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RU Showcase V2.


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I'm loving the guessing games being played. We already have some pretty solid attempts....anyway, Hitmontop.

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All of Tyrogue's possible evolutions are located in the RarelyUsed tier. Hitmontop is the middling choice of Hitmon, and the specialist on removing hazards for teams that focus a little bit more on defensive execution. It's best ability then, is Intimidate, which lowers the opponent's attack one stage, mitigating it's inferior physical defense stat. Paired with Intimidate is a solid 110 special defense stat - making 'Top one of the most reliable spinners to choose from as far as taking hits are concerned. The issue with Rapid Spin however - is usually that Ghost types have the ability to block spinners. Hitmontop has access to the move 'Foresight' - Yeah, Foresight, that move you wouldn't ever learn in a playthrough because it just seemed like a waste of turn. - to counteract this. With Foresight, Hitmontop has nothing preventing it's ability to remove hazards - further upping it's value. As if to further distance itself from Hitmonchan, is it's access to Sucker Punch and Pursuit. While not being the greatest Mon-trap in the tier, it provides 'Top with a couple of means of hitting ghosts - which is something 'Chan simply can't do. For the creative at heart, Hitmontop's other ability isn't too shabby either - given the circumstances. Technician is a unique ability that allows 'Top's weaker moves to cause more damage. What Hitmontop can do with it however, will be seen later in the Showcase.

B seems to be a very fair rank for Hitmontop. Bottom line, it just gets outclassed by several fighting types offensively - and with fellow Hitmonlee remaining in the tier, it's not even the best Fighting type with access to Rapid Spin. However - team composition poses the biggest question mark on which spinner you should use out of the two. If going offensive, Hitmonlee is obviously the better choice. Balanced and Stall teams however might be better served by Hitmontop's ability to play defense. Hitmontop is an interesting Pokemon that can stand it's ground and do it's job. Heck. It literally is a top.....there isn't any spinner that gets it done sensibly as well as effectively like Hitmontop does.

Starting with offense, the move you will pretty much always want on your set is Rapid Spin. In terms of raw damage, Close Combat is the best option, although after using it Hitmontop's defenses fall through the grates in the floor. HItmontop has access to a metric buttload of priority, and a lot of it gets a hefty boost from Technician variants. Bullet Punch hits fairies hard. Fake Out causes the opponent to flinch. Mach Punch is not only Tech boost-able, but is also the recipient of a STAB, and Sucker Punch deals with Psychic types, as well as Ghosts, ...and Feint breaks through Protect........and there's also Quick Attack. (okay, screw it, Game Freak, just give Hitmontop Extremespeed too...) Low Kick is an interesting attack to consider when dealing with large Pokemon such as Rhyperior, Cobalion, and MegaLix. and Brick Break is actually a decent move on Hitmontop if you are dealing with screen setters such as Bronzong.

In the utility bracket I'm going to say the most valuable move you can pick is Foresight - which makes HItmontop's spinning ability unstoppable. Following not too far behind is Toxic, which is invaluable on teams that are looking to outlast the opponent as opposed to knocking the opponent out. Rest and Sleep Talk may be considered to make Hitmontop a frustrating recovery 'mon in it's own right at the expense of two moveslots. Paired with intimidate and it's special defense stat, Hitmontop makes a fairly decent setter of Sandstorm, Sunny Day, and Rain Dance for weather dependent teams. In Doubles, Wide and Quick Guard may be used. Detect may serve as a move to enable Hitmontop to help residual damage stall.

Upside-Down Mr. Clean

Hitmontop @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Rapid Spin
- Close Combat
- Foresight
- Toxic

Other Options - Brick Break, Sucker Punch over Close Combat

The Smogon tried and true set focuses on bulk and pure defensive utility support. Intimidate + Max Def investment = solid defenses all around when taking into account 'Top's spectacular special defense stat. Rapid Spin clears entry hazards (while more importantly not defogging any YOUR TEAM'S hazards away!) and Foresight prevents Ghosts from blocking the spin. Toxic causes opponents residual damage. Close Combat's main use in this set was for DOUBLADE - as it would be a super effective attack with Foresight up. With Doublade out of the tier, I decided to pitch Brick Break to help your team in general and Sucker Punch to replace Close Combat as a possible Ghost-buster. Of course, if you want the raw damage, Close Combat is very much a viable option - but it causes 'Top's defenses to drop so be wary.

The Beyblade

Hitmontop @ Assault Vest
Ability: Intimidatea
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Mach Punch
- Rapid Spin
- Close Combat
- Stone Edge

Yeah. If you guys give me your creative sets, I might just think of bad names for them. This one's courtesy of Solace (Jericho) - and it functions as a sort of lure - using a front to seem like a defensive Pokemon only to catch opponents looking the wrong direction. Mach Punch can clean up weakened Pokemon. Close Combat with attack investment will hurt - Stone Edge....probably the ONLY coverage move that would be beneficial to the defensive variants of 'Top (even though this is a lure.) is a useful prediction move able to cause huge damage to things, including Ghosts.

EAT YO HEART OUT AMBIPOM

Hitmontop @ Life Orb
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Fake Out
- Rapid Spin
- Mach Punch
- Sucker Punch

Other Options: Feint, Quick Attack, Sucker Punch

Rapid Spin + PrioritySpam....If only Sucker Punch was a less powerful move, then it could be boosted by Technician too.

The biggest beneficiaries I can think of for having Hitmontop around are Qwilfish - an intimidate user who sets it's OWN hazards and can play a defensive role, and Granbull, an NU Pokemon that also makes use of Intimidate and can shut down the opponent's physical Dragon types. Rhyperior and Druddigon are good Stealth Rock setters to pair with 'Top due their ability to deal with Flying and Ghost types. Pokemon like Vivillon and Scyther in NU like hazard removal and help clear Psychic types out of the way for Hitmontop. Hitmontop works really well in conjunction with Phazors assuming a stealth rock setter is also present. For example. Intimidated foes are even further deterred from hitting Mega-Steelix, boasting a 230 base defense stat. With access to Toxic, Stall 'mons such as Gastrodon, Jellicent, Amoonguss, Tangrowth appreciate Hitmontops ability to fit and provide synergy. Finally, Flying types such as Braviary and Fletchinder appreciate Hitmontops ability to remove rocks as well as check Rock type Pokemon. Hitmontop is a real team player.

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Bright and early today, we're going to move onto Clawitzer

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This thing's English name is definitely one of the best....maybe that should be a top ten idea.....oh well. One of the common themes I find with water types is that more often than not they are praised for being defensively stout Pokemon. You don't see too many offensive aquatic Pokemon - especially so in RU. Clawitzer however is a new kid with a cannon for an arm - posing a serious threat to physical walls out there. Special walls aren't the safest switches either, as it's 120 base special attack paired with it's ability 'Mega Launcher' will enable 'Witzer to punch holes in said walls that allow for felling the 'mon after a second attack in most cases. Mega Launcher doesn't have a lot of moves it boosts, meaning there's not a lot of leeway for innovation with Clawitzer as far as the moveset is concerned. Also, Clawitzer is quite easy to play around due to it's poor speed and predictability. Revenge Killers pose a serious threat. All of that aside, Clawitzer - played aggresively - will be able to rend you significant dividends. Keep in mind that 'Witzer's specialty is wallbreaking. This means that things that get switched in that are -not- walls are going to be taking SERIOUS damage, while physical walls are in danger and special walls are certainly not out of the woods. If your team has a particular problem against stall oriented teams, Clawitzer should be the first 'mon considered if you need a water type that can dish out damage.

Clawitzer's lack of surprise factor, poor speed, and only mediocre defenses land it down to B on the viability rankings. This simply means that teams where Clawitzer would be effective are not as numerous as mons higher up on the list would be. The only offensive water-type Pokemon that outranks Crayfish Superstar here is former NU legend Seismitoad - who is more versatile in movesets but suffers a x4 weakness to Grass. For being a wallbreaker, Clawitzer is blessed with being a pure Water type in that it's a great monotype defensively. It's defenses are not terrible either.

Offensively, you'll want to know that the following moves are boosted by Mega Launcher: Water Pulse, Dragon Pulse, Dark Pulse, Aura Sphere. If you were to throw those four moves in one moveset you would have the entire set work well with the ability. Arguably, Scald is the better STAB move of choice due to it's hefty burn chance. Ice Beam can be run to cover Grass types such as Tangrowth and Amoonguss effectively, while Hidden Power Grass KOs Seismitoad and Gastrodon - Pokemon that would otherwise be the most effective walls 'Witzer would have. Flash Cannon can be used to scare Mega Audino and Aromatisse away. Sludge Bomb and Wave also pressure fairies as well as Grasses, and Muddy Water is an arguable STAB move that can lower accuracy and isn't carried by a lot of Pokemon. Finally, Clawitzer is able to act as a slow-turner with U-turn.

Clawitzer doesn't have too much in the toolbelt at all. Substitute and Rest are the most valuable moves available, the former allowing two free shots and possibly a KO while the latter is cause for recovery. Attract can cause infatuation, but that's never a reliable status condition. Entrainment is unique in that not many Pokemon have moves Mega Launcher would benefit, and thus it could catch a few people off guard. If using a balance team and you need to rack up residual damage, you may consider Protect. None of these moves should impede on Clawitzer having at least 3 attack in Life Orb variants, and shouldn't been seen on Choice variants.

The Smogon Prototypical Pocket-Passer

Clawitzer @ Life Orb
Ability: Mega Launcher
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Scald
- Dark Pulse
- Ice Beam
- Aura Sphere

Other Options: Choice Specs

This set encourages the use of Scald to fish for burns and shut down would be physical attackers. Ice Beam edges out Dragon Pulse in this set due to dealing with Grass type threats as well as still being able to deal with DragonSpam with the help of hazards. Dark Pulse and Aura Sphere are the best two moves Mega Launcher boosts, providing an 120 BP duo of moves for 'Witzer to abuse against a lot of the metagame.

The Deep Ball

Clawitzer @ Life Orb
Ability: Mega Launcher
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Water Pulse
- Dark Pulse
- Dragon Pulse
- Aura Sphere

All Mega Launcher, All the time. Dragon Pulse can OHKO defensive Druddigon. NEAT.

The Dual Threat

Clawitzer @ Life Orb
Ability: Mega Launcher
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Scald
- Dark Pulse
- Ice Beam
- U-turn

This set allows for Clawitzer to slow turn into a healthy teammate.

The College Field General That Doesn't Pan Out in the Pros

Clawitzer @ Assault Vest
Ability: Mega Launcher
EVs: 252 SpA / 4 SpD / 252 Def
Modest Nature
- Water Pulse
- Dark Pulse
- Dragon Pulse
- Aura Sphere

This guy works better against offensive teams, able to talk a remarkable amount of hits.

Clawitzer is a huge beneficiary of Stealth Rock and Wish support, however, Clawitzer would most appreciate Sticky Web support, as it would then be able to outspeed offensive teams and thus run through them with less effort and running involved. Clawitzer has the ability to shine in Trick Room teams as well, so if you choose to go that route, be sure to find two, maybe even three TR setters.

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Happy Memorial Day - remember Dugtrio?

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Dugtrio has a lot of neat things going for it. Stat-wise Dugtrio is only outsped by Jolteon and Accelgor. Ability-wise, Dugtrio is the only fully-evolved Pokemon to wield the ability 'Arena Trap', which means it will stop opponents from switching out without requiring Dugtrio to use a moveslot for Pursuit. Move-wise, Dugtrio has access to 'Sucker Punch', which allows it to revenge kill many threats that may otherwise escape for an immunity and are forced to attack. With access to both Stone Edge and Earthquake, there is nothing Dugtrio can't hit for neutral damage at least. Outside of it's fantastic speed however, isn't anything too glorious in the stat department, but that's made up for partially by being a pure ground type, meaning it does a better job at taking things like Scald or a Grass type attack than Rhyperior or Gastrodon by typing. Perhaps the biggest seller with Dugtrio is that while it's main niche in RU is trapping opponents on the field, there are lots of ways Dugtrio can go about doing so.

Unlike Clawitzer, Dugtrio is given some love at A-. Duggy's speed allows it to hit most of the metagame before they can attack it, and it's moves are proven winners. It doesn't have the firepower Clawitzer has, but it's ability makes it much more difficult to play around by default, meaning you might just -have- to sacrifice one or more mons to get the momentum you need to bring it down.

Offensively you will look to Earthquake for STAB so that you threaten big time threats like Registeel and Drapion, and more often then not you will probably want to form the dynamic duo with Stone Edge to give Dugtrio immaculate coverage. Sucker Punch is a move you can throw on sets to give Dugtrio priority and have it serve a role of revenge killer better by being able to revenge kill Jolteon and Accelgor. Somehow - Dugtrio has access to the move Aerial Ace, which allows Dugtrio to threaten grass types it finds itself facing, notably Virizion. Finally, Reversal can be used on Sash variants to outdamage Earthquake at times.

From the toolbelt, Dugtrio gets a nasty suicide trick in Memento - which upon fainting nukes your opponent's Pokemon's Attack and Special Attack - essentially allowing whatever you bring in the ability to set up for free. Substitute enables Dugtrio the chance to KO Cobalion - a 'mon it otherwise wouldn't have the firepower to be able to do. Toxic can be used on opponents other than Cobalion that Duggy can't take down. If you want to attempt to set up Dugtrio for a sweep, your best bet there is Hone Claws, which does help with Stone Edge's accuracy - unfortunately, you have to hope your opponent uses a utility move as well or Dugtrio is at risk of being KO'd. Dugtrio can also be used as a Stealth Rock setter, although this is unadvised due to being outclassed by many Pokemon with regards to the role.

Rogue Squadron

Dugtrio @ Life Orb
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Memento

Other Options: Choice Band/Choice Scarf, Toxic/Aerial Ace over Memento

The most versatile Dugtrio set you can tweak to your specifications is supposed to do one thing. Hit Hard, and or Hit Fast. Scarf Dugtrio serves as a PURE revenge killer, only to be brought in on weakened Pokemon or Pokemon that can't do much to it in return. Band Dugtrio has the most longevity and raw power, but is most effective as a clean up 'Mon. Finally, Life Orb Dugtrio is adaptable and can be used throughout most of the match. Memento can help someone else sweep, Toxic punishes 'Mons that normal are able to scare off Dugtrio, while Aerial Ace is reserved for teams that have a certain Swordsman that would be able to laugh off anything else Duggy would through at it.

Sash-Reversal

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
- Earthquake
- Reversal
- Memento
- Stealth Rock

Other Options: Toxic/Stone Edge over Memento

This set finds it's niche in OU. It has the abillty to serve as a Stealth Rock setter that can either take out the likes of Heatran and Tyranitar or help out another set-up sweeper. The general rule here is that if it works in OU, it's probably going to be effective in RU too. While not the best Reversal user due to it's poor attack stat, Dugtrio can use it to provide fighting type support and as a different coverage move from normal sets.

Fletchinder, Tyrantrum, Meloetta, and Exploud enjoy Duggy's ability of dealing with Registeel and appreciate it as a team member. Rotom-Mow and Eelektross can Volt Switch Dugtrio in safely, and U-turn users such as Golbat and Meloetta can as well. Defog/Rapid Spin support helps Sash-Trio. If a Pokemon benefits from steel types being removed - they enjoy Dugtrio's presence.

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On the off chance I ever play RU dugtrio is one of my favorites. The mind games you can play with trapping is insanely fun. Want to try keep a win condition alive by keeping it away for damage? Good luck with this easily revenge killing half the tier.

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Tonight, we'll be discussing Jellicent

splashie_jellycent_by_kkiittuuss-d4b95im

Jellicent made it's debut in OverUsed, being a popular pick for absorbing water type attacks in a metagame that was more than friendly with weather users. This thing worked on many teams to counteract Rain, as well as benefit from the weather effect itself. Following the transition to Gen 6, weather wars were traded off for Mega wars, something that Jellicent didn't benefit from at all, and as such, dropped in usage all the way down to RU as more and more Knock Off users became viable. Jellicent then found a home however - where it's 100 Base HP and 105 Base Special Defense began to be seen as bulky enough even without precipitation. With it's nifty abilities Water Absorb (grants Jellicent's team water immunity) and Cursed Body (disables contact moves occasionally), Jellicent become a fairly common out in terms of special wall and stall assist. It's move-pool gives Jellicent just the tools it needs to perform those roles well. Toxic, Will-O-Wisp, Taunt, Scald, and Recover give Jellicent a slight degree of Four-Move syndrome, all working well on the set. With a base 80 Special Attack, running a bulky attacker Jellicent is possible as it can still benefit your team in terms of immunity and given the appropriate item, actually can catch people off guard. Ghost provides Jellicent with the ability of having not one, but TWO types it's completely immune to, while also meaning that Jellicent can block Rapid Spin attempts. Jellicent truly can be a terrifying Pokemon, be it devouring your soul slowly and painfully as it watches you rack up residual damage, or downright drowning you like it does ships at sea with an unforseen torrential blow.

Sitting at A on Smogon's latest viability rankings means Jellicent is sitting in the same spot as Alomomola, the most annoying bulky water type in the tier. Whlie Alomomola's HP stat is beefy - it tends to be aimed at walling physical threats and doesn't have as much of a balance defensively as Jellicent. With Will-O-Wisp, Jellicent can burn opposing Pokemon much more reliably than Alomomola as well, while also providing an immunity and potentially unpredictable offensive capability. If you are looking for a special wall, Jellicent is the better choice unless you absolutely need access to cleric duties.

Unless you are looking for offensive Jellicent, Scald is the attack of choice with it's very solid chance of burning foes and shutting down their physical firepower (which benefits Jellicent's lacking 67 Base Defense.) Looking at it's Ghost typing, it would also get a STAB from Shadow Ball, which can arguably work on any set due to it's helpful chance of nuking the opponent's special defense. Hex is an interesting move that can be used to punish opponents you have burned or poisoned for staying in. Night Shade is the Ghost Type version of Seismic Toss, allowing Jellicent unalterable damage dealing. If you're looking to go offensive, Water Spout is a terrifying move that paired with Choice Specs and played with care can really bring some PAIN, while Hydro Pump and Surf can be used to to work as Jellicent gets worn down. Finally, Energy Ball makes for a great coverage move against opposing Gastrodon, who also holds a water immunity - but would not appreciate a Grass type attack. Ice Beam is somewhat justifiable on most Jellicent sets, and with DragonSpam running rampant, Jellicent can make quick work of Flygon and Noivern once they are backed into a corner.

Jellicent could be the next host of 'Tool Time' with the amount of utility it holds. Going over the common pieces, Toxic and Will-O-Wisp get significant use to spread the status love to opponents and aide in stall efforts. Recover is a pretty good move that allows Jellicent to heal up at one click's request, and gives it sustain - which makes even more formidable. Taunt can be used to prevent opponents from assuming Jellicent is set-up bait as well as stop opposing stall efforts. Pain Split allows a weakened Jellicent, if it can take a hit, to simultaneously heal up and harm the opponent - although Recover is the better option. Spite is noteworthy in that it can help Jellicent expedite and secure PP-stall victories. If running the offensive set, you may also think of using Trick to choice an opponent, although you need to be mindful of what kind of attacker you are facing. RestTalk is a combo you can for, but CroJelly isn't possible due to lacking Calm Mind. Subsittute plus two immmunities allows Jellicent to be a possible Sub attacker. At 60 speed, Jellicent isn't the greatest trick roomer, but it has access to it while being a bulky support Mon.

"NOT gonna touch the Butt."

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 212 SpD / 44 Spe
Calm Nature
- Scald
- Will-O-Wisp
- Recover
- Taunt

The Smogon suggested Special Defense set allows for all the strengths in Jellicent's stats to shine. Scald does STAB damage and fishes for burns, while Will-O-Wisp is used for more of an immediate need. Recover prolongs this things already good longevity. Taunt provents it from being statused by slower Pokemon.

"DOES ANYTHING HURT THIS THING?"

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Recover
- Scald
- Will-O-Wisp
- Taunt

Other Options: Toxic

Not much differen- WHOA THERE HILDA. THERE IS PHYSICAL DEFENSE INVESTMENT. Yep. This set, which pretty much is built to wall everything, is viable a tier above RU.

"RELEASE THE KRAKEN!"

Jellicent @ Choice Specs
Ability: Water Absorb
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Water Spout
- Shadow Ball
- Surf
- Ice Beam

Other Options: Hydro Pump, Surf, Energy Ball

This set was a viable 5th Gen OU set that was designed to take advantage of the rain you or your opponent may have set. Water Spout + Weather Boost + Choice Specs equaled the ability to OHKO Latios with a critical hit, while ensuring the 2HKO on it and several other Pokemon. Against a Blissey, a crit would mean even -IT- could get 2HKO'd.....FRIGGEN BLISSEY people. In RU, it doesn't quite need the rain support to justify running this set - and if you decide to just bulk up on HP and some defence stat, you could arguably help it perform in Trick Room teams as a "somewhat fast" wallbreaker.

There is plenty of other things worth experimenting with regarding what Jellicent can do.

When looking at Jellicent, the first ideal team mate that I can think of is Cobalion. Cobalion can benefit from the Knock Off that may be aimed at Jellicent thanks to it's "Justified" ability. Amoonguss and Tangrowth can form a perfect defensive core with it, able to take physical attacks and any grass type moves aimed at it - although Tangrowth would appreciate Cobalion forming a core of three for also not liking Knock-Off. Hitmontop and Granbull on balanced teams can help Jellicent with Physical attackers that threaten it thanks to their 'Intimidate' ability, while Hitmontop goes as far as to provide hazard removal - which further helps Jellicent's staying ability.

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A choice scarf makes jellicent an amazing late game cleaner, it's basically the same set above, but with scarf instead of specs. Water spout spam is always nice to have, but with specs jellicent can't outspeed some things it needs to outspeed to KO, like cobalion.

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I'm in a GREAT mood right now....Let's get on with it with Jolteon

jolteon_wallpaper_by_paperlightning-d3di

The tier's resident Eeveelution is the second fastest Pokemon in the metagame behind Accelgor. Boasting a 130 Base Speed stat, Jolteon's strength comes from pressuring most of the meta before even getting an attack off. Whenever it does let it rip, Jolteon is giving the opponent nearly equally fantastic damage output with 110 Base Special Attack. Also, Jolteon's ability 'Volt Absorb' allows it soak up Electric type attacks, most notably Volt Switch, offering your team Electric immunity -and- a large amount of momentum due to it's stats. Jolteon also gets access to the moves 'Baton Pass' and 'Wish', which due to it's speed it can effectively SubPass to other team mates and give -them- offensive momentum -or- recovery if they lack it. While some special walls such as Registeel and Aromatisse give Jolteon trouble, the Eeveelution has all the makings of an effective cleaner, revenge killer, and offensive utility Pokemon. Offensive teams really appreciate Jolteon's services, and it makes for a great threat to opposing offensive-minded teams.

Jolteon's frailty and tendency to be a choice itemer is something that I feel holds it down at A - in the Viability rankings. With the appropriate Hidden Power Jolteon can outspeed and KO Noivern, but the other two S-Ranked Pokemon are in little danger of what Jolteon would bring to the table. However, an immunity, impressive speed and firepower, and offensive utility that a lot of 'Mons just don't have are the cause of it sitting pretty - and with Reuni and Noivern under the Microscope, life might get even sweeter for it. While Heliolisk was an option, Jolteon just got outclassed as an offensive electric type, but these are better days indeed - for now Jolteon goes unopposed as the champion of electric type offensives in RU.

Offensively this Gen 1 Pokemon relies on one of the oldest and proudest of electric type moves for STAB damage - Thunderbolt. Volt Switch is another STAB that also grants Jolteon the ability to act as a fast offensive Pivot Pokemon earlier in the match if electric immunity is not present. Running Weather? Thunder is the most powerful STAB Jolteon can wield, but if you are not bringing the rain the miss chance is enough to suggest T-bolt over it as Jolteon isn't able to really take an attack (especially a physical one) after fizzling out. Hidden Power is present to provide a coverage move of the user's choice - and there are three viable options in the current meta. Rhyperior, a massive Pokemon won't be able to take a HP Water at all. Gastrodon and Seismitoad are dealt with by HP Grass, and DragonSpam, the trendy thing in RU right now, can be checked with HP Ice. Signal Beam is carried on most attacking Jolteon sets to cut through Grass types, which normally resist it's STABS. Shadow Ball can be used to cut Special Defense by chance, as well as take out Psychic types and apply a little bit of pressure to Reuniclus than it normally would. Discharge gets honorable mention if you want an offensive team with a high chance of status passing, as 30 percent chances outdo 10 percent chances without losing too much power over Thunderbolt.

The tricks up Jolteon's sleeve start with Baton Pass, something that is available to most if not all Eeveelutions. This goes well in conjunction with another common Eevee trick in Wish - which allows it or a teammate to recover HP next turn. Substitutes can be Baton Passed to other teammates to provide offensive momentum. Finally, Toxic is a viable option as Jolteon can't deal with "everything" and can be used as a sacrificial boon for the rest of your team. Another status move you could consider is Yawn, which would force your opponent to switch something that would be disadvantageous right back out or cause it to fall asleep by staying in. Refresh is an interesting move not too many Pokemon have, that allows Jolteon to avoid getting walloped by 'Hex' - removing it's own status conditions with a one-click move - While Heal Bell removes status from it's entire TEAM with one click, and may be used if you want Jolteon to serve an offensive cleric role.

Static Shock

Jolteon @ Life Orb
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Signal Beam
- Hidden Power Water
- Volt Switch

Other Options: Choice Specs - Hidden Power Grass/Hidden Power Ice over HP Water - Shadow Ball over Signal Beam

The tried and true Smogon All-Out Attacker set. Thunderbolt is going to hurt. Volt Switch allows Jolteon some chance at chip damage and the ability to get out of Dodge for free, Signal Beam gives Grass Type Pokemon more than they asked for and Hidden Power rounds out Jolteon to the Trainer's liking. I would like to recommend trying out Shadow Ball in conjunction with HP Ice - which provides coverage to Psychic and Ghost types as well as Ground and Grass types that would give it trouble without HP Water and Signal Beam - only losing out on the ability to OHKO Rhyperior.

"Link, It's Dangerous To Go Alone, Take This.."

Jolteon @ Leftovers
Ability: Volt Absorb
EVs: 68 HP / 252 SpA / 188 Spe
Timid Nature
- Substitute
- Baton Pass
- Thunderbolt
- Wish

Jolteon uses this set to pass Substitutes and Wish support to it;s teammates while not coughing up offensive pressure like you would if you were opting for Alomomola or Aromatisse instead.

The Surgeon General

Jolteon @ Life Orb
Ability: Volt Absorb
EVs: 68 HP / 252 SpA / 188 Spe
Timid Nature
- Heal Bell
- Hidden Power Water
- Thunderbolt
- Wish

This experimental set combines a little bit of BOTH of Jolteon's abilities, sacrificing pivot ability and SubPass for a powerhouse with the ability to force switches -and- cure it's team of fatigue and status. If using this set, you'll need more wallbreakers -and- a way to deal with grass types.

Jolteon works great on fast offensive teams, so - especially if it's Life Orb - it appreciates help from other wallbreakers such as Emboar, Delphox, Druddigon, and Hitmonlee - three of which can deal with Registeel, who is the most problematic wall for Jolteon. Stealth Rock users such as Rhyperior and Mega Camerupt work nicely, as Jolteon forces out the water types that would cause those two Pokemon problems, while the Rocks help Jolteon get KOs as the match goes on.

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Today, I'm going to begrudgingly discuss.....as objectively as I can...... Mega Steelix

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Alright, let me put my bias on the table FIRST, because I don't ever want to -discourage- people from using a Pokemon in my showcases. When I saw this thing's Mega-reveal, I was one of the Pro-Lix-ers at first. The thing looks absolutely GORGEOUS and yet, very terrifying. I had high hopes for Steelix as it's a Pokemon that already had a disgusting defense stat to begin with, and just needed some offensive firepower and great ability that would even further make Steelix viable. Mega Steelix had all the potential to be an OU Pokemon in my eyes, and the fact that it's down here in RU right now means that the reason I dislike it so much is because it disappointed me. Sand Force sounds like a fantastic offensive boon like I was looking for - except outside of OU NOBODY runs Sand teams - meaning People only use MegaLix for a physical wall with phasing ability more often than anything else. doing what I feel is a disservice to the Onix line. If I wanted a physical wall, gimme REGULAR Steelix with Sturdy - that does the job better in my eyes. For me, Megas that aren't initially offensive aren't worth wasting the Mega-slot. Wasted potential -and- not being much better than it's regular form have given this thing a black mark.

However - In RU - Mega Steelix is still a fantastic Pokemon for what it does. It's Steel/Ground typing is great because it grants Steelix immunity from Poison and Electric type moves - meaning MegaLix is able to cause would-be Toxic attempts to fail as well as block Volt Switch, a feature that it's UU counterpart Mega-Aggron isn't capable of. It's astronomical defense stat makes it a great check to offensive threats - even some that hold type advantages to it depending on the move. It's access to Stealth Rock helps out Balanced teams and Defensive teams alike. Roar is the crux of most MegaLix sets, allowing for SEVERAL turns of phasing as well as providing an answer to special attackers that look to prey on it's weaker special defense stat. If you DO manage to get Sand Force to actually mean something, then moves from BOTH of Steelix' STABs would get a 30 percent MORE damage output and in that case, Steelix would have some pretty terrifying offensive presence to pair with it's base TWO.....30 defense stat.

A+ ranking for now - as Steelix has the most reliability of any mega in the tier. I'm doubtful that other things don't handle it, such as Jellicent, which can outright burn it or opt to hammer it with Water Spout, as well as most special attackers, but seeing as it walls DragonSpam better than most other types do, as well as fits on to a lot of teams, the ranking is definitely reasonable.

Offensively if you aren't using Earthquake, I have to question your judgement. A 125 base attack stat + EQ + STAB is nothing to play games with. Heavy Slam makes for the best secondary STAB offering, as MegaLix is a particularly weighty Pokemon and can do some serious damage to Fairy type Pokemon and those who resist EQ. Dragon Tail can be used to give Roar a run for it's money, which allows for Steelix to phase opponents while inflicting damage on them. While Dragon Tail doesn't affect Fairies, leaving a Fairy type in on MegaLix is -also- a bad idea. Dragon Tail also seriously messes up DragonSpam cores, so you could potentially expedite the phasing process by not only getting damage off, but getting some Super Effective hits. If you choose to run an all offense variant, Ice Fang can also deal with DragonSpam, as well as the Flying types that Steelix can't hit with Earthquake for SE damage. Harkening back to Onix' Rock-type roots, Stone Edge is a move that while no-longer STAB, gets a boost from Sand Force and also deals with aerial targets super effectively. Gyro Ball can be used over Heavy Slam due to Steelix' poor speed. Crunch can deal with Reuniclus and Aqua Tail can hurt Rhyperior.

RAAAAAAAAAAAAAWR has it's own defense over Dragon Tail as well. Instead of Fairies being immune to it it's the Ghosts that get off scot-free, forcing players to pick their poison. Stealth Rock causes entry hazard damage. Sandstorm can be used to to activate Sand Force and cause opponents residual damage depending on their typing if the player has a team that is built for Sandstorm use. Magnet Rise can make MegaLix immune to opposing EQ attempts. Finally, Toxic is a viable move for MegaLix on bulkier teams if Phasing is not needed.

Merry-Go-Round

Steelix @ Steelixite
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Earthquake
- Roar
- Heavy Slam
- Stealth Rock

In RU, you don't need to invest in Steelix' defense stat at all, meaning you can shore up it's inferior special defensive stat with max effort values. Earthquake and Heavy Slam are used to clean up after Roar and Stealth Rocks break the camel's back.

Alaskan Bull Worm

Steelix @ Steelixite
Ability: Sturdy
EVs: 252 HP / 4 SpD / 252 Atk
Adamant Nature
- Stealth Rock
- Dragon Tail
- Heavy Slam
- Earthquake

This Steelix set focuses on making Steelix an offensive Phazor - utilizing Dragon Tail and Attack EVs over Roar.

Da RUDE

Steelix @ Steelixite
Ability: Sturdy
EVs: 252 HP / 4 SpD / 252 Atk
Adamant Nature
- Sandstorm
- Stone Edge
- Heavy Slam
- Earthquake

Fortunately for Steelix, it does get access to it's own sand-setting. This set works the best when all special attacking threats to MegLix have been cleared. Force Switch, Set Sand, Drop the Mic. -......at least, that's how it went down in my head anyway. Make sure to build teams with this MegaLix on it around Sandstorm for maximum early game effectiveness, or to play Steelix patiently so that your Sandstorm is enough to put the match away. You may also go FOUR Attacks and use Ice Fang or Aqua Tail if you have a sand setter that uses a Smooth Rock - MegaLix has it's hands full with it's mega stone.

MegaLix lacks any serious recovery offered to most other great walls, so Alomomola, Audino, and Aromatisse make for great partners. Cradily from NU comes to mind, able to hold that Smooth Rock and set up Sandstorm for OffensiveLix as well as use it's Storm Drain ability to suck up water type moves aimed at it - while Gastrodon works for DefensiveLix for the same purpose.

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Neigh, Neigh, Whinnie, ladies gents and those distinguished otherwise, here comes the hilda horse... Virizion

virizion_by_aqua_spirit22-d63pe4e.png

As much as Grass/Fighting is a terrible defensive type, it's both of my favorite types for their seemingly important offensive capability. It's my favorite dual type as such, and this Pokemon doesn't let the brand down.

Virizion is the other Legendary Swordsman Pokemon in RarelyUsed, and arguably the best offensive grass type in the tier. While it's Fighting dual type adds insult to injury in terms of Flying resistance, the only threat Virizion will likely see is Noivern and the occasional Braviary on that front - and Noivern is currently under investigation. Virizion has the rare answer for taking out bulky water type Pokemon, which can be seen from RU up to OU in remarkable prominence. It's 108 base speed has it sitting in a GREAT speed tier - and it's special defense (a whopping 129) enable Virizion to be a great check to special attackers it resists that likely may outspeed them on the next turn. It's only lackluster stat is it's physical defense, which doesn't appreciate Brave Bird or Acrobatics much at all - but is more than compensated for. It's ability, Justified, allows it to be a solid knock off absorber for your team. Finally, Virizion has matching 90 base Attack and Special Attack with access to Sword's Dance -and- Calm Mind. Wanna run it Physical? Sure. Special? Go Ahead. MIXED? WHY NOT? Virizion can do it all, and that means you can keep your opponent guessing and make plays with it.

A - makes a whole lot of sense for this Pokemon. Virizion has to deal with Scarfers such as Delphox and Emboar, while also being afraid of Durant and not having a niche outside of it's mix and match offensives, yet is the best way to go after threats like Jellicent, Rhyperior, Alomomola, Dragon Dance Tyrantrum, and Meloetta-Pirouette after a Relic Song (although that's quite risky.) It's degree of unpredictability and versatile manner of which it goes about being an offensive Pokemon coupled with it's boosting moves make it a great option when the way is clear and the win is yours for the taking.

Ahem.....Offensively, Virizion has access to Leaf Blade for a physical STAB and it's my favorite Pokemon move of all time. Giga Drain and Energy Ball works on the special side for a Grass offensive, while Virizion also can employ Close Combat, Sacred Sword, and Focus Blast, depending on the set and trainer's preference, for Fighting STABs. Physical coverage moves include Zen Headbutt - a FANTASTIC way to get rid of opposing Poison types not named Drapion. X-Scissor, which pressures Psychic types, and perhaps the most valuable one due to the poor resistance - Stone Edge takes cares of bugs and birds looking to ruin Virizion's day on the switch. On the special side Virizion lacks coverage outside of Hidden Power - except Hidden Power can be whatever the trainer WANTS so the absence of variety on that end isn't terribly felt. Virizion gets access to Quick Attack for priority, although it's typing doesn't make it a reliable way to mop up.

Sword's Dance or Calm Mind....that is the question. SD raises Virizion's attack to menacing levels while Calm Mind boosts VIrizion's Special Attack -AND- already great Special Defense, making getting rid of it a bit more difficult. Synthesis can be used on Calm Mind sets to make your opponent squirm as it recovers HP and continues to set up. Did you know even Mixed Virizion can boost up too? Work Up, an underrated move, can be deployed to set-up both it's attacking stats. Virizion's speed tier makes it a fantastic Taunt user, and CroViri is INDEED in the bag with Rest and Sleep Talk.

Engarde

Virizion @ Lum Berry
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Close Combat
- Zen Headbutt

Other Options: Stone Edge over Zen Headbutt

This is Smogon's physical set, granting Virizion terrifying attacking power after a forced switch. Zen Headbutt and Stone Edge provide it with coverage - but if you can save this set for the end-game, there is little stopping it from taking you to pay dirt.

Robin Hood

Virizion @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Giga Drain
- Focus Blast
- Hidden Power Fire

Other Options: Hidden Power Rock ,Hidden Power Ice, Synthesis over HP Fire, Energy Ball over Giga Drain

The coveted special set can be quite difficult to take down. Impervious to burns, able to heal itself while getting off damage, and getting bulkier -and- stronger with each and every boost. Most people will tell you this is the best set you can use.

The Proverbial Box of Chocolates

Virizion @ Life Orb
Ability: Justified
EVs: 4 HP / 252 Atk / 126 Spe / 126 SpAtk
Timid Nature
- Work Up
- Leaf Blade
- Focus Blast
- Stone Edge

This set is experimental, but it tries to take advantage of boosting a Mixed Pokemon. I'm not sold on the EV spread personally, but I think the idea is very workable.

something...that deals.....with flying type Pokemon.......would be very very very very very helpful for Virizion. Virizion also appreciates stealth rock users, particularly from Mega Camerupt, who can take out the bug types and opposing grasses as well as pressure some Flyging types. If running physical, find some special wallbreakers and vise versa for special.

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Man....I guess Noivern isn't a Pokemon I was ever truly afraid of - which kinda makes me feel like it could stay. However, I've come to learn that even if you already know how to prepare for it, it doesn't really matter if everyone who plays RU is -FORCED- to account for it.

---

I may need some motivation - so I want to to open the next week up to you guys for suggestions!

I do have a few pleas though. Do NOT suggest:

Noivern - It may not be RU much longer.

Cobalion - I intend to cover it

A Pokemon that is NOT RU by usage (Meaning, it's listed as a NU or PU 'Mon) - No, I don't care if it's effective in the tier at this point. My goal is to finish RU mons FIRST and we'll see from there.

Pokemon that were covered in this thread OR my previous one on Page 2 (Mike - or other mod -, if you could link that thread here I'd be extremely happy.

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RU Showcase #1

Pokemon Covered:
Doublade (To UU)
Druddigon
Mega Banette
Moltres
Hitmonlee

RU Showcase #2

Pokemon Covered:
Flygon
Scrafty
Mega Camerupt
Tyrantrum
Houndoom
Gastrodon
Rhyperior
Skuntank
Reuniclus (to UU or BL2 TBD*)
Eelektross
Mega Glalie
Tangrowth
Combusken & Typhlosion* (BL3 Combo coverage)
Medicham
Spiritomb
Meloetta-P
Meloetta-A
Hitmontop
Clawitzer
Dugtrio
Jellicent
Jolteon
Mega Steelix
Virizion


--Still to Cover--
Accelgor
Alomomola
Ambipom
Amoongus
Aromatisse
Braivary
Bronzong
Cincinno
Cofagrigus
Delphox
Drapion
Durant
Emboar
Escavalier
Exploud
Golbat
Hitmonchan
Omastar
Qwilfish
Registeel
Rotom-Mow
Seismetoad
Shiftry
Sigilyph
**Noivern (To UU or BL2 TBD*)
**Cobalion

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Yes, I will do Alomomola, Amoonguss, Ambipom, and Durant. NO. NONONONONONONOOOOOOOO way am I doing them all in one week.

I would lose my IQ points. As far as Ambipom goes, I will give it a fair shake and present as a viable Pokemon just like the rest of the tier. If the Pokemon is outclassed in a certain function or just doesn't pull it's weight in some way, it will be noted in part of the overall presentation. Regardless of my agreeing with you and the RU council, Ambipom is an RU Pokemon too.....One that's used too often in fact to -NOT- give it a showcase.

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As far as Ambipom goes, I will give it a fair shake and present as a viable Pokemon just like the rest of the tier. If the Pokemon is outclassed in a certain function or just doesn't pull it's weight in some way, it will be noted in part of the overall presentation. Regardless of my agreeing with you and the RU council, Ambipom is an RU Pokemon too.....One that's used too often in fact to -NOT- give it a showcase.

Well, don't forget to include defensive air balloon ambipom... yes that's actually a thing.

I'm actually pretty hyped for when sigilyph comes, i want to see what you say about it.

Edited by blasterman4
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Okay, I think people forgot about the this is YA'LLS week thing. start throwing some 'mons out there, Mike gave ya'll a LIST for cryin' out loud-

I'll do sigilyph next week if that's something you want to suggest Shadow.

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