Overused Pokemon Battledex

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Frostweaver

Ancient + Prehistoric
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    Might as well start one because I'm starting to see continous same questions being asked about the same 4 or 5 (OU) Pokemon. Also why not start something to discuss how to take these OU Pokemon down as well?

    The OPB (Overused Pokemon Battledex) is designed for Advanced Generation Battles only.

    It will be organized in the following manner

    a) name (name of the Pokemon), type (its type), divison (202 or 386?)

    b) reason (why is it an overused Pokemon?)

    c) stats (what are some important stats that every trainer must memorize when fighting this Pokemon? Note: stats mentioned here uses lvl 100 as standard level)

    d) moves (what are the common moves that you can find on this Pokemon? Note: not moveset, just the moves. Also, why a certain move goes well will also be mentioned)

    e) strategy (how is this Pokemon used in competitive battles?)

    d) friends (what are the other Pokemon that always accompany this Pokemon as a combination?)

    e) enemies (what Pokemon will most likely have an edge over this Pokemon? what are the ways to defeat this OU Pokemon?)

    f) others (what are the other important notes about this Pokemon?)



    So this is what the OPB is all about. It'll inform you of some of the major trends in competitive Pokemon battling. What better ways to start the OPB than *the* most annoying yet one of the worst overused Pokemon ever?


    Blissey: type- normal {386 only}

    Overused reasons:

    -highest HP in game
    -*best* special attack sponge available in game
    -can act as heal beller in game

    Stats:
    -700+ hp
    -300+ sp.def
    -defense is lower than 130 (130 is around the max)

    Moves:
    -toxic
    To do an insane amount of damage regardless of its low attack power

    -thunder wave
    To slow down the opponent for the benefit of the team

    -seismic toss
    To do a certain amount of damage regardless of opponent's defense and its low attack power

    -sing
    Just like toxic and thunder wave, this move can help the entire team by pretty much taking out one of the opponent's Pokemon.

    -softboil (must have)
    To heal itself in order to further its tanking ability

    -aromatherapy/heal bell (must have)

    To help the entire party getting rid of annoying status

    -counter

    If succeeds, it almost always ensures an OHKO against an enemy.

    -ice beam
    It is sometimes used along with serene grace for an awful 20% freeze rate. It is also used as a mean to hit Gengar.

    -pound
    A move used to pity the poor enemy that has to face this devil.

    Strategy
    What is there to say about strategy? Send Blissey out whenever you see a special type based attack coming. Blissey will suck it up as if it is nothing (well maybe except Ky-ubar and Water Spout). Even if the opponent is a physical attacker, counter can help you score an OHKO at the trade of half of Blissey's hp, which is the time when softboil comes into play. Toxic/Thunderwave everything you see, and use heal bell/aromatherapy when necessary.

    Friends
    Blissey's best friend is most likely Skarmory. Together they form an awful combination (named Skarmbliss) which can make a lot of Pokemon completely useless. Blissey sucks up anything special based, while its friend Skarmory sucks up anything physical based. Blissey also makes a good combination with any other Pokemon with high physical defense. Blissey alone works very well already as a special sponge for almost any team. Duclops or Gengar also go well with Blissey, to block all the focus punches.

    Enemies
    -Gengar
    The only reason why Gengar even got Focus Punch is because of Blissey. Gengar is immune to both counter, seismic toss and toxic (perhaps the most common Blissey moveset will have these 3 moves along with heal bell), making it completely immune to Blissey's offensive attacks. Gengar can safely use focus punch, which is super effective against Blissey (and it can damage Skarmory quite badly as well) It is by far the best way against Blissey in my opinion.

    -Medicham

    It's just brute force for Medicham. It can just use a fighting move and Blissey will be fairly close to be terribly damaged. Counter may knock out Medicham, but the next Pokemon should be able to defeat Blissey with a much easier time.

    -Focus Punch
    Anything with focus punch will have an easier time against the egg. Setup substitute or use spore, and then unleash focus punch. Blissey will most likely switch away after seeing the focus punch setup, but the next Pokemon (unless it's a ghost) will have a huge chunk of its hp taken off for taking the focus punch.

    -Drumlax (Snorlax with Belly Drum)

    You're pretty doomed against it. You can try counter the first turn, and you may live, but if Snorlax used Belly drum, you know that you cannot live the next turn so you have to switch. And whatever you switch into will pretty much die immediately due to the massive power of the incoming physical attack. Can't toxic it due to immunity, so all you can do is thunder wave or try a pitiful seismic toss against Snorlax's 500 hp.
     
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    Hence we started, why don't we complete the other half of the SkarmBliss combo?


    Skarmory: type- steel/flying {202 or 386}

    Overused Reasons:
    -a must have in order to go up against curselax back in GSC, and got famous that way, and even in RSE it is still one of the best pseudohazer within the game
    -one of the best physical tanks available with no weakness towards any physical attacks
    -can learn spike

    Stats:
    -300+ def
    -one of the slowest flyer

    Moves:
    -Roar/Whirlwind {Whirlwind is 386 only} (must have)
    Pseudohazing moves that can serve itself as haze. Whirlwind is preferred over roar, but you'll have to use roar if you want Drill peck on Skarmory.

    -Drill Peck/Aerial Ace/Hidden Power flying
    Standard STAB move for attacking. Sometimes you may want to consider aerial ace or HP Flying in order to gain access to whirlwind.

    -Rest
    A good way to restore hp, but if Skarmory is using rest it usually goes with a chesto berry

    -Spike (must have)
    A powerful strategical move that suits Skarmory very well. While it is tanking, throw out the spikes to do heavy damage in the long run.

    -Hidden Power Ground
    It's a very rare move, but it can be found at times to hit Magnetons in 202. Most Skarmory with HP Ground will usually get maximum speed just to outrun Magneton. This means that its tanking ability is relatively weak compare to other Skarmory sets.

    -Toxic
    Just like Blissey, it's always nice to have a damaging move without using any attack EVs.

    Strategy
    It is one of the best physical tanks around, so send it out against physical attackers. With resistances towards a lot of attack, along with toxic-immunity, Skarmory can tank a lot better than anything else. Setup spike in the free time, then attack with damaging moves or toxic. Pseudohaze against physical sweeper who uses dragon dance or swords dance. Sturdy stops OHKO moves as well. Beware of mix sweepers though as Skarmory falls to special attacks rather easily. Try to switch out against special sweepers.

    Friends
    The Skarmbliss combo is already mentioned in the Blissey entry so refer to that. However, lately Skarmory can also be seen in "Skarmlotic" combo with Milotic instead of Blissey, in order to reduce the damage done by Focus Punch. Milotic is also a formidable special tanker, so Milotic also works well with Skarmory. Skarmory pretty much fits in very well with any teams that need a good physical tank. Dusclops also forms a nice combo with Skarmory, as it can tank special attacks very well and it can take focus punch without any problem. Wish is also a handy move for Skarmory to help with healing. Other Pokemon that encourages switching such as yawn, leech seed, pseudohaze and etc can all work very well with Skarmory's spike.

    Enemies
    -Magneton {202 especially}
    With magnetic pull and thunderbolt, Magneton in 202 is the Skarmroy destroyer. Magneton is the only reason why Skarmory even has HP Ground. Magneton and SKarmory has the same speed, and it's rather ironic that it comes down to luck sometimes if the two has identical speed, and both of them can OHKO each other if Skarmory has HP Ground.

    -Focus Punch
    It's almost the only physical move that can do formidable damage to Skarmory without using stat boosters. Focus punch has such a high base power that even Skarmory will lose at least 30% of its hp when it is tanking against a focus punch.

    -Mixed Sweepers
    Anything with mixed sweeping properties can cause major damage to Skarmory. For example, a physical salamence equipped with flamethrower can be a major pain. The flamethrower most likely won't OHKO Skarmory, but it'll weaken Skarmory majorly.

    -Soundproof
    Soundproof is a great ability that stops Skarmory from pseudohazing. Soundproof gives immunity to roar, making some Pokemon such as Mr. Mime and Exploud very useful when dealing with baton pass if the opponent relies on Skarmory for pseudohazing. However, this trick only works if Skarmory has roar instead of whirlwind.

    -Rapid Spin

    An annoying move for all Skarmory users, as it pretty much makes spike useless. Forretress generally uses Rapid Spin the most, following up by Claydol. Forretress can also set Spike up on your team but you cannot really get rid of it too. Even though the battle between Forretress and Skarmory is a stalemate due to the two being physical tanks, the setting up of spike and ridding spike from Forretress makes it an enemy of Skarmory.
     
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    Enough with tanks... let's move on to talk about some overused sweepers! Why don't we pick on the most common dragon dancer...?


    Salamence: type- dragon/flying {202 or 386}

    Overused Reasons:
    -overall, a better form of Dragonite with even higher speed and attack power
    -dragon dancing abilities
    -can sweep in any fashion: physical, special or mixed

    Stats:
    -299 speed without nature boost (329 if it does)
    -base 110 sp.atk and base 135 atk power!
    -just say "all stats range from above average to superior"

    Moves:
    -dragon dance (must have)
    No salamence is ever complete without it.

    -earthquake (must have)
    a nice attack to have, as ground is strong against an awful lot of elements.

    -brick break
    only fighting attack available, and also one of the only 2 physical move used to hit Aerodactyl or Skarmory

    -aerial ace
    sadly, the only STAB physical move it can ever learn that's decent

    -flamethrower/fire blast
    a fire attack that can be used to hit skarmory before it pseudohazes you and your dragon dance away

    -hydro pump
    the only water attack salamence can learn, and is definitely a must have for any special sweeping salamence. it's also the only way to hit Aerodactyl without dancing up a few times.

    -dragon claw
    the STAB special move

    -rock slide {386 only}
    a nice physical move that's very useful for salamence. salamence is generally faster, and the flinch can always help. Only physical move available along with brick break to hit Aerodactyl and Skarmory.

    Strategy
    Using salamence is all about judgement: when to use dragon dance and when do you have enough dragon dance boost? Salamence got an ugly x4 ice weakness, and the opponent may send out an ice beamer after seeing the dragon. However, sometimes it can be something else as well because they lost their ice beamer. So, it's up to the trainer to decide. If it dances up now, they can sweep the entire game later when Salamence gets 2 or 3 dance. However it's wasted effort when the Milotic comes out next turn. If it attacks now, it can do some bonus damage when the opponent is switching to an ice beamer. However, you just may have won the game if you decided to dance up. In the end, 2 words: dragon dance. You'll just have to use Salamence constantly to learn from experience just when should you dance and when to attack.

    Most Salamence packs dragon dance, 2 physical move and one last slot for special attack, in order to have mix sweeping ability. There are special only salamences, but that is rather a waste of its talent considering that there are some much faster and stronger special sweepers out there, such as Starmie or Jolteon.

    Almost all Salamence packs lum berry as well, making it an ideal choice against annoyers and anyone else who relies on status that are weak to physical attacks, such as Ninetales, Breloom and Smeragle.

    Friends
    Being part of the fastest sweeping crew ever with the destructive dragon dance, Salamence fits nicely into any team in need of a mixed sweeper. After one dragon dance, it can outspeed anything that doesn't get a speed boost as well. Salamence works well to go with anyone who can block all of the nasty ice beams that will be heading for Salamence's way.

    Enemies
    -Jolteon {386 only}
    Without one dragon dance, Jolteon will outrun you and knock a huge chunk of your hp off with HP Ice.

    -Starmie
    Its speed is just *slightly* higher than Salamence, but that's all it needs for the ice beam to connect before you can even attack. Unlike Jolteon, it's a lot harder to OHKO Starmie after one dance (Jolteon will be easily OHKOed by earthquake as long as you can outrun it). A full hp Starmie can most likely survive an earthquake after one dragon dance from Salamence, with a little bit of hp left. So beware about this one.

    -Aerodactyl {386 only}
    Perhaps *the* major pain for all Salamences. With a natural speed higher than Salamence, Aerodactyl and its rock slide is very dangerous for Salamence. Unlike Skarmory's case, even fire attacks (it's usually either fire blast or flamethrower for the last moveslot in common Salamence moveset) won't save you this time. Salamence must have a heavy amount of dances before hand in order to take down Aerodactyl with either brick break or rock slide, or survive rock slide then counterattack with Hydro pump in order to hopefully OHKO Aerodactyl (and pray that Hydro will not miss). It'll be a tough battle as Salamence suffers from x2 weakness of rock slide, and Salamence got no super effective move except Hydro Pump to fight back.

    -Salamence
    Whoever got more dances will win with rock slide. May the better of the 2 dancer s win... Salamence is one of those Pokemon who can kill itself rather easily.

    -Regice {OU in 202 only}
    Most Salamence trainers underestimate Regice's "weak" defense. Relatively speaking, Regice's physical defense is a lot weaker than special defense, but it is still a formidable base 100, with base 80 hp as well. Don't expect to OHKO Regice with rock slide or brick break that easily. If you dont' think that you got enough dances to OHKO Regice with rock slide, switch before ice beam hits.

    -ice beam
    anything with ice beam that Salamence cannot OHKO pretty much

    -Weezing
    Without 2 or more dragon dances, physical attacks are rather useless against Weezing, and special attacks usually dont' do enough damage. Will o wisp is one of the worst status possible, and losing attack power is not something Salamence can afford.

    -Flygon
    Similar to Aerodactyl's case of being resistant to a lot of Salamence's attacks. However, it isn't resistant to aerial ace, at the cost of an attack power that's even more threatening
     
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    Today we move on to one of the RS starters, Sceptile!


    Sceptile: Type- Grass {202 or 386}

    Overused Reasons:
    -it's "cool" because it's a starter
    -high stats
    -fastest leech seed user

    Stats:
    -372 max speed

    Moves:
    -leech seed (must have)
    Safe to say that all Sceptiles have this move. Without it, Sceptile is very easy to defeat and should be no problem, as it won't be much except a fast but not a deadly special sweeper. Leech seed along with the usual leftover abuse heals an awful lot for Sceptile.

    -substitute (must have) {386 only}
    The move that goes along with leech seed rather very well for Sceptile. It gives Sceptile a nice shield to block whatever attacks coming. With leftovers and leech seed healing, Sceptile doesn't have to waste any hp to make the sub at all.

    -leaf blade
    A signature move that's actually worth using, as it's the strongest out of all grass attacks with decent PP as well.

    -Hidden Power Ice
    Always a useful move as ice is strong against many elements

    -Seismic toss {386 only}
    If you rather spend EVs in total defenses along with speed instead of giving some to sp.atk or atk, seismic toss is your choice

    -Quick Attack
    If your team needs a quick attacker, it's an option

    -crunch/dragon claw
    -just nice sp.atks to have to help sweeping

    -toxic
    Make the situation of leech seed even worst. Rather a highly offensive move though, and can be rather risky...

    -focus punch
    You are afterall using substitute anyway...

    -Hidden Power Ghost
    Used only if focus punching

    Strategy
    Either lead off with leech seed to start the draining process, or use substitute to block status effects. But eventually you'll have to use leech seed. After seed is set, start using substitute continously until the opponent's hp is running out. Finish off any weak Pokemon with your offensive moves like Leaf Blade. It's a very simple strategy. Just make sure that you're faster than the opponent, and as long as the opponent cannot OHKO you.

    Leech seed is also an indirect damaging move, making Sceptile the ideal choice against destiny bonders who are on the edge of dying and spamming destiny bond, stalling for time with leftovers. It also encourages switching, making it a good combination move with spike.

    Sceptile is also one of the very few who can put a stop to "Calmkou" and "Calmcune" (calm minding Suicune or Raikou). Sceptile is faster than those two, so you can leech away with leech seed. Raikou and Suicune's ice attacks shouldn't be able to OHKO Sceptile if you planned your EVs right, so you should be fine. But do note that they have pressure, meaning that Substitute's PP diminishes rather quickly.

    Friends
    It is by-far heal bellers. Heal bell can remove the deadly toxic for Sceptile, which is always very helpful. Skarmory and Weezing are also helpful so that Sceptile can run to these Pokemon should Sceptile ever come across Swellow, Aerodactyl, or Crobat. Gyarados with Taunt is also a good combination with Sceptile for a team, as Gyarados can destroy all the other grass types that Sceptile cannot handle.

    Enemies
    -Aerodactyl, Ninjask, Jolteon, Swellow, Mewtwo, Deoxys, Crobat
    {Aerodactyl, Jolteon and Mewtwo are only in 386}
    All of these Pokemon are faster than Sceptile and can 2HKO Sceptile anytime. Anything that can outrun Sceptile, and succeeds in 2HKOing Sceptile is Sceptile's enemies. (if they fail in doing so within 2 turns, then Sceptile can safely spam substitute after first turn using leech seed).

    -Agility/Baton pass/dragon dance
    Through the use of stat boosting, a Pokemon that should be slower than Sceptile can now outrun Sceptile. Once again, if that Pokemon succeeds in 2HKOing Sceptile...

    -Ludicolo/Sceptile/other grass types
    All grass types have immunity to leech seed, meaning that Sceptile will lose its most powerful weapon. Fortunately, they will also lose leech seed. Then it'll come down to the other attacks the grass type pack. Ludicolo is the strongest in these situation because it has very high defenses along with ice beam. Then comes in Venusaur and sludge bomb that can easily destroy Sceptile. Basically, it'll come down to pure sweeping in this situation of grass vs grass.

    -toxic/thunderwave
    A major bane for Sceptile, as toxic will slowly overcome the healing power of leech seed and leftovers and finish Sceptile off this way. Thunderwave will make Sceptile lose the precious speed, making Sceptile near useless.

    -Forretress {386 only}
    The steel bug has resistance to both leaf blade and HP Ice, and with rapid spin to destroy leech seed, you don't have anything left. Switch out quickly before Forretress pulls off all 3 spike.

    -Venusaur/Vileplume {386 only for Venusaur}
    These Pokemon sometimes go physical and will use a deadly STAB Sludge bomb, while having immunity to leech seed. Sludge bomb will knock you out much faster than HP Ice can finish them off.

    -Dugtrio {386 only}
    This Pokemon will trap you with Arena Trap so you can't run, and you'll have to suffer a terrible super effective sludge bomb... the chance of Sceptile living is very unlikely, and Dugtrio may have a choice band on top of that too
     
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    Now, on to the most dangerous bug type ever in history of Pokemon 386...


    Heracross: type- bug/fighting {202 or 386}

    Overused Reasons:
    -superior movepool with nice STABs on 2 of them
    -one of the fastest bugs (also one of the must haves for a bug theme team)
    -dangerously high attack power
    -GSC popularity carried over

    Stats:
    -speed: 295 max (and is usually this number)
    -attack: 349 attack power
    -def < sp.def

    Moves:
    -Megahorn (must have)
    No idea why a Heracross does not have megahorn for any reasons at all... nice STAB and gets swarm bonus too

    -Earthquake
    Expect this move on anything with decent attack power and is capable of learning it

    -Rock Slide {386 only}/HP Rock {202 only}
    Heracross's only chance to survive against flyers, provided that Heracross is in whatever situations that allow it to be faster than the flyer, that is. HP Rock instead in 202.

    -Swords Dance {386 only}/Bulk Up
    Further boosting attack power is always dangerous... Swords dance is preferred but you have to use bulk up in 202.

    -Reversal
    Completely dangerous if you got no other way to stop heracross. An old trick that works wonders if it actually works...

    -Brick break
    STAB fighting attack

    -Endure/Substitute {386 only}
    The moves to go with reversal in order to lower hp and activate salac berry

    -Hidden Power Ghost
    Heracross's last resort against the evil Gengar

    -Hidden Power Flying*
    NOT a common move, but it's quite ideal in destroying other Heracross and Breloom. Seen it being done a few times now.

    Strategy
    Not much strategy for Heracross, as it's just sweep anything you see. Unleash the best physical moves you can ever get, and destroy everything in sight. The only bit of strategy is possibly determining rather Heracross is faster than the opponent or not. If Heracross is the slower one, then chances are you should be switching out as it's quite likely that you'll die very soon.

    Heracross also has the reversal plan, which is to lower your hp purposely with sub or use endure to lower your hp down to one. Activate salac berry and then sweep them all. However, this trick is too old as it lasted from GSC all the way until now. Tyranitar, quick attack, mach punch and extremespeed all put an immediate halt to this strategy.

    Friends

    Kyogre, Groudon, Rayquaza, sunnybeamers and thunderdancers are all good friends to reversaling Heracross. All of them are capable of changing the ugly sandstream from Tyranitar to something that doesn't do damage to the poor 1 hp bug. Skarmory is once again everyone's best friend, being the ideal one to block the incoming aerial aces from Salamence, Crobat and etc. Though the opponent's Crobat is very dangerous for Heracross, your own Crobat will prove to be a powerful ally that can destroy any ghosts it see in one fast powerful shadowball.

    Enemies
    -Aerial Ace/HP Flying
    x4 weakness of Heracross. Do I need to explain? Anything faster, regardless of STAB or not with the exception of Yanma will always succeed in OHKOing Heracross. The more noticable ones are Salamence, Aerodactyl, Crobat, Swellow, Charizard, some Ninjask, Dragonite, Gyarados and even Pidgeot (sad).

    -Tyranitar {386 only}
    This is only true if you're using reversal. Sandstream is any flail/reversal user's worst enemy. Well... T-tar isn't in 202 though, so thank goodness.

    -Gengar {386 only}
    Having resistance to megahorn, fighting moves and earthquake, you lose some powerful weapons on your side. Gengar may just have psychic too along with an outstanding speed to make your life even worst. Without HP Ghost which most Heracross do not have, chances are slim for the bug.

    -Weezing/Skarmory
    Any physical tank is Heracross's enemy. Expect to see Weezing and Skarmory a lot in this section for many others to come as well...

    -quick attack
    once again, the ideal attack to stop reversal.
     
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    Tonight, another ultimate tank whose evil is in the ranks of Skarmory...


    Weezing- type: Poison {202 or 386}

    Overused Reasons:

    -no weakness to any physical attacks, and in fact only one weakness: psychic
    -good defense with will o wisp ability
    -levitate
    -hazer

    Stats:
    -Speed: 156
    -max hp: 334
    -max def: 339 (or 372 with bonus)
    -base atk: 90
    -base sp.atk: 85

    Moves:

    -will o wisp (must have)
    Who can refuse to turn down having will o wisp for a natural tanker like Weezing...?

    -toxic
    The other possiblity instead of will o wisp, though I don't see why... but hey some people do prefer toxic over will o wisp for more damage

    -explosion
    Almost always gurantees that you'll take down one opponent

    -haze
    Just to make Weezing even more useful...

    -sludge bomb/shadow ball
    All of them are nice physical attacks for Weezing to have, especially sludge bomb with STAB

    -flamethrower/thunderbolt/fire blast
    Weezing also has the stats to support special moves, and of course these are always nice special based moves to have

    -pain split {386 only}
    It's one way to heal itself besides leftovers

    -destiny bond {386 only}
    A very annoying move to have. You can always use it to either take down your opponent with you, or keep spamming it for leftovers to heal yourself in the meantime when the opponent doesn't want to lose his/her Pokemon to destiny bond. (You can also spam destiny bond a few times, then start attacking suddenly to score some KOs if the time is right) A highly strategical move to have...

    -torment*
    Not a common move found on a Weezing at all, but it's just worth mentioning. Torment if used correctly can further boost Weezing's survivability by a lot more! Force the opponent to use his/her powerful attack on a skip turn basis to give Weezing some time to heal up in between.

    Strategy

    Send out this bomb to stall for any physical attacks. With a high defense and will o wisp support, Weezing can tank just as much attacks as Skarmory. Burn anything you see, and run at the sight of mixed sweepers or special attackers. Weezing can also use both special and physical attacks, making Weezing a much more flexible version of Skarmory (while Skarmory can spike instead). Using Weezing is rather easy in battle, as long as you can call a good time to switch Weezing in. Weezing will be a formidable opponent if your opponent can switch in and out with a good sense of judgement.

    Friends
    Off the bat, Milotic and Blissey, and other special tanks you got like Regice. For a tanking team, add in Skarmory along with Weezing to give you 2 physical tanks, and let Skarmory handle the mix sweeping Metagross with psychic. Weezing can help Skarmory out in return by blocking incoming fighting attacks. Weezing also benefits greatly from Vaporeon, Jolteon, Gardevoir or anyone else with wish, as Weezing is a tank who cannot heal itself very well. Alakazam or Crobat aren't too bad in terms of scaring the Gengar away. Snorlax is also a good friend who can tank special attacks relatively well, but packing much more firepower than Blissey.

    Enemies

    -Gengar {386 only}
    Gengar to me is *always* the ideal Pokemon to destroy the 4 common tanks of Milotic, Blissey, Skarmory and Weezing. With an amazing speed and mixed sweeping ability of having focus punch, psychic and thunderbolt all at once (last attack probably being substitute or shadowball), Gengar can launch a powerful move that is super effective against whatever the tank's weakness is.

    -Metagross

    Even though a will o wisp from Weezing will decimate Metagross and its meteor mash, some Metagross now packs Psychic. Even though they most likely have no sp.atk EV, psychic does get STAB and can knock out 1/3 of Weezing's hp this way. If they do invest in EVs in special attack, Weezing is a goner...

    -Medicham

    The same case as the above, as it can also learn psychic to remove Weezing from play. Or even a rock slide will do heavy damage to Weezing, as Pure Power is just too overwhelming.

    -Double Edge/Other brute force attacks
    Weezing cannot tank as well as Skarmory if the opponent isn't burnt yet, so brute force physical attacks are actually quite ideal in finishing off a weakened Weezing.

    -Facade

    Even if a facade user is affected by will o wisp, Guts will boost its attack power back a little bit, and facade's power will double as well. Machamps and Swellows using facade is still rather damaging for Weezing, taking out a good 1/3 of Weezing's hp every hit.

    -Taunt

    Taunt can easily mess Weezing over. The opponent can use taunt to block incoming haze or will o wisp, then power boost itself the next turn, and then to taunt again, and keep going on like this until its attack power is ready to overcome Weezing's defense. Gyarados (if Weezing doesn't have thunderbolt) and especially Tyranitar are 2 common taunters who will be a huge problem for Weezing. Taunt is one of the BEST way to stop a Weezing (or at least force it to run), but (un)fortunately taunt is rather rare so far.
     
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    After doing the Interboard Pokemon test trials and found that everyone's 386 team has this thing (lol including my own practice team), it is a MUST mention...


    Gengar- Type: Ghost/Poison {386 only}

    Overused Reasons:
    -first well known method to destroy Skarmbliss combo
    -high sp.atk with high speed
    -poison/fighting/normal immunity
    -massive movepool
    -superior flexibility beyond comparison (except for Ubars).

    Stats:
    -speed: 351 (including bonus which is almost always the case)
    -base atk: 65
    -base sp.atk: 130

    Moves: (oh dear LONG list)
    -Focus punch
    The reason why it earned its place as the "OU out of the OUs" as famous as it is right now in the first place. With immunity to toxic, seismic toss and counter, this makes it an ideal choice to destroy Skarmbliss. Punch against the egg, and the attack will still do massive damage against Skarmory. You can thunderbolt Skarmory the next turn as well. A must have for all Gengars designed to take down Blissey.

    -Substitute
    All fast Pokemon can abuse this move to block status attacks. Also helps with focus punch.

    -Shadow Ball/Sludge bomb.
    STAB physical move that's useful against other Gengars (for physical-based Gengars). Sludge bomb also has STAB and works well against Ludicolos.

    -Thunderbolt/Giga drain
    Just handy special attacks once again. It's self explanitory. Works well against Milotic.

    -Psychic
    Although it's a good special attack like everything else, it is also worth mentioning seperately for its ability to destroy other Gengars and Weezing.

    -Destiny bond/Mean Look/Perish Song
    Being the fastest destiny bonder, Gengar uses the move better than a lot of other Pokemon with it. Works well with mean look as well. Mean look is also a helpful move (and it doesn't have to go with Destiny Bond to be useful either). Perish song is also useful and is among the same line as these attacks.

    -Haze
    Gengar is generally not used as a hazer as it can do a lot of other things, but the attack is available.

    -Will o wisp/Hypnosis/Confuse Ray
    All of them are helpful status attacks that Gengar can learn. Will o wisp helps with survivability and dooms any physical sweeper in a team without a heal beller. Confuse ray is the least used out of all, but it's there if you want it. Hypnosis has a low accuracy, but if it connects it's as good as one Pokemon gone for the opponent. Beware that hypnotizing perish trapper is never appreciated by your opponent as if it's an ubar.

    -Explosion
    If you think that Destiny Bond is not good enough because leech seed may stop you, why not go on the initiative? A good attack to have for physical Gengars sometimes, and it is a good excuse for Explosion-theme teams to get a Gengar. (whew this list is long)

    Strategy
    -Use common sense (such as sending it out to block incoming attacks that Gengar is immune to, and other basic rule of battling). Okay end of the strategy section.That's all there is to it, as it doesn't have any Gengar-only exclusive strategy. If you made it a sweeper, tell it to sweep. If it's a perish trapper, then use it like any other perish trapper. If it's an annoyer, unleash those will o wisp. Meh...

    Friends
    Goes well for any team that needs someone to block toxic/fighting/normal /ground attacks. It also has the stats support to take on a lot of roles (mixed sweeper, perishtrapper, annoyer, physical/special sweeper) meaning that it's highly flexible. Use it to fill up whatever role you want it to be, or whatever role you're lacking in your team. Gengar is well loved by everyone (using it), yet hated by everyone (against it).

    Enemies
    -Alakazam/Starmie
    It's a common misconception that Gengar is faster than Alakazam... not true. This also goes for Starmie who's faster than the ghost as well. Let Gengar run asap (unless you got a sub out) or else you'll be destroyed by psychic.

    -Sceptile
    Sceptile is also faster than Gengar, and it's quite likely that Sceptile will survive whatever attacks Gengar is going to use (provided that Sceptile is full hp, of course). This means that Sceptile can unleash leech seed and start the draining process.

    -Crobat
    A little bit luck based on this one, as Crobat using Shadowball will either OHKO you, or you have up to 5% of hp left surviving shadowball (which means that you can OHKO Crobat with thunderbolt or psychic afterwards.) Crobat will most likely win, but don't get too surprised if it clinged on by a few hp as it's quite possible.

    -Gengar
    50/50% in terms of who goes first, and whoever strikes first will win.

    -Snorlax
    It's used to be the other way around, but now that Gengar is so OU, every Snorlax is equipped with Shadowball. You won't be able to pull off focus punch without a sub, and one focus punch is never enough to KO Snorlax.

    -*Exeggutor
    Don't overestimate Gengar's Shadowball thinking that it can OHKO the tree despite of Exeggutor being part psychic. With 206 def and 331 hp (this is without EV already), Exeggutor can survive the shadowball attack. Gengar cannot OHKO Exeggutor without (maybe) HP Ice or (but definitely) HP Bug. Exeggutor isn't really an enemy, but this vital statistic is worth mentioning for all those arrogant Gengar users out there.
     
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    I'm feeling lazy today... let's do an easy entry.


    Ninjask: type- bug/flying {202 or 386}

    Overused Reasons:
    -speed boost
    -fastest Pokemon (excluding the expected Deoxys-E)
    -ideal baton passer

    Stats:
    -374 speed+ without bonus
    -279 attack with full EVs (306 with bonus)

    Moves:
    -Baton pass (must have)
    Ninjask can get free speed from speed boost along with the ability to learn substitute and swords dance. THis makes it an ideal baton passer.

    -Swords dance (must have)

    With speed boost, swords dance for Ninjask is almost the same as dragon dance. Attack and speed being passed off together is always a highly dangerous combination.

    -Substitute {386 only}/protect
    A nice attack to block status and incoming attacks. It can also be passed if it didn't break. Protect can be used instead for 202 but it doesn't work as nicely.

    -Silver Wind/Aerial Ace/Shadow ball
    All of them are nice physical attacks to have, with 2 of them being STABed moves

    -Toxic
    A nice move to have for the purpose of pseudohazing lure. Toxic them on the switch. However, keep in mind that there are some fools who still attack Ninjask head-on (and it's not rock blast) so you'll be OHKOed instead. Weezing, Steelix and Skarmory are immune to this as well.

    Strategy
    What's there to say? Generally sub on the first turn to creat a shield to block attack while speed boost starts taking form. If the sub isn't broken or if the opportunity is present, use Swords dance. Baton pass it asap when swords dance got pulled off successfully (don't be greedy) or when attached stat boosting berry kicks in. Attack to finish off weak Pokemon.

    Ninjask sometimes involve reverse psychology. Since Ninjask is such a famous baton passer, the opponent may switch to a pseudohazer during the first turn. This free turn may allow you to directly use swords dance or toxic. But keep in mind that they may just attack you directly...

    Friends
    Exploud, Cradily and Octillery certainly benefits from Ninjask as they're immune to the common roar. Generally anyone who can use some extra speed and attack power is a good friend of Ninjask already. Ninjask can also serve as someone to fight off Alakazam or any other fast yet defenseless/low on hp Pokemon.

    Enemies
    -Pseudohazer
    You lose every stats that you worked so hard to boost. Obviously the worst enemy...

    -Hazer
    Not as bad for an enemy as you still get to keep the sub and you can restart again without waiting for an opportunity to start again. But losing the stats is still a major lost.

    -Armaldo, Rhydon, Golem
    The game is rock blast. Rock blast is x4 power against the bug/flying Ninjask and hits multiple times. Rock blast's first hit will break the sub, and the other hits will make contact with Ninjask itself. Though icicle spear, fury attack and etc do share this multi-hit ability, they're a bit too weak to break the sub that easily since they don't get a x4 boost like rock blast.

    -Quick attack/extremespeed
    A boosted Pokemon with extremespeed or quick attack may just knock Ninjask out of the game.

    -Quick Claw
    If quick claw kicks in and the opponent can strike before Ninjask, you know that you're so dead...
     
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    Sorry for not making new entries o.o; But then there's school registration, school shopping, school blah blah blah...


    Kyogre- {Ubar Legendary, 202 or 386} type: Water
    Note: Kyogre is usually banned from tournaments.

    Overused Reasons
    -BEST special attack in the game
    -free rain dance from Drizzle
    -good speed along with extremely high sweepage power
    -caused major panic when the game was just released in japan for overpowered with water spout

    Stats:
    -279 speed (or 301 with bonus)
    -399 sp.atk (or 439 with bonus)
    -def < sp.def by 100 points

    Moves:
    -Water Spout/Surf (Must have either one)
    Most dangeorus move possible, as it has STAB and there's even free rain dance to boost the high attack power. With such a high base power, a Water Spout hitting anything even a Blissey will result in chaos and most likely OHKO anything that isn't a special sponge or has water absorb. Sometimes surf is used instead of water spout due to the power decrease factor, but it is still very powerful.

    -Ice beam
    The move to hit grass types who has resistance over water spout or surf

    -Thunder
    Free rain dance to boost accuracy to 100% along with the power to hit some water absorbers (like Vaporeon.)

    -Hidden Power Grass (uncommon)
    The special move that should be a lot more common for Kyogre, as it's the only move to hit Lanturn and Quagsire, and anything else immune to electric/water/ice.

    -Calm mind
    Just to boost the special attack to a new high, and the natural 300+ special def can always go for a boost.

    -Rest (chesto)
    To add in survivability so Kyogre can be reused for even more sweeping. But this move is rather decreasing in popularity for Kyogre.

    Strategy
    Calculate who's faster. If you're faster, you pretty much got the game in the bag. If you're slower, then it'll just have to see if the opponent can KO you or not (if not, then most likely you can KO them). There's always the choice of just switching out. Hey look what a short strategy section as it's just all sweeping!

    Kyogre's one of the very rare case of being a Pokemon using a 1.1 booster, Mystic Water, in order to further boost Water Spout's sweeping ability.

    Friends
    By far it's swift swimmer. They'll love a free rain dance that last forever instead of 5 turns. Skarmory and Weezing are also good friends to block the incoming physical attacks that Kyogre is very weak to. Kyogre can do very well alone just like that. Just make sure that you don't put any fire-dependent Pokemon on the same team as Kyogre...

    Enemies (oh the fun part)
    -Shedinja
    Auto gg for Kyogre. Must switch out. Shedinja's nickname is "Kyogre-Maul" afterall (name given by gamefaqs board within the first 5 days of the game release in Japan). For a short while of time, Shedinja scared all Kyogre into equiping Ancientpower.

    -Quagsire {386 only}/Lanturn/Ludicolo
    3 of the best candidate possible against Kyogre. Out of the common Thunder/WSpout/Ice beam combo on a Kyogre (like I said before, HP Grass is not common though no idea why), Quagsire is immune to all but ice beam, Ludicolo is resistance to all but normal towards Thunder and Lanturn is immune to electric while having resistance to everything else. It'll take Kyogre a lot more time to take down these 2 Pokemon. Using this time, Quagsire can use earthquake and Lanturn can use a super effective thunderbolt to take down Kyogre's hp.

    -Swift Swimmer/Qwilfish {386 only}
    Swift swimmer will gurantee to strike first before Kyogre, and most swim swimmer has HP Grass or HP Electric to take down other water types. Swim Swimmers can always launch one hit of Hidden Power before dying =) So if Kyogre is weakened already, send in a swift swimmer to finish it off. Qwilfish also has swift swim and it can learn destiny bond as well (and no one remembers that). Use destiny bond, and take down Kyogre with you as it unleash Thunder. After Kyogre is out of the way, enjoy the free swift swim your opponent gave you.

    -boost speed/special defense
    Boosting speed for a sweeper will help against Kyogre, allowing it to outrun Kyogre before it can strike. Boosting special defense can stall Kyogre out as well (But it'll need to be unusually high...)

    -Volt Absorb+Water Absorb
    You can abuse Kyogre's highly predictable moveset to heal your Pokemon. Using the right absorbs respectively to heal off your team. You can also switch the absorbers back and forth to suck in the right things to burn off Kyogre's PP.

    -Pressure/Protect
    A small note that's worth mentioning to stall off Water Spout's low PP of 5 (or 8).

    -Fast Sweepers
    (Physical) They can all greatly damage Kyogre's poor 216 def (actually for a Pokemon designed for fast sweeping, it got one of the best def already). Most likely they will not OHKO Kyogre but definitely in 2 hits. Take extra caution against them. A short list of the common ones are (without swift swimmer):

    Aerodactyl, Crobat, Ninjask, Deoxys FR, Deoxys RS, Tauros, Swellow, Dugtrio, Gengar, Tauros, Scyther, Charizard, Dodrio, Mew, Slaking, Linoone, Breloom (Mach punch), Flygon, Salamence and Rayquaza.

    The fast special sweepers aren't as deadly as Kyogre's sp.def is still at an all time high of 316 without any EVs or boost. Only with STAB can a Pokemon possibly 2KHO Kyogre, and without STAB it'll take even longer. A short list of the common ones are (without swim swimmer)...

    Jolteon, Deoxys FR, Deoxys RS, Mewtwo, Alakazam, Sceptile, Starmie, Raikou, Gengar, Jumpluff (sleep powder), Espeon, Zapdos, Flygon, Houndoom and Rayquaza.

    -Endure
    If you're a slower Pokemon, you can use endure to activate salac berry to help with sweeping. The chance of Kyogre OHKOing you is close to 100%, so you can gurantee that Kyogre will activate endure for the salac berry.
     
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    Featuring another overused water type today, and first entry of the eeveelutions...

    Also, check the old entries as they all got a minor update (like 2 lines worth of new text, mostly involving Forretress and rapid spin) ;p


    Vaporeon- type: water {386 only}

    Overused Reasons
    -can be a hazer or pseudohazer
    -water absorb
    -special sponge/sweeper
    -team healing with wish

    Stats:
    -hp between 401 to 464
    -base sp.atk is 110
    -base sp.def is 95 (much higher than the base 65 def)

    Moves:
    -Haze/Roar
    It's one of the main reasons why Vaporeon is overused, as Vaporeon is the only hazer/pseudohazer who has a high sp.def. Haze itself is rare enough as it's usually stuck on poison and water types.

    -Surf/Hydro Pump
    Standard water move with STAB. Hydro Pump is NOT used or preferred because anything with tanking abilities shouldn't rely on such a low PP move. It's not like Vaporeon can really score OHKOs with Hydro Pump anyway.

    -Ice beam
    Every water type's expected move.

    -Toxic
    A nice way to do damage to other special sponges or water absorbers.

    -Wish
    A rare and very helpful attack. Wish can be used for Vaporeon to self heal or heal another Pokemon in your team! It is also the only move besides leech seed that can heal a teammate (and leech seed doesn't even really count.) A nice move to have for a stalling team!

    -Quick attack

    An unsuspecting attack to finish off pesky substitute/endure reliant Pokemon.

    -Baton Pass
    Not like it's common for Vaporeon, but the move is there if you need it. There's both acid armor and curse for you to pass. Acid armor is also a nice move to boost defense, but that's usually not used because it contradicts with Vaporeon's usual role of being the hazer/pseudohazer.

    -Rest (chesto)
    Another way for Vaporeon to heal the impressive 400+ hp. Chesto rest unlike wish is immediate and it can heal off annoying toxic too.

    -Hidden Power Grass/Electric

    A useful move that's getting increasing popularity for all water sweepers, in order to hit other water types or various Pokemon that are resistance to water.

    Strategy
    Send out Vaporeon on the turn of any expected water attacks, and heal Vaporeon up! Use Vaporeon as a special tank and suck up any incoming special attacks. Use your attacks such as surf, ice beam and HP to fight off your opponent. If your Vaporeon is used as a pseudohazer, send it out against the opponent's calm minder especially Calmcune (Calm minding Suicune.) If you have wish, you may want to lead off the battle with wish so that the healing is ready to go, as it does take a turn for wish to kick in. Also this way if Vaporeon is switched off, the new Pokemon coming out can also get a decent heal. Quick attack anyone with 1 hp. Overall, it's not hard to use Vaporeon. Most of it is about when to switch Vaporeon in.

    Friends
    Skarmory, Weezing, Snorlax, the Regi-trios, Milotic, the legendary beasts, Steelix and Forretress are all good friends with Vaporeon, because these are the tanks that cannot heal itself without rest. Vaporeon's wish will prove itself to be one of the most important move for any stalling team. Also Vaporeon is a nice hazer/pseudohazer to share Skarmory's burden in stalling teams. Vaporeon works very well with Salamence, Aerodactyl and Dugtrio as these three are common lures for incoming surf and ice beam attacks. Send out Vaporeon to block them all.

    Enemies
    -Water Absorb
    Vaporeon is also the least flexible Pokemon out of all Water Absorbers along with Politoed. You can predict its attack moveset with some accuracy. Off the top of your head, you know that it's usually surf, ice beam, with 2 utility move. So rarely does Vaporeon take off ice beam for toxic in order to hit water absorbers (but I'm warning you: it does happen.)

    -Blissey/Milotic/Regice/Vaporeon

    All of them are endurable special tankers. Milotic is the easiest to handle as it'll end up in a stalemate. Blissey without toxic will be just fine as long as you got wish so you can self heal. It'll take Blissey a good 5 turns in order to seismic toss you to death, and that's certainly enough time for you to heal off. You can never destroy Blissey, but again it's a stalemate. Regice with Thunderbolt will prove itself to be dangerous though, but do take note that Regice cannot self heal. Use that to your advantage. Other Vaporeons can suck up your surf as well.

    -Snorlax
    A powerful special sponge who can physical sweep as well. Vaporeon has low physical defense, and 2 return will knock you out.

    -Gyarados
    Being resistant to surf and only normal to ice beam with a naturally high special defense, Gyarados can use the time to dragon dance up just once and then hit you with HP Flying while you use a turn to haze/pseuodhaze. By then the damage is done already, and the incoming Pokemon can finish the job.

    -Swift Swimmers
    Don't underestimate swift swimmers. Althought you can take the incoming hydro pump for a nice hp heal, almost always swift swimmers will pack hidden power, so take note. This is rather dangerous especially like Omastar (but if you survive, one surf should be enough to take out Omastar due to being part rock and rain dance boost).

    -Sceptile
    One ice beam CANNOT OHKO Sceptile without critical hit, so it can start leech seed. Also it does have leaf blade up its sleeve, ready to be used when your hp is low enough.

    -Shedinja

    The chance of Vaporeon having any attack to knock out Shedinja isn't too high. The only possible one is toxic.
     
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    *supposed to fight the guys from SPPF and PE2K half an hour ago but no one showed up* Fine! Everybody ditch Frosty! >=(

    Because it is Mr. Satoshi Tajiri's birthday *confetti* today, we'll get to the "OU of the UU" today, featuring Tajiri's proudest creation...


    Pikachu- {Anime-wise Ubar} type: electric {202 or 386}

    Overused in UU Tourney Reasons
    -Light ball double sp.atk, making Pikachu one of the fastest and strongest special sweeper available in UU tourneys
    -anime ubar-ness affection
    -the only Pokemon besides ubars that can learn surf without being a water type, and is capable of using it well too
    -Mr. Tajiri's favorite

    Stats:
    -with light ball 398 (and possibly higher if taking modest)
    -279 speed (or 307 with bonus) Hey it ties the legendary Kyubar!
    -generally a faster and more aggressive form of Lanturn without the defense

    Moves:
    -Thunderbolt
    In the anime, it's the magical move that has a 50% chance of striking ground types and OHKOing it (ex: Marowak) But for netbattle purposes, it's just the standard move for all electric types to have

    -Thunder (Rain Dance theme)
    If you're running a rain dance team, why not put on Thunder? Pikachu benefits from Rain dance more than any other electric types maybe except Lanturn, as it can learn both surf and thunder.

    -Surf {386 only}
    No more HP Water! Go for surf instead! And it's also a good move to have for rain dance themed teams. On a side note, it's also a must-have for all manga/Yellow-theme teams if you're interested in making one of those.

    -Hidden Power Grass/Ice
    It's your standard HP for all electric types

    -Encore
    This requires plenty of luck. Pikachu is generally faster which is against the ideal nature of encore. That means you have to have an opponent who's stupid enough to use a non-damaging move against a Pikachu (instead of just right on OHKOing the rat despite of the 96 def). Not really a move that's worth using for this case, but it's there if you're annoyed about Ninjask and Umbreon.

    -Wish
    An awesome healing move to have, though I'm not sure if Pikachu can ever use more than one wish in a battle unless the opponent failed to attack (perhaps due to status) or missed.

    -Substitute {386 only}
    Can be used to block incoming nasty status effects, or you can always make one of these and morph it into a surfboard (*note: that was a manga reference, and the manga's way of explaining why Pikachu can learn surf)

    -Thunder wave/sweet kiss
    If you think that Pikachu should be an annoyer, then these are the moves to have for parafusion. Can even throw in attract to make it even more evil (which definitely encourages switching, and the 5 letter S word should be popping into your head immediately).

    -Seismic Toss {386 only}
    The option is there for you if you want a steady 100 hp damage.

    -Light Screen
    Not sure if Pikachu can live an incoming special attack even if it got light screen and is participating in a UU tourney, but if you're about to die and you would rather want to help out the team instead of going out with a last bolt... here's the move.

    -Quick Attack
    Self explanitory move used to remove berry-dependent Pokemon. However, do note that Pikachu using Quick attack will not result in the next 30 attack missing unlike what they show on the anime.

    -Rain Dance
    For those rain dance themed Pikachus, this is a good filler move to have. Use it when you're about to die so the next incoming swift swimmer can revenge for the rat.

    Strategy
    What strategy can it be? Sweep with light ball and win the UU Cup! Focus yourself on special attacks and just sweep away. Use other assist moves if you have to, but preferably not unless you know that you're dead meat, because poor Pikachu and 96 def cannot take it. With light ball bonus and a 300+ speed, it got some amazing stats for a sweeper in a UU tourney, and it is rather useful to be a special sweeper in UU tourney.

    Friends
    According to the anime, there are the 2 adorable Pichus, then all starters, the infamous ketchup bottle, and of course, Satoshi himself! According to netbattle, Pikachu's best friend is anything that won't die in one hit. Swift Swimmers like Qwilfish, Omanyte (or Omastar if it's allowed) and so on can be good friends too in a rain dance team. Also, preferably anything that can block physical attack is also nice, such as Pinsir or Marowak.

    Enemies
    -Anything with an attack (along with common sense) besides Night Shade and Seismic Toss, and is faster than Pikachu
    Really anything physical can knock out 96 def and 200 hp. Its sp.def isn't that high either at 116. Just have to outrun it and you got yourself a free kill.

    -Chansey/Special Sponge
    Works just like Blissey in a UU tourney, and it's almost just as scary. For Pikachu, this is still pretty darn evil just like its evolution. Any special sponge is Pikachu's enemy, since they can survive the thunderbolts, and then a counter special attack will knock Pikachu out.

    -Shedinja
    It's auto switch out for Pikachu, unless it wants to die early.

    -Lanturn
    With immunity/resistance to both electric and water, Pikachu is at a major disadvantage.

    -Diglett {386 only}/Trapinch
    Similar to Dugtrio, and with an amazing speed especially for UU tourney, arena trap and earthquake will put an end to Pikachu. Trapinch after getting some speed boost can also do the same.
     
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    All those new players of the game with Ruby will certainly and almost definitely throw this Pokemon into their team for the sheer "it's legendary" reason. So instead of us being on death's end due to frustruation reasons of explaining why solarbeam may not be so ubar on this thing, let's make an entry for it.


    Groudon- {Ubar Legendary} Type: GROUND, not fire {202 or 386}
    Note: Though considered to be a lot weaker than its counterpart Kyogre, it is still banned from most tournaments

    Overused Reasons
    -the legendary of Ruby
    -unique ability "drought" which is ideal for all sunny day themed teams
    -high physical sweepage power with good speed
    -Kyogre counterpart (but didn't copy any of Kyogre's ubar-strength)

    Stats:
    -279 speed (or 301 with bonus) => It's base 90 speed
    -base 150 atk
    -base 100 sp.atk
    -sp.def < def by 100 points

    Moves:
    -Earthquake (must have)
    There is no reason why a Groudon doesn't have earthquake, EVs in atk or not. With STAB and a minimum attack power that's still above 300, it's a must have.

    -Swords Dance {386 only}/Bulk Up

    Swords dance can boost Groudon's superior attack up by a LOT, into a very deadly number of possibly 800+ in one round. Bulk up boosts lesser, but the threat remains along with a physical defense boost to an already formidable physical defense.

    -Return/Frustruation
    102 power normal elemental moves... need me to explain?

    -Rock Slide {386 only}
    The general move on all Ground types

    -Brick break
    Standard fighting move

    -Fire Blast/Flamethrower/Overheat
    Fire attack getting boosted by a free sunny day cannot possibly be that bad, especially since you got a sp.atk with base 100. Even if you take modest and no EV, the sunny day boost will make the fire attack pretty usable.

    But do NOT take ERUPTION ever! Water Spout is used on Kyogre because of its mass slaughter ability with a high sp.atk, STAB and free rain dance. However, Eruption gets no STAB because Groudon is a GROUND TYPE AND NOT FIRE. Eruption doesn't get an inhuman stat to boost it up either as it's a special attack while Groudon's inhuman stat is physical instead.

    -Solarbeam (NOT a must have)
    And don't think that Solarbeam is a must have just because that there's free sunny day. While Solarbeam does give Groudon a very powerful grass attack to abuse, do take not that this is ran off of Groudon's sp.atk, unlike how Thunder goes along with Kyogre's high sp.atk. Groudon's Solarbeam without heavy sp.atk EV investment is very weak and is a waste of your time. Consider the fact that using Solarbeam on Groudon will pretty much force Groudon to have at least 200 EVs going into the sp.atk department if Groudon wants to use it well.

    -Counter {386 only}
    Massive hp and defense may come in handy for Counter.

    -Rest (chesto)
    A good way to regenerate some hp and knock off the will o wisp/toxic. Really helps physical tanking Groudons.

    Strategy
    Send out Groudon and blast away. You can either stats boost yourself up first before you attack, or just attack immediately. Groudon is by no chance helpless against the common tankers of Weezing, Skarmory or the Regi-trio, as most standard Groudon has mix sweeping ability.

    You may want to consider Groudon as a lure. Groudon hooks out ice beamers rather easily, so you can work and choose a move strategically in advance waiting for a common ice beamer to come out.

    Friends
    Milotic and Blissey are by far the best friends of Groudon, as Groudon can desperately use a few ice beam blockers (but do take note that sunny day is messing up Milotic's surf.) Groundon functions as a physical or mix sweeper, so put it in a team along with other mixed/special sweepers to help out. Heal beller or wisher isn't a bad choice for a team with Groudon either, as a Pokemon with such high physical endurance deserves some healing support.

    Enemies
    -Exeggutor {386 only}
    By far Groudon's worst nightmare. What can be worst than giving Eggy a free agility as well as free solarbeam powerup? Facing Eggy is a pain, and giving it a free never-ending sunny day is even worst. Groudon has a weak sp.def, and cannot possibly survive the incoming STAB solarbeam. You have to switch out to your special tanks to save yourself. Any other chlorophyll abusing Pokemon are just as dangerous (but Eggy is the most dangerous out of them all.)

    -Houndoom/Entei {both 386 only}
    You can quake it, and you'll definitely get an OHKO, if you live the incoming solarbeam, that is.

    -Calmcune (Calm Minding Suicune) {386 only}
    With a high endurance power, Suicune can use the time to powerup a calm mind, rest up and then knock you out with ice beam. New trainers must be aware that solarbeam from Groudon never OHKO Suicune regardless of type (and calm mind will further reduce solarbeam's power).

    -Fast Sweepers
    The fast special sweepers are a major problem for Groudon and its relatively low sp.def. Ice beam is also a very common move on a lot of Pokemon, so it'll be even more dangerous. A short list of the common ones are (without chlorophyllers)...

    Jolteon, Deoxys FR, Deoxys RS, Mewtwo, Alakazam, Sceptile, Starmie, Raikou, Gengar, Jumpluff (sleep powder), Espeon, Zapdos, Flygon, Houndoom and Rayquaza.

    Though Groudon has no physical weakness along with such a high defense, these Pokemon can still cause quite a threat to you. A short list of the common ones are (without chlorophyllers):

    Aerodactyl, Crobat, Ninjask, Deoxys FR, Deoxys RS, Tauros, Swellow, Dugtrio, Gengar, Tauros, Scyther, Charizard, Dodrio, Mew, Slaking, Linoone, Breloom (Mach punch), Flygon, Salamence, Arcanine (extremespeed) and Rayquaza.

    -Ice beam/Hidden Power Ice
    Being a ground type, Groudon is just natural to be weak to ice beam (a very common move.) Sunny day helps out against surf to neutralize it, while grass attacks aren't too common except for sunnybeamers. Do take care against ice beamers as they'll most likely 2HKO or even OHKO you. Expect ice moves from Rayquaza, Dragonite, and any water/electric/ice types.
     
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    As promised for Tendo...
    Also past entries regarding Trick Band, and Wobbuffet/Dugtrio's trapping is added (sorry that I forgot to include this strategy in previous entries)


    Alakazam- Type: Psychic {202 or 386}

    Overused Reasons
    -fast and powerful special sweeper
    -highest special attack out of all non-legendary Pokemon
    -good movepool for special attacks, flexible

    Stats:
    -372 speed (339 originally)
    -369 sp.atk (406 with bonus)

    Moves:
    -Psychic (must have}
    STAB with a high sp.atk... no explanations needed

    -Thunder/Ice/Fire Punch
    Gives Alakazam a wide variety of elemental attacks

    -Thunder wave {386 only}
    If you need paralysis support, it's there for you

    -Trick
    Trick usually goes with choice band, and works wonders if the trick worked. Jump for joy if you got it on a Blissey

    -Calm Mind
    One level of special attack is enough for your opponent to shiver in fright with Alakazam's naturally high sp.atk. The sp.def is always nice as well. However, even with recovery, Alakazam has horrid hp, and it cannot tank that well against strong special sweeper.

    -Recover
    Really terribly *overrated* for an Alakazam, as the chances for Alakazam to survive to get to use recover is so slim. I personally won't recommand recover on Alakazam without calm mind, reflect, light screen or unless Alakazam is meant to receive a baton pass.

    -Substitute {386 only}/Taunt (uncommon)
    25% is enough to spare for Alakazam if it can block an incoming thunder wave. Alakazam needs to do all it can to protect its precious speed, and substitute is one way to do it. Also it works well to put the petaya berry into action. If you want an Alakazam dedicated to stopping annoyers, put on encore on top of substitute, so that substitute can block all incoming indirect moves, and then encore to force them to waste PP and pretty much a switch out. Taunt will also work to stop status moves, and it's a nice way to stop Wobbuffet or other trick banders.

    -Light Screen (uncommon)
    For those who want Alakazam to last a few rounds against special sweepers, this is a nice move to consider. Also it helps the team quite a bit.

    -Hidden Power Dark/Water (uncommon)
    Once again uncommon, but HP Water should be considered when you're making your team. HP Water won't leave Alakazam so vulnerable against Tyranitar and Houndoom. Some says that HP Dark should also be considered, just to add in extra diversity. Hey afterall HP Dark doesn't require any form of sacrificing stats anyway.

    Strategy
    Alakazam is once again not difficult to use. Just launch a powerful special type based attack and watch the hp bar drop like crazy. Use your elemental moves accordingly. If you got trick, then most of the time you will want to trick it immediately or just switch out immediately. Lead off with your status attack if you have one. It's really basic. Whatever role you give to Alakazam, just use Alakazam as you will use anyone else who also shares that role.

    But the key to using Alakazam effectively is memorizing numbers. It sounds annoying, but Alakazam is all about estimating numbers, and if it's an OHKO or not. You've got to memorize speed if you haven't yet, as most speedy Pokemon has no defense (including Alakazam itself) so it's very likely that if you get to go first you'll win, and you lose if they go first.

    Also it's very important to estimate if Alakazam can OHKO the opponent's Pokemon, and if you fail to do so, will the opponent OHKO Alakazam? This part will just have to come from experience, and when you start to get the hang of this, you'll also get the hang of the metagame itself.

    Alakazam is also a popular lure for special tankers. Say if you send out an Alakazam against the opponent's Weezing (obviously they'll run unless they're risking Quick Claw), and if you know that the opponent has a Blissey, then you can act accordingly in advance as it's quite likely that the opponent will switch to Blissey. For example, you can use that turn to switch out safely. Predicting the opponent's switch is always a handy tool (but only experience can help you with that.)

    Friends
    Pretty much the same old "someone to run to." Alakazam got no defenses, and will need someone to escape to when it's up against things like Aerodactyl or Ninjask. Alakazam will also need someone to handle Blissey, as even Psychic with 3 calm minds from Alakazam will not result in a dead Blissey. So definitely carry around a powerful physical/mix sweeper with you so that you aren't helpless against one of those.

    Enemies
    -Faster sweepers/Agility baton pass
    With no defense at all, anyone who's faster than Alakazam is an enemy of Alakazam. They are...

    Ninjask, Electrode, Deoxys E, Deoxys FR, Deoxys RS, Jolteon, Aerodactyl, Crobat, Sceptile (tie in speed, so 50/50), Mewtwo, Swellow, and...

    -Dugtrio {386 only}
    Dugtrio is by far the worst, due to arena trap. It's faster than you, so you're hopeless, and you can't even run.

    -Blissey {386 only}/Special sponge
    You got no chance of winning. It'll toss you to death before you can even scratch it (and psychic is something softboil can fix up easily.) Any other special sponge will also put short work to Alakazam and its psychic attack.

    -Regice {OU only in 202}/Milotic
    Regice in 202 and Milotic are also a dangerous special tank, but at least you have fire punch/thunder punch for super effective which is a little better (and Regice/Milotic shouldn't be able to OHKO you so you know that you got 2 turns to punch.)

    -Miltank {386 only}
    Not as strong as a special tanker definitely, but it's worth mentioning as it can also stall out Alakazam with relatively surprising ease.

    -Houndoom {386 only}
    Psychic does nothing. Ice punch is halved. Fire punch is absorbed or halved as well. You're left with thunder punch, and you'll get crunched to death. Or even worst, Houndoom can use the time of facing an Alakazam to setup sunny day.

    -Tyranitar {386 only}
    Same as Houndoom, except that this guy will use the turn to dragon dance up instead, waiting to thrash you when you switch.
     
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    *cough cough* been a while since an update, but then school whips all energy out of me x_x; Now moving on to the other Advanced Generation Starters...


    Blaziken- type: fire/fighting

    Overused Reasons
    -unique type
    -the "coolness" of being a starter
    -high mix sweeping ability

    Stats:
    -atk is base 120
    -sp.atk is base 110
    -speed is base 80, meaning 259 with full EV or 284 with bonus

    Moves:
    -Brick Break/Sky Uppercut
    STAB fighting attack that really helps on the 120 base atk. Brick break is the standard move, but some chooses Sky Uppercut for the sake of higher power (at the cost of accuracy.)

    -Double Kick *very uncommon
    If subbing Snorlax is a problem, use this one... You maybe able to brick the sub in one kick, and attack directly with the other. However, not really recommanded...

    -Flamethrower/Fire Blast/Overheat
    All of them are great fire attacks to use. Flamethrower is weakest but most accurate, commonly used on sweeping Blazikens who focus more on special sweeping. Fire Blast got raw power at the sake of PP and accuracy. Overheat is used for mix sweeping Blaziken who got no EV in sp.atk most of the time, yet when Overheat has such a high base power, it's still a very powerful fire attack (and who cares about the drop in sp.atk when you're mainly physical sweeping?)

    -Earthquake/Aerial Ace/Return/Rock Slide/Double-Edge/Facade
    It's all the other physical moves available for Blaziken

    -Hidden Power
    Blaziken can use any hidden power element, and it'll use it well. Most special sweeping ones take HP Grass though.

    -Endure/Substitute, Reversal
    All the necessary steps in using reversal. Use endure or sub to activate salac berry, and start sweeping with STAB reversal and a crazy high attack power.

    -Quick Attack
    To stop other reversal/flail abusers...

    -Bulk Up/Swords Dance *uncommon
    THe moves are there to buff up the attack power, but it's so rarely used because it just cannot survive the next turn to use the boosted attack power (even if it's bulk up, the general setup for Blaziken got terrible defenses).

    -Sunny Day
    Powers up fire attacks, and can do a lot of benefit for the entire team sometimes. It's not bad at all

    -Focus Energy*
    For those Blazikens who decide on using Focus energy, scope lens and Blaze Kick/Slash together... this is some of the VERY rare cases where Slash and Blaze Kick are being used. Using this moveset is rather chancy as you're risking on critical hits. Also, using focus energy is instantly telling your opponent that you got slash and blaze kick (if s/he is experienced enough to know it, that is)

    Strategy
    Sweep anything you see, and run at anything that can sweep you. It's not hard at all. Depending on the opponent, use an appropriate move. Run at anything that got aerial ace and a speed higher than you. It's just like any other sweeper who got no defense really...

    Blaziken has a major type advantage against the traditional Skarmbliss combo. Burn Skarmory and use your fighting attacks against Blissey. The chance of a full hp Blissey surviving a brick break from Blaziken is still high if they got def maxed out (and that means counter and OHKO for Blaziken), but it'll be in the low yellow or red for sure, making it very easy for the next Pokemon to finish it up.

    On a strange note, it seems that all Breloom trainers are arrogant stuck ups who think that they can spore Blaziken before Blaziken fries them... lol. Go prove them wrong. Blaziken's speed > Breloom's

    Friends
    The usual tanks are always good friends for sweepers like Blaziken who got no defense. I'm not going to bother to list them all out. Vaporeon is a nice addition to the same team as Blaziken, having water absorb to block Milotic, and generally a good defense too. Groudon and other Sunny Day users are always helpful, boosting Blaziken's fire attack power.

    Enemies
    -Dugtrio
    Arena Trap, and a STAB Earthquake along your way for a good game.

    -Flyers
    Generally almost all of them (out of the OU ones) are faster than Blaziken, and Blaziken cannot survive a STAB Aerial Ace. It's as simple as that.

    -Fast Sweepers
    Being a defenseless sweeper, a 170-180 defense will not help at all. If they're faster than you, the chance of them being able to OHKOing you is very likely. This is perhaps Blaziken's major drawback. Its relative speed for a sweeper is quite terrible... Base 80 speed is not that impressive when you're comparing that to the other OUs.

    -Swift Swimmers
    Don't even need to explain this one

    Though this list is so short, it does seems like Blaziken got very little enemies... but tha'ts because the "Fast Sweepers" category summed up too many of them. But regardless, this entry seems unusually short... maybe school is frying my brain and I'm not thinking too well. Certainly expect updates about this short entry.
     
    Last and in my opinion, the hardest Advanced Generation Starter to use well...


    Swampert- type: water/ground

    Overused Reasons
    -unique type of water/ground
    -powerful stats
    -capable of mixed sweeping
    -"starter coolness" like Blaziken and Sceptile
    -relatively difficult to predict the moveset due to flexibility

    Stats:
    -base hp 100
    -base attack 110
    -base def 90
    -base sp.atk 85
    -base sp.def 90

    Moves:
    -Earthquake
    Your standard STAB ground move

    -Brick break/Return/Body Slam/Rock Slide
    Your typical physical attacks that you can expect a Swampert to have. Body Slam can cause paralysis as well.

    -Counter/Mirror Coat
    With so much hp to burn off, Swampert makes an excellent choice to use counter. It works the same way as the famous Dunsparce Counter. Swampert is also a Pokemon who can learn mirror coat, the special attack version of counter. Both attack can be very useful.

    -Surf/Hydro Pump
    Powerful STAB water attacks. Your call for accuracy+PP or power.

    -Ice beam
    The move to doom all dragon types, and ice attacks are always useful to have.

    -Roar
    Pseudohazing ability can be helpful for Swampert. Even though the other Advanced Generation starters can also learn roar, Swampert can do it better than all other starters (and is one of the best pseudohazers out of all 9 starters, along with Blastoise.)

    -Curse
    The only way for Swampert to buff its stats, and it's not too bad too. Who cares about Speed for a Swampert anyway, when most Swamperts use a speed decreasing nature? However this is rather uncommon as most of Advanced Generation is not that much about stat buffing like GSC anyway...

    -Hidden Power
    This move is always there... but for Swampert who can mix sweep so easily, expect almost any type of Hidden Power, ranging from ghost/flying to grass/electric.

    Strategy
    Swampert is a Pokemon with very well rounded stats, making it difficult to use because you'll have to have very good control with its EVs. It can tank physical and special attacks very well if you control its EVs to be a tank, and it can sweep pretty well too if you change the EVs around so that it's offensive stats are high. EV controlling is the key.

    As for battling, Swampert is a slow Pokemon who's very likely to strike 2nd, but that doesn't affect anything if used correctly. Keep your opponent guessing regarding your moveset, as your opponent is likely to have trouble guessing out your moveset when Swampert is just so flexible. You may have surf, or maybe even ice beam too, yet in the same time Swampert maybe a pure physical sweeper without any special attack at all! Keep your opponent guessing.

    Being capable of learning counter and/or mirror coat, Swampert can use these 2 attacks to counterattack for an OHKO. If you can see your opponent's hp and you see that the opponent's Swampert has maxed hp up in 404, it's so likely that it's maxing hp in order to fuel counter and mirror coat. If possible, try to find out which counterattack it has, and attack it with the other type. If it has both mirror caot and counter, then it's a good time to stat boost once in awhile safely as mirror coat/counter fails that turn. Also, remember that Hidden Power, regardless of type, counts as a physical attack. This means that it's Counter that works against Hidden Power.

    Friends
    Swampert's best friend in my opinion is Crobat and Aerodactyl, who can get rid of Sceptile with extreme ease. Skarmory, Blissey and Weezing can also be used to block leaf blades very well. Special sponges can help Swampert to stop Ludicolo as well. As long as Swampert isn't up against a grass attack user, Swampert tends to be able to survive pretty well on its own due to its high defensive ability. Watch out for water/electric types who are commonly armed with HP Grass though.

    Enemies
    -Ludicolo
    By far the worst enemy for Swampert... it is resistant to a lot of Swampert's attack, while it holds a very strong edge against Swampert with Giga drain. THis pretty much forces Swampert to retreat immediatley, as even full hp and sp.def is not enough to stop a full power Giga Drain with STAB function on top of it. During the turn of switching, Ludicolo can also safely use rain dance, giving it the speed boost it needs to kickstart swift swim, making it even more difficult for the next Pokemon to stop Ludicolo.

    -Sceptile
    Leaf Blade and good game.

    -grass attacks
    Self explanitory... of course anything with grass attacks

    Other than that, Swampert pretty much gets no other enemy, seeing that it has a neutral stance against most of everything else. It doesn't hold a major edge over that many Pokemon, yet not that many Pokemon has an advantage over it as well.
     
    The infamous Arena Trapper...


    Dugtrio- type: Ground

    Overused Reasons
    -only one: Arena Trap with base 120 speed

    Stats:
    -372 speed
    -259 attack
    (this speed bonus setup is always the case... and if it isn't, then Dugtrio isn't much of a worry)
    -no defense, no hp

    Moves:
    -Earthquake
    It's standard...

    -Rock Slide
    Another standard for ground types to hit flying foes. Rock Slide's flinch can certainly help out Dugtrio's poor defense, so you can finish it off next round if you fail to OHKO.

    -Sludge Bomb
    Another high power physical move...

    -Aerial Ace
    Grass type killer, especially Breloom

    -Hidden Power Ghost
    Your every day standard on how to kill a Gengar. You can use other hidden powers like HP Bug or HP Fighting, but Ghost is just the most common one because of the overused Gengar, with the ocassional Dusclops running around.

    -Screech
    Used against tanks and other being that cannot use any attack at all. It's a very useful move when you're against something that cannot OHKO Dugtrio because all they got is seismic toss.

    Strategy
    If you see any damaged Pokemon, send out Dugtrio to give it the auto-mean look with arena trap, and just finish it off with the best attack you got. With a devastating speed and a decent attack power, Dugtrio is a powerful Pokemon who can clean up very well. Other occassions is to just trap those low defense speedy Pokemon who aren't fast enough to be in Dugtrio's rank yet, then you can just finish off those Pokemon as well. Dugtrio is all about physical sweeping, scoring either OHKOs, or be scored an OHKO. Against tanks that can only seismic toss and nothing else, you can take the time to setup a little with screech to ensure that you can do major damage.

    Dugtrio is also one of the best choice band user, to boost its decent attack into a powerful rate to help with OHKOing. If you're using Wobbuffet/Dugtrio combo, it just makes Dugtrio's life even easier to sweep up... double trap is just too evil.

    Friends
    Wobbuffet is Dugtrio's best friend. Wobbuffet is a good friend of anyone with forcing encore/counter/mirror coat and auto trap, but it's especially well with Dugtrio. Wobuffet after encoring a non-damaging move can switch to Dugtrio, whose Arena Trap ability will also trap the opponent so they keep using their stat increasing move while you finish them off. It's a truly evil combo, and one of the reasons why Wobbuffet gets banned in online tournaments.

    Other good friends include Ninjask who can baton pass to Dugtrio for some much appreciated attack power and possbility even speed so it can outspeed some of the faster foes like Sceptile and Swellow to score more OHKOs. Tankers are always good friends so Dugtrio got somewhere to run to if it knows that it'll die that round, especially Cradily/Blissey to block Jolteon's Hidden Powers.

    Enemies
    -Fast Sweeper
    If you can overcome its speed, then you won the match. You are so likely able to score an OHKO on it, that it'll be runnin that round or it'll be dead. These fast sweepers include...

    Ninjask, Deoxys FR, Deoxys E, Deoxys RS, Electrode, Jolteon, Mewtwo, Crobat and Swellow. (note: Electrode may not be strong enough to score OHKO, but just hit Dugtrio to red if it uses HP Ice or Grass)

    -372 speed
    If the speed ties, then it comes to luck with a 50/50 percent chance of striking first... still rather dangerous. Alakazam, other Dugtrios and Sceptile share this "luck" thing with Dugtrio.

    -Flygon/Gligar
    With immunity to Arena Trap, and resistance to earthquake, sludge bomb (and Rock Slide for Flygon), these two are dangerous enemies for Dugtrio.

    -Wobbuffet
    Great... both are trapped. If you got screech, you win. If you don't, then prepare for Counter or destiny bond.

    -Dunsparce/Other Counter users
    lol... Dunsparce does have an edge against Dugtrio. Dugtrio's move is so highly predictable that it's doomed to Counter. It's almost always 4 physical sweeping move, with only screech being the possible non-damaging move. The highly predictable moveset makes Counter almost a gurantee success against Dugtrio.

    -Cradily/Milotic
    With SE moves up their hand and a powerful defense, you really got no chance unless they've been majorly damaged beforehand.

    -Gardevoir/Porygon2
    Their defense isn't that high, and you maybe able to OHKO them before they can strike, but if you fail, their special attacks will finish you off, and they just traced your precious Arena Trap ability... your team will be in some trouble/annoyance.
     
    Ok... been a while since Oral Surgery and Leaf Green and stuff ^^; Speaking of Leaf Green... why not an entry on a famous grass Pokemon...?


    Ludicolo- Type: Water/Grass

    Overused Reasons
    -powerful Pokemon capable of tanking and sweeping
    -high endurance
    -swift swim or rain dish, both are very useful
    -unique type matchup making it only weak to a few types such as flying and poison while having resistance over many other types

    Stats:
    -base 80 hp
    -base 90 sp.atk
    -base 100 sp.def

    Moves:
    -Leech Seed (Must have)
    With high endurance, leech seed gives Ludicolo heavy offensive power along with healing power. A very useful attack against sponges and tankers.

    -Surf
    STAB water attack... why not?

    -Giga drain/HP Grass
    A really underrated move for Ludicolo just because of hte low PP. Healing factor is always nice, and with STAB it does do quite a bit. A very useful move which will definitely surprise your opponent who thinks that all Ludicolo goes indirect damage off the main theme of leech seed and toxic. If you're still annoyed about the terrible PP, you can use HP Grass which has a lot more PP and slightly higher power as well, at the sacrifice of the healing factor and a bit of stats sacrificing.

    -Ice Beam
    It's one of the only Pokemon who can learn ice beam and giga drain... better appreciate it. Ice types are always good on the offensive side...

    -Toxic
    A hard hitting indirect damage move that kills together with leech seed. Using leech seed usually encourages a switch, and toxic comes right on the switch... very deadly if used properly. It does have its flaws as poison and steel types are immune to it.

    -Seismic Toss
    A nice steady 100 damage... always nice for all sponges to attack with.

    -Protect
    A spare turn in between is always good for healing. With leech seed and leftovers, protect generates quite a bit of health.

    -Counter
    The move is there, but there's no Ludicolo who has counter... yet

    -Fake out
    For those who need a quick attacker, fake out works too

    -Flail
    With swift swim and rain dance boosting speed, you're gurantee to strike first. Also because the weather does the speed bonus, you can save yourself the salac berry and switch it for liechi berry instead. Hit them hard with flail!

    -Rest
    Nice healing move that restores status... but maybe add a chesto since the 2 turns can be punishing.

    -Synthesis
    A good healing move that's better than rest, but it doesn't restore nasty toxic or will o wisp off of you...

    -Dive

    Works like protect, as it generates a free turn to heal up as well. Minor damage support comes along with it. The point of dive is not to attack (they'll obviously switch out to block dive) but to stall a free turn.

    -Rain Dance

    Ludicolo's 2 abilities benefit. One of them gives it extra healing power, while the other one gives it a free agility. A great access for Ludicolo regardless of the role!

    Strategy

    Ludicolo can do 2 things: sponge and annoy, or sweep. Leech seed usually starts off to suck up hp and possibly encourage some switching. You can now either throw a toxic this turn to catch a Pokemon on the switch (or make the seeded Pokemon's situation even worst), or use rain dance to either activate a free speed (can be done earlier too if you're sweeping) or some free healing. If you're stalling for leech seed and toxic to burn off hp, use defensive moves such as synthesis, protect, dive or seismic toss. If you're sweeping, start unleashing your special attacks.

    Remember that Ludicolo has a great defensive ability, along with an awesome type matchup that gives it heavy resistance against a lot of attacks. Switch it in at the right time to sponge up some damage.

    Friends
    Kyogre off the top of the hat, because free rain dance will always benefit Ludicolo. Skarmory is the next friend to block Aerodactyl and Crobat's aerial aces. Sludge bomb and HP Bug/Silverwind does exist sometimes so Skarmory can block those too. A heal beller is also nice so Ludicolo can tank for a longer period of time.

    Enemies
    -Toxic
    By far the worst thing for Ludicolo in my opinion. Toxic overcomes leftovers+leech seed very quickly, and really limits your tanking ability. Ludicolo has an edge over most tankers such as Cradily and Milotic, but if they pack toxic, you're over...

    -Gyarados
    You're quite useless against Gyarados, as ice beam and giga drain won't do much. Gyarados can also taunt you to stop leech seed and/or toxic, then dragon dance upo until you switch out, and then start sweeping. A very dangerous opponent.

    -Substitute
    Substitute pretty much makes you useless as it blocks leech seed and toxic. Now you're left with your special attacks, and your opponent can easily do stat boosting moves behind the substitute and setup...


    Once again, there aren't many enemies for Ludicolo, but keep in mind that it maybe a tanker, but it's a tanker only because of the setup. Its natural defensive stats aren't really as high as you believe. Nothing is over 100, afterall. Sometimes brute force is the key. Also, one of the biggest downfall for Ludicolo is always the Ludicolo player being greedy and is trying to give Ludicolo one too many task. The little bits of stats from EVs matter a lot for Ludicolo who doesn't exactly have the highest natural defensive stats unlike the other tankers such as Milotic, Blissey and Regice.
     
    A rather strange Pokemon for the OPB tonight...


    Smeragle- type: normal

    Overused Reasons
    -one only: sketch, and learn everything with it

    Stats
    -273 speed
    -crap everything else

    Moves
    -Spore {Must have... pretty much}
    Why not get 100% sleep? It's one way to save your butt with your terrible crappy stats. And then you can start messing around with whatever...

    -Dragon dance/Calm mind/tail glow/belly drum + baton pass
    Nice move to have for baton passing...

    -Endure/Substitute
    Good way to kick start berries and activate other various strategies

    -Endeavour
    A good way to attack when you're left with something like 1 hp? It'll deal heavy damage that way.

    -Spider Web/Mean Look
    Trapping move so you can start set up easier

    -Seismic toss/Night Shade
    If you need to attack, it's there for you. Acts as a nice finish up.

    -Aromatherapy/Heal Bell
    Heal bellers are always vaulable. If you want Smeragle to be one, you definitely can!

    -Extremespeed
    Can also be a quick attacker!

    -Spike
    A spiker... obviously is also possible

    Strategy
    Usually you'll always want to check if you'll be struck first, because you will die if you're even touched. Lead off with spore and hope that you don't get lum/chestoed. After the sleep kicks in, start setting up for whatever is in your mind. If you're a baton passer, do your stat upper quickly and pass it off while the opponent is asleep. You can also use a trap move to increase your chances. If you got spike, use it now while you got the chance.

    Smeragle can go on the offense as well, but it has to be direct/set damage due to the low attack sets. Using substitute/endure to lower hp and then use endeavour is one way (thanks to Kairi for this strategy). Seismic toss and night shade can also be used to assist in offense as well.

    I heard from some other experienced Netbattlers who claim to know other various methods of using a Smeragle without spore yet won't die on the first turn. I would love to hear some of them as I can't figure out just how can Smeragle survive without spore, endure or substitute.

    Friends
    Any sweeper of any kind is a friend to a baton passer who can baton pass such wonderful stats. The usual tankers are helpful due to Smeragle's low stats. Fellow sleep status inducer (for no sleep clause environment) and/or paralye-inducer who can lower the opponent's speed is also a great help for offensive Smeragles.

    Enemies
    -anything faster
    Anything faster will kill it, or put a nasty status on it to make it forever useless (like thunderwave or sleep powder.) Gotta memorize those speed numbers.

    -1st strike attackers
    Quick attackers (including mach punch and so on) also pose a huge threat against Smeragle. With such a low defense, even quick attack has a chance to OHKO this Pokmeon.

    -Banette/Primeape/Vigoroth, Lum + Chesto berry
    They're immune to spore, so for spore using Smeragle take note of it. Lum berry and chesto berry users are also immune, so that has to be taken note of.


    That sums up to a short entry with the enemy list being probably the easiest part to write... all it takes to knock out Smeragle is a fast speed and/or speed immunity. With these, Smeragle is a free kill. However if you don't... then have fun with spore and then all those nasty things to come afterward...
     
    Doing the other 3 headed being today...


    Dodrio- type: Normal/Flying

    Overused Reasons
    -Fast deadly strike
    -Best offensive non-legendary flying/normal type
    -more flexible than Swellow, with higher attack power

    Stats
    -317 speed (base 100)
    -319 attack (base 110)

    Moves
    -Drill Peck (Must have)
    No need aerial ace. Now you get the best flying attack move in the game! Maybe 2nd best due to Aeroblast, but that's stuck on ubar Lugia anyway... No reason not to have this.
    -Return/Double Edge
    Base 102 attack power with STAB... or the self damaging double edge with a higher base attack power instead.

    -Endeavor
    A good move against tanking Pokemon when you're low on hp, and a chaos for Blissey
    -Substitute
    Use it to activate salac berry for the common...

    -Flail
    250 attack power with salac berry and a high attack! What else do you want besides sandstorm immunity?

    -Quick attack
    To finish off other berry dependent Pokemon...

    -Rest
    With early bird, against tankers who really can't attack, it's not too bad.

    -Taunt

    Stop non damaging moves such as Will o Wisp... can be used.

    -Hidden Power Ground
    The very move that almost all flying types have... other physical HP works as well though.

    -Haze
    Not really a good hazer to me, but it's there if you need a hazer.

    Strategy
    Classical sweeper's strategy that's not hard to learn. Just select the most damaging move available and use it. Quick attack anything with low hp that you can OHKO, or use it as a mean of last attack when you'll be overwhelmed by someone faster. Use substitute or taunt to block status attacks, and substitute can also lower your hp to activate flail or endeavor. If you're not relying on low hp to attack, you can use rest together with early bird to hopefully restore some lost hp and recover status (keep in mind, it's only one turn but that's still a bit.)

    If you cannot knock them out, most likely you'll be knocked out instead. Again it's one of those suidial bombers type of stuff XD;

    Friends

    If you're using endeavor and/or flail, hopefully you got a weather changer to kick out the sandstream. Magneton is a good friend to destroy Skarmory, and Flygon is also useful against Skarmory again, and Aerodactyl/Crobat/Steelix. The basic tanks are also helpful to block any of the fast sweepers around.

    Enemies
    -Skarmory/Aerodactyl
    Being completely immune to your attacks, these 2 Pokemon will sweep you over. Aerodactyl will score an OHKO, while Skarmory can use the time to setup spike.

    -Steelix
    The high defense will completely overwhelm you. You got really no chance to win maybe except Endeavor.

    -Blissey
    Without Endeavor, you'll have to suffer the fate of counter...

    -fast sweeper
    Mostly anyone faster can knock out Dodrio as it's pretty fragile. Its speed is only 100 so keep that in mind. You're slower than Pokemon like Starmie... heh this category always sum up to a lot of things.
     
    Project is cancelled due to the appearance of Emerald and the new move tutors (which is really just the 4 punches as all the other move tutor are either repeats or is useless... like who cares about fury cutter or rollout). The new additions maybe minor in number, but they will certainly upset the current metagame and the metagame will tip in scale (such as Gengar's supremacy will rule on forever, and even stronger now with the 3 punches back). Also this is because of the inefficiency for those who aren't reading from the very beginning...

    The project will restart again once netbattle has confirmed what Pokemon can learn the new move tutor moves. (but it'll be in a new thread if the project restarts... for now I'll leave this up but it'll be dead)
     
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