaten Fairy such as Heatran, Empoleon, Ferrothorn, even an unboosted Mega Scizor. Togekiss' Flying typing give Fairy a Ground switch-in and a check, something Fairy would normally struggle with. Being able to check Garchomp, Choice Band Dragonite and even Landorus depending on the set is important and helps out it's team. With most Fairy-type Pokemon being slow, Togekiss is a great revenge killer with a Choice Scarf. Despite the many things it has going for it, Togekiss is weak to many common types like Ice, Electric, and Rock, the latter of which gives it a Stealth Rock weakness which hurts its defensive capabilities. It also has a mediocre Speed stat leaving it outsped by many other Pokemon and faster Choice Scarf users.


Togekiss (F) @ Choice Scarf
Ability: Serene Grace
EVs: / 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Fire Blast
- Aura Sphere / Dazzling Gleam
- Trick / Heal Bell
#Moves
Air Slash is the move that Choice Scarf Togekiss is gonna lock itself into most of the time because of it being a STAB attack with a 60% chance to flinch thanks to Togekiss' Serene Grace ability and hardly any drawbacks other than being 95% accurate. Fire Blast deals with Steel type Pokemon like Mega Scizor, Ferrothorn, Magnezone, Doublade which are big threats to Fairy. Flamethrower is an option for it's consistent accuracy but it fails to OHKO Magnezone and bulky variants of Mega Scizor after Stealth Rock. Dazzling Gleam can be used as a secondary STAB move against Pokemon that resist Air Slash, however Togekiss doesn't usually need Fairy STAB as Aura Sphere is more useful for hitting Steel types that Fire Blast won't be that effective against such as Heatran and Empoleon. Aura Sphere also does hits Tyranitar much harder than Dazzling Gleam due to Tyranitar's amazing bulk on the special side and it's also a more reliable way of taking out Bisharp as anything that wants to switch out expecting a Fire move such as Heatran, Empoleon and Tyranitar gets hit by Aura Sphere. Trick allows Togekiss to give it's Choice Scarf to another Pokemon, potentially locking them into a non-attacking move. Trick is especially useful for breaking the Eviolite Core of Chansey and Porygon2 on Normal and crippling other Pokemon that are annoying to Fairy such as Mew and Lanturn. Heal Bell is another option to cure other Pokemon from crippling status such as paralysis and burn.

#Set Details
Maximum speed investment helps Togekiss be as fast as possible since it's running a Choice Scarf set. The rest of the EVs go into Special Attack because an offensive Togekiss doesn't need it in anything else, and it allows it to deal as much damage as possible on a Choice Scarf set.

#Usage Tips
Since it outspeeds most Pokemon due to it's Choice Scarf and having the 60% chance to flinch with Serene Grace Air Slash, that's Togekiss' primary strategy in dealing with other Pokemon. This makes it an amazing revenge killer. It's decent bulk allow it to comfortably switch in to resisted attacks, but due to it's weakness to Stealth Rock and offensive spread it shouldn't be brought in recklessly to take a neutral hit.

#Team Options
Togekiss has a weakness to Stealth Rock which means it appreciates Pokemon that can prevent hazards such as Mega Diancie which has the Magic Bounce ability. Another good partner for Togekiss is Klefki because it can switch into many of Togekiss' weakness such as Rock and Ice, which it resists, Poison which it has an immunity to and Steel which it takes neutral from. Klefki is also able to spread paralysis which Togekiss appreciates since it has a better chance to outspeed the opponent if it was a faster Choice Scarf user and flinch them down. Azumarill is also an Ice resist that Togekiss appreciates because it's physical wallbreaking capabilities allow it to take out or weaken Pokemon that Togekiss has a hard team dealing with if they're healthy such as Heatran and Empoleon.
 
http://www.smogon.com/forums/threads/monotype-analyses-reservation-index.3572886/#post-6816802

Staraptor (Normal) Overview

Staraptor is a huge staple on Normal-type teams, as can be used offensively in running items such as Choice Scarf and Choice Band, or it can also be very useful defensively. Staraptor can act as a very powerful wallbreaker or revenge killer, having an excellent base Attack stat coupled with an impressive base 100 Speed. With access in to the ability in Reckless, Staraptor can puncture holes in the opposing team with its dual STAB moves such as Brave Bird and Double Edge. Staraptor is able to provide team support by lowering the foe's Attack stat, thanks to its ability, Intimidate, which allows it to survive another hit from physically offensive Pokemon. Staraptor is able to provide Defog support, as it's the only viable user of entry hazard removal. With its Flying typing, Staraptor is able to check types such as Bug, Fighting, and Grass, along with being a good switch-in to Ground-type attacks, especially against Choice Pokemon locked into a Ground-type attack such as Landorus-T, Excadrill, Mamoswine, and Diggersby.

Unfortunately, Staraptor cannot afford to take several hits, especially from special attackers due to its subpar bulk. Defensive variants of Staraptor are quite passive due to special sweepers being able to easily switch-in and get a free boost such as Mega Latias and Mega Sableye. Staraptor is also hindered by Stealth Rock, which gives it limited opportunities to switch-in. Despite Staraptor being a very offensive Pokemon, it has trouble breaking through certain defensive Pokemon such as Skarmory and Hippowdon. Staraptor is also vulnerable to status moves, which hinders its effectiveness. Even though Staraptor has Reckless, it relies too much on its recoil moves to deal a lot of damage, which wears its longevity quickly. Both Defog and Feather Dance have a much lower PP than Stealth Rock and Swords Dance, respectively so it's not good at preventing Stealth Rock to be set up or a Pokemon to set up Swords Dance.


Staraptor (Normal) Defensive | Choice Scarf

[SET]
Staraptor @ Leftovers
Ability: Intimidate
EVs: 228 HP / 252 Def / 12 SpD / 16 Spe
Impish Nature
- Brave Bird
- Roost
- Defog
- Feather Dance / Whirlwind

#Moves
Brave Bird is Staraptor's main STAB and damaging move for Pokemon that don't resist the attack. Roost gives Staraptor reliable recovery, replenishing its health to prolong its stay on the field throughout the match to continuously switch into physical attackers to wall them. Defog gives Staraptor utility to act as a reliable entry hazard remover for its team. Feather Dance is a great supporting move, which cripples physical attackers. U-turn can also be used instead of Feather Dance in order to provide more momentum for the team in addition to scouting the opponent's team. Whirlwind is another alternative to Feather Dance to phaze out Swords Dance sweepers such as Mega Scizor and Bisharp. Close Combat and Toxic are also alternatives in allowing Staraptor to hit Rock- and Steel-types such as Tyranitar and Bisharp, while Toxic is used to stall and wear down bulky walls.

#Set Details
228 HP gives Staraptor a Stealth Rock number in being able to switch-in four times along with a Leftovers number. 252 Defense with an Impish nature allow for Staraptor to take physical attacks much more effectively. 12 Special Defense EVs are to increase Staraptor's special bulk a little. The remaining 16 EVs are used in Speed for Staraptor to outspeed neutral base 70s Speed Pokemon such as Bisharp and Breloom. Intimidate provides Staraptor and its team support in softening attacks from physical attackers. Leftovers give Staraptor passive recovery every turn in conjunction with Roost.

#Usage Tips
Staraptor should mainly be used as a switch-in to physical attackers because of Intimidate. Staraptor should never be used as a switch-in for special attackers because of its low Special Defense, which makes it vulnerable to take a hit. Despite having Defog, try not to have Staraptor continuously switch-in on Stealth Rock without using Roost in between turns to keep its health high. Make sure you keep Staraptor away from status moves such as poison, paralysis, and burns. This would greatly hinder its longevity. If there's a Pokemon that can't do much do it such as Choice Scarf Heracross after an Intimidate, it's safe to go for either a Brave Bird, Roost up, or Defog any entry hazards from your field. Feather Dance compounds the Attack drop from Intimidate to make physical attackers almost useless against Staraptor and its teammates. Be wary that due to its low PP Feather Dance cannot be Swords Dance users. Whirlwind should mainly be used to keep sweepers from setting up on Staraptor. It's also great for shuffling around foes for Stealth Rock damage once it's set up on the opposing side. U-turn also helps Staraptor escape switch-ins and bring its teammate in safely.

#Team Options
Chansey is an excellent partner for Staraptor, as it makes a great status absorber due to its ability in Natural Cure. Chansey can also be a great help in switching into Special Attacks that Staraptor won't be able to handle. Chansey also has access to Stealth Rock, which provides great utility. Mega Lopunny can assist in removing types that threaten Staraptor with its powerful High Jump Kick such as Dark, Ice, Normal, Rock, and Steel-types. Staraptor also appreciates a Pokemon that has an Electric immunity such as Diggersby. Additionally, Diggersby can break through walls with its outstanding attacks from Huge Power. Porygon2 can wear down defensive Pokemon with Toxic or Thunder Wave. Also, it helps deal with pestering Flying-types that can easily handle Staraptor such as Zapdos and Skarmory. Foul Play Porygon2 also works nicely as a check against Mega Scizor. Setup sweepers and special attackers will be very troublesome for Staraptor, so Choice Scarf Ditto can be very helpful in getting rid of these Pokemon due to having Imposter and copying the threat's stat changes. Other special attacker such as Mega Pidgeot, Porygon-Z, and Meloetta are also wonderful partners in dealing a lot of damage to the opposing team for Staraptor. Mega Pidgeot and Meloetta deserves a special mention because they both can defeat Steel-types that Staraptor struggles against with Heat Wave and Focus Blast.

[SET] (Choiced)
Staraptor @ Choice Scarf
Ability: Intimidate /Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Double Edge
- Close Combat
- U-turn

#Moves
Brave Bird and Double Edge are Staraptor's main STAB move of choice. Dealing enormous damage to opposing teams that don't resist them. Additionally, both attacks get a power boost from Reckless. Close Combat gives Staraptor coverage in checking Pokemon such as Tyranitar, Kyurem-B, Omastar, and Heatran. U-turn provides more momentum for Staraptor and its team along with scouting the foe.

#Set Details
Maximum Speed investment with a Jolly nature and Choice Scarf allow for Staraptor to be an effective revenge killer while outspeeding faster Pokemon. 252 Attack EVs increases Staraptor's damage output. Intimidate is the preferred ability, as it's a great way to bluff the opponent, thinking that Staraptor is defensive. Also, it's good when utilizing U-turn to pivot in and off the field. Reckless boosts the power of Brave Bird and Double Edge. An Adamant nature with a Choice Band can be used instead of Jolly for more power and a way to get potential KOs; however, Staraptor will lose the extra Speed from Choice Scarf.

#Usage Tips
Choice Scarf Staraptor is used to take out offensive threats. Some examples include Azumarill, Keldeo, Landorus, and Gengar. With Choice Scarf, Staraptor can also act as a pseudo wallbreaker given that it's running Reckless. Staraptor can also be used early- or mid-game to help break walls for its teammates. It's better to have Staraptor come in after a fallen teammate or a predicted switch so it doesn't have to risk taking any damage on the switch due to its bulk. U-turn is great way to scout and get any chip damage and get a much better matchup. Don't have Staraptor continuously switch-in while Stealth Rock is on the field because this hinders its switch-in opportunities. Also, Staraptor can be used effectively as a late-game cleaner once all its checks are gone. Close Combat should be used when necessary. It should mainly be used to hit Normal-, Rock-, and Steel-types. But Staraptor should avoid using Close Combat on Skarmory because it's able to tank it very well and Staraptor would take Rocky Helmet damage.

#Team Options
This set works best with entry hazard support to apply more offensive pressure on the opposing team. Additionally, breaking Focus Sash Pokemon. Great examples are Pokemon such as Smeargle or Chansey, allowing Staraptor to wallbreak more easily and acquire KOs. Smeargle is also able to set up Sticky Web, providing Staraptor and its team with speed control. Chansey can continue to sponge special attacks for Staraptor. It also has access to Thunder Wave, which helps provide speed control and a chance for Staraptor get free turns upon attacking. Because Staraptor won't be able to handle Doublade, as it resists both its STAB moves, immune to Close Combat, and use it as setup fodder with Swords Dance, Pokemon such as Diggersby, Mega Lopunny, and Ditto are excellent checks in removing it off the field along with other threats that opposes Staraptor. Lastly, special attackers such as Mega Pidgeot, Porygon-Z, and Meloetta help against physical walls that Staraptor struggles with such as Hippowdon, Skarmory, and Mandibuzz. Despite having two Flying-types, Mega Pidgeot and Staraptor can both wear down Flying checks due to hitting opposite defenses. For example, Mega Pidgeot can hit Skarmory with a Heat Wave, while Staraptor can hit Togekiss with its powerful STAB moves.


Staraptor is ready. Did my own GP checking first.

Might be a couple of errors one of you might point out that I missed.

I'll start on Meloetta now.
 

DoW

formally Death on Wings
From here:
[Overview]
Ditto's ability, Imposter, combined with a Choice Scarf, allow it to be an excellent revenge killer that in the monotype metagame can even threaten to sweep unwary opponents. While Ditto often doesn't shine in other tiers, it finds a niche on stallier normal teams in monotype. Although Porygon2, Chansey, and Staraptor are capable of defending against many attackers, often a setup sweeper will be able to break through the core and sweep the team. However, Ditto is able to copy an opponent's stat boosts, making it risky to set up too far and often threatening to sweep the opponent if they set up enough to break the defensive core.
[Set]
Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 1 Atk / 0 Spe
- Transform
-
-
-

#Moves
Transform is Ditto's only move, and is unlikely ever to be used. Its only real use it preventing Ditto from running out of PP when sent out against opponents it can't transform into, such as those with a Substitute.

#Set Details
Choice Scarf is required as otherwise Ditto will speed tie with the opponent it imposters, and this risk isn't worth the benefit gained from any other item. 248 HP EVs minimize damage taken from stealth rock, and otherwise maximise Ditto's HP as this is the only stat it doesn't copy from the opponent. IVs should be chosen to give a generally useful Hidden Power, with types such as Ice, Fire, and Ground generally being good options, the IVs given are for HP Ice. The remaining details help Ditto in the unlikely situation that it is sent out at the same time as an opposing Ditto. In this case, minimum speed ensures that the opposing Ditto will transform, causing yours to be unable to, and giving the opponent only 5pp compared to your 16. Next, Attack is minimised and Defense is maximised so that the opposing ditto's struggle will do as little damage to you as possible. Finally, remaining EVs are placed in Special Defense in the unlikely hope that they might help Ditto live a special attack. Note that Ditto's happiness value can be changed to 0 if opponents are more likely to run Frustration than Return, however there isn't a huge difference in usage between the two.

#Usage Tips
Ditto is best used to revenge kill opposing setup sweepers and wallbreakers, and possibly sweep opposing teams if given the opportunity by the opponent. It can be especially useful against pokemon such as Mega Pinsir, Mega Gallade, Mega Medicham, Heatran, and others that threaten their own teams if impostered. Note that it's very frail, however, so try not to switch it directly into the opponent - instead, either send it in when a pokemon has fainted, or bring it in via a slow U-turn or similar. It's also possible to bring Ditto in on an attack it will be immune to, such as Gengar's Focus Blast or Heatran's Lava Plume, but beware the opponent predicting this and selecting a different attack instead. Note that revenge killing isn't Ditto's only function - it can also scout the opponent's moveset, and can be useful in other places such as switching into a trick from a scarfed opponent, or using moves such as Heal Bell and Defog copied from opposing teams, without fear of these moves being pp stalled. It can also effectively pp stall pokemon like Mega Sableye, which might otherwise threaten the team, due to having 5pp every time it switches in. Also note that it's worth being patient with Ditto - even if it seems like Ditto isn't doing anything and isn't getting any opportunities to take out opponents, it may be preventing opponents from setting up and thus still doing its job.

#Team Options
Ditto is especially good at supporting stall and semi-stall teams, as opponents that would otherwise set up and break the Chansey / Porygon2 / Staraptor core can't do so without risking Ditto hitting them back hard. However, it can still be used on more offensive teams as a revenge killer, capable of reliably taking out most threats not holding a Choice Scarf. Ditto appreciates pokemon that can get it in safely, such as Diggersby or Heliolisk which can scare a pokemon out as they U-turn or Volt Switch to Ditto. In general, however, Ditto doesn't need support in the way other pokemon do as it fits relatively well onto many kinds of team and doesn't need synergy with the other Pokemon on the team.
 
Last edited:

Sobi

Banned deucer.
gp'ing first few analyses
Reservation Index

Clefable (Fairy) Overview
The combination of Clefable's decent bulk, good defensive typing in Fairy which is only weak to Steel and Poison, its abilities, and its movepool make it incredibly versatile and able to fulfill a lot of different roles on the team. Its two abilities are Magic Guard and Unaware--Magic Guard is very nice for absorbing Toxic, Will-O-Wisp, and Leech Seed, and coming in on hazards without taking any damage, and it can even be used as an offensive tank with Life Orb as Magic Guard prevents the recoil. Unaware on the other hand lets it check setup sweepers and stops them from sweeping your team. As previously mentioned, Clefable's movepool is wide and there are many options for it. It has access to Stealth Rock, which not many other Fairy type Pokemon have. It can be a cleric with access to Wish and Heal Bell, it has nice utility options in Encore, Knock Off, and Thunder Wave, and it also has very solid coverage in Thunderbolt, Ice Beam, Flamethrower, Moonblast, and Calm Mind that can turn it into a very dangerous setup sweeper that's not so easy do deal with. It's one of the few Pokemon on Fairy that are able to survive an unboosted Bullet Punch from Mega Scizor and has access to a Fire move in Flamethrower and Fire Blast, and that makes it a very important asset to Fairy.


Clefable (Fairy) Calm Mind

Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower / Stealth Rock / Thunder Wave

#Moves
Moonblast is the strongest Fairy-type move Clefable gets, which is consistent and hits many Pokemon either neutrally or super effectively. Calm Mind boosts Clefable's Special Attack and Special Defense, making it very dangerous after it has boosted. Depending on the matchup, the game could already be over if Clefable gets to set up Calm Mind. Thunder Wave is to cripple Pokemon, especially fast threats or setup sweepers, and it does an amazing job of supporting the Calm Mind sweep. Last but not least, Soft-Boiled is there for healing up when Clefable is weakened.

#Set Details
Maximum HP is to make Clefable as bulky as possible, as it needs to be able to take hits to fulfill its many rolls. 84 Special Defense EVs with a Calm nature is used to check Kyurem-B, Mega Manectric, Mega Diancie, and Thundurus while the rest of the EVs go in Defense so Clefable can take a Bullet Punch from Choice Band Scizor and use Flamethrower if it's running it. Leftovers gives Clefable more longevity but another item that it can run is Babiri Berry so it can get rid of Scizor without relying on rolls or being at full health. An alternative spread of Maximum HP and Maximum Defense can be used to make Clefable as bulky as possible as it has Calm Mind to boosts its Special Defense.

#Usage Tips
Clefable can serve as a defensive pivot, as it takes neutral hits pretty easily for the most part, but it can't switch in on very powerful attacks from Pokemon such as Choice Specs Keldeo, Landorus-I, Mega Swampert, and other strong wallbreakers, as they can all 2HKO Clefable. It can also pivot around on Pokemon that want to spread burns or poison due to its ability Magic Guard, and those Pokemon are usually easy setup fodders. Calm Mind should be used on Pokemon that aren't big threats to Clefable such as Sableye, Mew, and Rotom. It should not be used on physical attackers that 2HKO Clefable as the move is only able to boost its Special Defense. Thunder Wave can be used on any Pokemon whether it's faster than Clefable or not because it's always nice to have that chance to prevent the opponent from moving, but it's most useful to paralyze threats to Clefable such as Mega Venusaur and Bisharp which can help in beating them despite the disadvantage.

#Team Options
Klefki's ability to set up Reflect and Light Screen helps support the Clefable sweep a lot. Dual screens being up, combined with Clefable's bulk, is going to allow it to Calm Mind as much as it wants as well as slow down the opponent with Thunder Wave and potentially just win the game right there. Pokemon that stop the Clefable sweep are obviously Pokemon that resist Moonblast. Notably Ferrothorn, Heatran and Empoleon which are very bulky and even a +6 Clefable can't take them on. Azumarill being a very strong physical wallbreaker can take care of Heatran and Empoleon, while Ferrothorn can be weakened by any Fire move such as Hidden Power Fire on Mega Diancie or Sylveon and Fire Blast on Togekiss. Choice Specs Sylveon is another great partner as Gliscor with Taunt shuts down Clefable and it's able to take on most Fairy types with it's high special defense. Babiri Berry Togekiss with Fire Blast is another great option if Clefable isn't running a Babiri Berry set of it's own as it helps vs Mega Scizor and other Steel types.
notes: no "gonna" please! remember hyphen [-] before "-type", it's = it is, its = possession, eg: "it's awesome" = it is awesome, "its awesomeness".

Clefable Checks and Counters
Doublade as a check on Ghost.

Being part Steel and having decent bulk with Eviolite, Doublade is able to take on Clefable easily unless it's a Flamethrower variant.

Gengar as a check on Ghost.

Gengar is a very hard-hitting part Poison-type which can take on Clefable even with Special Defense boosts.

Mega-Scizor as a check on Bug.

Mega Scizor is part Steel and is able to take on Clefable with no problems unless it's carrying a Fire-type move.

Durant as a check on Bug.

It's not always a safe switch in due to the possibility of Flamethrower, but if it's already inside, it's gonna get a kill with Iron Head.

Magnezone as a counter on Electric.

Magnezone's Steel typing and bulk allow it to take on Clefable without any issues as it's also immune to Thunder Wave, a move Clefable often uses to cripple the opponent.

Heatran as a counter on Fire.

Heatran has a 4x resistance against Clefable's Fairy STAB type and is immune to Clefable's other common attack, Flamethrower. That plus its great Special Defense allow it to counter Clefable even when it is at +6.

Empoleon as a counter on Water.

With amazing Special Defense, Steel typing and access to Roar, there's not much Clefable can do in front of Empoleon.

Bisharp as a check on Dark.

Bisharp's really high Attack stat and Steel typing allow it to OHKO Clefable with Iron Head; however, it can't switch in so easily, as Moonblast and Flamethrower still do a good amount of damage.

Drapion as a counter on Poison.

It's Poison typing, decent bulk, and access to Taunt allow it to be a reliable answer to Clefable on Dark.

Mega Aggron as a counter on Rock.

Mega Aggron's Steel typing and amazing bulk allow it to deal with Clefable easily, as it doesn't even fear a Flamethrower due to its Filter ability.

Jirachi as a counter on Psychic.

Jirachi's great bulk, Steel typing, and the high chance to flinch with Iron Head due to its Serene Grace ability allow it to deal with Clefable quite easily.

Metagross as a counter on Psychic.

The great bulk and Steel typing that Metagross possesses makes it a reliable answer to Clefable which can't do much back even with Flamethrower.

Mega-Venusaur as a counter on Grass.

Mega Venusaur's amazing bulk and Poison typing allow it to take on Clefable without too many issues.

Amoonguss as a counter on Grass.

With great bulk, Poison typing, and access to Spore and Clear Smog, Amoonguss deals with Clefable pretty well.

Ferrothorn as a check on Grass.

Being part Steel and having great bulk, Ferrothorn checks Clefable pretty well unless it's carrying Flamethrower.

Cobalion as a check on Fighting.

Cobalion's Steel typing allows it to take neutral damage from Clefable's STAB Moonblast and deal serious damage to it with a STAB Steel-type move.

Toxicroak as a check on Fighting.

Toxicroak's Poison typing allows it to take neutral damage from Clefable's Moonblast and take it out with a Poison-type move.
Chansey
http://www.smogon.com/forums/threads/monotype-analyses-reservation-index.3572886/#post-6817023

Chansey (Normal) Overview
With Eviolite, Chansey is one of the bulkiest special walls in Monotype; it can effectively beat huge threats like Mega Gardevoir and Landorus-I. In addition to shutting down most special sweepers, Chansey provides a vast array of support due to its expansive support movepool, including moves such as Heal Bell, Soft-Boiled, Wish, Thunder Wave, and Stealth Rock. However, she hates getting her Eviolite knocked off, and she struggles against Fighting-types and falls to powerful wallbreakers. She is also Taunt bait, as she can't heal and can only use Seismic Toss.
mmmm in C&C i always change "she"/"he" to "it" but since this is casual, i'll leave it be
[set]
Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Thunder Wave / Toxic / Heal Bell
- Soft-Boiled
- Seismic Toss

#Moves
Chansey is by far the most reliable and useful Stealth Rock user on Normal teams. She finds plenty of opportunities to switch in, and she has recovery letting her stay healthy. Thunder Wave or Toxic are two standard support moves ran on Chansey depending on your team's needs. Toxic forces switches while putting everything on a timer which works great on bulkier teams, whereas Thunder Wave is useful for crippling fast opponents, which is important for slow sweepers such as Diggersby and Meloetta. Heal Bell provides support to your team, getting rid of status. Soft-Boiled is for recovery. Wish can be used, but Chansey has a hard time fitting it in, and it may be hard to pull off without Protect. Seismic Toss is mandatory since it prevents Chansey from being setup and Taunt fodder.

#Set Details
Maximum HP and Defense with a Bold nature lets Chansey be as physically bulky as possible. A set of 4 HP / 252 Def / 252 SpD can be run, but Chansey has more than enough bulk to take special moves without the extra investment. Natural Cure is chosen because it lets Chansey be a status absorber, saving her precious Heal Bell for later.

#Usage Tips
Do not be afraid to switch Chansey in when you're facing a special attacker. Chances are, even if it carries Fighting coverage, it'll fail to do a significant amount of damage to her. The only exception is Secret Sword as it hits Chansey's physically defensive side. Chansey can also take physical attacks, but strong STAB moves hurt. Chansey is also an excellent status spreader, effectively crippling most Pokemon. With Natural Cure, Chansey is also a nice status absorber, as she can be used as a pivot as well as conserving Heal Bell. Using Soft-Boiled often is a good idea as well, as Chansey will be switching in and out. Most teams only have 1-2 answers to Chansey, and you can take advantage of double switching when your opponent brings them in.

#Team Options
Chansey forms the Eviolite core with Porygon2. Porygon2 acts as a physical wall and can further whittle down the opposing team with whatever it wants due to its expansive movepool. Staraptor also forms a great core because of its neutrality to Fighting attacks and access to Intimidate and Defog. Intimidate shuts down physical attackers while Defog removes entry hazards, which take off a chunk of Chansey's HP every time she switches in. Staraptor also acts as a Knock Off sponge, since Chansey hates having her Eviolite knocked off. Ditto is also a good teammate as it can discourage people from setting up on her. Mega Audino works very well with Chansey, since it can take opposing Knock Off and Fighting attacks while Chansey provides it with Heal Bell support. Miltank is an option if you don't want to run Stealth Rock. However, it doesn't do much besides that and uses up a team slot.
really well-written, good job :)
Mega Gyarados (Flying)
http://www.smogon.com/forums/threads/monotype-analyses-reservation-index.3572886/#post-6817023

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Taunt / Substitute / Ice Fang

#Moves
Dragon Dance is the main point of this set, boosting Gyarados's Attack and Speed. After one boost, Gyarados is able to outspeed and sweep weakened teams. Waterfall is a reliable STAB move with a nice chance to flinch. Crunch is the other STAB move and does huge amounts of damage to Pokemon that resist Waterfall. Taunt stops Pokemon from phazing Gyarados out or statusing it. Although Substitute is affected by Whirlwind and takes off a quarter of Gyarados's HP, it allows it to set up on Pokemon with weak attacking moves. Ice Fang allows you to OHKO most Dragon- and Flying-types.

#Set Details
252 Attack and Speed EVs with an Adamant nature make Gyarados as fast and strong as possible. A Jolly nature is an option if you want to outspeed Dragonite without a boost and Choice Scarf base 80s such as Togekiss, Hoopa-U, and Chandelure, but Gyarados is slower compared to other Choice Scarf users and appreciates the extra power.

#Usage Tips
Gyarados gets worn down easily, so avoid sending it out unnecessarily. Gyarados should also take advantage of Intimidate, and its unique Mega-typing for an easier time setting up. It gains new weaknesses and resistances when it Mega Evolves, so it may be beneficial to stay in its regular forme at times. Depending on what type you're facing, retaining the Flying-type may be more beneficial than the Dark-type or vice versa. This also forces a lot of 50/50s. One example would be Mega Diancie since it's forced to guess between Moonblast or Diamond Storm, and if it guesses incorrectly, it'll be KOed by Waterfall. Mold Breaker is also very useful, as it infiltrates Mega Sableye's Magic Bounce and turns it into setup fodder with Taunt. It also ignores Unaware and Sturdy.

#Team Options
Gyarados loses 25% of its HP from Stealth Rock, so having Defog support will keep it healthy. Zapdos is perfect because it takes Electric-type moves, and resists Fighting-, Bug- and Grass-types moves after it Mega Evolves. In return, Mega Gyarados resists Ice-type moves, and it takes neutral damage from Rock-type attacks. Setting hazards is also very beneficial, since it turns some 2HKOs into OHKOs. Skarmory gets Stealth Rock, and Spikes while Landorus-T has Stealth Rocks and U-turn for momentum.
good job, just remember stealth rock not rocks

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 248 HP / 92 Def / 68 SpD / 100 Spe
Careful Nature
- Rest
- Sleep Talk
- Dragon Dance
- Waterfall / Crunch

#Moves
Rest keeps Mega Gyarados healthy, and works well with Mega Gyarados's 95 / 109 / 130 bulk. Sleep Talk prevents it from being setup fodder while giving Mega Gyarados a chance to set up or attack. Dragon Dance slowly increases Mega Gyarados's Speed and Attack, and with its bulk, it'll be able to set up multiple times. Waterfall is the only attacking move, hitting most things neutrally with a chance to flinch. Crunch can be used instead if you want to have an easier time against Psychic, but you have to Mega Evolve Gyarados for it to be effective.

#Set Details
100 Speed EVs allow Mega Gyarados to outspeed base 102s such as Garchomp after 1 boost. A Careful nature with 248 HP EVs and 68 Special Defense EVs give Mega Gyarados the bulk to live Mega Charizard Y's Solar Beam after Stealth Rock, and the rest is placed into Defense so it can tank physical moves better.

#Usage Tips
Gyarados's Mega Evolution is unique because it gets rid of its Flying typing and replaces it with Dark. This removes its weakness to Electric- and Rock-type moves, and in return gives it a weakness to Fighting, Bug, Fairy, and Grass which is easily covered by the Skarmory and Zapdos core. This is important because depending on the matchup, you can choose to not Mega Evolve at all. Also, keep in mind that regular Gyarados can do things Mega Gyarados can't, such as walling Mega Charizard Y and Keldeo. Furthermore, its bulk gives Mega Gyarados the ability to set up on weak attackers such as Rotom-W and makes it an effective counter to most Ice Pokemon.

#Team Options
Since this is a mono-attacking set, it gets walled by a lot of things. Waterfall is resisted by Grass-, Water-, and Dragon-type Pokemon, so Togekiss would make an excellent teammate since it's able to beat these types. Thundurus is also able to do this well with Thunderbolt and Hidden Power Ice. Dragonite is also an excellent teammate since it hits these types hard with Outrage. If running Crunch, you need answers to Fairy and Dark Pokemon. Gliscor is a great choice since it's able to effectively check and wall common Pokemon from these types. Landorus-I is also a great offensive option since Sludge Wave and Focus Blast hit hard. Finally, Skarmory and Zapdos is able to cover Mega Gyarados's weakness to Fighting-, Fairy-, Grass-, and Bug-type moves, while Mega Gyarados covers Skarmory and Zapdos's Fire, Ice and Rock weakness.
nice work here, remember there's no comma in "z has x, and y"--should be "z has x and y"
 
From here:
[Overview]
Ditto's ability, Imposter, combined with a Choice Scarf, allow it to be an excellent revenge killer that in the monotype metagame can even threaten to sweep unwary opponents. While Ditto often doesn't shine in other tiers, it finds a niche on stallier normal teams in monotype. Although Porygon2, Chansey and Staraptor are capable of defending against many attackers, often a setup sweeper will be able to break through the core and sweep the team. However, Ditto is able to copy an opponent's stat boosts, making it risky to set up too far and often threatening to sweep the opponent if they set up enough to break the defensive core.
[Set]
Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 1 Atk / 0 Spe
- Transform
-
-
-

#Moves
Transform is Ditto's only move, and is unlikely ever to be used. Its only real use it preventing ditto from running out of PP when sent out against opponents it can't transform into, such as those with a Substitute.

#Set Details
Choice Scarf is required as otherwise Ditto will speed tie with the opponent it imposters, and this risk isn't worth the benefit gained from any other item. 248 HP EVs minimize damage taken from stealth rock, and otherwise maximise Ditto's HP as this is the only stat it doesn't copy from the opponent. IVs should be chosen to give a generally useful Hidden Power, with types such as Ice, Fire, and Ground generally being good options, the IVs given are for HP Ice. The remaining details help Ditto in the unlikely situation that it is sent out at the same time as an opposing ditto. In this case, minimum speed ensures that the opposing ditto will transform, causing yours to be unable to, and giving the opponent only 5pp compared to your 16. Next, Attack is minimised and Defense is maximised so that the opposing ditto's struggle will do as little damage to you as possible. Finally, remaining EVs are placed in Special Defense in the unlikely hope that they might help Ditto live a special attack. Note that Ditto's happiness value can be changed to 0 if opponents are more likely to run Frustration than Return, however there isn't a huge difference in usage between the two.

#Usage Tips
Ditto is best used to revenge kill opposing setup sweepers and wallbreakers, and possibly sweep opposing teams if given the opportunity by the opponent. It can be especially useful against pokemon such as Mega Pinsir, Mega Gallade, Mega Medicham, Heatran, and others that threaten their own teams if impostered. Note that it's very frail, however, so try not to switch it directly into the opponent - instead, either send it in when a pokemon has fainted, or bring it in via a slow u-turn or similar. It's also possible to bring Ditto in on an attack it will be immune to, such as Gengar's Focus Blast or Heatran's Lava Plume, but beware the opponent predicting this and selecting a different attack instead. Note that revenge killing isn't Ditto's only function - it can also scout the opponent's moveset, and can be useful in other places such as switching into a trick from a scarfed opponent, or using moves such as Heal Bell and Defog copied from opposing teams, without fear of these moves being pp stalled. It can also effectively pp stall pokemon like Mega Sableye, which might otherwise threaten the team, due to having 5pp every time it switches in. Also note that it's worth being patient with Ditto - even if it seems like Ditto isn't doing anything and isn't getting any opportunities to take out opponents, it may be preventing opponents from setting up and thus still doing its job.

#Team Options
Ditto is especially good at supporting stall and semi-stall teams, as opponents that would otherwise set up and break the Chansey / Porygon2 / Staraptor core can't do so without risking Ditto hitting them back hard. However, it can still be used on more offensive teams as a revenge killer, capable of reliably taking out most threats not holding a Choice Scarf. Ditto appreciates pokemon that can get it in safely, such as Diggersby or Heliolisk which can scare a pokemon out as they U-turn or Volt Switch to Ditto. In general, however, Ditto doesn't need support in the way other pokemon do as it fits relatively well onto many kinds of team and doesn't need synergy with the other pokemon on the team.
Ready to be uploaded. Very little to be fixed, except capitalizing Pokemon and adding the serial comma. Great job!
 
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Seo.

Nice guys always finish last...
Keldeo (Fighting)
Reservation

#Set:
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump/Hidden Power Electric
- Scald
- Secret Sword
- Icy Wind/Hidden Power Bug

#Moves:
Scald is a STAB move with a chance of burning checks like Latios and Slowbro on switchin. Also better accuracy then Hydro Pump. Hydro Pump is another Water STAB for more power, barely any switch-ins for mons that resist. Secret Sword is Keldeos best Fighting STAB, Damage is based on opponents defense, which helps with things like Chansey. Icy Wind is basically for Grass, Flying and Dragon Switch-ins, also lowers the users speed by 1, mainly for Dragonite and Garchomp. HP Electric is mainly to hit things like Gyarados and Azumarill, also hit Slowbro which fighting tends to struggle with. HP Bug deals with psychic types such as Celebi, and HP Ghost also helps with psychic and jellicent

#Set Details:
Max investment in spAtk and Speed is to help make keldeo as fast and strong as possible.
Specs Keldeo helps so much with fighting since it lacks special sweepers, it helps counter defensive mons such as Skarmory, Landorus, Gliscor, etc that fighting is somewhat weak to, Specs Hydro pump has barely any switch-ins for certain types and has a chance to almost OHKO every pokemon that doesn’t resist water. The Secret Sword is still boosted by the Choice specs even though it hits on the defensive side, therefore it helps with special mons on switch-ins such as Chansey, Empoleon, Hoopa-U.

#Usage Tips:
Bring Keldeo in on Fire type moves, which fighting types such as breloom, cobalion, lucario and heracross are weak to, and Keldeo can be used to take down physical walls to open up late game sweeps for the rest of your team. Keldeo is a key pokemon for fighting because it helps vs threats like Skarmory, Mega Sableye, and Gliscor, not only that but as it tends to be fightings only special attacker, it eliminates any physical defensive mons allowing the rest of the team to sweep. Scald uses liberally to spread burns and damage. It can't miss so it's reliable and hits everything unresisted hard. It helps when predicting switch-ins that you want burned, such as Mega Venusaur and Zapdos. Should only be used when Scald is resisted and Icy Wind is at least super effective. Icy Wind is a completely inferior move otherwise.As Keldeo is commonly the only carrier of Ice-type coverage on Fighting, and helps with Dragonite and Garchomp. HP Electric is to prevent Azumarill from belly drumming, and hit gyarados to prevent it from setting up. Keldeo is almost always the only answer Fighting lacking Infernape has to Mega Scizor, so keeping it healthy to check Mega Scizor is critical since Keldeo resists its attacks.

#Team Options:
Keldeo is weak to Electric and Flying, so having Terrakion/Cobalion on your team is useful for switch ins, also cobalion for stealth rocks. Breloom is useful for taking out specific Pokemon such as Azumaril, Gyarados, and Slowbro. and does serious damage together vs Ground/Rock/Ice/Dark/Steel. Breloom's access to Spore also can set up Keldeo to come in for free and fire off Scalds, and Rock Tomb Breloom helps with flying types such as Mega Charizard Y and Thundurus. Having something to late game sweep after keldeo takes out physical walls, such as Mega Gallade, Hawlucha and Lucario. Lastly, Keldeo appreciates Mega Medicham's assistance in breaking down walls such as physically defensive Gastrodon and Mega Venusaur, also helping Keldeo out with specially defensive Togekiss and specially defensive mew
 

Seo.

Nice guys always finish last...
Victini (Psychic)
Reservation

#Set:
Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- Blue Flare/Trick
- Bolt Strike
- U-turn

#Move Set:
V-Create is STAB, great damage to anything that resist. Blue Flare is also STAB, special attacking for things that are physically defensive, and for avoiding the V Create drop, mainly used for bug/steel. Bolt Strike is for water mons that resist fire, and for flying mons. U-Turn is good for gaining momentum, and to scout what the user starts off with

#Set Details:
Basically as Victini is 90% in usage, this is its standard set. It also helps vs Steel, a type that Psychic doesn't deal too well with, also psychic has threats such as +1 Mega Gyarados and Scarf Hoopa-Unbound that Victini can take care of. The V Create is literally for the power (180) and to do a massive amount of damage to anything resisting, plus if you are running it on a trick room team, pretty useful with the speed drop. Blue flare is to avoid v create stat drops, and to hit mons such as ferrothorn, scizor and skarmory who don’t necessarily need to be hit by a V Create. Bolt Strike is for things such as Gyarados, Sharpedo, Charizard who are threats to psychic, and lastly U Turn is for momentum.

#Usage Tips:
The way u use victini actually varies based on what type you face, but most of time people tend to lead off with it, scout what people lead off with, and u-turn unless u can OHKO it round 1. As long as u make sure Gyarados doesntt get +2 speed then Victini kills them with bolt strike since they are huge threats to psychic this meta. As for Blue Flare vs V-Create, Blue Flare is mostly just for the Bug match-up, you set up rocks and potentially sweep the opposing team. Any other time V-Create is usually better unless it's a clutch situation where you need to kill two Pokemon and keep the speed or defenses. Victini is also a check to Volcarona which is on of psychics main threats, and is a key pokemon to psychic when facing Bug. Choice Scarf Victini can revenge kill a bunch of threatening Pokemon for Psychic teams, like Mega Gyarados, Choice Scarf Hoopa-U, Heracross, and Mega Scizor

#Team Options:
Slowbro is a good teammate for Victini since it can pivot into Water- and Ground-type moves aimed at Victini. Choice Scarf Victini in particular has trouble getting past bulky Water-type Pokemon, so strong special attackers like Hoopa-U and Meloetta make for good partners. Stealth Rock setters like Jirachi, Mew, and Celebi are good teammates for Victini since hazards lets Victini wallbreak better and helps with Bug-type teams; Victini also hates Stealth Rock, so Defog support from Mew, Latios and Latias is appreciated
 
Whimsicott (Grass):

Whimsicott acts as an amazing support on Grass teams. It has the ability to check most setup sweepers with Encore in the metagame, and it fits in both offensive (emphasizing attacking options) and defensive playstyles (SubSeed). Furthermore, its secondary Fairy type makes it able to beat common issues (most notably Mega-Sableye), as well as acting as a great check for other Dark, Fighting and Dragon pokémon. It also hits an amazing speed tier of 116, effectively outspeeding most of the metagame and making it able to check faster Pokémon with ease. However, Whimsicott's subpar special attack means it is not dealing much damage most of the time, making boosting items necessary on offensive sets. Its poor bulk often leaves it vulnerable to common priorities in the tier (Ice Shard, Bullet Punch and even Extremespeed), especially on sets with uninvested defenses. Still, the support Whimsicott provides is strongly appreciated by most of its teammates, and it is an option that definitely should not be left unnoticed.


[set]
Whimsicott @ Life Orb / Pixie Plate
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Stun Spore
- Encore
- Psychic / U-turn / Giga Drain / Shadow Ball

#Moves:
Moonblast is its primary choice of STAB, and for a obvious reason: It makes it actually able to handle Mega-Sableye, Mega-Medicham/Gallade, Garchomp and so many other Dragon, Fighting and Dark Pokemons which can turn out to be very annoying for most Grass teams. Encore and Stun Spore are also very important and allows Whimsicott to check a fair amount of threats in a pinch and can prevent further setups from several Pokemons. The choice of last move really depends on what you want to cover, or the extra utility you want: Psychic can hit Poison types that are often lured in for considerable damage, notably Mega-Venusaur, as well as nabbing important KOs on Gengar and Toxicroak. Giga Drain is your secondary STAB and should be used mostly if your team is lacking Grass STABs or if you need an extra power against Ground teams, and also pairs well with Life Orb because of its secondary effect. U-turn helps you keeping up momentum, and easens prediction, especially against Pokemons who are Encored or can be threatened with Moonblast, and it serves as a great check for Hoopa-Unbound. Shadow Ball is a viable alternative that lets Whismicott to hit Psychic mons in overall (Jirachi and Victini take decent damage), while still being able to check Gengar and other Ghosts.

#Set Details:
Max Special Attack and Speed gives Whimsicott the highest damage output as possible while still being able to outspeed 115 base speed invested pokemon, as well as checking fast setup threats with Priority, which includes Mega-Pinsir, Mega-Gallade and max speed Mega-Scizor. Prankster is the mandatory choice of ability for checking said threats, and giving it the ability to cripple faster threats with Stun Spore more reliably. The choice between Life Orb and Pixie Plate depends on your last moveslot: Life Orb should be used mostly with offensive coverage moves (allows Psychic to nab a OHKO on Gengar damage and a 2HKO on most Mega-Venusaur variants after stealth rocks damage) whereas Pixie Plate suits better U-turn, Substitute and other support options because of the lack of recoil. A Choice Specs set with Switcheroo is acceptable, as it trades flexibility for more power, while still being able to cripple several walls.

#Usage Tips:
Whimsicott's main job is to stop setup sweepers in their tracks. That being said, it should be brought safely into predictable setup moves (Gyarados Dragon Dance is a good example). It is also essential to preserve Whimsicott on Dark, Fighting and Dragon matchups, since Moonblast puts a dent and those types have nearly zero switchins at all. Use Stun Spore on opposing pokemons which you feel that are massive threats (Mega-Pinsir) or are their win conditions vs Grass teams (notably Hawlucha and Togekiss) so your teammates will have an easier time revenge killing them.

#Team Options:
Most Pokemons on Grass Type Teams appreciate a lot the support that Whimsicott gives: Mega-Venusaur, Ferrothorn and Cradily can take most moves that hit it super effectively, and Whimsicott, in return, deals with Mega-Medicham, Mega-Gallade and Mega-Sableye, all of which are great threats to the core. Whimsicott likes the hazard stacking that Cradily and Ferrothorn provides, bringing most Dark, Dragon and Fighting Pokemons, as well as Gengar and uninvested special defense Mega-Venusaur variants, in the KO range. Celebi and Breloom also make up for great partners, since they are able to handle the Poison and Steel pokemons, respectively, that Whimsicott often struggles handling.


Reservation Index Post
 
Keldeo (Fighting)
Reservation

#Set:
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump/Hidden Power Electric
- Scald
- Secret Sword
- Icy Wind/Hidden Power Bug

#Moves:
Scald is a STAB move with a chance of burning checks like Latios and Slowbro on switchin. Also better accuracy then Hydro Pump. Hydro Pump is another Water STAB for more power, barely any switch-ins for mons that resist. Secret Sword is Keldeos best Fighting STAB, Damage is based on opponents defense, which helps with things like Chansey. Icy Wind is basically for Grass, Flying and Dragon Switch-ins, also lowers the users speed by 1, mainly for Dragonite and Garchomp. HP Electric is mainly to hit things like Gyarados and Azumarill, also hit Slowbro which fighting tends to struggle with. HP Bug deals with psychic types such as Celebi, and HP Ghost also helps with psychic and jellicent

#Set Details:
Max investment in spAtk and Speed is to help make keldeo as fast and strong as possible.
Specs Keldeo helps so much with fighting since it lacks special sweepers, it helps counter defensive mons such as Skarmory, Landorus, Gliscor, etc that fighting is somewhat weak to, Specs Hydro pump has barely any switch-ins for certain types and has a chance to almost OHKO every pokemon that doesn’t resist water. The Secret Sword is still boosted by the Choice specs even though it hits on the defensive side, therefore it helps with special mons on switch-ins such as Chansey, Empoleon, Hoopa-U.

#Usage Tips:
Bring Keldeo in on Fire type moves, which fighting types such as breloom, cobalion, lucario and heracross are weak to, and Keldeo can be used to take down physical walls to open up late game sweeps for the rest of your team. Keldeo is a key pokemon for fighting because it helps vs threats like Skarmory, Mega Sableye, and Gliscor, not only that but as it tends to be fightings only special attacker, it eliminates any physical defensive mons allowing the rest of the team to sweep. Scald uses liberally to spread burns and damage. It can't miss so it's reliable and hits everything unresisted hard. It helps when predicting switch-ins that you want burned, such as Mega Venusaur and Zapdos. Should only be used when Scald is resisted and Icy Wind is at least super effective. Icy Wind is a completely inferior move otherwise.As Keldeo is commonly the only carrier of Ice-type coverage on Fighting, and helps with Dragonite and Garchomp. HP Electric is to prevent Azumarill from belly drumming, and hit gyarados to prevent it from setting up. Keldeo is almost always the only answer Fighting lacking Infernape has to Mega Scizor, so keeping it healthy to check Mega Scizor is critical since Keldeo resists its attacks.

#Team Options:
Keldeo is weak to Electric and Flying, so having Terrakion/Cobalion on your team is useful for switch ins, also cobalion for stealth rocks. Breloom is useful for taking out specific Pokemon such as Azumaril, Gyarados, and Slowbro. and does serious damage together vs Ground/Rock/Ice/Dark/Steel. Breloom's access to Spore also can set up Keldeo to come in for free and fire off Scalds, and Rock Tomb Breloom helps with flying types such as Mega Charizard Y and Thundurus. Having something to late game sweep after keldeo takes out physical walls, such as Mega Gallade, Hawlucha and Lucario. Lastly, Keldeo appreciates Mega Medicham's assistance in breaking down walls such as physically defensive Gastrodon and Mega Venusaur, also helping Keldeo out with specially defensive Togekiss and specially defensive mew
GP is done and it's ready to be uploaded. Thanks for your hard work!
 

Funbot28

Banned deucer.
Mega Sableye: Dark
Reservation

[Overview]
Mega Sableye is a staple wall in the Monotype metagame. Its secondary Ghost typing allows it to be immune from Fighting-type attacks which is a invaluable to Dark-type teams. It has amazing defenses coupled with a fantastic ability to bounce back status moves and hazards that couple cripple offensive wallbreakers such as Hoopa-U and Weavile, which turns it into wonderful bulky pivot. Mega Sableye also contains an amazing support movepool with moves such as Taunt and Will-O-Wisp that allows it to cripple most physically attacking Fighting-types, and possess a setup move in Calm Mind that can transform it into a deadly win condition. However, Mega Sableye is often worn down quite easily due to its abysmal HP, and its low Speed that lets it be outspeed by most wallbreakers. It can also be severly crippled from moves such as Scald and Lava Plume from hazards setters on the switchin.

[Set]
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Will-O-Wisp
- Shadow Ball
- Recover

#Moves
Calm Mind allows Mega Sableye to become a deadly setup sweeper, as KO'ing it can be very difficult after a couple of boosts. Will-O-Wisp is a great utility move that can halve the attack of your opponent, which allows Mega Sableye to set up Calm Mind more easily. Shadow Ball is the main STAB move of choice that allows Mega Sableye to hit most targets neutrally. However, Dark Pulse can be used instead, but Mega Sableye can stall out most Normal-types through its typing, Magic Bounce, and moves such as Will-O-Wisp and Recover. Shadow Ball is also the better option to hit Fighting-types for neutral damage. Snarl is another Dark-type STAB option that lowers your opponents Special Attack by 1 stage which helps it face other Calm Mind abusers more adequately, although it is quite weak in power compared to the other two moves. Recover is a useful move that replenishes half the HP of Mega Sableye, which allows it to increase its longevity in order to stall out most threats.

#Set Details
EV's were maxed out in HP and Defense with the Bold nature in order for Mega Sableye to counter physical attackers who try to face Mega Sableye after a couple of Calm Mind boosts. Prankster is an amazing ability pre-mega evolution that gives priority to all of Sableye's status moves, which means it can effectively cripple physical attackers or recover half its HP on the turn it mega evolves.

#Usage Tips
Mega Sableye can be used predominantly later throughout the match when more bulky walls have been taken down, or you can choose to Mega Evolve early in order to continually stop hazard setters throughout the match. Mega Sableye can also be used as a bulky pivot to counteract opposing status moves as well, although your opponent may predict these switchins and use powerful attacks instead. Also try to avoid moves with secondary effects such as Scald and Sludge Bomb, as these moves can cripple and severely weaken Mega Sableye's walling capabilities. Because of its immunity to Fighting and good bulk, Mega Sableye is a perfect switch-in to Fighting-type physical attackers. It can also preserve its mega evolution to fire off priority Will-O-Wisps to cripple physical attackers.

#Team options
Mega Sableye is only weak to Fairy-type Pokemon, so Steel- and Poison-type partners such as Bisharp and Drapion can be a great addition to the team. Bisharp also pressures your opponent to not remove their hazards, as Defog would activate its Defiant ability and give it a +2 Attack boost. Priority users like Crawdaunt and Weavile may also be useful to take out fast powerful offensive Pokemon that can threaten Mega Sableye. Defog Mandibuzz is a great utility partner that can ease the burden of a hazard remover that Mega Sableye is often forced to be, and can help Mega Sableye switch in more safely on enemy attacks. Tyranitar is also a great teammate that deals with powerful special attackers, especially Fire-type Pokemon who are immune to burns and can wallbreak Mega Sableye more easily. Choice Scarf Hoopa-U can also be used to weaken down the opposing teams and can counter Substitute users with Hyperspace Hole and Hyperspace Fury such as Calm Mind Keldeo, as Mega Sableye often struggles to break past the Substitiute without a few boosts. Umbreon may also be used as a cleric with Heal Bell that can remove the status from Mega Sableye if it gets crippled from moves such as Scald and Lava Plume. It also can act as a special wall that can counter wallbreakers that can possibly overwhelm Mega Sableye such as Chandelure and Gengar effectively.
 
Whimsicott (Grass):

Whimsicott acts as an amazing support on Grass teams. It has the ability to check most setup sweepers with Encore in the metagame, and it fits in both offensive (emphasizing attacking options) and defensive playstyles (SubSeed). Furthermore, its secondary Fairy type makes it able to beat common issues (most notably Mega-Sableye), as well as acting as a great check for other Dark, Fighting and Dragon pokémon. It also hits an amazing speed tier of 116, effectively outspeeding most of the metagame and making it able to check faster Pokémon with ease. However, Whimsicott's subpar special attack means it is not dealing much damage most of the time, making boosting items necessary on offensive sets. Its poor bulk often leaves it vulnerable to common priorities in the tier (Ice Shard, Bullet Punch and even Extremespeed), especially on sets with uninvested defenses. Still, the support Whimsicott provides is strongly appreciated by most of its teammates, and it is an option that definitely should not be left unnoticed.


[set]
Whimsicott @ Life Orb / Pixie Plate
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Stun Spore
- Encore
- Psychic / U-turn / Giga Drain / Shadow Ball

#Moves:
Moonblast is its primary choice of STAB, and for a obvious reason: It makes it actually able to handle Mega-Sableye, Mega-Medicham/Gallade, Garchomp and so many other Dragon, Fighting and Dark Pokemons which can turn out to be very annoying for most Grass teams. Encore and Stun Spore are also very important and allows Whimsicott to check a fair amount of threats in a pinch and can prevent further setups from several Pokemons. The choice of last move really depends on what you want to cover, or the extra utility you want: Psychic can hit Poison types that are often lured in for considerable damage, notably Mega-Venusaur, as well as nabbing important KOs on Gengar and Toxicroak. Giga Drain is your secondary STAB and should be used mostly if your team is lacking Grass STABs or if you need an extra power against Ground teams, and also pairs well with Life Orb because of its secondary effect. U-turn helps you keeping up momentum, and easens prediction, especially against Pokemons who are Encored or can be threatened with Moonblast, and it serves as a great check for Hoopa-Unbound. Shadow Ball is a viable alternative that lets Whismicott to hit Psychic mons in overall (Jirachi and Victini take decent damage), while still being able to check Gengar and other Ghosts.

#Set Details:
Max Special Attack and Speed gives Whimsicott the highest damage output as possible while still being able to outspeed 115 base speed invested pokemon, as well as checking fast setup threats with Priority, which includes Mega-Pinsir, Mega-Gallade and max speed Mega-Scizor. Prankster is the mandatory choice of ability for checking said threats, and giving it the ability to cripple faster threats with Stun Spore more reliably. The choice between Life Orb and Pixie Plate depends on your last moveslot: Life Orb should be used mostly with offensive coverage moves (allows Psychic to nab a OHKO on Gengar damage and a 2HKO on most Mega-Venusaur variants after stealth rocks damage) whereas Pixie Plate suits better U-turn, Substitute and other support options because of the lack of recoil. A Choice Specs set with Switcheroo is acceptable, as it trades flexibility for more power, while still being able to cripple several walls.

#Usage Tips:
Whimsicott's main job is to stop setup sweepers in their tracks. That being said, it should be brought safely into predictable setup moves (Gyarados Dragon Dance is a good example). It is also essential to preserve Whimsicott on Dark, Fighting and Dragon matchups, since Moonblast puts a dent and those types have nearly zero switchins at all. Use Stun Spore on opposing pokemons which you feel that are massive threats (Mega-Pinsir) or are their win conditions vs Grass teams (notably Hawlucha and Togekiss) so your teammates will have an easier time revenge killing them.

#Team Options:
Most Pokemons on Grass Type Teams appreciate a lot the support that Whimsicott gives: Mega-Venusaur, Ferrothorn and Cradily can take most moves that hit it super effectively, and Whimsicott, in return, deals with Mega-Medicham, Mega-Gallade and Mega-Sableye, all of which are great threats to the core. Whimsicott likes the hazard stacking that Cradily and Ferrothorn provides, bringing most Dark, Dragon and Fighting Pokemons, as well as Gengar and uninvested special defense Mega-Venusaur variants, in the KO range. Celebi and Breloom also make up for great partners, since they are able to handle the Poison and Steel pokemons, respectively, that Whimsicott often struggles handling.


Reservation Index Post
The Whimsicott overview has been GP'd, but I haven't done the set yet. Finishing that soon (reserved). Nice work o7
 
Mega Sableye: Dark
Reservation

[Overview]
Mega Sableye is a staple wall in the Monotype metagame. Its secondary Ghost typing allows it to be immune from Fighting-type attacks which is a invaluable to Dark-type teams. It has amazing defenses coupled with a fantastic ability to bounce back status moves and hazards that couple cripple offensive wallbreakers such as Hoopa-U and Weavile, which turns it into wonderful bulky pivot. Mega Sableye also contains an amazing support movepool with moves such as Taunt and Will-O-Wisp that allows it to cripple most physically attacking Fighting-types, and possess a setup move in Calm Mind that can transform it into a deadly win condition. However, Mega Sableye is often worn down quite easily due to its abysmal HP, and its low Speed that lets it be outspeed by most wallbreakers. It can also be severly crippled from moves such as Scald and Lava Plume from hazards setters on the switchin.

[Set]
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Will-O-Wisp
- Shadow Ball
- Recover

#Moves
Calm Mind allows Mega Sableye to become a deadly setup sweeper, as KO'ing it can be very difficult after a couple of boosts. Will-O-Wisp is a great utility move that can halve the attack of your opponent, which allows Mega Sableye to set up Calm Mind more easily. Shadow Ball is the main STAB move of choice that allows Mega Sableye to hit most targets neutrally. However, Dark Pulse can be used instead, but Mega Sableye can stall out most Normal-types through its typing, Magic Bounce, and moves such as Will-O-Wisp and Recover. Shadow Ball is also the better option to hit Fighting-types for neutral damage. Snarl is another Dark-type STAB option that lowers your opponents Special Attack by 1 stage which helps it face other Calm Mind abusers more adequately, although it is quite weak in power compared to the other two moves. Recover is a useful move that replenishes half the HP of Mega Sableye, which allows it to increase its longevity in order to stall out most threats.

#Set Details
EV's were maxed out in HP and Defense with the Bold nature in order for Mega Sableye to counter physical attackers who try to face Mega Sableye after a couple of Calm Mind boosts. Prankster is an amazing ability pre-mega evolution that gives priority to all of Sableye's status moves, which means it can effectively cripple physical attackers or recover half its HP on the turn it mega evolves.

#Usage Tips
Mega Sableye can be used predominantly later throughout the match when more bulky walls have been taken down, or you can choose to Mega Evolve early in order to continually stop hazard setters throughout the match. Mega Sableye can also be used as a bulky pivot to counteract opposing status moves as well, although your opponent may predict these switchins and use powerful attacks instead. Also try to avoid moves with secondary effects such as Scald and Sludge Bomb, as these moves can cripple and severely weaken Mega Sableye's walling capabilities. Because of its immunity to Fighting and good bulk, Mega Sableye is a perfect switch-in to Fighting-type physical attackers. It can also preserve its mega evolution to fire off priority Will-O-Wisps to cripple physical attackers.

#Team options
Mega Sableye is only weak to Fairy-type Pokemon, so Steel- and Poison-type partners such as Bisharp and Drapion can be a great addition to the team. Bisharp also pressures your opponent to not remove their hazards, as Defog would activate its Defiant ability and give it a +2 Attack boost. Priority users like Crawdaunt and Weavile may also be useful to take out fast powerful offensive Pokemon that can threaten Mega Sableye. Defog Mandibuzz is a great utility partner that can ease the burden of a hazard remover that Mega Sableye is often forced to be, and can help Mega Sableye switch in more safely on enemy attacks. Tyranitar is also a great teammate that deals with powerful special attackers, especially Fire-type Pokemon who are immune to burns and can wallbreak Mega Sableye more easily. Choice Scarf Hoopa-U can also be used to weaken down the opposing teams and can counter Substitute users with Hyperspace Hole and Hyperspace Fury such as Calm Mind Keldeo, as Mega Sableye often struggles to break past the Substitiute without a few boosts. Umbreon may also be used as a cleric with Heal Bell that can remove the status from Mega Sableye if it gets crippled from moves such as Scald and Lava Plume. It also can act as a special wall that can counter wallbreakers that can possibly overwhelm Mega Sableye such as Chandelure and Gengar effectively.
GPed and ready for upload. Good work!
 
http://www.smogon.com/forums/threads/monotype-analyses-reservation-index.3572886/#post-6816802

Staraptor (Normal) Overview

Staraptor is a huge staple on Normal-type teams, as can be used offensively in running items such as Choice Scarf and Choice Band, or it can also be very useful defensively. Staraptor can act as a very powerful wallbreaker or revenge killer, having an excellent base Attack stat coupled with an impressive base 100 Speed. With access in to the ability in Reckless, Staraptor can puncture holes in the opposing team with its dual STAB moves such as Brave Bird and Double Edge. Staraptor is able to provide team support by lowering the foe's Attack stat, thanks to its ability, Intimidate, which allows it to survive another hit from physically offensive Pokemon. Staraptor is able to provide Defog support, as it's the only viable user of entry hazard removal. With its Flying typing, Staraptor is able to check types such as Bug, Fighting, and Grass, along with being a good switch-in to Ground-type attacks, especially against Choice Pokemon locked into a Ground-type attack such as Landorus-T, Excadrill, Mamoswine, and Diggersby.

Unfortunately, Staraptor cannot afford to take several hits, especially from special attackers due to its subpar bulk. Defensive variants of Staraptor are quite passive due to special sweepers being able to easily switch-in and get a free boost such as Mega Latias and Mega Sableye. Staraptor is also hindered by Stealth Rock, which gives it limited opportunities to switch-in. Despite Staraptor being a very offensive Pokemon, it has trouble breaking through certain defensive Pokemon such as Skarmory and Hippowdon. Staraptor is also vulnerable to status moves, which hinders its effectiveness. Even though Staraptor has Reckless, it relies too much on its recoil moves to deal a lot of damage, which wears its longevity quickly. Both Defog and Feather Dance have a much lower PP than Stealth Rock and Swords Dance, respectively so it's not good at preventing Stealth Rock to be set up or a Pokemon to set up Swords Dance.


Staraptor (Normal) Defensive | Choice Scarf

[SET]
Staraptor @ Leftovers
Ability: Intimidate
EVs: 228 HP / 252 Def / 12 SpD / 16 Spe
Impish Nature
- Brave Bird
- Roost
- Defog
- Feather Dance / Whirlwind

#Moves
Brave Bird is Staraptor's main STAB and damaging move for Pokemon that don't resist the attack. Roost gives Staraptor reliable recovery, replenishing its health to prolong its stay on the field throughout the match to continuously switch into physical attackers to wall them. Defog gives Staraptor utility to act as a reliable entry hazard remover for its team. Feather Dance is a great supporting move, which cripples physical attackers. U-turn can also be used instead of Feather Dance in order to provide more momentum for the team in addition to scouting the opponent's team. Whirlwind is another alternative to Feather Dance to phaze out Swords Dance sweepers such as Mega Scizor and Bisharp. Close Combat and Toxic are also alternatives in allowing Staraptor to hit Rock- and Steel-types such as Tyranitar and Bisharp, while Toxic is used to stall and wear down bulky walls.

#Set Details
228 HP gives Staraptor a Stealth Rock number in being able to switch-in four times along with a Leftovers number. 252 Defense with an Impish nature allow for Staraptor to take physical attacks much more effectively. 12 Special Defense EVs are to increase Staraptor's special bulk a little. The remaining 16 EVs are used in Speed for Staraptor to outspeed neutral base 70s Speed Pokemon such as Bisharp and Breloom. Intimidate provides Staraptor and its team support in softening attacks from physical attackers. Leftovers give Staraptor passive recovery every turn in conjunction with Roost.

#Usage Tips
Staraptor should mainly be used as a switch-in to physical attackers because of Intimidate. Staraptor should never be used as a switch-in for special attackers because of its low Special Defense, which makes it vulnerable to take a hit. Despite having Defog, try not to have Staraptor continuously switch-in on Stealth Rock without using Roost in between turns to keep its health high. Make sure you keep Staraptor away from status moves such as poison, paralysis, and burns. This would greatly hinder its longevity. If there's a Pokemon that can't do much do it such as Choice Scarf Heracross after an Intimidate, it's safe to go for either a Brave Bird, Roost up, or Defog any entry hazards from your field. Feather Dance compounds the Attack drop from Intimidate to make physical attackers almost useless against Staraptor and its teammates. Be wary that due to its low PP Feather Dance cannot be Swords Dance users. Whirlwind should mainly be used to keep sweepers from setting up on Staraptor. It's also great for shuffling around foes for Stealth Rock damage once it's set up on the opposing side. U-turn also helps Staraptor escape switch-ins and bring its teammate in safely.

#Team Options
Chansey is an excellent partner for Staraptor, as it makes a great status absorber due to its ability in Natural Cure. Chansey can also be a great help in switching into Special Attacks that Staraptor won't be able to handle. Chansey also has access to Stealth Rock, which provides great utility. Mega Lopunny can assist in removing types that threaten Staraptor with its powerful High Jump Kick such as Dark, Ice, Normal, Rock, and Steel-types. Staraptor also appreciates a Pokemon that has an Electric immunity such as Diggersby. Additionally, Diggersby can break through walls with its outstanding attacks from Huge Power. Porygon2 can wear down defensive Pokemon with Toxic or Thunder Wave. Also, it helps deal with pestering Flying-types that can easily handle Staraptor such as Zapdos and Skarmory. Foul Play Porygon2 also works nicely as a check against Mega Scizor. Setup sweepers and special attackers will be very troublesome for Staraptor, so Choice Scarf Ditto can be very helpful in getting rid of these Pokemon due to having Imposter and copying the threat's stat changes. Other special attacker such as Mega Pidgeot, Porygon-Z, and Meloetta are also wonderful partners in dealing a lot of damage to the opposing team for Staraptor. Mega Pidgeot and Meloetta deserves a special mention because they both can defeat Steel-types that Staraptor struggles against with Heat Wave and Focus Blast.

[SET] (Choiced)
Staraptor @ Choice Scarf
Ability: Intimidate /Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Double Edge
- Close Combat
- U-turn

#Moves
Brave Bird and Double Edge are Staraptor's main STAB move of choice. Dealing enormous damage to opposing teams that don't resist them. Additionally, both attacks get a power boost from Reckless. Close Combat gives Staraptor coverage in checking Pokemon such as Tyranitar, Kyurem-B, Omastar, and Heatran. U-turn provides more momentum for Staraptor and its team along with scouting the foe.

#Set Details
Maximum Speed investment with a Jolly nature and Choice Scarf allow for Staraptor to be an effective revenge killer while outspeeding faster Pokemon. 252 Attack EVs increases Staraptor's damage output. Intimidate is the preferred ability, as it's a great way to bluff the opponent, thinking that Staraptor is defensive. Also, it's good when utilizing U-turn to pivot in and off the field. Reckless boosts the power of Brave Bird and Double Edge. An Adamant nature with a Choice Band can be used instead of Jolly for more power and a way to get potential KOs; however, Staraptor will lose the extra Speed from Choice Scarf.

#Usage Tips
Choice Scarf Staraptor is used to take out offensive threats. Some examples include Azumarill, Keldeo, Landorus, and Gengar. With Choice Scarf, Staraptor can also act as a pseudo wallbreaker given that it's running Reckless. Staraptor can also be used early- or mid-game to help break walls for its teammates. It's better to have Staraptor come in after a fallen teammate or a predicted switch so it doesn't have to risk taking any damage on the switch due to its bulk. U-turn is great way to scout and get any chip damage and get a much better matchup. Don't have Staraptor continuously switch-in while Stealth Rock is on the field because this hinders its switch-in opportunities. Also, Staraptor can be used effectively as a late-game cleaner once all its checks are gone. Close Combat should be used when necessary. It should mainly be used to hit Normal-, Rock-, and Steel-types. But Staraptor should avoid using Close Combat on Skarmory because it's able to tank it very well and Staraptor would take Rocky Helmet damage.

#Team Options
This set works best with entry hazard support to apply more offensive pressure on the opposing team. Additionally, breaking Focus Sash Pokemon. Great examples are Pokemon such as Smeargle or Chansey, allowing Staraptor to wallbreak more easily and acquire KOs. Smeargle is also able to set up Sticky Web, providing Staraptor and its team with speed control. Chansey can continue to sponge special attacks for Staraptor. It also has access to Thunder Wave, which helps provide speed control and a chance for Staraptor get free turns upon attacking. Because Staraptor won't be able to handle Doublade, as it resists both its STAB moves, immune to Close Combat, and use it as setup fodder with Swords Dance, Pokemon such as Diggersby, Mega Lopunny, and Ditto are excellent checks in removing it off the field along with other threats that opposes Staraptor. Lastly, special attackers such as Mega Pidgeot, Porygon-Z, and Meloetta help against physical walls that Staraptor struggles with such as Hippowdon, Skarmory, and Mandibuzz. Despite having two Flying-types, Mega Pidgeot and Staraptor can both wear down Flying checks due to hitting opposite defenses. For example, Mega Pidgeot can hit Skarmory with a Heat Wave, while Staraptor can hit Togekiss with its powerful STAB moves.


Staraptor is ready. Did my own GP checking first.

Might be a couple of errors one of you might point out that I missed.

I'll start on Meloetta now.
GPed and ready for upload. (I did use the new version from the other thread) Thanks for your hard work!
 
Victini (Psychic)
Reservation

#Set:
Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- Blue Flare/Trick
- Bolt Strike
- U-turn

#Move Set:
V-Create is STAB, great damage to anything that resist. Blue Flare is also STAB, special attacking for things that are physically defensive, and for avoiding the V Create drop, mainly used for bug/steel. Bolt Strike is for water mons that resist fire, and for flying mons. U-Turn is good for gaining momentum, and to scout what the user starts off with

#Set Details:
Basically as Victini is 90% in usage, this is its standard set. It also helps vs Steel, a type that Psychic doesn't deal too well with, also psychic has threats such as +1 Mega Gyarados and Scarf Hoopa-Unbound that Victini can take care of. The V Create is literally for the power (180) and to do a massive amount of damage to anything resisting, plus if you are running it on a trick room team, pretty useful with the speed drop. Blue flare is to avoid v create stat drops, and to hit mons such as ferrothorn, scizor and skarmory who don’t necessarily need to be hit by a V Create. Bolt Strike is for things such as Gyarados, Sharpedo, Charizard who are threats to psychic, and lastly U Turn is for momentum.

#Usage Tips:
The way u use victini actually varies based on what type you face, but most of time people tend to lead off with it, scout what people lead off with, and u-turn unless u can OHKO it round 1. As long as u make sure Gyarados doesntt get +2 speed then Victini kills them with bolt strike since they are huge threats to psychic this meta. As for Blue Flare vs V-Create, Blue Flare is mostly just for the Bug match-up, you set up rocks and potentially sweep the opposing team. Any other time V-Create is usually better unless it's a clutch situation where you need to kill two Pokemon and keep the speed or defenses. Victini is also a check to Volcarona which is on of psychics main threats, and is a key pokemon to psychic when facing Bug. Choice Scarf Victini can revenge kill a bunch of threatening Pokemon for Psychic teams, like Mega Gyarados, Choice Scarf Hoopa-U, Heracross, and Mega Scizor

#Team Options:
Slowbro is a good teammate for Victini since it can pivot into Water- and Ground-type moves aimed at Victini. Choice Scarf Victini in particular has trouble getting past bulky Water-type Pokemon, so strong special attackers like Hoopa-U and Meloetta make for good partners. Stealth Rock setters like Jirachi, Mew, and Celebi are good teammates for Victini since hazards lets Victini wallbreak better and helps with Bug-type teams; Victini also hates Stealth Rock, so Defog support from Mew, Latios and Latias is appreciated
GP finished and ready for upload. Good job!
 

Sobi

Banned deucer.
6TI 's Bisharp
Bisharp is a power-[hyphen]boosting attacker and a valuable asset to sSteel. It has a unique and useful defensive typing, a strong base attack, and a okay shigh [a stat cannot be strong] base Attack stat, and a decent Speed tier that is remedied by its powerful priority. It also boasts a great ability that prevents, or and punishes the removal of hazards, which allows skarmory or ferrothorn to safely stack them. It's used for this on both Hyper Offense and Balanced steel. Another good parallowing it to function well on hazard-stacking teams. This trait allows it to work well on both hyper offense and balanced Steel-type teams. Another good trait of Bisharp is its access to a STAB-Boosted move in Knock Off, which is the only way it can get past Pokemons like Porygon2. However, it has weaknesses to ground and fire, as well as an x4 weakness to fighting, and has a poor special defense. ItsGround and Fire, as well as a 4x weakness to Fighting. It also has a poor Special Defense stat, and it relies on its unreliable priority moves to hit because of its low speed, and its priority is unreliable at timesSpeed.
Bisharp @ Lum Berry / Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

#Moves
Swords Dance is a boosting move that gets b
Bisharp's aAttack to a frightening level. Knock os. Knock Off is a powerful STAB-Boosted move that also brings the utility of removing items, such as normal's eviolite core. Iron hNormal's Eviolite core. Iron Head is another powerful STAB move that provides good neutral coverage, and also has a flinch chance. Sucker Punch is a powerful (if not unreliable) priority move that can sweep types like ghost and ppast types such as Ghost and Psychic. Another move that could be used is Psycho Cut to hit fighting, which sFighting-types, which Steel has trouble with, but it's usually better to have dual stab and priority.

#Set Details
Jolly helps you tie with other max speed base 70s, such as b
STAB and priority.

#Set Details
A Jolly nature helps Bisharp Speed tie with other maximum Speed base 70s, such as B
reloom, which is dangerous to play against for sSteel. Jolly can be used as well to outspeed adamant diggersby and adamant Mega-Scizor, Modest Volcanion - All huge threats to steel.
Lum Berry is
Diggersby, adamant Mega Scizor, and Modest Volcanion, all of which are huge threats to Steel. Lum Berry is used to lure status from various Pokemons while setting up in their face. Life Orb can also be used in matchups where it's unsafe to SD, and it revenges mons like Excadrill in Sand.
words Dance, and it allows Bisharp to safely revenge kill Pokemon like Excadrill in sand. Defiant is a good way to punish your opponents for removing hazards.


#Usage Tips
Bisharp has many ways to find opportunities to get to +2, whether it befrom Swords Dance or Defiant. Bisharp's defensive typing gives it a handful of resistances to types such as such as Dark, Dragon, Flying, Ghost, Grass, Ice, Normal, Rock, and Steel, and coupled with its physical bulk, it gives Bisharp plenty of opportunities to set up Swords Dance. Bring Bisharp in against Pokemons you're expecting to use Defog to get a quick +2 and maybe a a possible OHKO. Bisharp can come in on most defoggers, like the lati twins, or zDefoggers, such as Latias, Latios, or Zapdos, but you have to be prepared for Heat Wave from Dos. Coming in on sticky webs is also a free +2. Intimidate results in a +1, as wellZapdos. Coming in on Sticky Web or Intimidate is also a great way to get to +2 or +1, respectively. +2 Bisharp also OHKOes Victini, which is otherwise another threat to steel. After stealth rSteel. After Stealth Rock damage, Bisharp has a high chance to OHKO Volcanion at +2, which is another mon that gives steel trouble. Bisharp is also a good Mega-Steel trouble, showing how useful the +2 boost from Defiant can be. Bisharp is a good Mega Sableye check, being able to shrug off the will-o-wWill-O-Wisp with its Lum Berry and use it as a setup fodder with Swords Dance, and then proceed to KO it with Iron Head.

#Teammate Options
A good teammate for Bisharp is Doublade, whoich does a lot of things to compliment bisharp. For one, it handles bisharp's crippling fement Bisharp. For one, it handles Bisharp's crippling Fighting weakness. It also creates a spinblocking core between Doublade and Bisharp, preventing/ and punishing the removal of hazards set by skarmory, whoSkarmory, which would also make a good teammate. Another good teammate would be a special Lucario, they compliment each other with differently-oriented Lucario, as they both complement each other with their unique coverage, and both have priority to quickly take out the threats that would harm the other. A third partner could be a magnezone holding a choice scarf. It can deal with water mons like kChoice Scarf Magnezone, as it can deal with Water-types such as Keldeo, which would normally force bisharp out. However, it can't switch into a secret sBisharp out. However, Magnezone can't safely switch into a Secret Sword, so you'd have to predict the kKeldeo switch.
Bisharp is a power-boosting attacker and a valuable asset to Steel. It has a unique and useful defensive typing, a high base Attack stat, and a decent Speed tier that is remedied by its powerful priority. It also boasts a great ability that prevents and punishes the removal of hazards, allowing it to function well on hazard-stacking teams. This trait allows it to work well on both hyper offense and balanced Steel-type teams. Another good trait of Bisharp is its access to a STAB move in Knock Off, which is the only way it can get past Pokemon like Porygon2. However, it has weaknesses to Ground and Fire, as well as a 4x weakness to Fighting. It also has a poor Special Defense stat, and it relies on its unreliable priority moves to hit because of its low Speed.

Bisharp @ Lum Berry / Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

#Moves
Swords Dance is a boosting move that gets Bisharp's Attack to frightening levels. Knock Off is a powerful STAB move that also brings the utility of removing items, such as Normal's Eviolite core. Iron Head is another powerful STAB move that provides neutral coverage and also has a flinch chance. Sucker Punch is a powerful (if not unreliable) priority move that can sweep past types such as Ghost and Psychic. Another move that could be used is Psycho Cut to hit Fighting-types, which Steel has trouble with, but it's usually better to have dual STAB and priority.

#Set Details
A Jolly nature helps Bisharp Speed tie with other maximum Speed base 70s, such as Breloom, which is dangerous to play against for Steel. Jolly can be used to outspeed adamant Diggersby, adamant Mega Scizor, and Modest Volcanion, all of which are huge threats to Steel. Lum Berry is used to lure status from various Pokemon while setting up in their face. Life Orb can also be used in matchups where it's unsafe to Swords Dance, and it allows Bisharp to safely revenge kill Pokemon like Excadrill in sand. Defiant is a good way to punish your opponent for removing hazards.


#Usage Tips
Bisharp has many ways to find opportunities to get to +2, whether it befrom Swords Dance or Defiant. Bisharp's defensive typing gives it a handful of resistances to types such as such as Dark, Dragon, Flying, Ghost, Grass, Ice, Normal, Rock, and Steel, and coupled with its physical bulk, it gives Bisharp plenty of opportunities to set up Swords Dance. Bring Bisharp in against Pokemon you're expecting to use Defog to get a quick +2 and a possible OHKO. Bisharp can come in on most Defoggers, such as Latias, Latios, or Zapdos, but you have to be prepared for Heat Wave from Zapdos. Coming in on Sticky Web or Intimidate is also a great way to get to +2 or +1, respectively. +2 Bisharp also OHKOes Victini, which is otherwise another threat to Steel. After Stealth Rock damage, Bisharp has a high chance to OHKO Volcanion at +2, which is another mon that gives Steel trouble, showing how useful the +2 boost from Defiant can be. Bisharp is a good Mega Sableye check, being able to shrug off the Will-O-Wisp with its Lum Berry and use it as a setup fodder with Swords Dance, and then proceed to KO it with Iron Head.

#Teammate Options
A good teammate for Bisharp is Doublade, which does a lot of things to complement Bisharp. For one, it handles Bisharp's crippling Fighting weakness. It also creates a spinblocking core between Doublade and Bisharp, preventing and punishing the removal of hazards set by Skarmory, which would also make a good teammate. Another good teammate would be a specially-oriented Lucario, as they both complement each other with their unique coverage, and both have priority to quickly take out the threats that would harm the other. A third partner could be Choice Scarf Magnezone, as it can deal with Water-types such as Keldeo, which would normally force Bisharp out. However, Magnezone can't safely switch into a Secret Sword, so you'd have to predict the Keldeo switch.


-------

6TI's Dragonite
Dragonite is a powerful physical attacker with decent bulk and access to strong priority and decent bulkmoes. It has a good neutral STAB, typing and can carry a variety of coverage moves, such as fFire pPunch, eEarthquake, and sSuperpower. It gethas access to dDragon dDance and Extreme Speed, which makes it very hard to revenge kill. It also has the amazing ability Multiscale, which halves the damage it would take if it is at full HP. However, it has a crippling double4x weakness to iIce, and its sSpeed tier is somewhat subpar. It also hates stakes a lot of damage from Stealth rRock, because it breaks mnullifying the effect of Multiscale and makesing it much harder to safely set up.
[SET]
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Outrage
- Extreme Speed
- Earthquake
- Fire Punch

#Moves
Outrage is a very powerful STAB move that ohkos a lot of thingsOHKOes a lot of Pokemon. Extreme Speed is a very powerful priority move that mitigates Dragonite's below-average speed tier. Earthquake hits steel Speed tier. Earthquake hits Steel-types that would normally be switch-ins to Dragonite, and Fire Punch is for hitting mons like skarmory and mega-scizor,Pokemon like Skarmory and Mega Scizor, both of which would normally wall it. Alternatively, Superpower can be used to hit Chansey and Porygon2., and Iron Head can also be used to hit fairy types. The coverage moves used should be dependent on your teamFairy-types. The coverage moves Dragonite uses should depend on what your team needs, and if it struggles against a certain mon.

#Set Details
Maximum Speed with a aAdamant nature allows Dragonite to Speed tie with other aAdamant base 80s. Multiscale is used because it improves its survivability if stealth rock has been defogged away. An adamant nature can be used to guaranteeStealth Rock has been removed from the field. An Adamant nature guarantees the OHKO against Chansey and other Pokemons. Alternatively, Jolly can be used alternativelyto allow Dragonite to outspeed Jolly base 70's and Speed tie with other Jolly base 80's. An alternative spread of 80 HP / 252 Atk / 176 Spe can be used to outpace outpace non-boosting nature base 70 speed pokemon while increasneutral-natured base 70's, while still retaining Dragonite's bulk.

#Usage Tips
Choice band oBand-boosted Outrage hits extremely hard, scoring 2HKOs on Slowbro and Porygon2. Switching into DniteDragonite into attacks isn't usually a good idea unless you know they will switch because switching into attacks will ruin your Multiscale. Outrage will ohko or 2hkodoing so will nullify its Multiscale. Outrage will OHKO or 2HKO many walls, so teams without fFairies have a tough time dealing with this monster.

#Teammate Options
Common d
Dragonite.

#Teammate Options
Common D
efoggers, like Zapdos and Skarmory, make for good partners because they provide support. Landorus-I works well as a partner for Dragonite because it is a powerful special wallbreaker, and they can cover one another's checks. Another good partner would be defensive togekiss, who can spread T-WavesTogekiss, as it can spread Thunder Wave and slow down Pokemons that naturally outspeed and would OHKO Dragonite. Togekiss also provides dDefog support. Choice Scarf Salamence would beis a good partner because they both have similar checks and one can wear them down for the other to sweep.
#SET
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage / Dragon Claw
- Extreme Speed
- Earthquake / Fire Punch

#Moves
Dragon dDance is the main boosting move of this set, boosting Dragonite's speed and aSpeed and Attack to a level that allows it to clean late -game. Outrage is the main STAB move, with good neutral coverage and a high base pBase Power. Alternatively, Dragon Claw could be used instead to avoid the downside of being locked into Outrage. Extreme Speed is a powerful priority move that beats out most other priority. Earthquake hits a myriadvariety of types that could threaten flying, like electric and rFlying, such as Electric and Rock, but Fire Punch can alternatively be used to hit Mega Scizor and Skarmory.

#Set Details
Max attack with an adamant nature allows dimum Attack with an Adamant nature allows Dragonite to hit extremely hard. Lum berry is the best item for dBerry is the best item for Dragonite because it gets rid of burns from Pokemon like Mega Sableye. Lum Berry also cures the confusion from Outrage. Multiscale allows Dnite to turn unsaferagonite to turn risky opportunities into opportunities for a dragon dDragon Dance, as it halves damage as long as it is at full health. An alternate spread of 32 HP / 252 Atk / 224 Spe can be used to be slightly bulkier, and it outspeeds base 121's (Mega-Pidgeot, Tornadus-T) at +1, and base 100 scarvegive Dragonite some bulk while still outspeeding base 121's, such as Mega Pidgeot and Tornadus-T, at +1, and base 100 Choice Scarf users at +2.

#Usage Tips
Dragon Dance Dragonite should be used as a mid-to-late or late-game cleaner, when its potential checks are weakened and will be OHKO'can easily be OHKOed. Dragonite is able to set up on many different Pokemons and types due to having a strong defensive typing. Sending dragonite in while stealth rock is presentDragonite in while Stealth Rock is on the field is always a bad idea, because it limits Dragonite's ability to set up by breaking mMultiscale. Don't overestimate Multiscale, as Dragonite can still take serious damage from SE moves, and is likely to be OHKO'd by an ice move.

#Team Options
For flying, the most common d
super effective moves and is likely to be OHKOed by a strong Ice-type move.

#Team Options
For Flying, the most common D
efoggers are Skarmory and Zapdos, so pairing it with one (or both) of them allows the hazard removal that dguarantees the hazard removal that Dragonite needs to set up. Mega Charizard- Y is another good partner because of its wallbreaking abilities and beats most of the fability to beat most of the Fairies that would otherwise stop Dragonite. Another good partner would be Mega Gyarados, because it provides an ice resist,Ice resistance and shares similar checks to Dragonite so that one can weaken them to allow the other to sweep.
Dragonite is a powerful physical attacker with decent bulk and access to strong priority moes. It has a good neutral STAB typing and can carry a variety of coverage moves such as Fire Punch, Earthquake, and Superpower. It has access to Dragon Dance and Extreme Speed, which makes it very hard to revenge kill. It also has the amazing ability Multiscale, which halves the damage it would take if it is at full HP. However, it has a crippling 4x weakness to Ice, and its Speed tier is somewhat subpar. It also takes a lot of damage from Stealth Rock, nullifying the effect of Multiscale and making it much harder to safely set up.

[SET]
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Outrage
- Extreme Speed
- Earthquake
- Fire Punch

#Moves
Outrage is a very powerful STAB move that OHKOes a lot of Pokemon. Extreme Speed is a very powerful priority move that mitigates Dragonite's below-average Speed tier. Earthquake hits Steel-types that would normally be switch-ins to Dragonite, and Fire Punch is for hitting Pokemon like Skarmory and Mega Scizor, both of which would normally wall it. Alternatively, Superpower can be used to hit Chansey and Porygon2, and Iron Head can also be used to hit Fairy-types. The coverage moves Dragonite uses should depend on what your team needs, and if it struggles against a certain mon.

#Set Details
Maximum Speed with a Adamant nature allows Dragonite to Speed tie with other Adamant base 80s. Multiscale is used because it improves its survivability if Stealth Rock has been removed from the field. An Adamant nature guarantees the OHKO against Chansey and other Pokemon. Alternatively, Jolly can be used to allow Dragonite to outspeed Jolly base 70s and Speed tie with other Jolly base 80's. An alternative spread of 80 HP / 252 Atk / 176 Spe can be used to outpace neutral-natured base 70's, while still retaining Dragonite's bulk.

#Usage Tips
Choice Band-boosted Outrage hits extremely hard, scoring 2HKOs on Slowbro and Porygon2. Switching Dragonite into attacks isn't usually a good idea unless you know they will switch because doing so will nullify its Multiscale. Outrage will OHKO or 2HKO many walls, so teams without Fairies have a tough time dealing with Dragonite.

#Teammate Options
Common Defoggers, like Zapdos and Skarmory, make for good partners because they provide support. Landorus-I works well as a partner for Dragonite because it is a powerful special wallbreaker, and they can cover one another's checks. Another good partner would be defensive Togekiss, as it can spread Thunder Wave and slow down Pokemon that naturally outspeed OHKO Dragonite. Togekiss also provides Defog support. Choice Scarf Salamence is a good partner because they both have similar checks and one can wear them down for the other to sweep.

#SET
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage / Dragon Claw
- Extreme Speed
- Earthquake / Fire Punch

#Moves
Dragon Dance is the main boosting move of this set, boosting Dragonite's Speed and Attack to a level that allows it to clean late-game. Outrage is the main STAB move with good neutral coverage and a high Base Power. Alternatively, Dragon Claw could be used instead to avoid the downside of being locked into Outrage. Extreme Speed is a powerful priority move that beats out most other priority. Earthquake hits a variety of types that could threaten Flying, such as Electric and Rock, but Fire Punch can be used to hit Mega Scizor and Skarmory.

#Set Details
Maximum Attack with an Adamant nature allows Dragonite to hit extremely hard. Lum Berry is the best item for Dragonite because it gets rid of burns from Pokemon like Mega Sableye. Lum Berry also cures the confusion from Outrage. Multiscale allows Dragonite to turn risky opportunities into opportunities for a Dragon Dance, as it halves damage as long as it is at full health. An alternate spread of 32 HP / 252 Atk / 224 Spe can be used to give Dragonite some bulk while still outspeeding base 121's, such as Mega Pidgeot and Tornadus-T, at +1, and base 100 Choice Scarf users at +2.

#Usage Tips
Dragon Dance Dragonite should be used as a mid- or late-game cleaner, when its potential checks are weakened and can easily be OHKOed. Dragonite is able to set up on many different Pokemon due to having a strong defensive typing. Sending Dragonite in while Stealth Rock is on the field is always a bad idea, because it limits Dragonite's ability to set up by breaking Multiscale. Don't overestimate Multiscale, as Dragonite can still take serious damage from super effective moves and is likely to be OHKOed by a strong Ice-type move.

#Team Options
For Flying, the most common Defoggers are Skarmory and Zapdos, so pairing it with one (or both) of them guarantees the hazard removal that Dragonite needs to set up. Mega Charizard Y is another good partner because of its wallbreaking abilities and ability to beat most of the Fairies that would otherwise stop Dragonite. Another good partner would be Mega Gyarados, because it provides an Ice resistance and shares similar checks to Dragonite so that one can weaken them to allow the other to sweep.
 
Last edited:

Seo.

Nice guys always finish last...
Choice Scarf Kyurem-Black (Dragon)
Reservation
[SET]
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Ice Beam
- Outrage
- Fusion Bolt
- Iron Head

#Moves
Ice Beam is a reliable STAB attack that has amazing coverage, hitting many Ground-, Flying-, and Dragon-types hard such as Landorus, Dragonite and Hippowdon. Outrage is Kyurem-Black's main STAB move. It hits extremely hard thanks to Kyurem-Black's amazing Attack stat, and OHKO's or 2HKO's a very large portion of the offensive metagame such as Hoopa-Unbound and Victini. Fusion Bolt gives Kyurem-Black perfect neutral coverage alongside Ice Beam and hits Water-types such as Azumarill and Slowbro, as well as cripples many Flying-types that are neutral to Ice like Mega Charizard Y and Gyarados for massive damage. Iron head is used to check Fairy-types such as Mega Diancie, Gardevoir and Clefable. Finally, Earth Power can be used over Iron Head for coverage against Steel- and Fire-type Pokemon such as Heatran, Doublade, Bisharp, and Torkoal, but is generally not recommended as the loss in coverage is almost never worth it.

#Set Details
224 Speed EVs with a Naive nature allows it to just outspeed Choice Scarf Landorus-T and Mega Diancie. Naive is preferred over Hasty to preserve its Defense stat, allowing it to more easily take on most priority moves, and certainly preferred over Jolly, which weakens Ice Beam. Maximum Attack investment increases the damage output of Kyurem-Black's physical attacks. The remaining EVs go into Special Attack to boost the power of Ice Beam as much as possible, going as far as doubling its chances to 2HKO 0 Special Defense investment Skarmory. Choice Scarf allows it to outspeed many unboosted Pokemon in the meta in which allows it to be a potential late game sweeper and a revenge killer. Teravolt allows Kyurem-Black to ignore Mega Venusaur's Thick Fat to 2HKO with Ice Beam and ignore Dragonite's Multiscale to OHKO with Ice Beam or Outrage. Naughty nature is a possibility simply because it gives Kyurem-B enough power to 2HKO Clefable with Iron Head and 2HKO Slowbro with Fusion Bolt. The EV spread should be changed to 252 Atk / 8 SpA / 248 Spe with Naughty to let it outspeed +1 Mega Gyarados, but Naive nature is always preferred as it needs all the Speed it can get.

#Usage Tips
Choice Scarf Kyurem-Black can be used as a late game sweeper as well as a revenge killer once a teammate faints. It doesn't appreciate hazards like Stealth Rock, so removing it off your field before sending it in would be helpful. Once Kyurem-Black is in shortage of health, be cautious against priority attackers as they revenge kill Kyurem-Black rather easily. Having hazards on the opposing field is also appreciated by a sweeper like Kyurem-Black, making it easier to clean up certain checks such as Victini, Togekiss and opposing Kyurem-Blacks. Against Flying, Kyurem-Black should quite honestly always use Ice Beam and ignore Fusion Bolt completely. Every good Flying team has an Electric immunity and Zapdos, both of which can take Fusion Bolts for free. Kyurem-Black can act as a wallbreaker as well due to its great mixed damage, as it's capable of 2HKOing Chansey, Zapdos, Mega Venusaur, Hippowdon, and Mew. Kyurem-Black needs to be careful of using Outrage while Steel-types, such as Cobalion or Heatran, and Fairy-types, such as Gardevoir and Azumarill, are alive, as they can take advantage of Kyurem-Black very easily. Basically, Kyurem-Black's main role on dragon is to be used as both a revenge killer and a cleaner in the late-game.

#Team Options
Hazard removal such as Latios and Latias is needed for Kyurem-Black to switch in safely with a decent amount of health, and they are both switch-ins to Fighting-type attacks. Latias is especially good as a teammate because not only does it provide Defog but it also provides Healing Wish, potentially giving Kyurem-B a late-game chance to sweep. A hazard setter such as Garchomp to set up stealth rock is appreciated by Kyurem-Black as a sweeper, making it easier to OHKO Mega Charizard-Y, Volcarona and Togekiss. Hydreigon and Dragonite both have the ability to learn Fighting-, Ground- and Fire- coverage to counter things that resist Outrage, such as Heatran, Bisharp, Scizor and Skarmory. Garchomp can deal with Steel-Types like Heatran, Bisharp, Forretress, Ferrothorn, Mega Scizor etc. if it has Fire Blast. Kyurem-Black doesn't have that much Speed, so having another revenge killer is advisable and Choice Scarf Latios does this perfectly. Choice Scarf Latios outspeeds Choice Scarf Terrakion, Choice Scarf Victini, +2 Cloyster and Mega Swampert in rain, and more. Kyurem-Black struggles against very bulky dedicated walls such as Mega Sableye and Porygon2, so having a wallbreaker to handle them, such as Choice Band Dragonite, is necessary. Lastly, Assault Vest Goodra is the only Choice Scarf Latios switch-in, as it Lives 2 consecutive Draco Meteors, which otherwise revenge kills Kyurem-Black for free.[/URL]
 
Reservation
Terrakion (Rock) Choice Band
Choice Band
Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Quick Attack / Iron Head

#Moves
Close Combat, powered up by Choice Band, is great Fighting-type STAB with few drawbacks and is best for dismantling the opposing team. Stone Edge provides stellar coverage alongside Close Combat, hitting Poison-, Flying-, and Ghost-types well; it also has a nifty chance to land a critical hit. Earthquake won't see much use since it has redundant coverage with Close Combat, but it is still useful for hitting Doublade and Nidoqueen, and a few other targets that resist Terrakion's STABs. Quick Attack, although it isn't a good move to lock yourself into, is still a handy form of priority that lets you pick off weakened threats, such as Belly Drum Azumarill and Focus Sash-reliant setup sweepers, that could successfully sweep the team otherwise. Rock Slide is a decent alternative for either Quick Attack and Earthquake because it has a slightly higher accuracy than Stone Edge and should be used when the power difference between the two doesn't matter. It also provides a chance to flinch which could make a huge difference when breaking down walls. Lastly, Iron Head may also be used to hit Clefable and other bulky Fairy-types more reliably, as relying on Stone Edge's poor accuracy may be frustrating at times.

#Set Details
The EVs maximize both Attack and Speed to aid Terrakion in destroying the opposing team, and there is little reason to invest in other stats. Equipped with a Choice Band, Terrakion becomes an excellent wallbreaker and needs much less support in getting past the opposing team than if it didn't have a Choice Band. For instance, it now lands an OHKO on Mega Gardevoir, Ferrothorn, Keldeo, and Physically Defensive Porygon2 after Stealth Rock, and 2HKOs Skarmory and Hippowdon after Stealth Rock and if they lack Leftovers.

#Usage Tips
Choice Band Terrakion is one of the best wallbreakers that Rock has to offer, so providing it free switches to land a good hit on the opposing team is key. Bluffing the Choice Scarf will allow you to dismantle walls that the opponent wouldn't switch in otherwise, giving you a slight advantage. If Terrakion has done its job in breaking down the other team, feel free to play a bit more recklessly with it late-game. If used on a team that relies on Sticky Web and other hazards, Terrakion can also switch in for free when you predict that the opponent is going to use Defog or Rapid Spin and typically threaten them out.

#Team Options
Terrakion reaches a good speed tier but will still find itself being outsped by many threats; Sticky Webs Shuckle can remedy this, allowing Terrakion to outspeed Choice Specs Keldeo, Mega Lopunny, and Choice Scarf Heracross and cleanly OHKO all three. Shuckle and reliable Stealth Rock users in general help secure a few KOs and remove Focus Sashes. Terrakion struggles with a few faster Flying- and Psychic-types, most notably Thundurus-I, Choice Scarf Togekiss, and Latios, so Pursuit Tyranitar is a good partner since it can remove them and provide Sandstorm, giving Terrakion a chance to take a few special attacks. Mega Diancie has great offensive synergy with Terrakion since Terrakion removes several Steel-types that hinder Mega Diancie and just weakens the opposing team in general. In return, Mega Diancie can remove Mega Sableye and Fighting-types that threaten Terrakion and bounce away Will-O-Wisp and hazards. Lastly, Rhyperior and Mega Aggron can take on Steel-types that aren't immediately threatened by Terrakion like Doublade as well as common priority aimed at Terrakion after a Close Combat. Mega Aggron also takes Fairy-types very well for Terrakion since it may OHKO several of them with Heavy Slam.


Cradily (Rock) Physically Defensive
Physically Defensive
Cradily @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Recover
- Toxic
- Mirror Coat / Stealth Rock / Earth Power

#Moves
Giga Drain is the reliable STAB of the set and allows Cradily to hit Water- and Ground-types for respectable damage. Recover is useful, immediate healing and is important for keeping Cradily around longer. Toxic helps Cradily wear down setup sweepers and hopefully impede their sweep and should be Cradily's main method of dealing damage if the opponent takes little from Giga Drain. The last slot is very flexible as the first three allow Cradily to do what it needs to do for the team. Mirror Coat is a nasty surprise for many special attackers, which is important since Cradily can't do much damage otherwise since it is so passive, but this move requires careful prediction. Stealth Rock could be used in this slot as well since Cradily can usually stick around in the match and reset Stealth Rock if need be, but it should only be used if you can't fit Stealth Rock anywhere else. Earth Power could also be used here, but Cradily should focus on more defensive roles and doesn't hit hard anyways.

#Set Details
Leftovers is useful recovery and helps Cradily tank more hits, and extra healing on a defensive wall is always appreciated. The EV spread allows Cradily to take on Ground-types more easily since they tend to be physically biased, like Landorus-T, Garchomp, and Mega Swampert. Storm Drain is Cradily's main selling point, since it provides the Water-type immunity that all of Cradily's teammates like.

#Usage Tips
Cradily is terribly passive, but it is nearly necessary on most Rock teams since they otherwise struggle with Water- and Ground-types. Keeping it healthy by liberally using Recover is important against Ground, Water, and Dragon Monotypes since it needs to be able to check what the team needs it to. Since it usually only deals damage with Giga Drain and Toxic, your opponent may try to set up or heal their Pokemon; allowing Scizor to Swords Dance or Mega Sableye to Recover can turn the match in favor of your opponent, so you may want to utilize double switches more often when using Cradily.

#Team Options
Cradily forms a great defensive core with Assault Vest Tyranitar and Rhyperior because its access to Storm Drain and Recover let it take constant Earthquakes and Scalds unlike Tyranitar and Rhyperior. In return, Tyranitar provides sandstorm and checks special attackers, and Rhyperior checks several physical attackers which may setup on Cradily, like Dragon Dance Dragonite or Swords Dance Scizor. Mega Aggron operates like Rhyperior, but, at the cost of a Mega slot, it checks Steel-types more comfortably and may also use Dragon Tail to both rack up Stealth Rock damage and remove setup sweepers that take advantage of Cradily. However, Cradily easily fits on most Rock Monotypes other than the hyper offensive styles due to how passive it is; it isn't necessary to build around Cradily since it focuses on supporting its teammates.


Rhyperior (Rock) Defensive
Defensive
Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stone Edge
- Fire Punch
- Avalanche / Ice Punch

#Moves
Earthquake is reliable STAB that lets Rhyperior check Steel-types well, and Stone Edge is another STAB move that compliments Earthquake by hitting Flying-types, forming the infamous EdgeQuake combination. Fire Punch threatens Steel-types that don't care about Earthquake, like Mega Scizor or Ferrothorn. Both Avalanche and Ice Punch hit Dragon- and Ground-types for respectable damage, but the former hits harder and Rhyperior is slow anyways, while the latter is more reliable.

#Set Details
The Weakness Policy, although strange on a defensive set, lets Rhyperior take a hit from strong physical attackers like Mega Gallade or Mega Medicham and OHKO back, something it can't do without the Weakness Policy. Solid Rock supports Rhyperior's physical bulk further by helping it take hits from Ground-, Steel-, and Fighting-types and works well in conjunction with the Weakness Policy. The EV spread allows Rhyperior to take as many physical attacks as possible.

#Usage Tips
Rhyperior needs to be used very carefully; as a defensive Pokemon that lacks reliable recovery and relies on the one-time-use Weakness Policy, it can't simply switch into physical attackers freely all the time. Allow it to focus on checking more dangerous attackers like Mega Scizor, Sand Rush Excadrill, and Terrakion instead of attackers that its teammates can handle instead. Because of this, you may need to keep Rhyperior until late-game, as a smart opponent will keep those threats around until then.

#Team Options
Rhyperior pairs particularly well with Cradily and Tyranitar since Cradily takes on Ground- and Water-types and lets Rhyperior focus on what's more dangerous. Tyranitar checks special attackers and provides sandstorm, which Rhyperior can use in dire situations to check Mega Diancie or possibly Gengar. Mega Aggron and Rhyperior fill similar roles but perform well alongside each other since they can sometimes be overwhelmed by what they need to check unless used side-by-side. Rhyperior acts as a general answer to physical attackers, so Mega Diancie, Terrakion, and Archeops can use it to take priority like Mach Punch and Bullet Punch for them.

Whimsicott (Grass):

Whimsicott acts as an amazing support on Grass teams. It has the ability to check most setup sweepers with Encore in the metagame, and it fits in both offensive (emphasizing attacking options) and defensive playstyles (SubSeed). Furthermore, its secondary Fairy type makes it able to beat common issues (most notably Mega-Sableye), as well as acting as a great check for other Dark, Fighting and Dragon pokémon. It also hits an amazing speed tier of 116, effectively outspeeding most of the metagame and making it able to check faster Pokémon with ease. However, Whimsicott's subpar special attack means it is not dealing much damage most of the time, making boosting items necessary on offensive sets. Its poor bulk often leaves it vulnerable to common priorities in the tier (Ice Shard, Bullet Punch and even Extremespeed), especially on sets with uninvested defenses. Still, the support Whimsicott provides is strongly appreciated by most of its teammates, and it is an option that definitely should not be left unnoticed.


[set]
Whimsicott @ Life Orb / Pixie Plate
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Stun Spore
- Encore
- Psychic / U-turn / Giga Drain / Shadow Ball

#Moves:
Moonblast is its primary choice of STAB, and for a obvious reason: It makes it actually able to handle Mega-Sableye, Mega-Medicham/Gallade, Garchomp and so many other Dragon, Fighting and Dark Pokemons which can turn out to be very annoying for most Grass teams. Encore and Stun Spore are also very important and allows Whimsicott to check a fair amount of threats in a pinch and can prevent further setups from several Pokemons. The choice of last move really depends on what you want to cover, or the extra utility you want: Psychic can hit Poison types that are often lured in for considerable damage, notably Mega-Venusaur, as well as nabbing important KOs on Gengar and Toxicroak. Giga Drain is your secondary STAB and should be used mostly if your team is lacking Grass STABs or if you need an extra power against Ground teams, and also pairs well with Life Orb because of its secondary effect. U-turn helps you keeping up momentum, and easens prediction, especially against Pokemons who are Encored or can be threatened with Moonblast, and it serves as a great check for Hoopa-Unbound. Shadow Ball is a viable alternative that lets Whismicott to hit Psychic mons in overall (Jirachi and Victini take decent damage), while still being able to check Gengar and other Ghosts.

#Set Details:
Max Special Attack and Speed gives Whimsicott the highest damage output as possible while still being able to outspeed 115 base speed invested pokemon, as well as checking fast setup threats with Priority, which includes Mega-Pinsir, Mega-Gallade and max speed Mega-Scizor. Prankster is the mandatory choice of ability for checking said threats, and giving it the ability to cripple faster threats with Stun Spore more reliably. The choice between Life Orb and Pixie Plate depends on your last moveslot: Life Orb should be used mostly with offensive coverage moves (allows Psychic to nab a OHKO on Gengar damage and a 2HKO on most Mega-Venusaur variants after stealth rocks damage) whereas Pixie Plate suits better U-turn, Substitute and other support options because of the lack of recoil. A Choice Specs set with Switcheroo is acceptable, as it trades flexibility for more power, while still being able to cripple several walls.

#Usage Tips:
Whimsicott's main job is to stop setup sweepers in their tracks. That being said, it should be brought safely into predictable setup moves (Gyarados Dragon Dance is a good example). It is also essential to preserve Whimsicott on Dark, Fighting and Dragon matchups, since Moonblast puts a dent and those types have nearly zero switchins at all. Use Stun Spore on opposing pokemons which you feel that are massive threats (Mega-Pinsir) or are their win conditions vs Grass teams (notably Hawlucha and Togekiss) so your teammates will have an easier time revenge killing them.

#Team Options:
Most Pokemons on Grass Type Teams appreciate a lot the support that Whimsicott gives: Mega-Venusaur, Ferrothorn and Cradily can take most moves that hit it super effectively, and Whimsicott, in return, deals with Mega-Medicham, Mega-Gallade and Mega-Sableye, all of which are great threats to the core. Whimsicott likes the hazard stacking that Cradily and Ferrothorn provides, bringing most Dark, Dragon and Fighting Pokemons, as well as Gengar and uninvested special defense Mega-Venusaur variants, in the KO range. Celebi and Breloom also make up for great partners, since they are able to handle the Poison and Steel pokemons, respectively, that Whimsicott often struggles handling.


Reservation Index Post
Finally got around to the set, GP'd, ready for upload!
 
Reservation thread
With it's good speed tier and high Special Attack, Keldeo is a valuable asset to Water. It also has a good defensive typing and strong wallbreaking capabilities, being able to break through physical and special walls. Keldeo is a huge help against types like Normal, Dark, Ice, Flying and Steel due to its high Special Attack and Fighting-type STAB. Keldeo breaks through common defensive cores that Water tends to struggle with like Zapdos and Skarmory, Ferrothorn and Cradily, and Porygon2 and Chansey. However, it has a lacking movepool, and although it outspeeds the crowded Base 100 tier, it still has trouble with faster threats, like Mega Gallade and the Lati Twins, which all OHKO if they are offensive.

#SET
Keldeo @ Choice Specs / Life Orb
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind / Hidden Power [Flying]

#Moves
Scald is a powerful STAB move with a good chance to burn, which cripples its switch-ins and gradually chips down their health. Secret Sword is secondary STAB that deals damage based on physical Defense which lets Keldeo break through special walls. Hydro Pump is a stronger Scald and guarantees more OHKO or 2HKOs, and is better for wallbreaking at the price of a lower accuracy. Icy wind is used to Pokemon such as Dragonite, Whimsicott, Latios, and Latias, as they resist both STABs. Hidden Power Flying is used specifically to hit Mega Venusaur, which would otherwise wall Keldeo.

#Set Details
Maximum Speed investments and a Timid nature are used to maximize its speed and outspeed many other Pokemon. Max Special Attack is to maximize the damage it deals to the foe. Choice Specs turns Keldeo into an incredibly strong wallbreaker that can spam moves like Scald which has a chance to burn, which makes its job easier. Life orb is another option because it allows move switching while still dealing a good amount of damage. This helps against Pokemon with Water Absorb, and Chansey, as you can switch moves instead of being locked into them.

#Usage Tips
Switching into Keldeo is difficult for some types, as its coverage moves can put a dent into common switchins to it, like Zapdos, who is 2HKO'd by Hydro Pump. Switching Keldeo into unresisted attacks isn't really a good idea because of its subpar defenses. Keldeo can freely scald its switch-ins to inflict burns and gradually wear them down.

#Teammate Options
Mega Venusaur is Keldeo's main check, so regular Gyarados with Bounce is a check, as well as Starmie with Psychic. Azumarill is a good partner for Keldeo because they are both powerful wallbreakers who form a strong offensive core that can handle each others checks fairly well. Mega Gyarados and Mega Sharpedo both get rid of psychic types Keldeo struggles with, and Keldeo can weaken or remove their checks and allow them to sweep. Keldeo greatly appreciates hazards, so Emploen and Swampert are good partners. Volcanion and Cloyster are good partners as they help with the Grass types that would otherwise threaten Keldeo.


#SET
Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Scald
- Secret Sword

#Moves
Calm Mind is a boosting move that allows Keldeo to sweep some types, like Steel and Normal. Substitute allows for Calm Minds to be used with less danger to Keldeo, as it prevents status. Scald is a good STAB move with an added burn chance. Secret Sword is a secondary STAB move that hits physical Defense, helping against special walls like Cradily and Chansey.

#Set Details
Maximum speed investment with a Timid nature allows for Keldeo to outspeed other Pokemon, and beats out the crowded speed tier of base 100. Max Special Attack investment allows it to maximize its damage output against the foe. Leftovers is used to provide passive recovery and to allow for more Substitutes. There isn't really any variety allowed for the moves as these are the only ones it needs.

#Usage Tips
Keldeo has many opportunities to set up Calm Mind due to its good defensive typing. Setting up Substitute when your opponent can't really touch you, or on a predicted switch. Substitute can be used to scout for moves, as well. Calm Mind Keldeo is best used as a late game sweeper after its checks are weakened or gone. Bringing Keldeo in to revenge kill can also work, as it has a good speed tier and has a strong Special Attack even when unboosted.

#Teammate Options
Volcanion can be used because it has powerful wallbreaking capabilities and similar checks to Keldeo, which allows for one to sweep late game. It also helps against grass, and Cloyster does too. Mega Gyarados and Mega Sharpedo are good partners because they remove the Psychic-types that Keldeo struggles with, and Keldeo can get rid of their checks and allow them to sweep late game. Regular Gyarados with Bounce and Starmie with Psychic or Psyshock is are good Mega Venusaur checks, which walls Keldeo. Rotom-Wash is a good pivot that can wear down and cripple opposing Pokemon with Will-O-Wisp, which would allow Keldeo to set up safely and keep its Substitutes. Hazards can turn 2HKOs into OHKOs, so hazard setters like Swampert and Empoleon are greatly appreciated by Keldeo.
 

Sobi

Banned deucer.
6TI
With it's good sSpeed tier and high Special Attack, Keldeo is a valuable asset to Water. It also has a good defensive typing and strong wallbreaking capabilities, being able to break through physical and special walls. Keldeo is a huge help against types like Normal, Dark, Ice, Flying, and Steel due to its high Special Attack and Fighting-type STAB. Keldeo can breaks through common defensive cores that Water tends to struggle with like Zapdos andsuch as Zapdos + Skarmory, Ferrothorn and+ Cradily, and Porygon2 and+ Chansey. However, it has a lacking movepool, and although it outspeeds the crowded Bbase 100 Speed tier, it still has trouble with faster threats, like Mega Gallade, Latias, and the Lati Twinos, which all OHKO it if they are offensive.
#SET
Keldeo @ Choice Specs / Life Orb
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind / Hidden Power [Flying]

#Moves
Scald is a powerful STAB move with a good chance to burn, which cripples its switch-ins and gradually chips down their health if the foe is burned. Secret Sword is secondary STAB that deals damage based on physicalthe opponent's Defense, which lets Keldeo break through special walls. Hydro Pump is a stronger Scald and guarantees more OHKO or 2HKOs, and it is better for wallbreaking at the price of athough it has lower accuracy. Icy wWind is used to hit Pokemon such as Dragonite, Whimsicott, Latios, and Latias, as they resist both of Keldeo's STAB moves. Hidden Power Flying is used specifically to hit Mega Venusaur, which would otherwise wall Keldeo.

#Set Details
Maximum Speed investments and a Timid nature are used to maximize its sKeldeo's Speed and outspeed many other Pokemon. Maximum Special Attack is to maximize the damage it deals to the foe. Choice Specs turns Keldeo into an incredibly strong wallbreaker that can spam moves like Scald, which has a chance to burn, which makesmaking its job easier. Life oOrb is another option, because it allows move switching while still dealing a good amount of damage. This helps against Pokemon with Water Absorb, and Chansey, as you can switch moves instead of being locked into them.

#Usage Tips
Switching into Keldeo is difficult forwhen against some types, as its coverage moves can put a dent into common switch-ins to it, like Zapdos, who is 2HKO'ed by Hydro Pump. Switching Keldeo into unresisted attacks isn't really a good idea because of its subpar defensesbulk. Keldeo can freely use Scald on its switch-ins to inflict burns and gradually wear them down.

#Teammate Options
Mega Venusaur is Keldeo's main check, so regular Gyarados with Bounce is a check, as well as Starmie with Psychic. Azumarill is a good partner for Keldeo because they are both powerful wallbreakers who form a strong offensive core that can handle each others' checks fairly well. Mega Gyarados and Mega Sharpedo both get rid of psychic Psychic-types Keldeo struggles with, and Keldeo can weaken or remove their checks and allow them to sweep. Keldeo greatly appreciates hazards, so Emploen and Swampert are good partners. Volcanion and Cloyster are good partners as they help with the Grass types that would otherwise threaten Keldeo.
#SET
Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Scald
- Secret Sword

#Moves
Calm Mind is a boosting move that allows Keldeo to sweep some Pokemon from types, like Steel and Normal. Substitute allows for Calm Minds to be used with less danger to Keldeo, as it prevents status and shields Keldeo from damage. Scald is a good STAB move with an added burn chance. Secret Sword is a secondary STAB move that hits physical Defense, helping against special walls like Cradily and Chansey.

#Set Details
Maximum sSpeed investment with a Timid nature allows for Keldeo to outspeed other Pokemon, and beats out the crowded base 100 Speed tier of base 100. Maximum Special Attack investment allows it to maximize its damage output against the foe. Leftovers is used to provide passive recovery and to allow for more Substitutes. There isn't really any variety allowed for the moves as these are the only ones it needs.

#Usage Tips
Keldeo has many opportunities to set up Calm Mind due to its good defensive typing. S, and setting up Substitute when your opponent can't really touch you, or on a predicted switch then allows Keldeo to Calm Mind safely. Substitute can be used to scout for moves, as well. Calm Mind Keldeo is best used as a late -game sweeper after its checks are weakened or gone. Bringing Keldeo in to revenge kill can also work, as it has a good sSpeed tier and has a strong Special Attack even when unboosted.

#Teammate Options
Volcanion can be used because it has powerful wallbreaking capabilities and similar checks to Keldeo, which allows for one to sweep late -game. It also helps against gGrass, and Cloyster does too. Mega Gyarados and Mega Sharpedo are good partners because they remove the Psychic-types that Keldeo struggles with, and Keldeo can get rid of their checks and allow them to sweep late -game. Regular Gyarados with Bounce and Starmie with Psychic or Psyshock is are good Mega Venusaur checks, which walls Keldeo. Rotom-Wash is a good pivot that can wear down and cripple opposing Pokemon with Will-O-Wisp, which would allow Keldeo to set up safely and keep its Substitutes. Hazards can turn 2HKOs into OHKOs, so hazard setters like Swampert and Empoleon are greatly appreciated by Keldeo.
With its good Speed tier and high Special Attack, Keldeo is a valuable asset to Water. It also has a good defensive typing and strong wallbreaking capabilities, being able to break through physical and special walls. Keldeo is a huge help against types like Normal, Dark, Ice, Flying, and Steel due to its high Special Attack and Fighting-type STAB. Keldeo can break through common defensive cores that Water tends to struggle with such as Zapdos + Skarmory, Ferrothorn + Cradily, and Porygon2 + Chansey. However, it has a lacking movepool, and although it outspeeds the crowded base 100 Speed tier, it still has trouble with faster threats, like Mega Gallade, Latias, and Latios, which all OHKO it if they are offensive.

#SET
Keldeo @ Choice Specs / Life Orb
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind / Hidden Power [Flying]

#Moves
Scald is a powerful STAB move with a good chance to burn, which cripples its switch-ins and gradually chips down their health if the foe is burned. Secret Sword is secondary STAB that deals damage based on the opponent's Defense, which lets Keldeo break through special walls. Hydro Pump is a stronger Scald and guarantees more OHKO or 2HKOs, and it is better for wallbreaking though it has lower accuracy. Icy Wind is used to hit Pokemon such as Dragonite, Whimsicott, Latios, and Latias, as they resist both of Keldeo's STAB moves. Hidden Power Flying is used specifically to hit Mega Venusaur, which would otherwise wall Keldeo.

#Set Details
Maximum Speed investments and a Timid nature are used to maximize Keldeo's Speed and outspeed many other Pokemon. Maximum Special Attack is to maximize the damage it deals to the foe. Choice Specs turns Keldeo into an incredibly strong wallbreaker that can spam moves like Scald, which has a chance to burn, making its job easier. Life Orb is an option, as it allows move switching while still dealing a good amount of damage. This helps against Pokemon with Water Absorb, and Chansey, as you can switch moves instead of being locked into them.

#Usage Tips
Switching into Keldeo is difficult when against some types, as its coverage moves can put a dent into common switch-ins to it, like Zapdos, who is 2HKOed by Hydro Pump. Switching Keldeo into unresisted attacks isn't really a good idea because of its subpar bulk. Keldeo can freely use Scald on its switch-ins to inflict burns and gradually wear them down.

#Teammate Options
Mega Venusaur is Keldeo's main check, so regular Gyarados with Bounce is a check, as well as Starmie with Psychic. Azumarill is a good partner for Keldeo because they are both powerful wallbreakers who form a strong offensive core that can handle each others' checks fairly well. Mega Gyarados and Mega Sharpedo both get rid of Psychic-types Keldeo struggles with, and Keldeo can weaken or remove their checks and allow them to sweep. Keldeo greatly appreciates hazards, so Emploen and Swampert are good partners. Volcanion and Cloyster are good partners as they help with the Grass types that would otherwise threaten Keldeo.

#SET
Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Scald
- Secret Sword

#Moves
Calm Mind is a boosting move that allows Keldeo to sweep some Pokemon from types like Steel and Normal. Substitute allows for Calm Mind to be used with less danger to Keldeo, as it prevents status and shields Keldeo from damage. Scald is a good STAB move with an added burn chance. Secret Sword is a secondary STAB move that hits physical Defense, helping against special walls like Cradily and Chansey.

#Set Details
Maximum Speed investment with a Timid nature allows Keldeo to outspeed other Pokemon and beats out the crowded base 100 Speed tier. Maximum Special Attack investment allows it to maximize its damage output against the foe. Leftovers is used to provide passive recovery and to allow for more Substitutes.

#Usage Tips
Keldeo has many opportunities to set up Calm Mind due to its good defensive typing, and setting up Substitute when your opponent can't really touch you or on a predicted switch then allows Keldeo to Calm Mind safely. Substitute can be used to scout for moves as well. Calm Mind Keldeo is best used as a late-game sweeper after its checks are weakened or gone. Bringing Keldeo in to revenge kill can also work, as it has a good Speed tier and has a strong Special Attack even when unboosted.

#Teammate Options
Volcanion can be used because it has powerful wallbreaking capabilities and similar checks to Keldeo, which allows for one to sweep late-game. It also helps against Grass and Cloyster does too. Mega Gyarados and Mega Sharpedo are good partners because they remove the Psychic-types that Keldeo struggles with, and Keldeo can get rid of their checks and allow them to sweep late-game. Regular Gyarados with Bounce and Starmie with Psychic or Psyshock are good Mega Venusaur checks, which walls Keldeo. Rotom-W is a good pivot that can wear down and cripple opposing Pokemon with Will-O-Wisp, which would allow Keldeo to set up safely and keep its Substitute. Hazards can turn 2HKOs into OHKOs, so hazard setters like Swampert and Empoleon are greatly appreciated by Keldeo.
 
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