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    Competitive Moveset Guide by aragornbird

    Version: 2.0 | Updated: 04/02/09 | Printable Version | Search This Guide

    
    =========================MOVESET GUIDE==============================
    --------------------Pokemon Diamond/Pearl/Platinum-----------------------
    
    VERSION 1.0 - 
    
    TABLE OF CONTENTS
    Part 1: Overview
    Part 2: Format
    Part 3: The Movesets
    Part 4: Frequently Asked Questions
    Part 5: Closing Remarks (Credits, Contact Info, Legal Info)
    Part 6: Version History
    
    
                             PART 1
    ========================OVERVIEW==============================
    
    This all started back in September 2006, shortly after the release of 
    Diamond/Pearl in Japan. I realized that the 4th generation would be the first
    chance for most people to get into competitive battling. The one thing that
    many people new to battling ask is "What moves should I use for my Pokemon?"
    So I decided to use my experience in battling and teambuilding to create a 
    comprehensive guide of movesets in order to help everyone who is stuck in this
    area. 
    
    This guide has gone under a lot of revisions over the months before the 
    English release and it was all very interesting to see everything unfold.
    The effects of new moves and abilities were discovered and new changes 
    in old moves caused a lot of stir. There was a lot of hype over which new
    Pokemon would dominate the battle scene and many strategies were created,
    theorized, tested, and approved (or disapproved). Such was the D/P world
    before the English version came out and the guide you are reading now
    looked very different back then. Flash forward two years and Platinum has 
    changed the game once again with several significant changes in moves. 
    
    It will continue to change as people battle and the metagame evolves over time.
    I'll be sure to keep you updated with what works and what's popular in the 
    world of 4th generation competitive battling.
    
                            PART 2
    ========================FORMAT================================
    
    This is the format that all the Pokemon entries in this guide will be in.
    
    ---------------------POKEMON'S NAME---------------------------
    
    Type: The Pokemon's type or types.
    Ability: The ability or abilites that this Pokemon can have.
    
    Base Stats: HP / Atk / Def / SAtk / SDef / Spd
    
    Pros: What makes this Pokemon stand out. It could be that it has excellent
          stats or a really useful ability or learns a wide variety of moves, or 
          even a combination of all of the above. 
    Cons: The weak points of this Pokemon. Whether it has a 4x weakness to a 
          certain type or has a low stat in a certain area, these are the things
          you should watch out for when using this Pokemon in battle.
    
    Pokemon's Name @Item
    EVs: The EV spread that would work best for this Pokemon. 
    Nature: The best nature or natures for this moveset.
    Ability: If a Pokemon has two abilities, the most useful one for that set is
             shown here. If a Pokemon has only one ability, this space is blank. 
    -Move 1
    -Move 2
    -Move 3
    -Move 4
    
    Brief summary of how the moveset works and when the moves should be used.
    
    
    ------------------------------------------------------------
    
    And just for your reference, here is a mini-glossary with some the most 
    common words that I'll be using in this guide.
    
    BL        Borderline. These Pokemon can perform well in battle, but are often
              underpowered or don't compare with stronger OU Pokemon. Out of all 
              the tiers, BL is the most controversial one.
              BL Pokemon include Staraptor, Abomasnow, Raikou, and Gallade.
    
    Counter   A Pokemon that can switch in safely on an opponent and either defeat
              it or force it to switch out.
    
              Example of a counter:
              Gliscor is a Heracross counter. Gliscor resists Heracross's most 
              powerful attacks (Close Combat and Megahorn), does not take much
              damage from Heracross's secondary attacks (Stone Edge, Pursuit,
              Night Slash, etc.), and can defeat it with one Aerial Ace.    
    
              Example of not a counter:  
              Jolteon is NOT a Gyarados counter because even though Jolteon is
              faster than Gyarados and can easily kill it with a Thuderbolt, it 
              can not switch in on Gyarados's Earthquake (and will take a ton of
              damage from Waterfall too)
    
    Movepool  The diversity of all the moves that a Pokemon can learn. This can
              be further broken down into three categories: Physical, Special,
              and Support. Examples of Pokemon with large movepools include
              Gengar, Mew, and Arceus. 
    
    NU        Never Used. Pokemon with bad stats and/or movepools that you will
              almost never see since they don't perform well in battle and there
              are much better choices. 
              NU Pokemon include Beedrill, Spinda, Delibird, and Lumineon
    
    OU        Over Used. This is considered the standard tier for competitive 
              battling. Pokemon that gain the title of OU perform their roles 
              extremely well.
              OU Pokemon include Salamence, Tyranitar, Blissey, and Skarmory.
    
    Scout     To find out what moves or Pokemon your opponent is using without
              taking much damage in the process. Moves that are good for scouting
              include Protect, Substitute, and U-Turn. 
    
    STAB      Same Type Attack Bonus. If a Pokeon uses an attack that matches its
              type, it becomes 50% stronger. 
    
    Support   A Pokemon whose job is to help the rest of the team. This can be 
              done through moves like Heal Bell, Wish, Reflect, Light Screen,
              Rapid Spin, status moves, and many more.
    
    Sweeper   A Pokemon whose job is to attack. Can be physical (uses physical 
              attacks), special (uses special attacks), or mixed (uses both
              physical and special attacks)
    
    Uber      These are Pokemon that are considered too strong for standard (OU)
              competitive battling: Mew, Mewtwo, Lugia, Ho-oh, Latios, 
              Kyogre, Groudon, Rayquaza, Deoxys, Palkia, Dialga
              Giratina, Darkrai, Arceus, Manaphy, Garchomp, and Wobbuffet. 
    
    UU        Under Used. Pokemon that can perform decently in competitive 
              battles, but are not strong or useful enough to compete in OU, 
              or are otherwise overshadowed by better Pokemon. Pokemon considered 
              UU include Golem, Quagsire, Primeape, and Blastoise.
    
    Wall      A Pokemon whose job is to defend. They can be defend against physical 
              sweepers, defend against special sweepers, or defend against both 
              physical and special sweepers.
    
    
                              PART 3
    ========================THE MOVESETS====================
    
    A couple more notes before we start:
    
    **Pokemon are listed in National Dex order.
    
    **To find a specific Pokemon without lots of scrolling, use the search 
      function on your web browser (Ctrl+F or Apple+F) and type the 
      Pokemon's name with a dash in front of it (like -Venusaur or -Mewtwo)
    
    **The EVs provided assume your Pokemon's IVs in those stats are at 31
    
    *******And last but not least, remember this*******
    
    None of these movesets are mandatory. You can adjust the moves, items, natures,
    and EVs to your own liking. You can even create your own moveset if you like. 
    However these movesets provide a solid starting point, especially if you've
    never battled competitively before.
    
    And without further adieu, here are the movesets.
    
    
    ------------------------VENUSAUR------------------------
    Type: Grass/Poison
    Ability: Overgrow
    Base Stats: 80 HP / 82 Atk / 83 Def / 100 SAtk / 100 SDef / 80 Spd
    Pros: Good support movepool, overall solid stats
    Cons: Limited offensive movepool, lacks Ground resistance
    
    Venusaur @Black Sludge
    EVs: 252 HP / 108 Def / 148 SDef
    Calm Nature
    -Energy Ball/Grass Knot
    -Sludge Bomb/Hidden Power [Fire]
    -Leech Seed
    -Sleep Powder
    
    It can be very annoying with Leech Seed and Sleep Powder. Sludge Bomb is good
    for STAB, but HP Fire hits Steels and other Grass types.
    
    ------------------------CHARIZARD------------------------
    Type: Fire/Flying
    Ability: Blaze
    Base Stats: 78 HP / 84 Atk / 78 Def / 109 SAtk / 85 SDef / 100 Spd
    Pros: High Sp. Attack and Speed
    Cons: 4x Stealth Rock weakness, can't boost its Sp. Attack
    
    Charizard @Leftovers/Expert Belt
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    -Flare Blitz
    -Earthquake
    -Dragon Claw
    -Swords Dance/Dragon Dance
    
    Boost your Attack up to sweep. Fire + Dragon hits every Pokemon for at least
    neutral damage except for Heatran, who is taken care of by Earthquake.
    
    Charizard @Salac Berry
    EVs: 4 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Belly Drum
    -Fire Punch
    -Dragon Claw
    -Earthquake
    
    You can actually use Stealth Rock to your advantage. Make sure your HP is an
    odd number and switch in against something that can't hurt you (i.e. Ground 
    attack). SR takes away 50%, Belly Drum takes away another half, and you'll 
    still have 1 HP left to activate Salac. Very risky, but payoff is great.
    
    Charizard @Salac Berry
    EVs: 4 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Belly Drum
    -Fire Punch
    -Dragon Claw/Earthqauke
    -Substitute
    
    This is a much safer alternative to the above set. Sub + Belly Drum bring your
    health down to the level where Salac can activate (make sure your HP is 
    divisible by 4!). However, you lack the type coverage that the previous set
    gives you. 
    
    Charizard @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Hasty/Mild Nature
    -Flamethrower/Fire Blast/Overheat
    -Dragon Pulse
    -Focus Punch
    -Air Slash/Hidden Power [Grass/Electric]
    
    Utilizes the higher of Charizard's offensive stats. Focus Punch hits Blissey,
    Air Slash can flinch, HP Grass takes care of Swampert, and HP Electric is
    for Gyarados. 
    
    ------------------------BLASTOISE------------------------
    Type: Water
    Ability: Torrent
    Base Stats: 79 HP / 83 Atk / 100 Def / 85 SAtk / 105 SDef / 78 Spd
    Pros: High defenses, great support movepool 
    Cons: Overshadowed by many better Water types, stats are rather mediocre,
          poor special movepool
    
    Blastoise @Leftovers
    EVs: 252 HP / 148 Def / 106 SDef
    Bold Nature
    -Surf
    -Rapid Spin
    -Roar/Haze
    -Toxic/Yawn/Counter/Mirror Coat/Ice Beam
    
    Blastoise is great as a support Pokemon. Choose any of the above moves to suit
    the needs of your team.
    
    Blastoise @Leftovers
    EVs: 252 HP / 252 Def / 6 SDef
    Bold Nature
    -Surf
    -Toxic
    -Rest
    -Sleep Talk
    
    A typical Rest+Sleep Talk set. Good for UU, but is otherwise outclassed by
    Milotic. 
    
    ----------------------BUTTERFREE------------------------
    Type: Bug/Flying
    Ability: Compoundeyes
    Base Stats: 60 HP / 45 Atk / 50 Def / 80 SAtk / 80 Spd / 70 Spd
    Pros: Ability gives it accurate status moves
    Cons: 4x Stealth Rock weakness, stats are mediocre at best
    
    Butterfree @Focus Sash
    EVs: 252 HP / 6 SAtk / 252 Spd
    Timid Nature
    -Sleep Powder
    -Stun Spore
    -Bug Buzz
    -Tail Wind
    
    Use your ability to sleep something and inflict paralysis on something 
    else. Tail Wind is for team support before Butterfree goes down.
    
    Butterfree @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Bug Buzz
    -Shadow Ball
    -Energy Ball
    -Hidden Power [Fire]/Sleep Powder
    
    Butterfree's special attack is somewhat decent, but its poor speed kills it.
    
    ----------------------BEEDRILL---------------------------
    Type: Bug/Poison
    Ability: Swarm
    Base Stats: 65 HP / 80 Atk / 40 Def / 45 SpA / 80 SpD / 75 Spd
    Pros: Its Attack is decent at least
    Cons: Low Speed limits sweeping potential, every other stat is poor
    
    Beedrill @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Poison Jab
    -X-Scissor/U-Turn
    -Brick Break
    -Aerial Ace
    
    Typical Choice sweeper. 
    
    Beedrill @Salac Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Substitute/Endure
    -X-Scissor
    -Endeavor
    -Poison Jab
    
    Get yourself down to 1 HP and use Endeavor. Too bad Beedrill has no way of 
    dealing with Ghosts.
    
    Beedrill @Focus Sash
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Agility
    -Baton Pass
    -X-Scissor
    -Swords Dance/Poison Jab
    
    Agility and Baton Pass away. You can Swords Dance if you have the chance, but
    you probably won't. 
    
    ------------------------PIDGEOT--------------------------
    Type: Normal/Flying
    Ability: Keen Eye/Tangled Feet
    Base Stats: 83 HP / 80 Atk / 75 Def / 70 SAtk / 70 SDef / 91 Spd
    Pros: Gets stronger moves in D/P 
    Cons: Mediocre stats, completely outclassed by Staraptor and other birds
    
    Pidgeot @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Brave Bird
    -Return/Double-Edge
    -Steel Wing
    -U-Turn
    
    The standard moveset for Normal/Flying bird Pokemon. U-Turn scouts for counters
    and can get you out of trouble.
    
    ----------------------RATICATE--------------------------
    Type: Normal
    Ability: Guts/Run Away
    Base Stats: 55 HP / 81 Atk / 60 Def / 50 SAtk/ 70 SDef / 97 Spd
    Pros: Super Fang, Guts can come in handy 
    Cons: Mediocre Attack, poor defenses
    
    Raticate @Flame Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Guts
    -Protect
    -Facade
    -Crunch
    -Super Fang/U-Turn
    
    Protect to scout for attacks and let Flame Orb burn yourself, then hit things
    with a Guts boosted 140-power Facade. 
    
    Raticate @Focus Sash
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Guts
    -Counter
    -Reversal
    -Endeavor
    -Quick Attack/Crunch
    
    Survive a powerful physical attack, then Counter it back. Once you're at low
    HP, use Reversal or Endeavor depending on what works better against the 
    opponent you're facing. 
    
    ----------------------FEAROW----------------------------
    Type: Normal/Flying
    Ability: Keen Eye
    Base Stats: 65 HP / 90 Atk / 65 Def / 61 SAtk / 61 SDef / 100 Spd
    Pros: Above average Attack and Speed
    Cons: Can't learn Brave Bird, outclassed by several other Normal/Flyers
    
    Fearow @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Drill Peck
    -Double-Edge
    -U-Turn
    -Quick Attack/Pursuit
    
    Fearow is near the lower end of Normal/Flying birds, but it's slightly better 
    than Pidgeot with its nice Attack and Speed stats. It's a shame it doesn't get 
    Brave Bird.
    
    ----------------------ARBOK-----------------------------
    Type: Poison
    Ability: Intimidate/Shed Skin
    Base Stats: 60 HP / 85 Atk / 69 Def / 65 SAtk / 79 SDef /  80 Spd
    Pros: Pretty good physical movepool, makes a decent Fighting counter
    Cons: Bad stats
    
    Arbok @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Intimidate
    -Gunk Shot
    -Crunch
    -Earthquake
    -Ice Fang
    
    The only real set for Arbok. Its defenses are bad and its Attack and Speed 
    aren't anything special either, so you might as well hit things as hard as 
    you can while you're still alive.
    
    ----------------------PIKACHU---------------------------
    Type: Electric
    Ability: Static
    Base Stats: 35 HP / 55 Atk / 30 Def / 50 SAtk / 40 SDef / 90 Spd
    Pros: Attack AND Special Attack are doubled with Light Ball, Surf is a bonus
    Cons: Extremely low defenses, can't take a hit and has trouble switching into
          anything
    
    Pikachu @Light Ball
    EVs: 6 Atk / 252 SAtk / 252 Spd
    Timid/Hasty Nature
    -Thunderbolt
    -Focus Punch/Brick Break
    -Grass Knot/Hidden Power [Ice]/Surf
    -Substitute
    
    With Light Ball boosting both your offenses, it can strike hard with its 
    special attacks while hitting Blissey with Fighting moves. Surf is only 
    available from Pokemon Battle Revolution.
    
    ----------------------RAICHU----------------------------
    Type: Electric
    Ability: Static
    Base Stats: 60 HP / 90 Atk / 55 Def / 90 SAtk / 80 SDef / 100 Spd
    Pros: Good movepool for an Electric type
    Cons: Low HP and Defense
    
    Raichu @Leftovers
    EVs: 6 Atk / 252 SAtk / 252 Spd
    Hasty Nature
    -Thunderbolt
    -Substitute/Nasty Plot
    -Focus Punch
    -Hidden Power [Ice]/Surf/Grass Knot
    
    Standard Raichu set, which can deal good damage on both special and physical
    fronts. There's a SubPunch combo in there, but if you're good at predicting, 
    you don't need Sub and can use the chance to Nasty Plot. Keep in mind that
    there's no way to get Nasty Plot and Surf on the same set.
    
    Raichu @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Mild/Hasty Nature
    -Thunderbolt
    -Hidden Power [Ice]
    -Grass Knot/Surf
    -Focus Punch
    
    This Raichu just wants to go all out special attacking and uses prediction to
    beat Blissey with Focus Punch.
    
    ----------------------SANDSLASH-------------------------
    Type: Ground
    Ability: Sand Veil
    Base Stats: 75 HP / 100 Atk / 110 Def / 45 SAtk / 55 SDef / 65 Spd
    Pros: Good Attack and Defense
    Cons: Limited movepool, outclassed by many other Ground types
    
    Sandslash @Leftovers
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    -Earthquake
    -Stone Edge
    -Swords Dance
    -X-Scissor/Counter
    
    It's a simple Swords Dance moveset. Not very special, but unfortunately, 
    Sandslash doesn't have many moves that make it stand out. X-Scissor is for 
    Grass-types, while Counter is great as a surprise.
    
    Sandslash @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def
    Impish Nature
    -Earthquake
    -Stone Edge
    -Rapid Spin
    -Stealth Rock
    
    A more defensive set. Sandslash is a solid Spinner, though it is outclassed
    by Donphan and Claydol. 
    
    ----------------------NIDOQUEEN-------------------------
    Type: Ground/Poison
    Ability: Poison Point/Rivalry
    Base Stats: 90 HP / 82 Atk / 87 Def / 75 SAtk / 85 SDef / 76 Spd
    Pros: Makes a nice Fighting-type counter, higher defenses than Nidoking.
          diverse movepool
    Cons: Offensive stats are rather mediocre
    
    Nidoqueen @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def
    Relaxed Nature
    Ability: Poison Point
    -Earthquake
    -Fire Blast
    -Toxic Spikes
    -Stealth Rock/Roar
    
    Nidoqueen is very underrated, but she's actually a nice defensive Pokemon that
    can take Fighting attacks with ease and even survive most non-STAB Earthquakes.
    Fire Blast takes care of Skarmory, Bronzong, Forretress, and Scizor. Lay down
    field hazards like Toxic Spikes or Stealth Rock when you have the chance. Roar
    lets you prevent opponents from setting up as well as shuffle the opposing team
    around so they take field damage. 
    
    Nidoqueen @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def
    Impish Nature
    Ability: Poison Point
    -Earthquake
    -Ice Punch
    -Rest
    -Sleep Talk
    
    Nidoqueen gains extra survivability with a RestTalk set. Ice Punch works well
    with Earthquake to hit Flying and Grass types. 
    
    ----------------------NIDOKING--------------------------
    Type: Ground/Poison
    Ability: Poison Point/Rivalry
    Base Stats: 81 HP / 92 Atk / 77 Def / 85 SAtk / 75 SDef / 85 Spd
    Pros: Diverse movepool, good offensive stats
    Cons: Rather frail with weaknesses to common types
    
    Nidoking @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Poison Point
    -Earthquake
    -Stone Edge
    -Poison Jab/Megahorn
    -Sucker Punch
    
    Nidoking's higher Attack and ability to learn Megahorn makes him a far better
    physical sweeper than Nidoqueen. Earthquake and Stone Edge covers most 
    opponents, Poison Jab or Megahorn hurt Grass types, and Sucker Punch hits 
    faster opponents especially Psychic types.
    
    Nidoking Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    Ability: Poison Point
    -Earth Power
    -Thunderbolt
    -Ice Beam
    -Sludge Bomb/Flamethrower/Focus Punch
    
    With an impressive array of special moves, Nidoking can use a special sweeping
    moveset as well.
    
    Nidoking @Leftovers/Life Orb
    EVs: 132 Atk / 240 SAtk / 136 Spd
    Lonely Nature
    Ability: Poison Point
    -Earthquake
    -Stone Edge
    -Ice Beam
    -Thunderbolt
    
    If the restrictions of Choice items aren't your thing, Nidoking makes a nice
    mixed sweeper with attacks that can hurt most of the Pokemon in the game.
    
    ----------------------CLEFABLE--------------------------
    Type: Normal
    Ability: Cute Charm/Magic Guard
    Base Stats: 95 HP / 70 Atk / 73 Def / 85 SAtk / 90 SDef / 60 Spd
    Pros: Awesome new ability in Magic Guard, very diverse movepool and great
          variety of support moves
    Cons: Besides HP and SDef, its stats are rather lackluster
    
    Clefable @Leftovers
    EVs: 252 HP / 160 Def / 98 SAtk
    Bold Nature
    Ability: Magic Guard
    -Thunderbolt
    -Ice Beam
    -Calm Mind
    -Softboiled
    
    The standard set for Clefable, featuring BoltBeam as your offensive combo, Calm
    Mind to boost those two moves, and Softboiled to heal your lost HP. Clefable's
    unique Magic Guard ability is what makes it stand out from other Pokemon with
    a similar moveset.
    
    Clefable @Leftovers
    EVs: 252 HP / 80 Atk / 176 SAtk
    Brave Nature
    Ability: Magic Guard
    -Focus Punch
    -Substitute
    -Thunderbolt
    -Ice Beam
    
    If you want the BoltBeam combo, but still want to hurt Blissey, then this 
    mixed sweeping set is for you.
    
    Clefable @Choice Specs
    EVs: 252 HP / 6 Def / 252 SAtk  
    Modest Nature
    Ability: Magic Guard
    -Ice Beam
    -Thunderbolt
    -Flamethrower/Fire Blast
    -Grass Knot
    
    Clefable is not built like your standard special sweeper, but it can still 
    hurt a variety of opponents with its large special movepool.
    
    Clefable @Leftovers
    EVs: 252 HP / 80 Def / 178 SDef
    Bold Nature
    Ability: Magic Guard
    -Counter
    -Wish/Softboiled
    -Light Screen
    -Seismic Toss
    
    Most people underestimate Clefable's defensive abilities and Counter punishes
    them for their oversight. Light Screen forces opponents to hit you with 
    physical moves that you can Counter and afterwards, you can use a healing move
    to recover lost HP.
    
    Clefable @Leftovers
    EVs: 252 HP / 80 Def / 178 SDef
    Bold Nature
    Ability: Magic Guard
    -Encore
    -Wish
    -Thunder Wave/Ice Beam
    -Seismic Toss
    
    Encore is such a fun move on Clefable since it can switch into virtually any 
    non-damaging move and Encore it. Once your opponent is stuck repeating its 
    move, do whatever you want. You can heal the team with Wish, paralyze the foe
    with Thunder Wave, or take them down with Ice Beam or Seismic Toss.
    
    ----------------------NINETALES-------------------------
    Type: Fire
    Ability: Flash Fire
    Base Stats: 73 HP / 76 Atk / 75 Def / 81 SAtk / 100 SDef / 100 Spd
    Pros: Has a more diverse movepool than in Advance, good Speed
    Cons: Outclassed by Infernape and other Fire types with better Sp. Attack
    
    Ninetales @Leftovers/Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid Nature
    -Nasty Plot
    -Hypnosis
    -Flamethrower
    -Energy Ball
    
    Put an opponent to sleep, then Nasty Plot and sweep with your two special
    moves. Energy Ball covers all of Ninetales's weaknesses - Water, Rock, and
    Ground. 
    
    Ninetales @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid Nature
    -Overheat/Fire Blast
    -Energy Ball
    -Dark Pulse
    -Hidden Power [Ice/Electric]
    
    Ninetales isn't the best Choice Specs Fire-type sweeper, but it can certainly
    pull the job off. Overheat or Fire Blast should be used over Flamethrower for
    the extra power. Choose HP Ice for Altaria or Electric for Mantine. 
    
    ----------------------WIGGLYTUFF------------------------
    Type: Normal
    Ability: Cute Charm
    Base Stats: 140 HP / 70 Atk / 45 Def / 75 SAtk / 50 SDef / 45 Spd
    Pros: High HP, diverse movepool
    Cons: The rest of its stats range from average to terrible
    
    Wigglytuff @Leftovers
    EVs: 6 HP / 252 Def / 252 SDef
    Impish Nature
    -Counter
    -Wish
    -Light Screen
    -Seismic Toss/Double-Edge
    
    Counter is perfect on Wigglytuff, who has massive HP but pathetic Defense. Wish
    heals you after you take damage and Light Screen forces foes to use physical
    attacks. Seismic Toss has consistent damage, but Double-Edge is also nice. 
    Since you have such high HP and a healing move, the recoil doesn't matter.
    
    Wigglytuff @Choice Specs
    EVs: 148 Def / 252 SAtk / 110 SDef
    Modest Nature
    -Hyper Voice
    -Ice Beam
    -Thunderbolt
    -Focus Blast
    
    Wigglytuff learns a ton of special attacks and since its Sp. Attack stat is
    higher than its Attack, you can put it to good use with a Choice Specs set.
    
    Wigglytuff @Choice Band
    EVs: 252 Atk / 148 Def / 110 SDef
    Brave Nature
    -Double-Edge/Return
    -Gyro Ball
    -Ice Punch
    -Focus Punch
    
    Gyro Ball makes Wigglytuff an interesting Choice Bander and it can learn a 
    variety of other physical moves for this set. 
    
    ----------------------VILEPLUME-------------------------
    Type: Grass/Poison
    Ability: Chlorophyll
    Base Stats: 75 HP / 80 Atk / 85 Def / 100 SAtk / 90 SDef / 50 Spd
    Pros: Good SAtk and SDef, nice selection of support and status moves
    Cons: Very slow, small offensive movepool
    
    Vileplume @Heat Rock/Lum Berry
    EVs: 4 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Sunny Day
    -Solarbeam
    -Sleep Powder
    -Sludge Bomb/Hidden Power [Fire/Ice]
    
    Goes along well with Vileplume's ability. Sludge Bomb works as a second STAB
    move, but HP Fire is the better choice since it also covers Steel types. HP Ice
    hits Dragon and Flying opponents. 
    
    Vileplume @Leftovers
    EVs: 252 HP / 100 Def / 158 SDef
    Calm Nature
    -Sludge Bomb/Energy Ball/Grass Knot
    -Sleep Powder
    -Aromatherapy
    -Moonlight/Stun Spore
    
    A more defensive set. Choose an attacking move depending on what you want to
    hit. Sleep Powder disables counters, Aromatherapy rids the team of status 
    moves, and Moonlight keeps you alive. Stun Spore is an option that gives you
    a chance at double status. 
    
    ----------------------PARASECT--------------------------
    Type: Bug/Grass
    Ability: Effect Spore/Dry Skin
    Base Stats: 60 HP / 95 Atk / 80 Def / 60 SAtk / 80 SDef / 30 Spd
    Pros: Learns Spore, 4x Ground resistance, Water immunity with Dry Skin
    Cons: Many weaknesses including a 4x Flying and Fire weakness, terribly slow
    
    Parasect @Leftovers
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Dry Skin
    -Spore
    -X-Scissor
    -Swords Dance/Aromatherapy
    -Stun Spore/Brick Break
    
    Spore is the most obvious reason to use Parasect, since it's one of the few 
    Pokemon that gets this move. Support yourself with Swords Dance or support the
    team with Aromatherapy. Stun Spore for a chance at double status or use Brick 
    Break to hit Rocks and Steels. 
    
    Parasect @Choice Band
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Dry Skin
    -X-Scissor
    -Seed Bomb
    -Pursuit/Aerial Ace/Brick Break
    -Spore
    
    It's slow, but it has a nice Attack stat to take advantage of with Choice Band.
    Spore is still there to inflict a hit-and-run Sleep.   
    
    ----------------------VENEMOTH--------------------------
    Type: Bug/Poison
    Ability: Shield Dust/Tinted Lens
    Base Stats: 70 HP / 65 Atk / 60 Def / 90 SAtk / 75 SDef / 90 Spd
    Pros: Good Sp. Attack and Speed
    Cons: Frail defenses
    
    Venemoth @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid Nature
    Ability: Tinted Lens
    -Bug Buzz
    -Sludge Bomb
    -Psychic
    -Hidden Power [Fire]/Sleep Powder
    
    Good Sp. Attack and Speed means it can make a decent UU/NU special sweeper.
    
    Venemoth @Focus Sash/Leftovers
    EVs: 252 HP / 6 SAtk / 252 Spd 
    Timid Nature
    Ability: Tinted Lens
    -Bug Buzz
    -Sleep Powder
    -Agility
    -Baton Pass
    
    Agility up and put something to sleep (or the other way around) and then pass
    to something that likes the Speed boost.
    
    ----------------------DUGTRIO---------------------------
    Type: Ground
    Ability: Arena Trap/Sand Veil
    Base Stats: 35 HP / 80 Atk / 50 Def / 50 SAtk / 70 SDef / 120 Spd
    Pros: The only fully-evolved Pokemon with Arena Trap, excellent Speed
    Cons: Attack is mediocre and is dependant on an item boost
    
    Dugtrio @Choice Band/Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Arena Trap
    -Earthquake
    -Stone Edge
    -Aerial Ace
    -Shadow Claw
    
    Hasn't changed much from Advance besides getting Shadow Claw and a stronger
    Rock move. The main decision comes down to Choice Band or Life Orb. Dugtrio's
    Attack is only mediocre, so a big boost from CB is very important. But LO
    gives you diversity, where as CB lets enemies switch in and set up 
    on you after you kill something. However, LO's power boost is too low compared
    to CB and you'll fail to OHKO or 2HKO many things. 
    The choice is yours to make.
    
    ----------------------PERSIAN---------------------------
    Type: Normal
    Ability: Technician/PickUp
    Base Stats: 65 HP / 70 Atk / 60 Def / 65 SAtk / 65 SDef / 115 Spd
    Pros: Very fast, learns Hypnosis, Technician
    Cons: Besides Speed, all its other stats are poor
    
    Persian @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Technician
    -Return
    -Bite
    -Aerial Ace
    -Hypnosis
    
    One of the main reasons to use Persian is that it learns Hypnosis. With its
    high speed, it is one of the fastest sleepers in the game. 
    
    Persian @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Technician
    -Return
    -Fake Out
    -Bite
    -Aerial Ace/U-Turn
    
    With Technician, Fake Out becomes much stronger and Bite gains more power
    than Crunch. Use Aerial Ace for Fighting types or U-Turn to escape from
    tough opponents. 
    
    Persian @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Technician
    -Swift
    -Water Pulse
    -Hypnosis
    -Nasty Plot
    
    Special sweeping Persian may seem unusual, but a Technicianed Swift is pretty
    strong. It can also put counters to sleep and use Nasty Plot to boost its
    Sp. Attack. Water Pulse for Rock types. 
    
    ----------------------GOLDUCK---------------------------
    Type: Water
    Ability: Damp/Cloud Nine
    Base Stats: 80 HP / 82 Atk / 78 Def / 95 SAtk / 80 SDef / 85 Spd
    Pros: Good Sp. Attack, unique Cloud Nine ability
    Cons: Other stats are mediocre, limited movepool
    
    Golduck @Leftovers
    EVs: 30 HP / 252 SAtk / 228 Spd
    Modest Nature
    Ability: Cloud Nine
    -Surf
    -Ice Beam
    -Calm Mind
    -Hypnosis
    
    Not much has changed for special-attacking Golduck. Put counters to sleep,
    Calm Mind up, and sweep.
    
    ----------------------PRIMEAPE--------------------------
    Type: Fighting
    Ability: Vital Spirit/Anger Nerve
    Base Stats: 65 HP / 105 Atk / 60 Def / 60 SAtk / 70 SDef / 95 Spd
    Pros: One of the fastest Fighting types (second only to Infernape)
    Cons: Frail defenses
    
    Primeape @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly/Adamant Nature
    Ability: Vital Spirit
    -Close Combat
    -Stone Edge
    -Ice Punch/Thunderpunch
    -U-Turn
    
    Primeape can hit a lot of types supereffectively with the variety of moves it
    learns. U-Turn is handy for hitting Psychics and scouting for switch ins.
    
    Primeape @Salac Berry
    EVs: 82 HP / 252 Atk / 176 Spd
    Adamant Nature
    Ability: Anger Point
    -Reversal
    -Substitute
    -Stone Edge
    -Ice Punch
    
    Set up a Sub and hope that your enemy critical hits you while you're behind it.
    This will instantly max out your Attack for Reversal. With Sub, you have 4 
    chances of this happening.
     
    ----------------------ARCANINE--------------------------
    Type: Fire
    Ability: Flash Fire/Intimidate
    Base Stats: 90 HP / 110 Atk / 80 Def / 100 SAtk / 80 SDef / 95 Spd
    Pros: Overall good stats, improved physical movepool
    Cons: Movepool is still rather shallow and it is easily countered by
          a variety of standard opponents.
    
    Arcanine @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Intimidate
    -Flare Blitz
    -Extremespeed
    -Crunch
    -Thunder Fang
    
    Arcanine has a lot more physical options then in previous generaions. Flare 
    Blitz is obviously its best move, and now it has Thunder Fang to take on
    some Water types. Extremespeed strikes first and can finish off weakened 
    opponents who are usually faster than you. You don't need this much on the
    Choice Scarf set though. 
    
    Arcanine @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Rash Nature
    Ability: Intimidate
    -Overheat
    -Dragon Pulse
    -Hidden Power [Ground/Grass]
    -Extremespeed
    
    Arcanine's Sp. Attack is great as well so a special sweeping set is also
    effective. Fire and Dragon cover everything except Heatran, which is where
    HP Ground comes in. You can also choose Grass for Swampert and Rhyperior. 
    Extremespeed is there again, since Arcanine's special movepool isn't quite 
    that diverse. 
    
    Arcanine @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd
    Adamant Nature
    Ability: Intimidate
    -Flare Blitz
    -Extremespeed
    -Howl
    -Thunder Fang
    
    If you want to boost your Attack, but still want the diversity of attacks, then
    use the Howl set. 
    
    ----------------------POLIWRATH-------------------------
    Type: Water/Fighting
    Ability: Water Absorb/Damp
    Base Stats: 90 HP / 85 Atk / 95 Def / 70 SAtk / 90 SDef / 70 Spd
    Pros: Good counter to Tyranitar and most Water-types
    Cons: Overall stats are rather mediocre
    
    Poliwrath @Leftovers
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Water Absorb
    -Focus Punch
    -Waterfall/Ice Punch
    -Substitute
    -Hypnosis
    
    Set up a Sub, then Focus Punch anything that isn't resistant to Fighting. If 
    it's too tough to beat, put it to sleep. Waterfall is for a second STAB, but
    Ice Punch hits Flying and Grass foes.
    
    Poliwrath @Salac Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Water Absorb
    -Belly Drum
    -Brick Break
    -Waterfall
    -Substitute/Rock Slide
    
    Much more risky to use. Make sure you have an HP number divisible by 4, then
    Sub and Drum to bring yourself down to exactly 75% health and prepare to sweep
    with your maxed out Attack. If you're feeling extra brave, you don't even need
    Sub and simply hope that your enemy won't do more than 50% damage when you use
    Belly Drum. 
    
    ----------------------ALAKAZAM--------------------------
    Type: Psychic
    Ability: Inner Focus/Synchronize
    Base Stats: 55 HP / 50 Atk / 45 Def / 135 SAtk / 85 SDef / 120 Spd
    Pros: Excellent Special Attack and Speed make it a great special sweeper
    Cons: Can't take a physical hit with low HP and Defense, Pursuit is 
          especially effective
    
    Alakazam @Choice Specs
    EVs: 4 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Synchronize
    -Psychic
    -Focus Blast
    -Shadow Ball/Grass Knot/Hidden Power [Fire]
    -Trick
    
    STABed Choice Specs Psychic hurts a lot. Focus Blast for Steels, Darks, and 
    Blissey. Grass Knot is a more accurate alternative for Tyranitar as well as 
    Pokemon 4x weak to Grass. Shadow Ball hits other Psychics. HP Fire for 
    Steel/Psychics (Metagross, Bronzong, Jirachi). Trick screws up everything that
    tries to wall this set.
    
    Alakazam @Life Orb
    EVs: 4 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Synchronize
    -Psychic
    -Focus Blast
    -Grass Knot/Shadow Ball/Hidden Power [Fire]
    -Calm Mind
    
    Starts off slower than the Specs set, but has the potential to hit harder with 
    Calm Mind boosts. In fact, one Calm Mind anda Life Orb boost will nearly 
    double your original Special Attack stat. 
    
    Alakazam @Focus Sash
    EVs: 252 HP / 6 SAtk / 252 Spd
    Hasty Nature
    Ability: Inner Focus
    -Psychic
    -Focus Blast
    -Grass Knot/Shadow Ball/Hidden Power [Fire]
    -Counter
    
    CounterSash is a fun combo on frail Pokemon that can certainly surprise 
    physical sweepers. 
    
    ----------------------MACHAMP---------------------------
    Type: Fighting
    Ability: Guts/No Guard
    Base Stats: 90 HP / 130 Atk / 80 Def / 65 SAtk / 85 SDef / 55 Spd
    Pros: Amazing Attack, two great abilities, solid HP and defenses
    Cons: Slow Speed
    
    Machamp @Leftovers
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: No Guard
    -Dynamicpunch
    -Stone Edge
    -Ice Punch
    -Thunderpunch/Bulk Up
    
    This set takes advantage of its ability to boost the accuracy of its
    attacks. The confusion from Dynamicpunch can make even Flying and Psychic types
    afraid to switch in. Stone Edge also takes advantage of No Guard for a never-
    miss attack against Fliers. 
    
    Machamp @Choice Band
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Guts
    -Close Combat
    -Stone Edge
    -Ice Punch
    -Thunderpunch/Facade
    
    Guts is preffered on the CBer so it can absorb status inflictions. Flying types
    won't stand a chance when Machamp has up to three supereffective moves against
    them. Facade can be used against Weezing if it tries to burn you.
    
    Machamp @Leftovers
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    -Close Combat/Dynamicpunch
    -Stone Edge
    -Rest
    -Sleep Talk
    
    The RestTalker lasts longer than the other versions. For the ability, choose
    Guts if you want boosted Attack while you sleep or No Guard so that its attacks
    will always hit.
    
    ----------------------VICTREEBEL------------------------
    Type: Grass/Poison
    Ability: Chlorophyll
    Base Stats: 80 HP / 105 Atk / 65 Def / 100 SAtk / 60 SDef / 70 Spd
    Pros: Good offensive stats
    Cons: No strong physical moves to take advantage of its higher Attack, frail
          defenses
    
    Victreebel @Hot Rock/Lum Berry
    EVs: 122 HP / 252 SAtk / 136 Spd 
    Modest Nature
    -Solarbeam
    -Sludge Bomb/Hidden Power [Fire]
    -Sunny Day
    -Sleep Powder
    
    A simple Sunny Day set. Sludge Bomb is good for STAB, but HP Fire provides 
    more coverage. Sleep Powder anything you can't handle.
    
    Victreebel @Black Sludge
    EVs: 252 Spd
    Timid Nature
    -Energy Ball/Sludge Bomb
    -Knock Off
    -Sleep Powder
    -Stun Spore
    
    Less sweeper oriented, and more focused on messing up the enemy through status
    and the removal of their items.
    
    ----------------------TENTACRUEL------------------------
    Type: Water/Poison
    Ability: Liquid Ooze/Clear Body
    Base Stats: 80 HP / 70 Atk / 65 Def / 80 SAtk / 120 SDef / 100 Spd
    Pros: High Speed, excellent Sp. Defense, diverse support and special movepool
    Cons: Mediocre offensive stats
    
    Tentacruel @Leftovers
    252 HP / 120 Def / 136 SDef
    Calm Nature
    Ability: Liquid Ooze
    -Surf
    -Toxic Spies
    -Rapid Spin
    -Knock Off/Ice Beam/Sludge Bomb
    
    Tentacruel's best stat is its Special Defense, so it can make a pretty decent
    Special Wall. It has a lot of useful support moves, the major one being Toxic
    Spikes. Rapid Spin will rid you of field hazards, while Knock Off can screw up
    opponents by removing their items. Another damaging move can be fine as well
    to handle whatever Surf doesn't.
    
    Tentacruel @Life Orb
    EVs: 68 HP / 252 Atk / 188 Spd
    Jolly Nature
    Ability: Clear Body
    -Poison Jab
    -Waterfall
    -Swords Dance
    -Knock Off/Substitute
    
    Simply Swords Dance up and sweep. Sub prevents status effects from messing you
    up while Knock Off is very handy for disabling items.
    
    Tentacruel @Choice Specs
    EVs: 4 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Liquid Ooze
    -Surf/Hydro Pump
    -Ice Beam
    -Sludge Bomb
    -Giga Drain / hidden Power [Electric]
    
    Its Sp. Attack is higher and it learns stronger special moves. However, it has
    no way of boosting its mediocre Sp. Attack stat without items. Giga Drain and
    HP Electric are both good for opponent Water types, with Giga Drain being more
    effective against Swampert and HP Electric for Gyarados. 
    
    ----------------------GOLEM-----------------------------
    Type: Rock/Ground
    Ability: Sturdy/Rock Head
    Base Stats: 80 HP / 110 Atk / 130 Def / 55 SAtk / 65 SDef / 45 Spd
    Pros: Good Attack, Defense, and physical movepool
    Cons: Completely outclassed by Rhyperior
    
    Golem @Choice Band
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    Ability: Rock Head
    -Stone Edge
    -Earthquake
    -Double-Edge/Fire Punch
    -Explosion
    
    A simple CBer set. This set can hit every opponent except for Bronzong, which 
    is why Fire Punch can be useful.
    
    ----------------------RAPIDASH--------------------------
    Type: Fire
    Ability: Flash Fire
    Base Stats: 65 HP / 100 Atk / 70 Def / 80 SAtk / 80 SDef / 105 Spd
    Pros: Great Speed and Attack, gains excellent new physical moves in D/P
    Cons: Movepool is still limited
    
    Rapidash @Leftovers/Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Flare Blitz
    -Megahorn
    -Hypnosis
    -Will-o-wisp
    
    This set can both sweep and inflict double status on the opponent. 
    
    Rapidash @Leftovers
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Flare Blitz
    -Agility
    -Baton Pass
    -Hypnosis
    
    Put counters to sleep to buy you time to Agility and pass to a recipient.
    
    ----------------------SLOWBRO---------------------------
    Type: Water/Psychic
    Ability: Own Tempo/Oblivious
    Base Stats: 95 HP / 75 Atk / 110 Def / 100 SAtk / 80 SDef / 30 Spd
    Pros: Good combination of defensive and offensive power, now gains Slack Off
    Cons: Slow, of course. Bug and Dark weakness 
    
    Slowbro @Leftovers
    EVs: 212 HP / 252 Def / 44 SAtk
    Bold Nature
    Ability: Own Tempo
    -Ice Beam
    -Hidden Power [Electric]
    -Surf/Calm Mind
    -Slack Off
    
    Slowbro's great Defense and Special Attack make up for its slowness. It has 
    many useful moves and not enough room to fit them all on. Ice Beam and HP
    Electric are important against the big physical attackers like Garchomp and
    Gyarados. Use Surf if you really want a STAB move since it will hurt Tyranitar
    and Rhyperior more than your other attacks.
    
    ----------------------FARFETCH'D------------------------
    Type: Normal/Flying
    Ability: Keen Eye/Inner Focus
    Base Stats: 52 HP / 65 Atk / 55 Def / 58 SAtk / 62 SDef / 60 Spd
    Pros: Uh...it looks cool?
    Cons: Terrible stats all around, limited movepool, bad abilities
    
    Farfetch'd @Salac Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Inner Focus
    -Flail
    -Night Slash/Steel Wing
    -Endure/Substitute
    -Swords Dance
    
    The bird below does this way better.
    
    ----------------------DODRIO----------------------------
    Type: Normal/Flying
    Ability: Run Away/Early Bird
    Base Stats: 60 HP / 110 Atk / 70 Def / 60 SAtk / 60 SDef / 100 Spd
    Pros: Great Attack and Speed
    Cons: Frail defenses, limited physical movepool, outclassed by Staraptor
    
    Dodrio @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly/Adamant Nature
    Ability: Early Bird
    -Brave Bird
    -Return
    -Steel Wing
    -Quick Attack
    
    Dodrio is a great CB Bird. Fast and strong, but Staraptor does this a lot 
    better.
    
    Dodrio @Liechi Berry
    EVs: 122 HP / 252 Atk / 136 Spd
    Adamant Nature
    Ability: Early Bird
    -Flail
    -Endeavor/Drill Peck
    -Substitute/Endure
    -Agility
    
    Dodrio can do one thing Staraptor can't, and that is Flail. Agility when you 
    can, Sub or Endure, get that Liechi boost, and then kill things with Flail. 
    Endeavor Steels/Rocks that get in the way or use Drill Peck on Ghosts.
    
    ----------------------DEWGONG---------------------------
    Type: Water/Ice
    Ability: Thick Fat/Hydration
    Base Stats: 90 HP / 70 Atk / 80 Def / 70 SAtk / 95 SDef / 70 Spd
    Pros: Hydration is a nifty new ability
    Cons: Mediocre stats, very limited movepool
    
    Dewgong @Leftovers
    EVs: 252 HP / 252 SAtk / 6 SDef
    Modest Nature
    Ability: Hydration
    -Surf
    -Ice Beam/Encore
    -Rest
    -Rain Dance
    
    Taking advantage of Hydration is the only real thing it can do. Rain Dance and
    keep yourself healthy with Rest. Surf and Ice Beam for STAB, but Encore can
    annoy certain opponents. 
    
    ----------------------MUK-------------------------------
    Type: Poison
    Ability: Stench/Sticky Hold
    Base Stats: 105 HP / 105 Atk / 75 Def / 65 SAtk / 100 SDef / 50 Spd
    Pros: Great HP, Attack, and Sp. Defense, makes a nice UU special tank
    Slow: Slow, lack of a really useful ability, has major trouble handling 
          Ground types 
    
    Muk @Black Sludge
    EVs: 212 HP / 252 Atk / 44 SDef
    Adamant Nature
    Ability: Sticky Hold
    -Focus Punch
    -Substitute
    -Gunk Shot/Poison Jab
    -Shadow Punch
    
    SubPunch is the name of the game and Muk has plenty of HP and Attack to pull
    it off. Choose Gunk Shot for Power or Poison Jab for accuracy. Shadow Punch
    hits Ghosts.
    
    Muk @Black Sludge
    EVs: 252 HP / 108 Atk / 150 SDef
    Careful Nature
    Ability: Sticky Hold
    -Curse
    -Gunk Shot/Poison Jab
    -Fire Punch/Brick Break/Ice Punch
    -Explosion
    
    Muk can already take special hits, so beef up its lower Defense while boosting
    your Attack at the same time. Muk has no real healing move, so when you're 
    getting low on health, just explode. Fire Punch and Brick Break hurt Steels,
    but Ice Punch is useful for Grounds.
    
    Muk @Choice Band
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Sticky Hold
    -Gunk Shot/Poison Jab
    -Explosion
    -Shadow Punch/Ice Punch
    -Focus Punch/Fire Punch
    
    Unlike the previous two sets, this needs no set up and simply allows Muk to
    hit as hard as it can.
    
    ----------------------CLOYSTER--------------------------
    Type: Water/Ice
    Ability: Shell Armor/Skill Link
    Base Stats: 50 HP / 95 Atk / 180 Def / 85 SAtk / 45 SDef / 70 Spd
    Pros: Amazing Defense, gets both Rapid Spin and Spikes
    Cons: Stealth Rock weakness, terrible HP and Sp. Defense, Fighting and Rock
          weakness make it a less successful physical wall
    
    Cloyster @Leftovers
    EVs: 252 HP / 58 Def / 200 SDef
    Impish Nature
    Ability: Shell Armor
    -Ice Shard/Ice Beam/Avalanche
    -Explosion
    -Spikes
    -Rapid Spin
    
    Spikes and Rapid Spin are your two most important moves, so use them when 
    appropriate. You have no recovery move (besides Rest) so simply explode when
    you are done. Ice Shard can take care of faster Dragons like Salamence, or use
    Ice Beam/Avalanche if you don't care about going first.
    
    ----------------------GENGAR----------------------------
    Type: Ghost/Poison
    Ability: Levitate
    Base Stats: 60 HP / 65 Atk / 60 Def / 130 SAtk / 75 SDef / 110 Spd
    Pros: Amazing Sp. Attack and great Speed, incredibly diverse movepool, 
          3 Immunities (Normal, Fighting, Ground) 
    Cons: Frail defenses, weakness to Pursuit
    
    Gengar @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Shadow Ball
    -Thunderbolt
    -Focus Blast
    -Hidden Power [Ice]/Hypnosis
    
    Gengar has a ton of choices for moves, but Shadow Ball will always be a 
    constant. Thunderbolt is for Fliers like Gyarados, Focus Blast OHKOs Darks like
    Weavile/Tyranitar and HP Ice kills Dragons. Hypnosis is great for disabling 
    potential counters, but you may not want to risk it missing. 
    
    Gengar @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Hasty Nature
    -Shadow Ball
    -Thunderbolt
    -Explosion/Hidden Power [Ice]
    -Focus Punch/Focus Blast/Hypnosis
    
    Diversity is good, but Gengar can use Choice items if you have good prediction
    skills. Physical moves like Explosion and Focus Punch are very effective
    against Blissey.
    
    Gengar @Black Sludge
    EVs: 160 HP / 96 SAtk / 252 Spd
    Timid Nature
    -Hypnosis
    -Will-o-wisp
    -Shadow Ball
    -Thunderbolt
    
    Double status is the goal. Disable as many opponents as you can with Burn and
    Sleep.
    
    Gengar @Black Sludge/Expert Belt
    EVs: 200 Atk / 98 SAtk / 212 Spd
    Mild/Hasty Nature
    -Shadow Ball
    -Thunderbolt
    -Substitute
    -Focus Punch
    
    An old moveset from Advance can still work in D/P/P. Substitute makes 
    prediction easier and can scout your enemy's attacks.
    
    Gengar @Focus Sash
    EVs: 6 HP / 252 Atk / 252 Spd
    Hasty Nature
    -Counter
    -Hypnosis
    -Shadow Ball
    -Explosion
    
    A pretty fun set. Counter all those physical attackers who think they can beat 
    you with one hit. Then put the next enemy to sleep and explode to take out 
    another one. You can screw over multiple opponents with this set.
    
    --------------------- HYPNO-----------------------------
    Type: Psychic
    Ability: Insomnia/Forewarn
    Base Stats: 85 HP / 73 Atk / 70 Def / 73 SAtk / 115 SDef / 67 Spd
    Pros: High Special Defense, a great UU Special wall
    
    Hypno @Leftovers
    EVs: 252 HP / 80 Def / 176 Spd
    Calm Nature
    Ability: Insomnia
    -Psychic
    -Shadow Ball/Hidden Power [Fighting]
    -Nasty Plot
    -Baton Pass/Wish
    
    Hypno is built defensively, but can still hurt things after it uses Nasty Plot.
    After boosting your Special Attack, you can pass the benefits along with Baton
    Pass (only from XD) or heal yourself with Wish (only from NYPC)
    
    Hypno @Leftovers
    EVs: 252 HP / 80 Def / 176 Spd
    Calm Nature
    Ability: Insomnia
    -Seismic Toss
    -Wish
    -Reflect
    -Thunder Wave
    
    A set unchanged from the Advance games. It can be really hard to kill with Wish
    constantly healing it. However, Wish is only an NYPC move, so good luck getting
    it.
    
    Hypno @Choice Specs
    EVs: 134 HP / 252 SAtk / 124 Spd
    Modest Nature
    Ability: Insomnia
    -Psychic
    -Shadow Ball
    -Hidden Power [Fighting]
    -Switcheroo
    
    A more offensive Hypno. It has nice type coverage with the first three moves 
    and can screw up anything else with Switcheroo.
    
    ----------------------KINGLER---------------------------
    Type: Water
    Ability: Hyper Cutter
    Base Stats: 55 HP / 130 Atk / 115 Def / 50 SAtk / 50 SDef / 75 Spd
    Pros: Amazing Attack, finally gets some good physical moves in D/P
    Cons: Rather slow, HP and Sp. Defense are terrible, physical movepool is small
    
    Kingler @Leftovers
    EVs: 16 HP / 252 Atk/ 240 Spd
    Jolly Nature
    -Crabhammer
    -X-Scissor
    -Rock Slide/Knock Off
    -Swords Dance
    
    Swords Dance up and pound stuff with Crabhammer. X-Scissor hits Grass and Rock
    Slide covers Gyarados/Mantine. Knock Off is also an option that can be pretty 
    annoying for your opponent.
    
    Kingler @Salac Berry
    EVs: 16 HP / 252 Atk/ 240 Spd
    Jolly Nature
    -Crabhammer
    -Flail
    -Substitute/Endure
    -Swords Dance
    
    Standard Flail set. Boost your Attack, get yourself to low HP to activate your
    Berry, and sweep with Flail while hitting opponents resistant to that move with
    Crabhammer. 
    
    ----------------------ELECTRODE-------------------------
    Type: Electric
    Ability: Soundproof/Static
    Base Stats: 60 HP / 50 Atk / 70 Def / 80 SAtk / 80 SDef / 140 Spd
    Pros: Extremely fast
    Cons: Very limited movepool, Attack is too low to take full advantage of 
          Explosion
    
    Electrode @Liechi Berry
    EVs: 46 Atk / 252 SAtk / 212 Spd
    Hasty Nature
    Ability: Soundproof
    -Thunderbolt
    -Explosion
    -Substitute
    -Hidden Power [Grass/Ice]
    
    The only real set viable on Electrode. Hit stuff with special moves if they 
    are effective. Substitute to prevent status, scout for attacks and to 
    activate Liechi when you are at low health to prepare for an Explosion.
    
    Electrode @Damp Rock
    EVs: 46 Atk / 252 SAtk / 212 Spd
    Hasty Nature
    Ability: Soundproof
    -Thunder
    -Explosion
    -Rain Dance
    -Taunt 
    
    ----------------------EXEGGUTOR-------------------------
    Type: Grass/Psychic
    Ability: Chlorophyll
    Base Stats: 95 HP / 95 Atk / 85 Def / 125 SAtk / 65 SDef / 55 Spd
    Pros: Amazing Sp. Attack, ability offsets its low Speed
    Cons: Type combo gives it a ton of weaknesses, including 4x Bug weak; slow 
          without Sunny Day and has bad Sp. Defense
    
    Exeggutor @Heat Rock/Lum Berry
    EVs: 34 HP / 252 SAtk / 224 Spd
    Modest Nature
    -Solarbeam
    -Sunny Day
    -Psychic/Hidden Power [Fire]/Sleep Powder
    -Explosion
    
    Sunny Day + Solarbeam is the basic strategy. Psychic is supereffective against
    Heracross, but so is HP Fire, which also hurts Weavile and Steels. Sleep Powder
    can disable almost any counter they bring out. Explosion when Exeggutor has
    finished its job.
    
    Exeggutor @Choice Specs
    EVs: 252 HP / 252 SAtk / 6 Spd
    Modest Nature
    -Leaf Storm
    -Psychic
    -Explosion
    -Hidden Power [Fire/Ice]/Grass Knot
    
    A Choice Specs Leaf Storm can put a major dent in many things. Psychic for 
    Heracross and as a second STAB. Explosion takes out Blissey. HP Fire for Steels
    or Ice for Dragons. You can also use Grass Knot if you want a Grass move that
    doesn't lower your SAtk.
    
    ----------------------MAROWAK---------------------------
    Type: Ground
    Ability: Rock Head/Lightning Rod
    Base Stats: 60 HP / 80 Atk / 110 Def / 50 SAtk / 80 SDef / 45 Spd
    Pros: Unique item doubles its Attack, making it extremely powerful 
    Cons: Despite high Defense, low HP and Spd limit its sweeping ability
    
    Marowak @Thick Club
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Rock Head
    -Bonemerang/Earthquake
    -Stone Edge
    -Double-Edge
    -Swords Dance/Fire Punch
    
    Bonemerang hits through Subs, but Earthquake has the same power and is more
    accurate. You can boost your Attack with Swords Dance if you have time, but
    Fire Punch prevents you from getting walled by Bronzong.
    
    ----------------------HITMONCHAN------------------------
    Type: Fighting
    Ability: Keen Eye/Iron Fist
    Base Stats: 50 HP / 105 Atk / 79 Def / 35 SAtk / 110 SDef / 76 Spd
    Pros: Elemental punches are now physical, gains a useful new ability
    Cons: Very low HP and rather slow
    
    Hitmonchan @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd 
    Adamant Nature
    Ability: Iron Fist
    -Close Combat
    -Ice Punch
    -Mach Punch
    -Thunderpunch
    
    It doesn't matter that Sky Uppercut gets an Iron Fist boost, because Close
    Combat is still stronger. Ice Punch for Flying foes and Mach Punch for speedy
    opponents. Thunderpunch gives further coverage and hits Mantine/Gyarados.
    
    Hitmonchan @Leftovers
    EVs: 58 HP / 252 Atk / 224 Spd 
    Adamant Nature
    Ability: Iron Fist
    -Focus Punch
    -Substitute
    -Mach Punch
    -Ice Punch/Thunderpunch/Stone Edge
    
    Focus Punch is super strong after the Iron Fist boost. Your last slot takes
    care of Flying types and depends on what you want to hit. 
    
    ----------------------HITMONLEE-------------------------
    Type: Fighting
    Ability: Limber/Reckless
    Base Stats: 50 HP / 120 Atk / 53 Def / 35 SAtk / 110 SDef / 87 Spd
    Pros: Highest Attack and Speed of the Hitmons
    Cons: Very low HP and Defense
    
    Hitmonlee @Choice Band/Choice Scarf/Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Limber
    -Close Combat
    -Stone Edge
    -Blaze Kick
    -Mach Punch
    
    Close Combat is stronger and more accurate than any of Hitmonlee's kicking
    moves. Stone Edge for Flyers, Blaze Kick for Heracross, and Mach Punch to hit
    faster foes.
    
    Hitmonlee @Salac Berry/Focus Sash
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Limber
    -Reversal
    -Stone Edge
    -Substitute/Endure/Counter
    -Bulk Up
    
    There are two ways to prepare for a Reversal. The first is the traditional
    Sub/Endure + Salac method. The second relies on Counter + Focus Sash. The first
    way is more reliable since you'll get an automatic speed boost, but the second
    lets you kill a physical attacking opponent before you even use Reversal. Both
    fail in OU due to the popular Sandstream ability, so use this in UU.  
    
    ----------------------WEEZING---------------------------
    Type: Poison
    Ability: Levitate
    Base Stats:  65 HP / 90 Atk / 120 Def / 85 SAtk / 70 SDef / 60 Spd
    Pros: Levitate removes its Ground weakness, excellent Defense, great counter
          against Fighting types
    Cons: Lack of many physical resistances (compared to Steel types)
    
    Weezing @Black Sludge
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    -Sludge Bomb
    -Fire Blast/Thunderbolt/Will-o-wisp
    -Haze
    -Pain Split
    
    This is the defensive Weezing set. Haze is its specialty and it can keep itself
    alive with Pain Split. Fire Blast hits Steels and Thunderbolt hits Gyarados,
    who would otherwise Taunt and shut down most of Weezing's moves. W-o-w is for
    a crippling Burn, but watch out for Guts Pokemon (especially Heracross!)
    
    Weezing @Black Sludge
    EVs: 252 HP / 80 Def / 176 SAtk
    Relaxed Nature
    -Sludge Bomb
    -Fire Blast
    -Thunderbolt/Shadow Ball
    -Explosion
    
    This is the more offensive set. Choose Thunderbolt for Gyarados or Shadow Ball
    for Ghosts/Psychics. Explosion when you are done and it can also KO Blissey.
    
    ----------------------KANGASKHAN------------------------
    Type: Normal
    Ability: Early Bird/Scrappy
    Base Stats:  105 HP / 95 Atk / 80 Def / 40 SAtk / 80 SDef / 90 Spd
    Pros: Overall solid stats, Scrappy is a useful new ability
    Cons: Outclassed by faster or stronger Normal sweepers like Tauros
    
    Kangaskhan @Leftovers
    EVs: 212 HP / 252 Atk / 46 Spd
    Adamant Nature
    -Return
    -Focus Punch
    -Sucker Punch
    -Substitute
    
    It looks like a typical SubPunch set, but Sucker Punch makes this set even 
    more effective. Substitute forces your opponent to break it with an attacking
    move which is when they will get Sucker Punched in the face. 
    
    Kangaskhan @Salac Berry
    EVs: 42 HP / 252 Atk / 216 Spd
    Adamant Nature
    Ability: Scrappy
    -Reversal
    -Endeavor
    -Return
    -Substitute/Endure
    
    Scrappy means you no longer need a Dark/Ghost move to take care of Ghost types.
    
    Kangaskhan @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Scrappy
    -Return
    -Earthquake
    -Focus Punch
    -Fake Out/Sucker Punch
    
    A CB set. Easy to use, as most CB sets are.
    
    ----------------------SEAKING---------------------------
    Type: Water
    Ability: Swift Swim/Water Veil
    Base Stats: 80 HP / 92 Atk / 65 Def / 65 SAtk / 80 SDef / 68 Spd
    Pros: Good Attack
    Cons: Other stats are rather low, limited movepool
    
    Seaking @Liechi Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Agility
    -Substitute/Endure
    -Flail
    -Waterfall
    
    A Flail set. Seaking can't boost its Attack, so simply boost its Speed and give
    it a Liechi Berry. At least it now has Waterfall as a second physical attack.
    
    Seaking @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Waterfall
    -Megahorn
    -Double-Edge
    -Flail/Hydro Pump
    
    Its limited movepool is apparent in this set. Waterfall and Megahorn are good,
    but the other two slots are just filler.
    
    ----------------------STARMIE---------------------------
    Type: Water/Psychic
    Ability: Natural Cure/Illuminate
    Base Stats: 60 HP / 75 Atk / 85 Def / 100 SAtk / 85 SDef / 115 Spd
    Pros: Excellent Speed, great Sp. Attack, diverse special movepool, a very good 
          Rapid Spinner
    Cons: Pursuit weakness, low HP
    
    Starmie @Leftovers
    EVs: 236 HP / 56 SAtk / 216 Spd  
    Timid Nature
    Ability: Natural Cure
    -Surf
    -Thunderbolt/Ice Beam
    -Rapid Spin
    -Recover
    
    Starmie is one of the better Spinners in the game and will save you a lot of
    trouble from annoying Spikes and Stealth Rock. You need Surf for STAB and can
    choose whether to use Thunderbolt for enemy Water types or Ice Beam for Grass
    and Dragons. Thunderbolt is usually preffered since it prevents Gyarados from
    setting up on you and is supereffective against Skarmory, the most common
    Spiker.
    
    Starmie @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid Nature
    Ability: Natural Cure
    -Surf
    -Thunderbolt
    -Ice Beam
    -Grass Knot/Psychic
    
    An all out attack set if you don't care about Rapid Spin. Psychic gets STAB,
    but Grass Knot is more useful against bulky Waters like Swampert and Milotic.
    
    ----------------------MR. MIME--------------------------
    Type: Psychic
    Ability: Soundproof/Filter
    Base Stats:  40 HP / 45 Atk / 65 Def / 100 SAtk / 120 SDef / 90 Spd
    Pros: Great support movepool, Filter means no weaknesses!
    Cons: Terrible HP and low Defense
    
    Mr. Mime @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid Nature
    Ability: Filter
    -Psychic
    -Thunderbolt
    -Trick
    -Focus Blast/Shadow Ball
    
    Mr. Mime has a special Trick up its sleeve for any non-special attacker that
    tries to counter it. Focus Blast for Dark types or Shadow Ball for Ghosts and
    enemy Psychics.
    
    Mr. Mime @Leftovers
    EVs: 252 HP / 6 SDef / 252 Spd
    Timid Nature
    Ability: Soundproof
    -Psychic
    -Calm Mind
    -Substitute/Hypnosis
    -Baton Pass
    
    Baton Passing is one of Mr. Mime's strong points. Pass Calm Minds to your team
    mates, along with Subs if you wish. However, Hypnosis disables counters and
    could buy you time for an extra Calm Mind.
    
    ----------------------SCYTHER---------------------------
    Type: Bug/Flying
    Ability: Swarm/Technician
    Base Stats: 70 HP / 110 Atk / 80 Def / 55 SAtk / 80 SDef / 105 Spd
    Pros: Great Attack and Speed, both of its abilities are rather useful
    Cons: 4x Stealth Rock weakness
    
    Scyther @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly/Adamant Nature
    Ability: Technician
    -Aerial Ace
    -Night Slash
    -X-Scissor/U-Turn
    -Brick Break
    
    Standard Choice sweeper set. The EV spread is just a general one. Scyther
    does not need so much speed when it has a Choice Scarf, so feel free to shift
    some Speeds EVs into HP or Defense.
    
    Scyther @Salac Berry
    EVs: 42 HP / 252 Atk / 216 Spd
    Adamant Nature
    -Endure/Substitute
    -Swords Dance
    -Reversal
    -Night Slash/Aerial Ace/X-Scissor
    
    Reversal set number 1 is the standard method for setting up a Reversal.  
    
    Scyther @Focus Sash
    EVs: 6 HP / 252 Atk / 252 Spd
    Hasty Nature
    -Counter
    -Reversal
    -Aerial Ace
    -X-Scissor/Swords Dance
    
    Reversal set number 2, which relies on surviving a big physical hit and 
    striking back with Counter, then pummeling other opponents with Reversal.
    
    Scyther @Leftovers
    EVs: 252 HP / 6 Atk / 252 Spd
    Jolly Nature
    Ability: Technician
    -Swords Dance
    -Agility/Substitute
    -Baton Pass
    -Aerial Ace
    
    Scyther can Baton Pass as well with Attack boosts, Speed boots, and Subs.
    
    ----------------------JYNX------------------------------
    Type: Ice/Psychic
    Ability: Oblivious/Forewarn
    Base Stats: 65 HP / 50 Atk / 35 Def / 115 SAtk / 95 SDef / 95 Spd
    Pros: Excellent sp. attack, learns Lovely Kiss
    Cons: Low HP and terrible Defense, Stealth Rock and Pursuit weakness
    
    Jynx @Leftovers
    EVs: 4 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Forewarn
    -Ice Beam
    -Lovely Kiss
    -Calm Mind
    -Substitute
    
    A classic Jynx moveset. Put your foes to sleep with Lovely Kiss, then boost 
    your special stats with Calm Mind. Set up a Sub to prevent status effects from
    messing you up. Ice Beam is the only attack you need since nothing is immune to
    it and many are weak to it. 
    
    Jynx @Choice Specs
    EVs: 4 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Forewarn
    -Ice Beam
    -Psychic
    -Grass Knot
    -Focus Blast/Hidden Power [Fire/Fighting]
    
    Jynx can now go all out thanks to Choice Specs. Ice Beam and Psychic for STAB,
    Grass Knot hits Slowbro, Starmie, and Tyranitar. You can use a special Fighting
    attack for Blissey and Dark types, or HP Fire for Steels like Bronzong and 
    Metagross.
    
    Jynx @Leftovers
    EVs: 252 HP / 6 SDef / 252 Spd
    Timid Nature
    Ability: Forewarn
    -Mean Look
    -Perish Song
    -Lovely Kiss
    -Substitute
    
    Jynx can use the PerishTrap strategy quite well. Lovely Kiss and Substitute 
    prevent the opponent from hitting you after the countdown begins.
    
    ----------------------PINSIR----------------------------
    Type: Bug
    Ability: Mold Breaker/Hyper Cutter
    Base Stats: 65 HP / 125 Atk / 100 Def / 55 SAtk / 70 SDef / 85 Spd
    Pros: FINALLY gets a good physical Bug move, excellent Attack and great Defense
    Cons: Still overshadowed by Heracross
    
    Pinsir @Leftovers
    EVs: 98 HP / 252 Atk / 160 Spd
    Adamant Nature
    Ability: Hyper Cutter
    -X-Scissor
    -Stone Edge
    -Close Combat/Earthquake
    -Swords Dance
    
    Set up with Swords Dance and kill things. Close Combat and Earthquake will both
    hurt Steels. Close Combat is stronger, but Earthquake doesn't decrease your
    good Defense stat.
    
    Pinsir @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Mold Breaker
    -X-Scissor
    -Stone Edge
    -Close Combat
    -Earthquake
    
    Without the need to setup with Swords Dance, you can hit things faster. Mold
    Breaker is pretty useful for foes with Levitate that try to switch in on your
    Earthquake.
    
    Pinsir @Salac Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Mold Breaker
    -Endure/Substitute
    -Flail
    -Earthquake
    -Swords Dance
    
    Pinsir is yet another Pokemon that can use a Flail moveset (though it's one of
    the many Pokemon that doesn't get STAB from Flail).
    
    ----------------------TAUROS----------------------------
    Type: Normal
    Ability: Intimidate/Anger Nerve
    Base Stats:  75 HP / 100 Atk / 95 Def / 40 SAtk / 70 SDef / 110 Spd
    Pros: Great Attack and Speed, solid Defense and Intimidate means it can switch
          in on physical sweepers without much problem, improved physical movepool
    Cons: Outclassed by physical sweepers with higher Attack or Speed (or both)
    
    Tauros @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Intimidate
    -Return/Double-Edge
    -Earthquake
    -Stone Edge
    -Pursuit
    
    Tauros has always been a great Normal-type sweeper. Its Attack and Speed aren't
    as amazing as a few other physical sweepers, but it can still hit very hard.
    Gaining Stone Edge and a physical Pursuit is a big plus.
    
    Tauros @Salac Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Anger Nerve
    -Return
    -Earthquake
    -Stone Edge
    -Substitute
    
    A set that really relies on luck. You actually WANT your opponent to critical
    hit you (as long as you have a Sub up). This activates Anger Nerve, maxes out
    Tauros's Attack in one go, and you can watch it absolutely destroy things.
    
    ----------------------GYARADOS--------------------------
    Type: Water/Flying
    Ability: Intimidate
    Base Stats:  95 HP / 125 Atk / 79 Def / 60 SAtk / 100 SDef / 81 Spd
    Pros: Overall good stats including excellent Attack, gaining new physical moves
          in D/P is a big plus, can set up easily and sweep entire teams.
    Cons: 4x Electric weakness (but most Electrics have trouble switching in)
    
    Gyarados @Leftovers
    Evs: 212 HP / 16 Atk / 180 Def / 100 Spd
    Adamant Nature
    -Earthquake
    -Ice Fang/Waterfall
    -Taunt
    -Dragon Dance
    
    Nicknamed "BulkyGyara", this is one of the biggest threats in D/P competitive
    battling. Its EV spread may seem defensive, but this allows it to switch in 
    easily against foes like Water types and Heracross. From there, it can wreak
    havoc on your team by Dragon Dancing up, hitting hard, and Taunting your
    attempts to mess it up with status/phazing moves. Truly something to beware of.
    
    Gyarados @Life Orb
    EVs: 4 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Waterfall
    -Stone Edge
    -Ice Fang/Earthquake
    -Dragon Dance
    
    Life Orb Gyarados is extremely powerful after a Dragon Dance boost and has 
    great coverage with the physical attacks it can learn. 
    
    Gyarados @Choice Band/Choice Scarf
    EVs: 76 HP / 252 Atk / 180 Spd
    Adamant Nature
    -Waterfall
    -Earthquake
    -Ice Fang
    -Stone Edge
    
    It may not have the same sweeping potential as the Dragon Dancers, but at
    least you don't have to worry about setting up and can just hit hard and fast.
    
    ----------------------LAPRAS----------------------------
    Type: Water/Ice
    Ability: Shell Armor/Water Absorb
    Base Stats:  130 HP / 85 Atk / 80 Def / 85 SAtk / 95 SDef / 60 Spd
    Pros: Awesome HP and good defenses, good special movepool, great Water counter
    Cons: Ice type gives it Rock and Fighting weakness
    
    Lapras @Leftovers
    EVs: 188 HP / 124 Def / 196
    Modest Nature
    Ability: Water Absorb
    -Surf
    -Ice Beam
    -Thunderbolt
    -Sing/Toxic
    
    Lapras has lots of handy special moves for all kinds of opponents. The only 
    Pokemon resistant to the first three moves are Lanturn and Shedinja (the latter
    one is killed by Toxic).
    
    Lapras @Leftovers
    EVs: 74 HP / 252 Atk / 184 Spd
    Adamant Nature
    Ability: Water Absorb
    -Waterfall
    -Return
    -Dragon Dance
    -Substitute
    
    Lapras's physical movepool isn't as diverse, but at least it can learn Dragon
    Dance to boost its Attack and Speed. Sub to prevent status while you are DDing.
    
    Lapras @Leftovers
    EVs: 252 HP / 6 Atk / 252 SDef
    Careful Nature
    Ability: Shell Armor
    -Waterfall
    -Ice Shard
    -Curse
    -Rest
    
    Another physical set. Curse boosts your Attack/Defense while lowering Speed,
    but Ice Shard still lets you attack first.
    
    ----------------------DITTO-----------------------------
    Type: Normal
    Ability: Limber
    Base Stats:  48 HP / 48 Atk / 48 Def / 48 SAtk / 48 SDef / 48 Spd
    Pros: Can be fun if you don't care about winning
    Cons: Stats are terrible, learns only one move
    
    Ditto @Metal Powder
    EVs: 252 HP / 129 Def / 129 SDef
    Bold/Calm Nature
    -Transform
    
    Use Ditto only if you love gimmick Pokemon. There's not much to say about this.
    
    ----------------------VAPOREON--------------------------
    Type: Water
    Ability: Water Absorb
    Base Stats:  130 HP / 65 Atk / 60 Def / 110 SAtk / 95 SDef / 65 Spd
    Pros: Amazing HP, Water immunity makes it a great Water counter, learns some
          handy support moves including Wish 
    Cons: Defense is rather low (though somewhat made up by the high HP)
    
    Vaporeon @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    -Surf
    -Wish
    -Protect
    -Ice Beam/Hidden Power [Electric]
    
    A set based around Wish passing. Ice Beam for Grass/Dragons, but HP Electric
    is for other Waters, especially Gyarados.
    
    Vaporeon @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    -Surf
    -Wish
    -Substitute/Acid Armor
    -Baton Pass
    
    Now Vaporeon is passing something else besides Wish. It can give your teammates
    huge Subs or a big boost in Defense.
    
    ----------------------JOLTEON---------------------------
    Type: Electric
    Ability: Volt Absorb
    Base Stats:  65 HP / 65 Atk / 60 Def / 110 SAtk / 95 SDef / 130 Spd
    Pros: Extremely fast, great Sp. Attack, SubPassing is very helpful for 
          Jolteon's teammates 
    Cons: Movepool is still limited
    
    Jolteon @Leftovers
    EVs: 42 HP / 252 SAtk / 216 Spd
    Timid Nature
    -Thunderbolt
    -Hidden Power [Ice/Grass]
    -Substitute
    -Baton Pass
    
    Unchanged from Advance, Jolteon is still a great lead for your team due to its
    Speed and ability to set up and pass Subs to your teammates. Choose HP Ice
    for Grass types and Dragons like Garchomp, or HP Grass for Rhyperior and
    Swampert.
    
    Jolteon @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Thunderbolt
    -Hidden Power [Ice/Grass]
    -Shadow Ball
    -Baton Pass
    
    A typical Choice Specs set. What may strike you as unusual is Baton Pass with 
    nothing to pass. With Jolteon's high speed, you can use Baton Pass as a form 
    of scouting to see what your opponent does and use it to switch to an 
    appropriate counter no matter what Pokemon they bring in.
    
    Jolteon @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Thunderbolt
    -Hidden Power [Ice/Grass]
    -Shadow Ball
    -Charge Beam
    
    Use Charge Beam to hopefully boost your Sp. Attack then sweep with your other
    attacks. This set makes a great late game sweeper.
    
    ----------------------FLAREON---------------------------
    Type: Fire
    Ability: Flash Fire
    Base Stats:  65 HP / 130 Atk / 60 Def / 95 SAtk / 110 SDef / 65 Spd
    Pros: High Attack
    Cons: Low HP and Speed, physical movepool is very limited and learns no strong
          physical fire move (not even Flare Blitz)
    
    Flareon @Choice Band
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    -Return
    -Iron Tail
    -Fire Fang
    -Quick Attack
    
    Poor Flareon. Fire Fang is its strongest physical STAB move and that's not
    saying much. 
    
    Flareon @Choice Specs
    EVs: 252 HP / 252 SAtk / 6 Spd
    Modest Nature
    -Flamethrower
    -Shadow Ball
    -Hidden Power [Ice/Grass]
    -Overheat
    
    Its special movepool isn't much better, although its special Fire moves are
    much stronger.
    
    ----------------------OMASTAR---------------------------
    Type: Rock/Water
    Ability: Swift Swim/Shell Armor
    Base Stats:  70 HP / 60 Atk / 125 Def / 115 SAtk / 70 SDef / 55 Spd
    Pros: Excellent Special Attack and great Defense
    Cons: Type combo gives it 4x Grass weak and weakness to Fighting/Ground 
          making it rather frail despite its high Defense
    
    Omastar @Damp Rock/Lum Berry
    EVs: 34 HP / 252 SAtk / 224 Spd
    Modest Nature
    Ability: Swift Swim
    -Rain Dance
    -Surf/Hydro Pump
    -Ice Beam
    -Hidden Power [Electric/Grass]
    
    Take advantage of its first ability with the Rain Dance set. It has excellent
    Sp. Attack and can deal a lot of damage with its Water moves (Surf for 
    accuracy or Hydro Pump for power). 
    
    Omastar @Choice Specs
    EVs: 252 HP / 252 SpAtk / 6 Spd
    Modest Nature
    -Surf/Hydro Pump
    -Ice Beam
    -Hidden Power [Electric/Grass]
    -Ancientpower
    
    Omastar's special movepool isn't stellar, but it still has nice coverage. 
    Ancientpower hits Shedinja at least.
    
    Omastar @Leftovers
    EVs: 252 HP / 132 Def / 126 SAtk
    Bold Nature
    Ability: Shell Armor
    -Surf
    -Ice Beam
    -Spikes/Stealth Rock
    -Knock Off
    
    A more defensive set. Omastar can set up Spikes or Stealth Rock (or even both
    on the same set) and remove the opponent's items. Does especially well in
    the Sandstorm for a Sp. Defense boost. 
     
    ----------------------KABUTOPS--------------------------
    Type: Rock/Water
    Ability: Swift Swim/Battle Armor
    Base Stats:  60 HP / 115 Atk / 105 Def / 65 SAtk / 70 SDef / 80 Spd
    Pros: High Attack
    Cons: Rather frail, type combo has the same problems as Omastar's.
    
    Kabutops @Leftovers
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    -Rock Slide/Stone Edge
    -Waterfall
    -X-Scissor
    -Swords Dance
    
    A simple set where you Swords Dance up and sweep with whatever is most 
    effective. Rock Slide has less power than Stone Edge, but due to Kabutops's
    frailness, Stone Edge's low accuracy may not be very appealing.
    
    Kabutops @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Stone Edge
    -Waterfall
    -X-Scissor
    -Aqua Jet
    
    Another simple set. You won't have to worry about Kabutops's mediocre Speed
    so much when you can hit things hard with Aqua Jet.
    
    Kabutops @Salac Berry
    EVs: 58 HP / 252 Atk / 200 Spd
    Jolly Nature
    -Swords Dance
    -Waterfall
    -Flail
    -Substitute/Endure
    
    It seems like all of Kabutops's sets are simple. This is nothing out of your
    ordinary Flail set.
    
    ----------------------AERODACTYL------------------------
    Type: Rock/Flying
    Ability: Rock Head/Pressure
    Base Stats:  80 HP / 105 Atk / 65 Def / 60 SAtk / 75 SDef / 130 Spd
    Pros: Extremely fast, great Attack, gains better physical moves
    Cons: Frail for a Rock type, Stealth Rock weakness
    
    Aerodactyl @Focus Sash
    EVs: 4 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Pressure
    -Stone Edge
    -Earthquake
    -Taunt
    -Stealth Rock
    
    Aerodactyl is the fastest of the "suicide leads". Unless your opponent is a 
    Ninjask, Electrode, or Choice Scarfer, you'll usually be able to set up an
    early Stealth Rock while using Taunt to prevent your opponent from getting
    their own Rocks up. 
    
    Aerodactyl @Choice Band/Life Orb
    EVs: 42 HP / 252 Atk / 216 Spd
    Adamant/Jolly Nature
    Ability: Pressure
    -Stone Edge
    -Earthquake
    -Crunch/Pursuit
    -Aerial Ace/Ice Fang/Fire Fang
    
    Standard CB sweeper. Aerodactyl's extremely high speed makes it stand out 
    amongst the many Rock-type sweepers that D/P has. Aerial Ace is for STAB, Ice 
    Fang hits Dragons, and Fire Fang is for Bronzong. Double-Edge is no longer as 
    useful, so Rock Head isn't a needed ability. 
    
    Aerodactyl @Leftovers
    EVs: 252 HP / 6 Def / 252 Spd
    Jolly Nature
    Ability: Pressure
    -Substitute
    -Protect
    -Fly
    -Rock Slide/Earthquake
    
    PressureDactyl! A novelty set that can actually work. The goal is to stall
    the opponent out of as much PP as possible. Rock Slide can flinch, but 
    Earthquake prevents you from getting walled by Steels.
    
    ----------------------SNORLAX---------------------------
    Type: Normal
    Ability: Immunity/Thick Fat
    Base Stats:  160 HP / 110 Atk / 65 Def / 60 SAtk / 110 SDef / 30 Spd
    Pros: Enormous HP, great Attack and Sp. Defense, makes a good special wall that
          can still hit things hard.
    Cons: No longer able to take special hits as well due to special sweepers 
          gaining new Sp. Attack boosters like Nasty Plot and Choice Specs
    
    Snorlax @Leftovers
    EVs: 82 HP / 40 Atk / 136 Def / 252 SDef
    Careful Nature
    Ability: Thick Fat
    -Return/Body Slam
    -Earthquake/Crunch
    -Curse
    -Rest
    
    Good ol' CurseLax hasn't changed much from Advance, though sweepers in D/P can
    hit a lot harder now. You still have to decide whether you want to hit 
    Tyranitar and Steel types with Earthquake, or Ghosts like Gengar with Crunch.
    Choose Return for its power or Body Slam for its ability to paralyze, which
    can be a lifesaver in certain situations.
    
    Snorlax @Leftovers
    EVs: 160 HP / 40 Atk / 56 Def / 252 SDef
    Careful Nature
    Ability: Thick Fat
    -Double-Edge/Body Slam
    -Earthquake/Crunch
    -Rest
    -Sleep Talk
    
    Here's another moveset that hasn't changed much. Rest is important since it's
    Snorlax's only way of healing itself. 
    
    Snorlax @Leftovers/Choice Band
    EVs: 6 HP / 252 Atk / 252 SDef
    Ability: Immunity
    -Body Slam/Return
    -Earthquake
    -Selfdestruct
    -Fire Punch/Pursuit/Crunch
    
    Whether you choose Leftovers for versatility or Choice Band for power is up to
    you. This Snorlax cares more about offense than defense. Selfdestruct is from
    XD and is a great way to finish things off when you're low at health. This
    set works particularly well in a Trick Room team.
    
    ----------------------ARTICUNO---------------------------
    Type: Ice/Flying
    Ability: Pressure
    Base Stats:  90 HP / 85 Atk / 100 Def / 95 SAtk / 125 SDef / 85 Spd
    Pros: Great defenses, excellent counter to Celebi and most Grass types, works
          especially well after Spikes/Stealth Rock have been set up.
    Cons: 4x Stealth Rock weakness, limited movepool
    
    Articuno @Leftovers
    EVs: 252 HP / 126 Def / 132 SDef
    Calm Nature
    -Ice Beam
    -Roar/Heal Bell
    -Rest
    -Sleep Talk
    
    The RestTalking set is an old standard for Articuno. Keep yourself alive with
    Rest and Sleep Talk while you slumber. Roar is great for phazing, but if you
    got Articuno from XD, you can teach it Heal Bell to instantly wake you up after
    you go to sleep. 
    
    Articuno @Leftovers
    EVs: 252 HP / 126 Def / 132 SDef
    Calm Nature
    -Ice Beam
    -Reflect
    -Tail Wind/Heal Bell/Roar
    -Roost
    
    Articuno also gained Roost as a healing move and has a variety of moves to 
    support the team. Boost Speed with Tail Wind, instant healing with Heal Bell,
    or force switches with Roar.
    
    ----------------------ZAPDOS-----------------------------
    Type: Electric/Flying
    Ability: Pressure
    Base Stats: 90 HP / 90 Atk / 85 Def / 125 SAtk / 90 SDef / 100 Spd
    Pros: Great Sp. Attack and Speed, has many great support moves, can work 
          offensively or defensively
    Cons: Limited movepool (but still has a wide variety of movesets despite that) 
    
    Zapdos @Leftovers
    EVs: 252 HP / 220 SAtk / 36 Spd
    Bold Nature
    -Thunderbolt
    -Heat Wave
    -Roost
    -Roar/Hidden Power [Ice/Grass]
    
    Zapdos is a great counter to many physical sweepers in the game, including
    Scizor, Metagross, and Lucario. Heat Wave hits Grass types resistant to
    Thunderbolt. HP Ice or Grass does well against Ground types, the former for
    Dragons and the latter for Swampert and Rhyperior. Roost keeps you alive and
    Roar prevents opponents from setting up. 
    
    Zapdos @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Thunderbolt
    -Hidden Power [Ice/Grass]
    -Heat Wave
    -Roost
    
    Zapdos is an very powerful sweeper and has a great range of coverage with those
    three moves. Roost keeps you alive and heals Life Orb damage. 
    
    Zapdos @Leftovers
    EVs: 252 HP / 6 SAtk / 252 Spd
    Timid Nature
    -Thunderbolt
    -Agility
    -Baton Pass
    -Substitute/Hidden Power [Ice/Grass]
    
    Baton Pass from XD is a great addition and makes Zapdos one of the best speed
    passers. You can also pass Substitute if you want, but a good Hidden Power can
    come in handy if you don't want to be limited to only one move.
    
    Zapdos @Leftovers
    EVs: 252 HP / 220 SDef / 36 Spd
    Calm Nature
    -Thunderbolt
    -Hidden Power [Ice/Grass]/Heat Wave
    -Rest
    -Sleep Talk
    
    Zapdos doesn't have the best Special Defense in the world, but it can still 
    take a hit, has Pressure to stall enemies, (including Blissey), 
    and can absorb Sleep and other status effects. 
    
    Zapdos @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    -Thunderbolt
    -Hidden Power [Ice/Grass]
    -Heat Wave
    -U-Turn
    
    Choice Specs gives Zapdos even more power, but its special movepool is very
    limited. U-Turn doesn't get a boost from Choice Specs, but is still useful for
    scouting counters while hurting Grass types at the same time. Choice Scarf
    makes Zapdos a great lead and 
    
    ----------------------MOLTRES----------------------------
    Type: Fire/Flying
    Ability: Pressure
    Base Stats: 90 HP / 100 Atk / 90 Def / 125 SAtk / 85 SDef / 90 Spd
    Pros: Excellent Sp. Attack
    Cons: 4x Stealth Rock weakness, limited movepool
    
    Moltres @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 Spd / 252 SAtk
    Timid Nature
    -Overheat
    -Air Slash
    -Hidden Power [Ice/Grass]
    -Flamethrower/Fire Blast
    
    Overheat can do a ton of damage, but you may want a secondary fire move in
    case the Sp. Attack drop will put you at a disadvantage. HP Ice for Dragons 
    or HP Grass for Waters and Rhyperior. 
    
    Moltres @Hot Rock
    EVs: 6 HP / 252 Spd / 252 SAtk
    Modest/Timid Nature
    -Flamethrower/Fire Blast
    -Sunny Day
    -Solarbeam
    -Air Slash/Hidden Power [Ice]
    
    This set revolves around Sunny Day. Solarbeam from Moltres's super high Sp.
    Attack will seriously hurt most Water and Rock types that think they can switch
    in.
    
    ----------------------DRAGONITE--------------------------
    Type: Dragon/Flying
    Ability: Inner Focus
    Base Stats: 91 HP / 134 Atk / 95 Def / 100 SAtk / 100 SDef / 80 Spd
    Pros: Amazing Attack, better defenses than most Dragons, diverse movepool, 
          Fighting and support moves let it stand out from Salamence
    Cons: 4x Ice weakness, rather slow for a Dragon
    
    Dragonite @Life Orb
    EVs: 112 Atk / 200 SAtk / 196 Spd  
    Rash Nature
    -Draco Meteor
    -Superpower
    -Fire Blast/Flamethrower
    -Roost/Thunderbolt
    
    Dragonite is an excellent wall-breaker and can do the job even better than 
    Salamence due to its ability to learn Superpower to take down special walls
    like Snorlax and Blissey. Use Fire attacks for Steel types. Roost lets you
    recover damage from Life Orb, but Thunderbolt is useful for Gyarados
    
    Dragonite @Life Orb/Yache Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Outrage
    -Earthquake
    -Fire Blast
    -Dragon Dance
    
    If you can get it set up, Dragon Dance and Outrage is a nearly unstoppable 
    combo (except by certain Steels). Earthquake and Fire Blast take care of all
    the types resistant to Dragon. Use this near the end of the battle. You 
    don't want to get stuck in Outrage too early.  
    
    Dragonite @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    -Outrage
    -Earthquake
    -Fire Punch
    -Aqua Tail
    
    No set up required with the physical Choice sweeper. Aqua Tail 2HKOs bulky
    Ground types like Gliscor, Donphan, and Hippowdon. 
    
    Dragonite @Choice Specs/Choice Scarf
    EVs: 6 Atk / 252 SAtk / 252 Spd
    Mild Nature
    -Draco Meteor
    -Flamethrower
    -Focus Punch/Superpower
    -Dragon Pulse
    
    Salamence may be faster and stronger, but Dragonite gets Focus Punch or
    Superpower to take care of Blissey. 
    
    Dragonite @Leftovers
    EVs: 64 Atk / 252 SAtk / 192 Spd
    Mild/Rash Nature
    -Substitute
    -Focus Punch
    -Dragon Pulse
    -Flamethrower
    
    Some of the same moves as above, but you're a bit safer with Substitute and you
    don't need to predict as much. 
    
    Dragonite @Leftovers
    EVs: 248 HP / 216 SDef / 44 Spd
    Calm Nature
    -Dragon Pulse
    -Toxic/Thunder Wave
    -Roost
    -Light Screen/Heal Bell
    
    Dragonite can learn a fair bit of support moves and has good defenses to make
    use of them. 
    
    ----------------------MEWTWO-----------------------------
    Type: Psychic
    Ability: Pressure
    Base Stats: 106 HP / 110 Atk / 90 Def / 154 SAtk / 90 SDef / 130 Spd
    Pros: Incredible Sp. Attack and Speed, great all around stats, extremely 
          diverse movepool, one of the best special sweepers in the game
    Cons: Not much. New ubers Darkrai and Arceus can now counter it, but even they
          won't always stand in its way.
    
    Mewtwo @Leftovers
    EVs: 42 HP / 252 SAtk / 216 Spd
    Timid Nature
    -Ice Beam
    -Thunderbolt/Recover
    -Taunt
    -Calm Mind
    
    Taunt Mewtwo was scary in Advance and is still scary in D/P since Taunt now
    lasts longer. You can laugh in the face of walls like Blissey and Lugia since
    they have no way of stopping you once they've been Taunted. Ice Beam is the one
    true move for this set since no Pokemon resist it and most ubers are weak 
    against it. Thunderbolt gives you additional coverage, but Recover is useful 
    for healing HP lost while you were using Calm Mind.
    
    Mewtwo @Life Orb/Choice Specs
    EVs: 76 Atk / 212 SAtk / 220 Spd 
    Timid Nature
    -Shadow Ball
    -Ice Beam
    -Thunder
    -Focus Punch/Aura Sphere
    
    An all out attacker. This set takes advantage of Mewtwo's diverse movepool to
    cover every Pokemon in ubers, including Blissey. Thunder hits Kyogres. Move the
    Attack EVs into HP if you're not using Focus Punch.
    
    Mewtwo @Leftovers/Life Orb
    EVs: 42 HP / 252 Atk / 216 Spd
    Adamant Nature
    -Ice Punch
    -Earthquake/Fire Blast
    -Bulk Up
    -Brick Break/Selfdestruct
    
    You may think physical Mewtwo is silly, but it can be both surprising and
    devastating. Mewtwo already has a good Attack stat and many ubers lack Defense,
    so Mewtwo can hit them where it hurts. Ice Punch for Dragons, Earthquake or 
    Fire Blast for Steels, Brick Break for Darkrai and Blissey, or Selfdestruct 
    (from XD) to go out with a bang.
    
    ----------------------MEW--------------------------------
    Type: Psychic
    Ability: Synchronize
    Base Stats: 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spd
    Pros: Learns every TM/HM in the games, which gives it an incredibly diverse
          movepool (second only to Smeargle). 
    Cons: Outclassed as a sweeper by Mewtwo, so be sure to use its exclusive moves
          to your advantage. 
    
    Mew @Leftovers
    EVs: 252 HP / 36 SDef / 220 Spd
    Timid Nature
    -Nasty Plot
    -Baton Pass
    -Hypnosis
    -Substitute/Taunt/Dark Pulse
    
    Mew is the only uber that can Baton Pass, and this is the special passing set.
    Along with Nasty Plot, Mew can also pass 101-HP Substitutes, put counters to
    sleep with Hypnosis or Taunt to prevent them from setting up. If you really 
    prefer to have an attacking move, Dark Pulse is your best choice since nothing
    is immune to it and it can hit most ubers supereffectively.
    
    Mew @Leftovers
    EVs: 252 HP / 36 SDef / 220 Spd
    Jolly Nature
    -Swords Dance
    -Baton Pass
    -Substitute/Hypnosis
    -Taunt/Shadow Claw
    
    Similar to the first set, but this time you're passing Attack with Swords 
    Dance. Otherwise, the idea is the same. 
    
    Mew @Leftovers/Life Orb
    EVs: 36 HP / 252 SAtk / 220 Spd
    Timid Nature
    -Dark Pulse
    -Ice Beam/Grass Knot
    -Nasty Plot
    -Taunt/Baton Pass/Hypnosis
    
    Mew has good Sp. Attack as well, and can boost it even higher with Nasty Plot.
    As mentioned, Dark Pulse is effective against most ubers (who are Psychic), 
    Ice Beam hits all the Dragon ubers, while Grass Knot is particularily effective
    against Kyogre and Groudon. Your last slot is reserved for moves that disable
    counters or in Baton Pass's case, escape from them. 
    
    Mew @Leftovers/Life Orb
    EVs: 36 HP / 252 Atk / 220 Spd
    Jolly Nature
    -Earthquake
    -Shadow Claw
    -Swords Dance
    -Taunt/Baton Pass/Hypnosis
    
    Physical variant of above set. Earthquake and Shadow Claw cover a lot of 
    opponents you may face in ubers, although you can work in other physical 
    attacks into this set if you'd like.
    
    Mew @Leftovers
    EVs: 252 HP / 36 SDef / 220 Spd
    Timid/Jolly Nature
    -Transform
    -Hypnosis
    -Reflect/Light Screen
    -Softboiled
    
    This set is neither special nor physical, but is whatever opponent you turn
    into. Transform can be a really fun surprise against your opponent and the 
    last three moves are used to help you survive longer 
    
    ----------------------MEGANIUM---------------------------
    Type: Grass
    Ability: Overgrow
    Base Stats: 80 HP / 82 Atk / 100 Def / 83 SAtk / 100 SDef / 80 Spd
    Pros: Good defenses, learns userful support moves
    Cons: Outside of support moves, its movepool isn't very interesting.
    
    Meganium @Leftovers
    EVs: 252 HP / 78 Def / 180 SDef
    Bold Nature
    -Energy Ball
    -Aromatherapy
    -Leech Seed
    -Reflect/Light Screen
    
    As mentioned, support is the way to go with Meganium. Status healing with
    Aromatherapy, extra recovery with Leech Seed, and boosted defenses with Reflect
    or Light Screen can really help your team out. 
    
    ------------------------TYPHLOSION---------------------
    Type: Fire
    Ability: Blaze
    Base Stats: 78 HP / 84 Atk / 78 Def / 109 SAtk / 85 SDef / 100 Spd
    Pros: Great Sp. Attack and high Speed, gains Eruption in D/P
    Cons: Offensive movepool is rather lacking compared to other Fires like
          Infernape, Blaziken, and Magmortar.
    
    Typhlosion @Choice Scarf
    EVs: 120 Atk / 252 SAtk / 138 Spd
    Mild Nature
    -Eruption
    -Focus Punch
    -Hidden Power [Ice]
    -Overheat
    
    Eruption is a great addition because Typhlosion has the speed to attack 
    before taking damage from most opponents, which basically means you'll 
    be hitting them with a Blast Burn that doesn't need recharging. When you are
    at low HP and Eruption no longer does much, Blaze kicks in and you can still 
    hit enemies hard with Overheat. HP Ice is for Dragons.  
    
    Typhlosion @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Flamethrower/Fire Blast
    -Focus Punch
    -Hidden Power [Ice]
    -Overheat
    
    This is more of your traditional Fire-type sweeper, except Typhlosion has the
    arms to use Focus Punch for Blissey. 
    
    Typhlosion @Heat Rock
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Flamethrower/Fire Blast
    -Solarbeam
    -Hidden Power [Ice]
    -Sunny Day
    
    Typhlosion also gets Solarbeam in D/P, so a Sunny Day set is viable. However,
    don't use this in OU since Sandstream will easily mess it up.
    
    ------------------------FERALIGATR---------------------
    Type: Water
    Ability: Torrent
    Base Stats: 85 HP / 105 Atk / 100 Def / 79 SAtk / 83 SDef / 78 Spd
    Pros: Great Attack, learns Dragon Dance
    Cons: Largely outclassed by Gyarados and other OU Water types.
    
    Feraligatr @Leftovers
    EVs: 138 HP / 252 Atk / 120 Spd
    Adamant Nature
    -Waterfall
    -Ice Punch
    -Earthquake
    -Dragon Dance/Swords Dance
    
    Dragon Dance makes Feraligatr a good Water-type physical sweeper (though
    Gyarados does the job much better). Still, Gyarados doesn't learn Ice Punch
    and Feraligatr can use Swords Dance as an alternate Attack booster.
    
    Feraligatr @Choice Band
    EVs: 136 HP / 252 Atk / 122 Spd
    Adamant Nature
    -Waterfall
    -Ice Punch
    -Earthquake
    -Rock Slide
    
    As with any Pokemon with good Attack, Feraligatr can use a Choice Band if
    you want a simple sweeping set.
    
    ------------------------FURRET-------------------------
    Type: Normal
    Ability: Run Away/Keen Eye
    Base Stats: 85 HP / 76 Atk / 64 Def / 45 SAtk / 55 SDef / 90 Spd
    Pros: Good movepool, pretty good Speed
    Cons: Mediocre attack and low defenses
    
    Furret @Choice Band/Choice Scarf
    EVs: 4 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    -Return/Double-Edge
    -Focus Punch
    -Shadow Claw/Sucker Punch
    -Trick
    
    Trick saves this set from being just another Choice sweeper. It has good 
    coverage with the attacks listed, but it doesn't have the power to pull them
    off effectively. 
    
    ------------------------NOCTOWL------------------------
    Type: Normal/Flying
    Ability: Insomnia/Keen Eye
    Base Stats: 100 HP / 50 Atk / 50 Def / 76 SAtk / 96 SDef / 70 Spd
    Pros: Can make 101-HP Substitutes for all its worth
    Con: Rather slow, low offensive stats, unimpressive movepool 
    
    Noctowl @Leftovers
    EVs: 252 HP / 252 SDef / 6 Spd
    Calm Nature
    Ability: Insomnia
    -Air Slash
    -Hypnosis
    -Reflect
    -Roost
    
    Support Noctowl is the most you'll get out of it. Put something to sleep, 
    Reflect, and switch out. 
    
    ------------------------LEDIAN-------------------------
    Type: Bug/Flying
    Ability: Swarm/Early Bird
    Base Stats: 55 HP / 35 Atk / 50 Def / 55 SAtk / 110 SDef / 85 Spd
    Pros: Excellent Sp. Defense, great support moves
    Cons: Very frail due to low HP, terrible offensive stats, many weaknesses due
          to bad type combo
    
    Ledian @Focus Sash/Leftovers
    EVs: 252 HP / 4 Atk / 252 Spd
    Jolly Nature
    -Agility/Swords Dance
    -Substitute
    -Baton Pass
    -Ice Punch/Thunderpunch
    
    Baton Passing is one of Ledian's talents (and probably its only talent). 
    Ninjask and Scizor can do it better, but this is Ledian's moveset, not their's. 
    
    Ledian @Focus Sash
    EVs: 252 HP / 4 SAtk / 252 Spd
    Timid Nature
    -Bug Buzz
    -Reflect
    -Light Screen
    -Knock Off
    
    More general support. Reflect and Light Screen help defend the team while 
    Knock Off can mess up some opponents.
    
    ------------------------ARIADOS------------------------
    Type: Bug/Poison
    Ability: Insomnia/Swarm
    Base Stats: 70 HP / 90 Atk / 70 Def / 60 SAtk / 60 SDef / 40 Spd
    Pros: Spider Web and Baton Pass combo
    Cons: Terribly slow, frail defenses, overall mediocre stats
    
    Ariados @Focus Sash
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Insomnia
    -Poison Jab
    -Agility
    -Spider Web
    -Baton Pass
    
    Try to trap something and Baton Pass it to someone more sturdy. Agility can
    aid in your escape.
    
    ------------------------CROBAT-------------------------
    Type: Poison/Flying
    Ability: Inner Focus
    Base Stats: 85 HP / 90 Atk / 80 Def / 70 SAtk / 80 SDef / 130 Spd
    Pros: Amazing Speed. Now with Hypnosis, it's the fastest Sleep inducer in the
          game. Excellent Fighting counter.
    Cons: Unimpressive offensive stats, easily walled by Steel-types
    
    Crobat @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Cross Poison
    -Brave Bird
    -U-Turn
    -Pursuit
    
    With one of the highest speeds of any non-legendary Pokemon, Crobat rushes in
    with a powerful Brave Bird or Cross Poison to strike opponents. U-Turn to 
    switch out from opponents you're afraid of (like Steel types) or Pursuit to
    get opponents who are switching out from you. 
    
    Crobat @Black Sludge
    EVs: 100 HP / 156 SAtk / 252 Spd 
    Jolly Nature
    -Cross Poison
    -U-Turn
    -Hypnosis
    -Roost
    
    With Hypnosis, Crobat is now the fastest sleep-inducer in the game. 
    
    Crobat @Black Sludge
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid Nature
    -Sludge Bomb
    -Air Slash
    -Hypnosis/Hidden Power [Fighting]
    -Nasty Plot
    
    Crobat's Sp. Attack is lower, but still not bad, and it can use Nasty Plot to
    quickly boost it. With a special set, it can finally use a move to hit Steel
    types supereffectively. 
    
    ------------------------LANTURN------------------------
    Type: Water/Electric
    Ability: Volt Absorb/Illuminate
    Base Stats: 125 HP / 58 Atk / 58 Def / 76 SAtk / 76 SDef / 67 Spd
    Pros: Excellent HP
    Cons: It's other stats are unimpressive
    
    Lanturn @Leftovers
    EVs: 64 HP / 192 SAtk / 252 SDef
    Modest/Calm Nature
    Ability: Volt Absorb
    -Surf
    -Thunderbolt
    -Ice Beam
    -Thunder Wave
    
    A standard set for Lanturn, utilizing its ability to cover just about every
    Pokemon out there (except for Shedinja). Thunder Wave can be a good move 
    against potential counters and makes up for Lanturn's poor speed.
    
    Lanturn @Leftovers
    EVs: 64 HP / 192 SAtk / 252 SDef
    Calm Nature
    Ability: Volt Absorb
    -Surf
    -Thunderbolt/Ice Beam
    -Rest
    -Sleep Talk
    
    This set makes a nice special tank for UU, absorbing asleep and other status
    effects while still being able to attack.
    
    ------------------------XATU----------------------------
    Type: Psychic/Flying
    Ability: Early Bird/Synchronize
    Base Stats: 65 HP / 75 Atk / 70 Def / 95 SAtk / 70 SDef / 95 Spd
    Pros: Good Sp. Attack and Speed, excellent support movepool 
    Cons: Frail defenses and HP
    
    Xatu @Leftovers
    EVs: 252 HP / 6 Atk / 252 Spd
    Jolly Nature
    Ability: Synchronize
    -U-Turn
    -Thunder Wave
    -Reflect/Light Screen
    -Wish
    
    Xatu learns a lot of useful support moves and while it is pretty frail, it can
    still pull these moves off. Set up a shield of your choice, paralyze counters
    and use Wish if you have time and U-Turn away to a teammate.
    
    Xatu @Leftovers
    EVs: 252 HP / 6 SAtk / 252 Spd
    Timid Nature
    Ability: Synchronize
    -Calm Mind
    -Baton Pass
    -Roost/Wish
    -Psychic
    
    A Natu from XD can learn Baton Pass once purified, so this gives Xatu a chance
    at passing Calm Mind boosts to teammates.
    
    Xatu @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Synchronize
    -Psychic
    -Grass Knot
    -Hidden Power [Fighting]
    -Shadow Ball
    
    It's Sp. Attack and Speed are above average, so a Choice sweeper set works 
    well. HP Fighting takes care of Darks and Steels, Shadow Ball for other
    Psychics, and Grass Knot for heavier brutes.
    
    ------------------------AMPHAROS------------------------
    Type: Electric
    Ability: Static
    Base Stats: 90 HP / 75 Atk / 75 Def / 115 SAtk / 90 SDef / 55 Spd
    Pros: Excellent Sp. Attack, good defenses for an Electric type
    Cons: Rather limited movepool, slow
    
    Ampharos @Leftovers
    EVs: 148 HP / 184 Atk / 176 SAtk
    Quiet Nature
    -Thunderbolt
    -Substitute
    -Focus Punch
    -Hidden Power [Grass/Ice]/Signal Beam
    
    Ampharos is too slow to sweep like other Electrics, but its good HP and 
    defenses allow it to sit back and attack while carrying Focus Punch in case
    Blissey gets in its way. 
    
    ------------------------BELLOSSOM-----------------------
    Type: Grass
    Ability: Chlorophyll
    Base Stats: 75 HP / 80 Atk / 85 Def / 90 SAtk / 100 SDef / 50 Spd
    Pros: Good Sp. Defense
    Cons: Slow, limited movepool
    
    Bellossom @Leftovers
    EVs: 252 HP / 6 SAtk / 252 SDef
    Calm Nature
    -Energy Ball/Grass Knot
    -Sleep Powder
    -Stun Spore
    -Synthesis/Hidden Power [Fire/Ice]/Leech Seed
    
    Bellossom has above average defenses, so it works well with a defensive 
    moveset. Double status effects can really mess a team up. Leech Seed is only
    obtainable from a NYPC event.
    
    Bellossom @Heat Rock/Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Sunny Day
    -Solarbeam
    -Hidden Power [Fire]
    -Sleep Powder
    
    Vileplume can do this better thanks to a higher Sp. Attack. But Bellossom's 
    higher Sp. Def allows it to take a hit or something. Anyways, it's a simple
    SunnyBeam set.
    
    ------------------------AZUMARILL-----------------------
    Type: Water
    Ability: Huge Power/Thick Fat
    Base Stats: 100 HP / 50 Atk / 80 Def / 50 SAtk / 80 SDef / 50 Spd
    Pros: Huge Power boosts its Attack to impressive levels, good HP and defenses,
          gains good physical attacks in D/P
    Cons: Poor speed
    
    Azumarill @Leftovers
    EVs: 252 HP / 252 Atk / 6 SDef
    Adamant Nature
    Ability: Huge Power
    -Waterfall
    -Substitute
    -Focus Punch
    -Ice Punch
    
    Azumarill is a great SubPuncher. It has high HP and good enough defenses to 
    take a hit while Subbing and doing enormous damage with Focus Punch. 
    
    Azumarill @Choice Band
    EVs: 212 HP / 252 Atk / 44 Spd
    Adamant Nature
    Ability: Huge Power
    -Waterfall
    -Ice Punch
    -Focus Punch
    -Body Slam/Aqua Jet
    
    Choice Band increases Azumarill's Attack to even more impressive levels. Body
    Slam can paralyze opponents, making up for Azumarill's low speed. Aqua Jet can
    also do that since it always goes first.
    
    ------------------------SUDOWOODO-----------------------
    Type: Rock
    Ability: Rock Head/Sturdy
    Base Stats: 70 HP / 100 Atk / 115 Def / 30 SAtk / 65 SDef / 30 Spd
    Pros: Great Attack and Defense, gains better physical moves in D/P
    Cons: Terribly slow
     
    Sudowoodo @Choice Band
    EVs: 252 HP / 252 Atk / 6 SDef
    Adamant Nature
    Ability: Rock Head
    -Stone Edge
    -Earthquake
    -Wood Hammer
    -Explosion
    
    Though Sudowoodo doesn't have the most impressive Attack, it can get 4 strong
    moves that all have at least 100 power. Wood Hammer is a great addition for
    Water types thinking they can switch in safely.
    
    ------------------------POLITOED------------------------
    Type: Water
    Ability: Water Absorb
    Base Stats: 90 HP / 75 Atk / 75 Def / 90 SAtk / 100 SDef / 70 Spd
    Pros: Good Sp. Def, nice special and support movepool
    Cons: Very mediocre, outclassed by many better Water types.
    
    Politoed @Leftovers
    EVs: 252 HP / 6 SAtk / 252 SDef
    Calm Nature
    -Surf
    -Ice Beam
    -Hypnosis
    -Hidden Power [Electric]/Counter/Toxic
    
    Politoed's stats tell you that it's a special based Pokemon with nice 
    defensive capabilities, so use this set as such. Hypnosis is one of the 
    highlights on this Pokemon, and you can go for a second status with Toxic. HP
    Electric takes care of Water opponents, while Counter is a great suprise as 
    many people will try to take on your weaker Defense stat. 
    
    Politoed @Salac Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Substitute
    -Belly Drum
    -Waterfall
    -Return/Earthquake
    
    It's cousin Poliwrath does this a lot better, but since Pokemon that learn  
    Belly Drum are pretty rare, this set deserves a mention. Waterfall and Return
    provide decent coverage, except against Empoleon and Water/Rock types, who are 
    all weak to Earthquake. 
    
    -----------------------JUMPLUFF-------------------------
    Type: Grass/Flying
    Ability: Chlorophyll
    Base Stats: 75 HP / 55 Atk / 70 Def / 55 SAtk / 85 SDef / 110 Spd
    Pros: Very fast, learns some support moves that can annoy the heck out of
          opponents
    Cons: Terribly attacking stats 
    
    Jumpluff @Leftovers
    EVs: 252 HP / 6 Def / 252 Spd
    Jolly Nature
    -Sleep Powder
    -Substitute
    -Leech Seed
    -Encore/Aerial Ace/U-Turn
    
    With high Speed and a sleep move, Jumpluff's specialty is using the SubSeed
    combo to drain health from opponents while preventing them from doing any
    damage. Aerial Ace can damage other Grass types who are immune to Leech Seed.
    U-Turn can scout for switches. 
    
    -----------------------SUNFLORA-------------------------
    Type: Grass
    Ability: Chlorophyll/Solar Power
    Base Stats: 75 HP / 75 Atk / 55 Def / 105 SAtk / 85 SDef / 30 Spd
    Pros: Great Sp. Attack
    Cons: Extremely slow, frail defenses, limited movepool
    
    Sunflora @Heat Rock
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Solarbeam
    -Sludge Bomb
    -Hidden Power [Fire]
    -Sunny Day
    
    A simple Sunny Day set which can take advantage of either of Sunflora's 
    abilities, depending on what stat you want to boost. 
    
    Sunflora @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Leaf Storm
    -Sludge Bomb
    -Hidden Power [Fire/Ice]
    -Energy Ball/Grasswhistle
    
    Though its speed is lacking, it can certainly deal damage with its high Sp.
    Attack.
    
    -----------------------QUAGSIRE-------------------------
    Type: Water/Ground
    Ability: Water Absorb/Damp
    Base Stats: 95 HP / 85 Atk / 85 Def / 65 SAtk / 65 SDef / 35 Spd
    Pros: Good HP/Atk/Def, immunity to Ground and Electric attacks
    Cons: Vey slow, outclassed by Swampert
    
    Quagsire @Leftovers
    EVs: 252 HP / 60 Atk / 196 Def 
    Relaxed/Impish Nature
    Ability: Water Absorb
    -Curse
    -Earthquake
    -Waterfall
    -Ice Punch/Ice Beam
    
    Sort of like a mini-Swampert, Quasire can boost two of its highest stats with
    Curse. Ice Punch goes with the physical theme, but Ice Beam is more powerful
    initially if you don't have time to use Curse right away.
    
    Quagsire @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def
    Impish/Relaxed Nature
    Ability: Water Absorb
    -Counter
    -Earthquake
    -Waterfall/Surf/Ice Beam
    -Toxic/Protect
    
    Counter is great on Quagsire as it has plenty of HP and good enough Defense to
    take a physical hit. Toxic gradually weakens enemy Water types. Protect scouts
    for attacks and lets you get an extra turn of healing with Leftovers. 
    
    -----------------------ESPEON---------------------------
    Type: Psychic
    Ability: Synchronize
    Base Stats: 65 HP / 65 Atk / 60 Def / 130 SAtk / 95 SDef / 110 Spd
    Pros: Excellent Sp. Attack and Speed
    Cons: Low HP and Defense, limited movepool, Pursuit weakness
    
    Espeon @Leftovers
    EVs: 196 HP / 122 SDef / 192 Spd
    Timid Nature
    -Psychic
    -Calm Mind
    -Substitute
    -Baton Pass
    
    Baton Passing Espeon hasn't changed a bit since Advance. Its goal is the same:
    pass special boosts and Subs to the teammates. 
    
    Espeon @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Psychic
    -Shadow Ball
    -Grass Knot
    -Hidden Power [Fighting/Fire]
    
    Now with Choice Specs, Espeon can go all out with its awesome Sp. Attack. 
    Shadow Ball hits enemy Psychics, HP Fire for Steel/Psychics like Bronzong or
    Metagross, HP Fighting for Steels/Darks/Blissey, and Grass Knot to hit foes
    like Rhyperior or Swampert.
    
    -----------------------UMBREON--------------------------
    Type: Dark
    Ability: Synchronize
    Base Stats: 95 HP / 65 Atk / 110 Def / 60 SAtk / 130 SDef / 65 Spd
    Pros: Good HP and excellent defenses
    Cons: A complete bait for Fighting-types to switch in
    
    Umbreon @Leftovers
    EVs: 252 HP / 252 Def / 6 SDef
    Bold Nature
    -Mean Look
    -Baton Pass
    -Taunt/Charm
    -Wish
    
    Umbreon is another Pokemon that hasn't changed at all since Advance. Trap the
    opponent with Mean Look and pass the effect to a team mate. Taunt and Charm 
    aid in this process. Taunt prevents Roar and whirlwind from forcing you to 
    switch while Charm hampers physical attackers (especially Fighting-types). Wish
    is Umbreon's best healing move and is more useful than Moonlight since it can
    heal other team members.
    
    -----------------------SLOWKING-------------------------
    Type: Water/Psychic
    Ability: Oblivious/Own Tempo
    Base Stats: 95 HP / 75 Atk / 80 Def / 100 SAtk / 110 SDef / 30 Spd
    Pros: Great SAtk and SDef
    Cons: Considered inferior to Slowbro, who makes a better bulky water due to
          its better Defense.
    
    Slowking @Leftovers
    EVs: 212 HP / 44 SAtk / 252 SDef
    Modest Nature
    Ability: Own Tempo
    -Surf
    -Ice Beam / Grass Knot / Hidden Power [Electric]
    -Nasty Plot
    -Slack Off
    
    Nasty Plot sets Slowking apart from Slowbro, who most consider the better of 
    the two. Still, Slowking can act as one of those bulky sweepers, who are slow 
    but possess great Sp. Atk and good defenses. Surf is practically mandatory as
    a good STABed move. Your second attacking move depends on whatever you want to
    cover. Ice Beam for Dragons/Grass, Grass Knot for Waters, and HP Electric for
    Gyarados.
    
    Slowking @Choice Specs
    EVs: 212 HP / 252 SAtk / 44 SDef
    Modest Nature
    Ability: Own Tempo
    -Surf
    -Ice Beam
    -Psychic
    -Grass Knot/Hidden Power [Electric]
    
    Simply Specs set. Both Grass Knot and HP Electric handle opponent Water-types 
    (Grass for heavy Pokemon like Swampert and Milotic, Electric for Gyarados)
    
    -----------------------UNOWN----------------------------
    Type: Psychic
    Ability: Levitate
    Base Stats: 48 HP / 72 Atk / 48 Def / 72 SAtk / 48 SDef / 48 Spd
    Pros: Ummm...it comes in multiple forms. That's kinda neat, right?
    Cons: Poor stats, only learns one move
    
    Unown @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Hidden Power [Fighting/Ice/Psychic]
    
    lol, just choose whatever Hidden Power you think would be most effective. It's
    not like Unown can do anything else. 
    
    -----------------------WOBBUFFET------------------------
    Type: Psychic
    Ability: Shadow Tag
    Base Stats: 190 HP / 33 Atk / 58 Def / 33 SAtk / 58 SDef / 33 Spd
    Pros: Third highest HP of any Pokemon and of course, SHADOW TAG!
    Cons: Can't heal itself, can't deal direct damage 
    
    Wobbuffet @Leftovers
    EVs: 4 HP / 252 Def / 252 SDef
    Bold Nature
    -Counter
    -Mirror Coat
    -Encore
    -Charm/Safeguard
    
    The infamous Wobbuffet. This set is so annoying that it caused Wobb to get
    banned from standard play. Your opponent will feel helpless once it's been 
    trapped with Shadow Tag and Encored to use its last move over and over again.
    Charm makes physical sweepers nearly useless while Safeguard prevents nasty
    status effects from crippling you. 
    
    -----------------------GIRAFARIG------------------------
    Type: Normal/Psychic
    Ability: Inner Focus/Early Bird
    Base Stats: 70 HP / 80 Atk / 65 Def / 90 SAtk / 65 SDef / 85 Spd
    Pros: Great support movepool
    Cons: Stats are rather unimpressive, especially its defenses 
    
    Girafarig @Leftovers
    EVs: 252 HP / 6 SDef / 252 Spd
    Timid Nature
    -Agility
    -Baton Pass
    -Calm Mind/Substitute
    -Psychic
    
    Girafarig can learn many stat-boosting moves, but it's too frail to use most
    of them. Agility is the one real stat-booster it uses well. The speed boost
    can really come in handy since you'll be faster than all your opponents on the
    turn you Baton Pass. If you have time, try setting up with Calm Mind or Sub.
    
    Girafarig @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Psychic
    -Thunderbolt
    -Grass Knot/Energy Ball
    -Shadow Ball/Hidden Power [Fire/Fighting]
    
    It has a nice special movepool and its Sp. Attack isn't shabby, so a Choice 
    Specs set works nicely.
    
    -----------------------FORRETRESS-----------------------
    Type: Bug/Steel
    Ability: Sturdy
    Base Stats: 75 HP / 90 Atk / 140 Def / 60 SAtk / 60 SDef / 40 Spd
    Pros: Amazing Defense, many resistances, good Spiker and Spinner
    Cons: 4x Fire weakness, lacks Ground and Rock resistance which makes it 
          vulnerable to sweepers like Rhyperior and Tyranitar.  
    
    Forretress @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def
    Impish/Relaxed Nature
    -Earthquake/Gyro Ball
    -Spikes
    -Rapid Spin
    -Explosion
    
    Forretress hasn't changed much. It's still a good physical wall whose talents
    reside in being able to use both Spikes and Rapid Spin. D/P gave it a new move
    in Gyro Ball, which goes along with Forretress's low speed to inflict major
    damage on fast opponents. Earthquake is still good for Magnezone and Fire-type
    switch ins. 
    
    -----------------------DUNSPARCE------------------------
    Type: Normal
    Ability: Serene Grace/Run Away
    Base Stats: 100 HP / 70 Atk / 70 Def / 65 SAtk / 65 SDef / 45 Spd
    Pros: Serene Grace and large movepool makes it very fun to use.
    Cons: All stats besides HP are rather low, now outclassed by Togekiss
    
    Dunsparce @Leftovers
    EVs: 252 HP / 252 Atk / 6 SDef
    Adamant Nature
    -Glare/Thunder Wave/Body Slam
    -Headbutt
    -Bite/Rock Slide
    -Earthquake
    
    The paraflinch set. Paralyze your opponent in one of three ways. Glare hits all
    Pokemon, but is inaccurate. Thunder Wave is very accurate, but won't hit Ground
    or Volt Absorb/Motor Drive Pokemon. Finally, Body Slam can deal damage and has
    a decent chance of paralysis. Next, make your foe flinch with Headbutt. Bite
    and Rock Slide also work if they're weak to those moves. Earthquake is there
    to hit Steels.
    
    Dunsparce @Leftovers
    EVs: 252 HP / 252 SAtk / 6 SDef
    Modest Nature
    -Charge Beam/Calm Mind
    -Ice Beam
    -Ancientpower/Water Pulse
    -Thunder Wave/Glare/Thunder
    
    Special Dunsparce. Charge Beam does damage and will always boost your Sp. 
    Attack. Calm Mind works if you want to raise your rather low Sp. Defense. 
    Dunsparce learns a lot of moves that have additional side-effects, so choose a
    couple and have fun!
    
    -----------------------STEELIX--------------------------
    Type: Steel/Ground
    Ability: Sturdy/Rock Head
    Base Stats: 75 HP / 85 Atk / 200 Def / 55 SAtk / 65 SDef / 30 Spd
    Pros: Massive defense, large amount of resistances/immunities, 4x resistance
          to Stealth Rock
    Cons: Mediocre Attack, weakness to common types (Water/Ground/Fighting), no
          recovery move except Rest
    
    Steelix @Leftovers
    EVs: 252 HP / 76 Def / 180 SDef
    Impish/Relaxed Nature
    -Stealth Rock
    -Roar/Toxic
    -Earthquake
    -Explosion/Gyro Ball/Stone Edge
    
    Steelix is obviously a defensive Pokemon. Setting up a Stealth Rock is its
    first priority. After that, you can force switches with Roar or Toxic. 
    Earthquake is a great STABed move and the fourth attack is up to you. Explosion
    is a good last resort move, Gyro Ball can do tons of damage due to Steelix's
    slow speed, and Stone Edge covers Flying types.
    
    -----------------------GRANBULL-------------------------
    Type: Normal
    Ability: Intimidate/Quick Feet
    Base Stats: 90 HP / 120 Atk / 75 Def / 60 SAtk / 60 SDef / 45 Spd
    Pros: Excellent Attack, Intimidate, good physical movepool
    Cons: Very slow
    
    Granbull @Choice Band/Choice Scarf
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Intimidate
    -Return
    -Earthquake
    -Crunch
    -Close Combat
    
    If it wasn't so slow, it would be an excellent physical sweeper. But it learns
    plenty of good physical moves and getting hit with a STABed Return will hurt 
    a lot.
    
    Granbull @Leftovers
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Intimidate
    -Return
    -Earthquake
    -Fire Fang
    -Bulk Up
    
    With Intimidate and that nice HP stat, Granbull can afford to spend time 
    setting up before it sweeps. Return and Earthquake provide plenty of coverage,
    and Fire Fang handles Skarmory/Bronzong, who resist those two attacks. 
    
    -----------------------QWILFISH-------------------------
    Type: Water/Poison
    Ability: Poison Point/Swift Swim
    Base Stats: 65 HP / 95 Atk / 75 Def / 55 SAtk / 55 SDef / 85 Spd
    Pros: Nice Attack, learns some fun support moves 
    Cons: Overal mediocre stats, rather frail
    
    Qwilfish @Leftovers
    EVs: 6 HP / 252 Atk / 252 Spd
    Ability: Swift Swim
    Adamant Nature
    -Waterfall/Aqua Tail
    -Poison Jab
    -Explosion
    -Swords Dance/Rain Dance
    
    A simple and standard physical sweeper set. You can either use Swords Dance 
    to double your Attack or use Rain Dance to double your Speed and power up your
    Water move.
    
    Qwilfish @Salac Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Flail
    -Waterfall/Swords Dance
    -Endure/Substitute
    -Destiny Bond
    
    A fun Flail set. Qwilfish differs from other Flailers because it has a surprise
    Destiny Bond for Pokemon that resist or are immune to Flail. 
    
    Qwilfish @Leftovers
    EVs: 252 HP / 6 Def / 252 Spd
    Jolly Nature
    -Spikes
    -Thunder Wave
    -Destiny Bond
    -Waterfall
    
    It's not the most sturdy Spiker in the world, but it does a nice job of 
    supporting the team by paralyzing opponents with Thunder Wave or taking down
    tough foes with Destiny Bond.
    
    -----------------------SCIZOR---------------------------
    Type: Bug/Steel
    Ability: Swarm/Technician
    Base Stats: 70 HP / 130 Atk / 100 Def / 55 SAtk / 80 SDef / 65 Spd
    Pros: Amazing Attack, good Defense, good variety of resistances and only 
          one weakness, Technician Bullet Punch is amazing
    Cons: 4x Fire weakness
    
    Scizor @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Technician
    -Bullet Punch
    -Swords Dance
    -X-Scissor/Roost
    -Superpower/Brick Break
    
    Scizor is one of the most deadly sweepers in the game since it doesn't have to
    worry about Speed most of the time. A Bullet Punch boosted by Technician, Life
    Orb, and Swords Dance can take out most opponents in one hit. X-Scissor is a
    more powerful STABed move for slower opponents like Bronzong or Vaporeon. Roost
    is useful for staying alive especially after Life Orb damage. A Fighting move
    is a must to hit Steel types, especially Heatran and Magnezone.
    
    If you want a bulkier Scizor, you can max out HP instead of Speed. 
    
    Scizor @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Technician
    -Bullet Punch
    -Superpower/Brick Break
    -U-Turn
    -Pursuit
    
    CB Scizor has the ability to deal damage while switching out with U-Turn, or 
    deal damage to your opponents switching out with Pursuit. It's a great way of
    forcing Psychics like Cresselia and Celebi into a corner since they'll take 
    major damage whether they stay in or switch out. 
    
    Scizor @Leftovers
    EVs: 252 HP / 110 Def / 148 Spd
    Impish/Careful Nature
    -Agility/Swords Dance/Iron Defense
    -Substitute/Roost
    -X-Scissor/Bullet Punch
    -Baton Pass
    
    Even though most use it as a sweeper, Scizor is still a great Baton Passer with
    the ability to boost three of its stats. Substitute can protect you from 
    powerful hits while you Baton Pass to a teammate. Roost lets you recover health
    lost as you set up. Careful Nature can be used if you're using Iron Defense.
    
    Scizor @Liechi Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Swarm
    -Agility
    -Endure
    -Reversal
    -Night Slash/X-Scissor
    
    Unlike Scyther, Scizor isn't fast enough to pull off a Reversal with it's slow
    speed, so it will have to use Agility and a Liechi Berry instead. 
    
    -----------------------SHUCKLE--------------------------
    Type: Bug/Rock
    Ability: Sturdy/Gluttony
    Base Stats: 20 HP / 10 Atk / 230 Def / 10 SAtk / 230 SDef / 5 Spd
    Pros: The highest Defense and Sp. Defense of any Pokemon 
    Cons: Terrible HP cancels out its great defenses, almost no speed or 
          attacking power, no recovery move besides Rest, Stealth Rock weakness
    
    Shuckle @Leftovers
    EVs: 252 HP / 252 Def / 4 SDef
    Careful Nature
    -Knock Off
    -Stealth Rock
    -Toxic
    -Protect/Rest
    
    The only non-gimmicky set that this Pokemon can use. Knock Off is handy for 
    removing items that your opponents may rely on. Shuckle is another Pokemon that
    can use Stealth Rock, which combos nicely with Toxic to force opponents to 
    switch. Protect goes with Toxic for some stalling. You can use Rest, but be
    careful, because a strong opponent may defeat you during the turns you sleep. 
    
    -----------------------HERACROSS------------------------
    Type: Bug/Fighting
    Ability: Guts/Swarm
    Base Stats: 80 HP / 125 Atk / 75 Def / 40 SAtk / 95 SDef / 85 Spd
    Pros: Excellent Attack, extremely powerful STABed moves, great physical 
          movepool 
    Cons: 4x Flying weakness
    
    Heracross @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Guts
    -Megahorn
    -Close Combat
    -Stone Edge
    -Pursuit
    
    The main moveset for Heracross that makes it such a scary force. A STABed CBed
    Megahorn or Close Combat will do tons of damage. Even some Flying Pokemon will
    take a major chunk of damage from those two attacks. As if that wasn't enough,
    Heracross still has Stone Edge for any Fliers. Many Pokemon are scared of 
    Heracross and will immediately switch out when they see it. Pursuit catches
    those Pokemon as they try to escape and can do a lot of damage that way.
    
    The Choice Scarf set won't do as much damage, but the item gives it a big
    Speed boost that allows it to outrun most opponents including ones that 
    would normally give it trouble. 
    
    Heracross @Leftovers
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Guts
    -Megahorn
    -Close Combat
    -Stone Edge
    -Swords Dance
    
    This set takes longer to set up since it uses Swords Dance. But it has the 
    potential to deal more damage than the CBer if you can get it properly set up.
    It also allows you the ability to switch moves, unlike the Choice sets. 
    
    Heracross @Salac Berry
    EVs: 12 HP / 244 Atk / 252 Spd
    Adamant Nature
    Ability: Swarm
    -Megahorn
    -Stone Edge
    -Swords Dance
    -Substitute
    
    A SubSalac sweeper. Swords Dance up and bring your HP down until Salac Berry
    activates. At that stage, Swarm also kicks in and boosts your Megahorn's power.
    Having an HP number divisible by 4 is required for this set, since Salac will
    activate upon using your third Sub. After you're all set up, sweep your foes
    to death. This is rather tricky to set up but the pay off is great and it can
    catch your opponent off guard. 
    
    Heracross @Salac Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Swarm
    -Substitute/Endure
    -Reversal
    -Megahorn
    -Swords Dance/Night Slash
    
    A standard Reversal set. With awesome Attack and STAB, a Reversal from 
    Heracross will do massive damage. Use it at your own risk though. Sandstorm is 
    everywhere these days and at 1 HP, Heracross will die instantly when it gets to
    that level. 
    
    Heracross @Leftovers
    EVs: 252 HP / 132 Atk / 124 Spd
    Adamant Nature
    Ability: Guts
    -Megahorn/Close Combat
    -Stone Edge
    -Rest
    -Sleep Talk
    
    A RestTalk set that takes advantage of Heracross's Guts ability. Out of all
    the sets Heracross can have, this one can let it last the longest since it
    actually includes a healing move. 
    
    -----------------------URSARING-------------------------
    Type: Normal
    Ability: Guts/Quick Feet
    Base Stats: 90 HP / 130 Atk / 75 Def / 75 SAtk / 75 SDef / 55 Spd
    Pros: Amazing attack, large physical movepool
    Cons: Slow speed and only mediocre defenses
    
    Ursaring @Leftovers
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Quick Feet
    -Return
    -Earthquake
    -Shadow Claw/Stone Edge
    -Swords Dance
    
    A standard Swords Dancing set. Return and Earthquake are the standard for most
    Normal physical sweepers. Shadow Claw hits Ghost types, but Stone Edge prevents
    Skarmory from ruining your day.
    
    Ursaring @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Return
    -Earthquake
    -Shadow Claw/Stone Edge
    -Fire Punch
    
    With a Choice set, you have room for one more attack. Fire Punch is used to
    keep Bronzong at bay. 
    
    Ursaring @Leftovers
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Guts
    -Return
    -Stone Edge/Earthquake
    -Rest
    -Sleep Talk
    
    RestTalking allows you to keep yourself healthy while gaining an Attack boost
    as you rip the opponent apart. The problem is that you only have room for
    two moves. You'll obviously want Return. Without Stone Edge, Gengar and 
    Skarmory have no trouble against you. Without Earthquake, Metagross eats you
    for lunch. 
    
    -----------------------MAGCARGO-------------------------
    Type: Fire/Rock
    Ability: Flame Body/Magma Armor
    Base Stats: 50 HP / 50 Atk / 120 Def / 80 SAtk / 80 SDef / 30 Spd
    Pros: Great Defense
    Cons: 4x Ground and Water weakness, terribly slow, horrible HP, mediocre 
          offensive stats
    
    Magcargo @Leftovers
    EVs: 252 HP / 252 Def / 6 SDef
    Bold Nature
    Ability: Flame Body
    -Lava Plume/Flamethrower/Fire Blast
    -Stealth Rock
    -Yawn
    -Reflect/Light Screen
    
    Support Magcargo. It's the most it can do. Use Stealth Rock and force switches
    with Yawn. Set up a shield if you have time and attack only when necessary. 
    
    Magcargo @Choice Specs
    EVs: 252 HP / 252 SAtk / 6 SDef
    Modest Nature
    Ability: Flame Body
    -Overheat
    -Ancientpower
    -Earth Power
    -Hidden Power [Ice/Electric]
    
    Choice Specs boosts Magcargo's mediocre Sp. Attack to an acceptable level. 
    Overheat is your main attack. Ancientpower and Earth Power provide extra 
    coverage. HP Ice for Dragons or HP Electric for Waters.
    
    -----------------------CORSOLA--------------------------
    Type: Water/Rock
    Ability: Hustle/Natural Cure
    Base Stats: 55 HP / 55 Atk / 85 Def / 65 SAtk / 85 SDef / 35 Spd
    Pros: Great support movepool
    Cons: Many weaknesses to common types, including 4x Grass weak. Overall stats
          are unimpressive and rather low.
    
    Corsola @Leftovers
    EVs: 252 HP / 252 Def / 6 SDef
    Bold/Calm Nature
    Ability: Natural Cure
    -Surf
    -Stealth Rock
    -Reflect/Light Screen
    -Toxic/Recover
    
    Corsola learns a lot of interesting moves. But it's unable to use most of them
    effectively due to its low stats. This set is meant for support. Set up a 
    Stealth Rock, a shield of your choice, then keep away opponent Water types with
    Toxic, or heal yourself with Recover.
    
    -----------------------OCTILLERY------------------------
    Type: Water
    Ability: Suction Cups
    Base Stats: 75 HP / 105 Atk / 75 Def / 105 SAtk / 75 SDef / 45 Spd
    Pros: Great Attack and Sp. Attack, diverse special movepool
    Cons: Very slow, mediocre defenses 
    
    Octillery @Life Orb/Choice Specs
    EVs: 252 HP / 252 SAtk / 6 Spd
    Modest Nature
    -Surf
    -Ice Beam
    -Flamethrower/Fire Blast
    -Energy Ball
    
    Octillery has a very nice special movepool and has the ability to learn Energy
    Ball and Fire attacks. This gives it coverage against many types of opponents.
    
    Octillery @Choice Band
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant/Brave Nature
    -Waterfall
    -Return
    -Rock Blast
    -Flamethrower/Fire Blast
    
    Octillery's physical movepool isn't as impressive, but it still has a great
    Attack stat. A Fire attack is needed to prevent Skarmory from walling you.
    
    -----------------------DELIBIRD-------------------------
    Type: Ice/Flying
    Ability: Hustle/Vital Spirit
    Base Stats: 45 HP / 55 Atk / 45 Def / 65 SAtk / 45 SDef / 75 Spd
    Pros: Not much. Hustle + Aerial Ace is sort of cool.
    Cons: Terrible stats and terrible movepool, many weaknesses, 4x Stealth Rock
          weakness
    
    Delibird @Choice Band
    EVS: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Hustle
    -Aerial Ace
    -Ice Shard
    -Focus Punch
    -Ice Punch
    
    With Hustle, the power of its physical attacks are boosted at the cost of its 
    accuracy. By using Aerial Ace, you get the attack boost while still retaining 
    the ability to always hit your opponent. 
    
    Delibird @Focus Sash
    EVs: 164 HP / 92 Atk / 252 Spd
    Hasty Nature
    Ability: Vital Spirit
    -Counter
    -Thief
    -Quick Attack
    -Seismic Toss
    
    Predict a powerful physical attack coming from your opponent, survive it with 
    Focus Sash, and Counter it back for the KO.
    
    -----------------------MANTINE--------------------------
    Type: Water/Flying
    Ability: Water Absorb/Swift Swim
    Base Stats: 65 HP / 40 Atk / 70 Def / 80 SAtk / 140 SDef / 70 Spd
    Pros: Amazing Sp. Defense
    Cons: Other stats are merely average, 4x Electric weakness, limited movepool
    
    Mantine @Leftovers
    EVs: 252 HP / 6 SAtk / 252 SDef
    Calm Nature
    Ability: Water Absorb
    -Surf
    -Haze
    -Toxic
    -Ice Beam/Hidden Power [Electric]
    
    Mantine would be a great special wall if it wasn't 4x weak to Electric. But
    still, it does a good job of walling most other Water types. Haze prevents
    Suicune and Slowbro from setting up, Toxic weakens other Water types, and HP 
    Electric is a weapon against Gyarados. 
    
    Mantine @Wet Rock/Leftovers
    EVs: 148 HP / 252 SAtk / 110 Spd
    Modest Nature
    Ability: Swift Swim
    -Surf/Hydro Pump
    -Ice Beam
    -Hidden Power [Electric]
    -Rain Dance
    
    This set takes advantage of its Swift Swim ability and is nothing out of your
    ordinary Rain Dance set. 
    
    -----------------------SKARMORY-------------------------
    Type: Steel/Flying
    Ability: Keen Eye/Sturdy
    Base Stats: 65 HP / 80 Atk / 140 Def / 40 SAtk / 70 SDef / 70 Spd
    Pros: Amazing physical wall, excellent Defense, large number of resistances
          and Ground/Poison immunity
    Cons: Has more trouble walling physical threats with stronger attacks and 
          Pokemon in D/P (but still does a good job at it)
    
    Skarmory @Leftovers/Shed Shell
    EVs: 252 HP / 252 Def / 4 Spd
    Impish Nature
    -Drill Peck/Brave Bird
    -Spikes
    -Roost
    -Whirlwind
    
    Here is what many consider the best physical wall in the game. Many Pokemon 
    have trouble penetrating the sky-high Defense of this bird, even with super
    effective attacks. It specializes in setting up Spikes (or Stealth Rock) and
    forcing switches with Whirlwind. Roost keeps it alive and can temporarily 
    remove its Flying type, giving it resistance to Rock and neutrality to 
    Electric (but watch out, since you'll gain a Ground and Fighting weakness for
    that turn). Many people prefer Brave Bird since it does more damage and can 
    get you out of a tight spot against things like Heracross. But Drill Peck is
    fine if you don't like the recoil damage.
    
    -----------------------HOUNDOOM-------------------------
    Type: Fire/Dark
    Ability: Flash Fire/Early Bird
    Base Stats: 75 HP / 90 Atk / 50 Def / 110 SAtk / 80 SDef / 95 Spd
    Pros: Excellent Sp. Attack
    Cons: Frail defenses
    
    Houndoom @Life Orb/Salac Berry
    EVs: 40 HP / 252 SAtk / 218 Spd
    Timid Nature
    Ability: Flash Fire
    -Flamethrower
    -Dark Pulse
    -Nasty Plot
    -Substitute/Hidden Power [Grass/Ice/Fighting]
    
    Houndoom can quickly set up and sweep now that it learns Nasty Plot. Hidden 
    Power can cover Pokemon that normally give Houndoom trouble. Grass for 
    Swampert, Ice for Dragons, and Fighting for Tyranitar/Heatran. Substitute can
    prevent status effects and gets you down to the level where Salac Berry will
    activate.  
    
    Houndoom @Choice Specs/Choice Scarf
    EVs: 40 HP / 252 SAtk / 218 Spd
    Timid Nature
    Ability: Flash Fire
    -Overheat
    -Dark Pulse
    -Hidden Power [Grass/Ice/Fighting]
    -Flamethrower
    
    Like any special sweeper, Houndoom has the option of going with a hard-hitting 
    Choice sweeper set.
    
    -----------------------KINGDRA--------------------------
    Type: Water/Dragon
    Ability: Swift Swim/Sniper
    Base Stats: 75 HP / 95 Atk / 95 Def / 95 SAtk / 95 SDef / 85 Spd
    Pros: Overall solid stats, only one weakness (Dragon)
    Cons: Rather limited movepool
    
    Kingdra @Leftovers/Damp Rock
    EVs: 240 HP / 252 SAtk / 16 Spd
    Modest Nature
    Ability: Swift Swim
    -Surf/Hydro Pump
    -Ice Beam
    -Rain Dance
    -Dragon Pulse
    
    Kingdra works like most other Swift Swim Rain Dancers and this set hasn't 
    changed much since the last generation. Dragon Pulse is a useful move to
    help Kingdra take on other Water types. 
    
    Kingdra @Life Orb
    EVs: 252 Atk / 240 SAtk / 16 Spd
    Lonely/Naughty Nature
    Ability: Swift Swim
    -Surf/Hydro Pump
    -Watefall
    -Dragon Pulse/Draco Meteor
    -Rain Dance
    
    If you hate Blissey, this set is for you. Waterfall in the rain will deal 
    massive damage to Blissey and also serves as a powerful attack for anything
    else that doesn't resist Water. Special attacks are always there for physical
    walls. It's okay to use Draco Meteor since you can always switch to Waterfall
    after the Sp. Attack drop. 
    
    Kingdra @Life Orb/Liechi Berry
    EVs: 252 Atk / 6 SAtk / 252 Spd
    Adamant Nature
    -Dragon Dance
    -Outrage
    -Waterfall
    -Substitute/Hydro Pump
    
    Kingdra's Attack is just as good as its physical attack. Outrage and Waterfall
    cover everything except for Empoleon and Shedinja. Sub to prevent status and 
    possibly activate Liechi Berry. If you're not using Substitute, Hydro Pump 
    works in its place along with Life Orb. This lets you KO physical walls like
    Skarmory, who can take physical hits with no problem.
    
    Kingdra @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    Ability: Sniper
    -Surf
    -Ice Beam
    -Dragon Pulse
    -Draco Meteor
    
    A simple Choice sweeper set. Though Salamence and Latias can use a similar set
    and deal more damage, Kingdra has the advantage of only having one weakness.
    
    Kingdra @Leftovers
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Outrage
    -Dragon Dance
    -Rest
    -Sleep Talk
    
    While sweeping with only Outrage might sound stupid, Kingdra can pull this off
    since it has solid defenses and only one weakness. When using Outrage while
    asleep, you won't be locked into the move and you also won't get confused.
    
    -----------------------DONPHAN--------------------------
    Type: Ground
    Ability: Sturdy
    Base Stats: 90 HP / 120 Atk / 120 Def / 60 SAtk / 60 SDef / 50 Spd
    Pros: Excellent Attack and Defense, great Spinner and physical wall
    Cons: Slow, low Sp. Defense
    
    Donphan @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def
    Impish Nature
    -Earthquake
    -Ice Shard/Stone Edge
    -Rapid Spin
    -Knock Off/Stealth Rock/Roar
    
    Donphan is one of the best Spinners in the game, can switch in easily against
    a lot of physical sweepers, and still packs enough punch to hit many Pokemon
    hard. It has quite a lot of support options which you can choose as your fourth
    move, depending on what you need.
    
    Donphan @Choice Band 
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    -Earthquake
    -Ice Shard
    -Stone Edge
    -Rapid Spin/Fire Fang
    
    Donphan can sweep with Choice Band while still doing a good job of walling
    physical threats. It can still come in and use Rapid Spin, or you can use Fire 
    Fang so that Bronzong doesn't stop you.
    
    -----------------------STANTLER-------------------------
    Type: Normal
    Ability: Intimidate/Frisk
    Base Stats: 73 HP / 95 Atk / 62 Def / 85 SAtk / 65 SDef / 85 Spd
    Pros: Good Attack
    Cons: Overall mediocre stats, outclassed by better Normal sweepers 
          (like Tauros)
    
    Stantler @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Intimidate
    -Return/Double-Edge
    -Earthquake
    -Iron Tail
    -Me First
    
    Stantler's movepool is limited and the only good physical moves it learns are
    Return/Double-Edge and Earthquake. Iron Tail can nail Ghosts like Gengar and
    Mismagius. Your last slot can be a filler, so you might as well try out
    Me First. 
    
    Stantler @Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Intimidate
    -Return/Double-Edge
    -Earthquake
    -Iron Tail
    -Hypnosis
    
    Now that you're faster than most of the opponents you'll face, you can use
    Hypnosis to put any counters to sleep. 
    
    Stantler @Leftovers
    EVs: 252 HP / 252 Atk / 6 Spd
    Jolly Nature
    Ability: Intimidate
    -Return/Double-Edge
    -Earthquake
    -Hypnosis
    -Thunder Wave
    
    Double status Stantler can inflict status conditions all over the place, making
    this a rather effective set. It's more defensive, but it still has the power 
    to inflict damage. 
    
    -----------------------SMEARGLE-------------------------
    Type: Normal
    Ability: Own Tempo/Technician
    Base Stats: 55 HP / 20 Atk / 35 Def / 20 SAtk / 45 SDef / 75 Spd
    Pros: Capable of learning every attack in the game
    Cons: Stats are too low to use the vast majority of these moves, limiting
          it to being a support Pokemon.
    
    Smeargle @Salac Berry
    EVs: 252 HP / 6 Def / 252 Spd
    Jolly Nature
    Ability: Own Tempo
    -Spore
    -Substitute
    -Belly Drum
    -Baton Pass
    
    One of the fastest ways to max out the Attack of any physical sweeper is by
    Baton Passing them a Belly Drum Boost. Smeargle can do just that. Put opponents
    to sleep, create a Sub, and then Belly Drum. After that, you should have no
    more than 75% of your health left which is enough to activate the Salac Berry.
    Now faster and stronger than any of your opponents, you can Baton Pass away to 
    a teammate and watch them sweep. 
    
    Smeargle @ Leftovers
    EVs: 252 HP / 6 Def / 252 Spd
    Jolly Nature 
    Ability: Own Tempo
    -Spore
    -Ingrain
    -Substitute/Mean Look
    -Baton Pass
    
    This set is meant specifically for Baton Pass teams. Smeargle is the only 
    Pokemon that learns both Ingrain and Baton Pass. Ingrain prevents any phazers
    from forcing you to switch, thereby ruining your stat boosting strategy. Sub
    to prevent status and critical hits or Mean Look to trap a sleeping opponent
    while you set up.
    
    Smeargle @Focus Sash
    EVs: 255 HP / 255 Spd
    Hasty Nature
    Ability: Own Tempo
    -Counter
    -Endeavor
    -Spore
    -Extremespeed
    
    Endeavor set number 1. Counter+Focus Sash is a great surprise against opponents
    who think they can defeat you with a powerful physical move. After getting
    down to 1 HP, you can put the next opponent to sleep with Spore, Endeavor them,
    and finish them off with Extremespeed.
    
    Smeargle @Salac Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Own Tempo
    -Endure
    -Spore
    -Endeavor
    -Extremespeed/Dragon Rage
    
    Endeavor set number 2. Endure a hit, activate Salac, and put your opponent to
    sleep. Endeavor them and finish them off with an Extremespeed or Dragon Rage.
    Dragon Rage has the advantage of working against Ghost types, who are immune to
    the other moves on this set.
    
    -----------------------HITMONTOP------------------------
    Type: Fighting
    Ability: Intimidate/Technician
    Base Stats: 50 HP / 95 Atk / 95 Def / 35 SAtk / 110 SDef / 70 Spd
    Pros: Good defenses, learns Rapid Spin
    Cons: Terrible HP, mediocre Speed
    
    Hitmontop @ Life Orb
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Technician
    -Fake Out
    -Mach Punch
    -Bullet Punch/Sucker Punch
    -Close Combat
    
    This Hitmontop relies on priority moves to deal damage. Flinch your opponents
    with Fake Out, then follow it up with a Mach Punch. Bullet Punch or Sucker
    Punch hit Ghosts, who are immune to your other attacks. Close Combat is for
    slower opponents, who tend to be more bulky.
    
    Hitmontop @ Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Technician
    -Mach Punch
    -Stone Edge
    -Close Combat
    -Aerial Ace/Earthquake
    
    It has the lowest Attack of all the Hitmons, so having a Choice Band helps it
    out. STAB and Technician boosts Mach Punch to 90 power, making it a strong
    first-strike attack. Aerial Ace also takes advantage of Technician and helps
    against Fighting types.
    
    Hitmontop @ Leftovers
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Intimidate
    -Hi Jump Kick/Close Combat
    -Stone Edge
    -Rapid Spin
    -Mach Punch
    
    With Stealth Rock resistance, it makes a great Spinner. Intimidate and good
    defenses allow it to switch in on many opponents, especially Rock types. 
    
    -----------------------MILTANK--------------------------
    Type: Normal
    Ability: Thick Fat/Scrappy
    Base Stats: 95 HP / 80 Atk / 105 Def / 40 SAtk / 70 SDef / 100 Spd
    Pros: Great Defense and Speed, Scrappy is a handy new ability
    Cons: Somewhat outclassed as a tank by Snorlax
    
    Miltank @Leftovers
    EVs: 252 HP / 252 Def / 6 Spd
    Impish Nature
    Ability: Scrappy 
    -Return/Body Slam
    -Milk Drink
    -Heal Bell
    -Earthquake
    
    It's not going to replace Blissey anytime soon, but Miltank still works great
    as a cleric. Heal the team of status moves and stay alive with Milk Drink. 
    Unlike Blissey, it can utilize its physical Attack well, so take advantage of
    this by giving the cow one or two physical moves.
    
    Miltank @Leftovers
    EVs: 252 HP / 110 Def / 148 SDef
    Careful Nature
    Ability: Scrappy 
    -Return/Body Slam
    -Curse
    -Milk Drink
    -Earthquake
    
    Miltank has Tank in its name, so this set is quite fitting. Curse up while 
    healing any damage you take with Milk Drink. With Scrappy, you don't have to
    worry about Ghosts switching in easily. However if you don't want Steels to 
    stop you, then carry Earthquake.
    
    Miltank @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Scrappy 
    -Return
    -Earthquake
    -Hammer Arm/Focus Punch
    -Fire Punch/Zen Headbutt
    
    Return and Earthquake cover a lot, but Skarmory and Bronzong will still wall 
    you. A Fire attack is supereffective against both of them, but a Scrappy
    Miltank can't get Fire Punch. Zen Headbutt is decent for Fighting types. 
    
    -----------------------BLISSEY--------------------------
    Type: Normal
    Ability: Natural Cure/Serene Grace
    Base Stats: 255 HP / 10 Atk / 10 Def / 75 SAtk / 135 SDef / 55 Spd
    Pros: The highest HP of any Pokemon, amazing Sp. Defense, excellent support
          movepool, undoubtedly the best special wall in the game
    Cons: Slow, low Defense (though made up by her high HP), easy to set up on
    
    Blissey @Leftovers
    EVs: 148 HP / 252 Def / 108 SAtk
    Bold Nature
    Ability: Natural Cure
    -Ice Beam
    -Seismic Toss
    -Softboiled
    -Aromatherapy/Thunder Wave/Sing
    
    The standard set for one of the most overused Pokemon of all time and the bane
    of any special sweeper. Blissey overcomes her low offensive stats with the
    reliable Seismic Toss, dealing consistent damage to any non-Ghost opponent. 
    Her Sp. Attack isn't too shabby and can hurt some things with Ice Beam. But her
    support moves are what makes Blissey really shine. Softboiled keeps her alive
    and Aromatherapy heals your entire team of nasty status effects. In the case
    that you're not too worried about status moves, you can opt for Thunder Wave
    to paralyze tough opponents and make them easier to finish off. Sleep can also
    do the job well, even though Sing is inaccurate.
    
    Blissey @Leftovers
    EVs: 148 HP / 252 Def / 108 SAtk
    Bold/Modest Nature
    Ability: Serene Grace
    -Ice Beam
    -Thunderbolt
    -Calm Mind
    -Softboiled
    
    Nastly Plot Azelf and Porygon-Z, and Tail Glow Manaphy can all defeat Blissey 
    in two hits with a simple stat boost. The Calm Mind set prevents this from
    happening by boosting Blissey's own Sp. Defense. 
    
    Blissey @Leftovers
    EVs: 148 HP / 252 Def / 108 SAtk
    Bold Nature
    Ability: Natural Cure
    -Seismic Toss
    -Ice Beam/Thunder Wave/Sing
    -Wish
    -Protect
    
    If you're lucky enough to get a Wish Chansey from the NYPC with a good nature,
    then you can evolve it into a WishBliss. Blissey is great at passing Wish 
    around to heal any injured Pokemon on your team. Use Protect to ensure that you
    will get healed during the turn Wish activates. 
    
    -----------------------RAIKOU---------------------------
    Type: Electric
    Ability: Pressure
    Base Stats: 90 HP / 85 Atk / 75 Def / 115 SAtk / 100 SDef / 115 Spd
    Pros: Excellent Sp. Attack and Speed
    Cons: Limited movepool
    
    Raikou @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Thunderbolt
    -Hidden Power [Ice/Grass]
    -Substitute
    -Calm Mind
    
    To start this set, find an oppurtunity to set up against your opponent. Slower
    special-based Pokemon like Milotic are the perfect targets. Calm Mind to boost
    your special stats while Sub prevents status from messing you up. After a 
    couple of boosts, Thunderbolt will hurt a lot and enable Raikou to easily 
    sweep. HP Ice is important for Dragons like Flygon, but HP Grass hits 
    Swampert and Rhyperior harder. 
    
    Raikou @Leftovers
    EVs: 158 HP / 136 SAtk / 252 Spd
    Timid Nature
    -Thunderbolt
    -Hidden Power [Ice/Grass]
    -Rest
    -Sleep Talk
    
    Raikou's ability to take hits is often underrated. It has a nice HP stat and
    a great Sp. Defense. Couple that with it's high Speed and Sp. Attack, and you
    have a sweeper that can last for quite a while. 
    
    -----------------------ENTEI----------------------------
    Type: Fire
    Ability: Pressure
    Base Stats: 115 HP / 115 Atk / 85 Def / 90 SAtk / 75 SDef / 100 Spd
    Pros: Excellent HP and Attack
    Cons: Limited movepool, lacks a powerful physical Fire attack
    
    Entei @Leftovers
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Fire Fang
    -Stone Edge
    -Return/Iron Tail
    -Will-o-Wisp
    
    Entei doesn't have many tricks up its sleeve. Will-o-wisp is great for 
    crippling potential counters, but besides that, this is a simply attacking set.
    Fire Fang is sadly your most powerful Fire attack. Stone Edge hits other
    Fire types and things weak to Rock. Return is decent for neutral damage on 
    foes resistant to both Fire and Rock (like Garchomp), while Iron Tail hits 
    Rock types.
    
    Entei @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Fire Fang
    -Stone Edge
    -Return
    -Iron Tail
    
    It's a powerful physical sweeper, but it would be much better if it had a
    bigger movepool. As of now, it's stuck with the four moves shown above.
    
    Entei @Leftovers/Heat Rock
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Sunny Day
    -Lava Plume/Flamethrower/Fire Blast
    -Solarbeam
    -Hidden Power [Fighting/Ground]
    
    Solarbeam is a good addition to Entei's movepool that makes a Sunny Day set
    viable. HP Fighting or Ground for Tyranitar or Heatran, depending on who you
    want to hit harder.
    
    -----------------------SUICUNE--------------------------
    Type: Water
    Ability: Pressure
    Base Stats: 100 HP / 75 Atk / 115 Def / 90 SAtk / 115 SDef / S85 pd
    Pros: Excellent HP and defenses make it an awesome bulky Water
    Cons: No longer as mighty of a wall due to stronger Pokemon and attacks in
          D/P, limited movepool.
    
    Suicune @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    -Surf
    -Roar/Ice Beam/Hidden Power [Electric]
    -Calm Mind
    -Rest
    
    Unchanged since Advance. Calm Mind up whenever you have the chance and use 
    Rest to completely heal yourself from any damage/status you take. Roar is good
    for sending away stat-boosters and Ice Beam is useful for all the Dragon and
    Grass types out there. Now that Gyarados is such a big threat, HP Electric is
    also a good option if you are lucky enough to get it.
    
    Suicune @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    -Surf
    -Ice Beam/Hidden Power [Electric]
    -Rest
    -Sleep Talk
    
    If you don't care about Calm Mind, you can use the RestTalking set for extra
    longevity. 
    
    -----------------------TYRANITAR------------------------
    Type: Rock/Dark
    Ability: Sandstream
    Base Stats: 100 HP / 134 Atk / 110 Def / 95 SAtk / 100 SDef / 61 Spd
    Pros: Amazing attack and great defenses, Sandstorm automatically boosts its 
          Sp. Defense by 50%, great physical movepool 
    Cons: 4x Fighting weakness, slow
    
    Tyranitar @Choice Band
    EVs: 60 HP / 252 Atk / 196 Spd
    Adamant Nature
    -Stone Edge
    -Earthquake
    -Crunch
    -Pursuit/Focus Punch
    
    An almost unstoppable force. A STABed Choice Banded Stone Edge from over 400 
    Attack hits incredibly hard if you're not a Steel, Fighting, or Ground. Steel
    and Fighting types get hit hard by Earthquake and Crunch does a nice chunk of
    damage against Ground types. Only a few Pokemon with good Defense can switch in
    on any of CB Tyranitar's moves. For the last slot, you can choose the bred-on
    move Pursuit. With so many Pokemon afraid of Tyranitar, they will surely want
    to switch out as soon as they see it. Pursuit gives opponents a "farewell 
    present" and can KO them before they even make it back into their PokeBalls. 
    Focus Punch is another option and if you're good at predicting, it hits 
    enemies even harder than a STABed Crunch. 
    
    Tyranitar @Leftovers
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Stone Edge
    -Earthquake
    -Dragon Dance
    -Crunch/Taunt
    
    It takes some set up like any Dragon Dancing set, but it can still hit hard 
    even without the stat-boosts. Raising Tyranitar's Speed along with its Attack
    means almost nothing can stand in its way. Crunch is good for things like 
    Bronzong and Swampert who will try to stand in your way. Taunt helps against
    opponents who try to cripple you with status effects and prevents foes with
    Haze, Roar, or Whirlwind from removing your stats boosts.
    
    Tyranitar @Leftovers
    EVs: 252 HP / 68 Spd / 188 SAtk
    Quiet Nature
    -Focus Punch
    -Substitute
    -Thunderbolt
    -Dark Pulse
    
    The mixed sweeping Tyraniboah from Advance. The only change to this set is that
    Dark Pulse has replaced Crunch now that it became physical. Otherwise, this
    still works the same as usual. Protect yourself with a sturdy Substitute while
    hitting opponents with special attacks. Focus Punch for Blissey.
    
    Tyranitar @Choice Specs
    EVs: 60 HP / 252 SAtk / 196 Spd
    Modest Nature
    -Dark Pulse
    -Thunderbolt
    -Ice Beam
    -Focus Punch
    
    Choice Specs Tyranitar can be a neat surprise for your opponent. Enemy Pokemon
    who rely on Defense to counter you will be hit hard since they neglect their
    Sp. Defense. Dark Pulse for STAB, Thunderbolt for Skarmory and Water types,
    Ice Beam for Ground types, and Focus Punch for Blissey.
    
    -----------------------LUGIA------------------------
    Type: Psychic/Flying
    Ability: Pressure
    Base Stats: 106 HP / 90 Atk / 130 Def / 90 SAtk / 154 SDef / 110 Spd
    Pros: Amazing defenses and great speed, able to wall just about anything 
    Cons: Vulnerable to Taunt and Toxic
    
    Lugia @Leftovers
    EVs: 252 HP / 54 Def / 204 Spd
    Bold Nature
    -Reflect
    -Whirlwind
    -Roost
    -Toxic/Ice Beam
    
    Lugia takes hits like no other and is great at providing support for the team.
    Reflect protects the team from physical ubers while Whirlwind blows away those
    that try to stay in and boost their stats. Roost is the move that keeps Lugia
    alive and is better than Recover since it temporarily eliminates its weakness
    to Rock, Electric, and Ice. Toxic is a good option since Lugia is great at 
    stalling, but you can choose Ice Beam for the sake of an attacking move. 
    
    Lugia @Leftovers
    EVs: 252 HP / 54 Def / 204 Spd
    Bold Nature
    -Ice Beam
    -Calm Mind
    -Roost
    -Toxic
    
    With Calm Mind, it can pump up its Sp. Attack and already amazing Sp. Defense 
    to new heights. Ice Beam is the special attack of choice since nothing resists
    it and many ubers are weak against it. 
    
    Lugia @Choice Specs
    EVs: 54 HP / 252 SAtk / 204 Spd
    Modest Nature
    -Aeroblast
    -Ice Beam
    -Thunder
    -Shadow Ball
    
    Lugia isn't exactly a sweeper, but it has a very nice special movepool. This 
    set lets it use its powerful signature move - Aeroblast. Ice Beam for Dragons,
    Thunder for Kyogre, and Shadow Ball for the many Psychic types that are present
    in ubers. 
    
    -----------------------HO-OH------------------------
    Type: Fire/Flying
    Ability: Pressure
    Base Stats: 106 HP / 130 Atk / 90 Def / 110 SAtk / 154 SDef / 90 Spd
    Pros: Excellent Attack and Sp. Defense, unique Sacred Fire move
    Cons: 4x Stealth Rock weakness, mediocre speed
    
    Ho-oh @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    -Sacred Fire
    -Earthquake
    -Punishment
    -Thunder
    
    Ho-oh's excellent Attack couples nicely with the powerful Sacred Fire. When
    faced with Dialga, hit it with an Earthquake. Punishment works on those who
    like to stat boost. It's particularly effective on Psychic types that have at
    least one stat boost. Thunder hits any incoming Kyogres and may paralyze them.
    
    Ho-oh @Choice Specs/Choice Scarf
    EVs: 6 Atk / 252 SpAtk / 252 Spd 
    Modest/Timid Nature
    -Overheat
    -Thunder
    -Shadow Ball
    -Hidden Power [Ice]
    
    Ho-oh's Sp. Attack is lower, but still great. It also has a wider special 
    movepool. Thunder for Kyogre (and enemy Ho-ohs), Shadow Ball for Psychic types,
    and HP Ice to hit Dragons. 
    
    Ho-oh @Leftovers
    EVs: 6 Atk / 252 SpAtk / 252 Spd 
    Modest Nature
    -Flamethrower
    -Thunderbolt/Thunder
    -Calm Mind
    -Recover/Roost
    
    If you don't need a Choice sweeper, Ho-oh can still use a Calm Minding set 
    effectively. 
    
    ----------------------CELEBI--------------------------
    Type: Grass/Psychic
    Ability: Natural Cure
    Base Stats: 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spd
    Pros: Great overall stats, great movepool especially in support moves
    Cons: 4x Bug weakness, Pursuit weakness
    
    Celebi @Leftovers
    EVs: 252 HP / 220 Def / 36 Spd
    Bold Nature
    -Psychic/Energy Ball
    -Recover
    -Heal Bell
    -Leech Seed
    
    A cleric set that Celebi can pull off very effectively. Keep yourself alive
    with Recover and Leech Seed and keep the team status-free with Heal Bell. 
    Psychic is the standard attacking move for this set, but if you don't want to
    be completely stopped by Dark types, Energy Ball is also an option.
    
    Celebi @Leftovers
    EVs: 252 HP / 84 Def / 168 Spd
    Timid Nature
    -Psychic/Energy Ball
    -Calm Mind
    -Recover
    -Baton Pass
    
    Another one of Celebi's talents is Baton Passing stat boosts. Calm Mind is 
    quite effective since it boosts Celebi's own special stats. When you're ready,
    transfer those boosts to a special sweeping member of your team.
    
    Celebi @Leftovers
    EVs: 252 HP / 84 Def / 168 Spd
    Jolly Nature
    -Seed Bomb
    -Swords Dance
    -Recover
    -Baton Pass
    
    Surprise your opponent by Baton Passing Swords Dance boosts. The physical
    attackers on your team will greatly appreciate it.
    
    Celebi @Choice Specs
    EVs: 4 HP / 252 SpAtk / 252 Spd
    Timid Nature
    -Psychic
    -Leaf Storm
    -Hidden Power [Fighting/Fire]/Earth Power
    -Shadow Ball/Trick
    
    Celebi can pull off an all out attacking set with Choice Specs. Leaf Storm
    can do a lot of damage and fits the hit-and-run tactic of this set. Shadow
    Ball hits Ghosts and enemy Psychics. HP Fighting for Dark types or Fire for
    Steels. You can also Trick your Specs if a wall like Blissey tries to switch in.
    
    Celebi @Life Orb
    EVs: 84 HP / 252 SAtk / 168 Spd
    Timid Nature
    -Psychic
    -Grass Knot/Recover
    -Hidden Power [Fighting/Fire]/Earth Power
    -Calm Mind
    
    Celebi doesn't need to Baton Pass its Special Attack boosts away. It can use
    them to sweep instead. The attack choices are similar to the Specs set, but
    you can use Recover to heal away the Life Orb damage. 
    
    -----------------------SCEPTILE------------------------
    Type: Grass
    Ability: Overgrow
    Base Stats: 70 HP / 85 Atk / 65 Def / 105 SAtk / 85 SDef / 120 Spd
    Pros: Excellent speed (fastest Grass type), great Sp. Attack, good movepool in
          both physical and special attacks
    Cons: Rather frail
    
    Sceptile @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid Nature
    -Energy Ball
    -Leech Seed
    -Substitute
    -Dragon Pulse/Hidden Power [Fire/Ice]
    
    The popular SubSeeder set from Advance is back. Sub + Leech Seed can drive your
    opponents mad while any Grass types that try to come in will get hit with a
    supereffective Hidden Power. Fire is also effective against Steels while Ice
    is for Dragons (and Flying types as well).
    
    Sceptile @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid Nature
    -Leaf Storm
    -Dragon Pulse
    -Focus Blast
    -Energy Ball/Grass Knot/Hidden Power [Fire/Ice]
    
    The fastest Grass is now ready to hit harder than ever before with this set.
    Leaf Storm is your hit-and-run move and you can use a second Grass attack if
    you don't want the Sp. Attack drop. Dragon Pulse (or HP Ice) for Dragons, Focus
    Blast for Steels and Blissey, HP Fire for other Grass types.
    
    Sceptile @Leftovers
    EVs: 6 HP / 252 Atk / 252 Spd 
    Jolly Nature
    -Leaf Blade
    -Dragon Claw
    -Earthquake/Thunderpunch
    -Swords Dance
    
    A lot of Sceptile's good moves have turned physical and Leaf Blade has become
    much stronger. Its Attack stat isn't shabby and after a Swords Dance, it can do
    plenty of damage. Earthquake covers Steel and Fire types, while Dragon Claw is 
    for Dragons. Thunderpunch gives you a chance against Flying opponents like
    Skarmory.
    
    Sceptile @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd 
    Jolly Nature
    -Leaf Blade
    -Dragon Claw
    -Thunderpunch
    -Earthquake/Focus Punch
    
    Here's another physical set using Choice Band. If you're good at prediction, 
    you could give Focus Punch a try since it's much stronger than Earthquake and
    does the same damage as a supereffective Thunderpunch. 
    
    ----------------------BLAZIKEN------------------------
    Type: Fire/Fighting
    Ability: Blaze
    Base Stats: 80 HP / 120 Atk / 70 Def / 110 SAtk / 70 SDef / 80 Spd
    Pros: Excellent Attack and Sp. Attack, diverse physical movepool
    Cons: Mediocre speed, frail defenses, outclassed by Infernape
    
    Blaziken @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Flare Blitz
    -Sky Uppercut
    -Stone Edge
    -Swords Dance
    
    Infernape is now better than Blaziken due to its Speed. Blaziken can still 
    sweep normally, but the Fire monkey just does this better. Anyways, the goal 
    is simple. Swords Dance up and hit opponents with your strong STABed moves. 
    Flying-types get a taste of Stone Edge.
    
    Blaziken @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    -Flare Blitz
    -Sky Uppercut
    -Stone Edge
    -Thunderpunch
    
    Another sweeper set, only this time with a Choice Item. Again, simple to use.
    
    Blaziken @Salac Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Substitute/Endure
    -Reversal
    -Blaze Kick
    -Swords Dance
    
    Ah, here we go. Two things Blaziken can do that Infernape can't do are 
    Baton Pass and Reversal. This is a traditional Reversal set. Your Blaze ability
    is handy in this case since it will boost Blaze Kick's power once you're at 
    low health. 
    
    Blaziken @Leftovers
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Agility
    -Substitute/Swords Dance
    -Blaze Kick/Focus Punch
    -Baton Pass
    
    Pure BP Blaziken. It can pass Agility, Subs, and Swords Dance boosts all 
    around. If you're using Substitute, you can couple it with Focus Punch for 
    another nice combo. 
    
    -----------------------SWAMPERT------------------------
    Type: Water/Ground
    Ability: Torrent
    Base Stats: 100 HP / 110 Atk / 90 Def / 85 SAtk / 90 SDef / 60 Spd
    Pros: Great HP and defenses, Rock resistance, makes an excellent bulky Water
    Cons: 4x weakness to Grass
    
    Swampert @Leftovers
    EVs: 240 HP / 58 Atk / 212 Def
    Impish Nature
    -Earthquake
    -Avalanche
    -Waterfall/Stone Edge
    -Stealth Rock/Protect
    
    Swampert is a great bulky Water that does a good job at both defense and 
    offense. Earthquake is your main move here and Avalanche hits things resistant
    to Ground (like Flying and Grass types). Waterfall is good for a second STAB
    move, but Stone Edge allows you to counter Gyarados. Stealth Rock is always a
    good option for your last move 
    
    Swampert @Leftovers
    EVs: 240 HP / 58 SAtk / 212 Def
    Relaxed Nature
    -Earthquake
    -Ice Beam
    -Surf/Hydro Pump
    -Stealth Rock/Protect/Hidden Power [Electric]
    
    MixPert is an old set from Advance and uses both physical and special moves.
    The advantage to this set is that it can hit foes like Rhyperior
    and Hippowdon harder since they have lower Sp. Defense than Defense. You also
    won't have to worry about opponents cutting your attack with Intimidate. It
    also gives you a chance to use HP Electric, effective against Gyarados. 
    
    Swampert @Leftovers
    EVs: 240 HP / 58 Atk / 212 Def
    Impish/Relaxed Nature
    -Earthquake
    -Avalanche/Ice Beam/Stone Edge
    -Rest
    -Sleep Talk
    
    Rest lets Swampert last much longer and Sleep Talk lets it still attack while
    slumbering. 
    
    Swampert @Leftovers
    EVs: 252 HP / 172 Def / 86 SDef
    Careful Nature
    -Earthquake
    -Avalanche
    -Curse
    -Rest/Waterfall/Hydro Pump
    
    Swampert can use a Cursing set if you wish. Rest up if you take too much damage
    while using Curse, but that will leave you vulnerable to special attacks. Use
    a Water attack for additional coverage.
    
    -----------------------MIGHTYENA-----------------------
    Type: Dark
    Ability: Intimidate/Quick Feet
    Base Stats: 70 HP / 90 Atk / 70 Def / 60 SAtk / 60 SDef / 70 Spd
    Pros: Gains physical Crunch, good Attack
    Cons: Overall mediocre stats, limited movepool
    
    Mightyena @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Crunch
    -Fire Fang
    -Ice Fang
    -Thunder Fang
    
    Mightyena is glad that Crunch finally became a physical attack. Its Attack is
    pretty good, so go ahead and use this Choice Band set. 
    
    Mightyena @Toxic Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Quick Feet
    -Facade
    -Crunch
    -Fire Fang
    -Protect/Howl
    
    This set takes advantage of its Quick Feet ability. Start with a reliable 
    Protect or a helpful Howl. Toxic Orb will now activate and you'll be able to
    outspeed a lot of Pokemon in NU and hit them hard.
    
    -----------------------LINOONE-------------------------
    Type: Normal
    Ability: Pick-Up/Gluttony
    Base Stats: 78 HP / 70 Atk / 61 Def / 50 SAtk / 61 SDef / 100 Spd
    Pros: Great new ability, high Speed
    Cons: Mediocre Attack, frail defenses, limited movepool
    
    Linnone @Salac Berry
    EVs: 80 HP / 252 Atk / 178 Spd
    Adamant Nature
    Ability: Gluttony
    -Return
    -Shadow Claw
    -Iron Tail
    -Belly Drum
    
    Gluttony is a great ability that really lets the Belly Drumming set take off.
    With one Belly Drum, you'll be all maxed out and ready to sweep. Iron Tail is
    for defensive Rock types.
    
    Linoone @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Return
    -Shadow Claw
    -Iron Tail
    -Trick
    
    A standard, simple Choice Band set. Linoone has Trick too, which makes it more
    special than your average CBer.
    
    -----------------------BEAUTIFLY-----------------------
    Type: Bug/Flying
    Ability: Swarm
    Base Stats: 60 HP / 70 Atk / 50 Def / 90 SAtk / 50 SDef / 65 Spd
    Pros: Good Sp. Attack
    Cons: Other stats are terrible, limited movepool, can't even learn a sleep move
         like Butterfree
    
    Beautifly @Choice Specs/Focus Sash
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    -Bug Buzz
    -Energy Ball
    -Shadow Ball
    -Psychic/Stun Spore
    
    It has a nice Sp. Attack, but terrible speed combined with terrible defenses
    mean you'll be lucky if you can kill anything at all. 
    
    -----------------------DUSTOX--------------------------
    Type: Bug/Poison
    Ability: Shield Dust
    Base Stats: 60 HP / 50 Atk / 70 Def / 50 SAtk / 90 SDef / 65 Spd
    Pros: Good Sp. Defense
    Cons: Terrible stats overall, limited movepool, may as well be the worst Bug
          in the game
    
    Dustox @Choice Specs/Focus Sash
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Bug Buzz
    -Sludge Bomb
    -Shadow Ball
    -Energy Ball/Toxic
    
    It doesn't even have good Sp. Attack, so it'll be a miracle if you can KO any
    opponent.
    
    -----------------------LUDICOLO-----------------------
    Type: Water/Grass
    Ability: Swift Swim/Rain Dish
    Base Stats: 80 HP / 70 Atk / 70 Def / 90 SAtk / 100 SDef / 70 Spd
    Pros: Good Sp. Defense, good type combo, good counter to enemy Water types
    Cons: Limited special movepool
    
    Ludicolo @Damp Rock/Leftovers
    EVs: 154 HP / 252 SAtk / 104 Spd
    Modest Nature
    Ability: Swift Swim
    -Rain Dance
    -Hydro Pump/Surf
    -Ice Beam
    -Energy Ball/Grass Knot
    
    The Swift Swim sweeper, which is simple to understand. Rain Dance, get the 
    speed boost, and then hit the opponent with whatever is most effective. Hydro
    Pump's power makes up for Ludicolo's less than stellar Sp. Attack. But missing
    is bad, so use Surf if you don't want to take risks. For your Grass move, 
    choose Energy Ball for consistent damage or Grass Knot for more power on
    heavy Water types like Milotic and Swampert.
    
    Ludicolo @Leftovers
    EVs: 252 HP / 38 SAtk / 220 SDef
    Calm Nature
    -Surf
    -Ice Beam
    -Leech Seed
    -Protect/Toxic 
    
    The more defensive set. Leech Seed is the key move here and you can pair it
    with Protect to stall and heal some more HP. Or you can use Toxic for 
    additional damage. 
    
    -----------------------SHIFTRY-------------------------
    Type: Grass/Dark
    Ability: Early Bird/Chlorophyll
    Base Stats: 90 HP / 100 Atk / 60 Def / 90 SAtk / 60 SDef / 80 Spd
    Pros: Good offensive stats
    Cons: 4x Bug weakness, frail defenses
    
    Shiftry @Heat Rock/Life Orb
    Mild/Rash Nature
    Ability: Chlorophyll
    -Sunny Day
    -Solarbeam
    -Hidden Power [Fire/Ice]
    -Explosion
    
    A pretty standard Sunny Day set. HP Fire gets a boost in the sun, but HP Ice
    can hit Dragons who are resistant to both Grass and Fire. Explosion when you
    are at the end of your line or want to give Blissey a surprise parting gift.
    
    Shiftry @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    -Nasty Plot
    -Dark Pulse
    -Energy Ball/Grass Knot
    -Hidden Power[Fire/Ice]
    
    Nasty Plot and sweep. Energy Ball does consistent damage, but Grass Knot has 
    more power against the heavier opponents that you often see in OU. 
    
    Shiftry @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Mild/Rash Nature
    -Leaf Storm
    -Dark Pulse
    -Hidden Power[Fire/Ice]
    -Energy Ball/Grass Knot/Explosion
    
    The no-setup-needed Choice Specs set. Leaf Storm will do a ton of damage, but
    if you want a second Grass move that doesn't lower Sp. Atk, then choose it as
    your fourth move.
    
    ----------------------SWELLOW--------------------------
    Type: Normal/Flying
    Ability: Guts
    Base Stats: 60 HP / 85 Atk / 60 Def / 50 SAtk / 50 SDef / 125 Spd
    Pros: Excellent speed, Guts ability
    Cons: Very frail, easily walled by Steel and Rock types
    
    Swellow @Flame Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Facade
    -Brave Bird
    -U-Turn
    -Protect
    
    A good lead for your team. Protect the first turn to activate Flame Orb and 
    check what your opponent does. Use your boosted Facade on opponents with weak
    Defense, or Brave Bird if they're a Ghost type. U-Turn out if Swellow can't
    handle something.
    
    Swellow @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature 
    -Return/Double-Edge
    -Brave Bird
    -U-Turn
    -Facade/Quick Attack
    
    Typical Choice Band set. It works somewhat like the first set, except you're
    obviously limited to one move. The advantage is that you can switch in to a
    Toxic or Will-o-wisp and gain another Attack boost on top of your CB boost.
    
    Swellow @Liechi Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Aerial Ace
    -Substitute
    -Endeavor
    -Return/Baton Pass
    
    Substitute down to 1 HP and activate your Liechi Berry. From there, Baton Pass
    to one of your physical sweeping teammates or kill the enemy yourself if they
    are weak to Flying. Endeavor can be used as a last resort move, since Swellow
    isn't meant to last long. 
    
    ----------------------PELIPPER-------------------------
    Type: Water/Flying
    Ability: Keen Eye
    Base Stats: 60 HP / 50 Atk / 100 Def / 85 SAtk / 70 SDef / 65 Spd
    Pros: Good defense
    Cons: Other stats are low or mediocre, limited movepool
    
    Pelipper @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Modest Nature
    -Surf
    -Knock Off
    -Ice Beam/Roost
    -Toxic/Hidden Power [Electric]/Shock Wave
    
    Pelipper isn't much, but in NU, it can at least make a decent defender. Knock
    Off is a useful move and Toxic can help in weakening things. You can also go
    with an Electric attack for enemy Water types.
    
    Pelipper @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Surf
    -Ice Beam
    -Air Slash
    -Hidden Power [Electric]/Shock Wave
    
    Its Sp. Attack is workable and it learns just enough Special moves to make into
    a Choice Specs set. 
    
    ---------------------GARDEVOIR-------------------------
    Type: Psychic
    Ability: Trace/Synchronize
    Base Stats: 68 HP / 65 Atk / 65 Def / 125 SAtk / 115 SDef / 80 Spd
    Pros: Excellent Sp. Attack and Sp. Defense, wide variety of status moves and 
          special attacks.
    Cons: low HP and Defense, mediocre Speed
    
    Gardevoir @Leftovers
    EVs: 252 HP / 136 Def / 18 SAtk / 104 Spd
    Modest Nature
    Ability: Trace
    -Psychic
    -Thunderbolt/Grass Knot
    -Calm Mind
    -Hypnosis/Will-o-wisp
    
    Special sweeping set. Calm Mind up and hit opponents with Psychic. Thunderbolt 
    gives you extra coverage against opponents that may be resistant to Psychic
    (especially Water types like Slowbro or Starmie). Grass Knot is a major help
    against Tyranitar. Status moves are also effective for crippling opponents. 
    
    Gardevoir @Leftovers
    EVs: 252 HP / 136 Def / 92 SDef / 28 Spd
    Modest Nature
    Ability: Trace
    -Psychic
    -Wish
    -Thunderbolt/Grass Knot
    -Hypnosis/Will-o-wisp
    
    With Wish and a couple of status moves, Gardevoir can do a good job at 
    supporting the team. 
    
    Gardevoir @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Modest Nature
    -Psychic
    -Thunderbolt/Grass Knot
    -Shadow Ball
    -Focus Blast/Hidden Power [Fighting/Fire]
    
    She's no Alakazam, but Gardevoir still has very high Sp. Attack and plenty of
    special sweeping options to go around. 
    
    ---------------------MASQUERAIN------------------------
    Type: Bug/Flying
    Ability: Intimidate
    Base Stats: 70 HP / 60 Atk / 62 Def / 80 SAtk / 82 SDef / 60 Spd
    Pros: Intimidate ability, 4x Fighting resistance 
    Cons: All stats are mediocre or poor, 4x Stealth Rock weakness 
    
    Masquerain @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Bug Buzz
    -Hydro Pump
    -Air Slash
    -Ice Beam
    
    Masquerain learns better special moves than most Bug/Flying Pokemon, but 
    unfortunately, it's just too slow and its Sp. Attack isn't that great. Still,
    being able to KO Rock and Fire types with Hydro Pump is pretty nice. 
    
    Masquerain @Leftovers/Petaya Berry
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Agility
    -Baton Pass
    -Bug Buzz
    -Substitute/Hydro Pump
    
    Agility up and Baton Pass the speed boost to a team mate. You can also try to
    pass a Substitute or use Sub to activate a Petaya Berry and get a Sp. Attack
    boost. 
    
    ---------------------BRELOOM---------------------------
    Type: Grass/Fighting
    Ability: Effect Spore/Poison Heal
    Base Stats: 60 HP / 130 Atk / 80 Def / 60 SAtk / 60 SDef / 70 Spd
    Pros: Excellent Attack, learns Spore, Poison Heal ability, improved physical
          movepool
    Cons: 4x Flying weakness, mediocre speed
    
    Breloom @Toxic Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Poison Heal
    -Spore
    -Focus Punch
    -Stone Edge
    -Seed Bomb/Mach Punch
    
    Breloom now has a couple of new physical moves and a great new ability to go
    along with its famous SporePunch combo. Most Flying types won't be able to
    switch in easily anymore thanks to Stone Edge. Seed Bomb is useful for a second
    STAB move while Mach Punch can finish off a weakened opponent (and OHKOs 
    Weavile)  
    
    Breloom @Toxic Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Poison Heal
    -Spore
    -Focus Punch
    -Substitute
    -Leech Seed
    
    This moveset can be quite devastating. Breloom can use Substitute as much as it
    wants since it will heal the HP loss through Poison Heal and Leech Seed. While
    that is going on, Breloom can put opponents to Sleep or smack them with a 
    Focus Punch.  
    
    Breloom @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Poison Heal
    -Sky Uppercut
    -Stone Edge
    -Seed Bomb
    -Mach Punch
    
    This set emphasizes on Breloom's massive Attack and makes it even more powerful
    due to Choice Band. 
    
    ---------------------SLAKING---------------------------
    Type: Normal
    Ability: Truant
    Base Stats: 150 HP / 160 Atk / 100 Def / 95 SAtk / 65 SDef / 100 Spd
    Pros: Incredible Attack, excellent stats all around
    Cons: Truant ability
    
    Slaking @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Return
    -Earthquake
    -Shadow Claw/Pursuit
    -Focus Punch/Fire Punch
    
    Slaking's only goal is to hit hard and fast whenever it is allowed to attack. 
    Choice Band gives Slaking's already godly Attack an even more massive boost so
    that almost nothing can stand in its way (as long as it isn't loafing around of
    course). Choice Scarf is a nice item too if you prefer surprising faster 
    opponents. 
    
    ---------------------NINJASK---------------------------
    Type: Bug/Flying
    Ability: Speed Boost
    Base Stats: 61 HP / 90 Atk / 45 Def / 50 SAtk / 50 SDef / 160 Spd
    Pros: Incredible Speed, one of the best Baton Passers in the game.
    Cons: Very frail, 4x Stealth Rock weakness
    
    Ninjask @Leftovers/Liechi Berry
    EVs: 60 HP / 252 Atk / 198 Spd
    Adamant Nature
    -X-Scissor
    -Substitute
    -Swords Dance
    -Baton Pass
    
    Ninjask is best used as a Baton Passer. It automatically gets free speed boosts
    with its special ability and in the meantime, it can Swords Dance or Sub. When
    you're ready, Baton Pass to a physical sweeper on your team.
    
    Ninjask @Focus Sash
    EVs: 60 HP / 252 Atk / 198 Spd
    Adamant Nature
    -Swords Dance
    -X-Scissor
    -Protect
    -Baton Pass
    
    Ninjask has a new way of Baton Passing. With Focus Sash, you can survive any
    attack while you Swords Dance. Then Protect if you want an extra Speed boost 
    and Baton Pass when you're ready.
    
    Ninjask @Choice Band
    EVs: 4 HP / 252 Atk / 252 Spd
    Adamant Nature
    -X-Scissor
    -Aerial Ace
    -Night Slash
    -U-Turn
    
    It actually makes a pretty decent sweeper since it's sure to outspeed almost
    every opponent you'll face. It has a limited movepool though, so U-Turn out 
    when you can't handle the opponent.
    
    ---------------------SHEDINJA--------------------------
    Type: Bug/Ghost
    Ability: Wonder Guard
    Base Stats: 1 HP / 90 Atk / 45 Def / 30 SAtk / 30 SDef / 40 Spd
    Pros: Unique ability in Wonder Guard 
    Cons: Low Speed, only 1 HP, easily taken out by indirect damage including 
          Sandstorm/Hail, Spikes/Stealth Rock, Poison/Burn/Confusion, etc.
    
    Shedinja @Focus Sash/Lum Berry
    EVs: 252 Atk / 252 Spd
    Adamant Nature
    -Shadow Claw/Shadow Sneak
    -X-Scissor
    -Will-o-wisp
    -Swords Dance
    
    Use Swords Dance Shedinja at your own risk since even with Wonder Guard, there
    are still many things that can kill you. Choose Shadow Claw for power or
    Shadow Sneak to bypass your terrible Speed. Will-o-wisp cripples physical
    attacking counters.
    
    Shedinja @Choice Band
    EVs: 252 Atk / 252 Spd
    Adamant Nature
    -Shadow Claw
    -X-Scissor
    -Aerial Ace
    -Shadow Sneak
    
    Slightly easier to use than the Choice Bander, since you're not setting up.
    However, no Focus Sash or Lum Berry means you'll die more easily.
    
    ---------------------EXPLOUD---------------------------
    Type: Normal
    Ability: Soundproof
    Base Stats: 104 HP / 91 Atk / 63 Def / 91 SAtk / 63 SDef / 68 Spd
    Pros: Good HP, Atk, and Defense, great movepool
    Cons: Slow speed and frail defenses make it unable to sweep effectively
    
    Exploud @Leftovers
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    -Return/Body Slam
    -Earthquake
    -Howl
    -Crunch/Overheat
    
    Howl is Exploud's only way of increasing its Attack, so use it when you have 
    the chance. Return is the standard attack for most Normal sweepers, but Body
    Slam's paralysis can make up for Exploud's low speed. Exploud can learn 
    Overheat, which can be very useful against Steel walls like Skarmory or
    Bronzong.
    
    Exploud @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Return/Body Slam
    -Earthquake
    -Crunch
    -Overheat
    
    Typical hard hitting Choice Band set.
    
    Exploud @Choice Specs
    EVs: 6 HP / 252 Atk / 252 Spd
    Modest Nature
    -Hyper Voice
    -Shadow Ball
    -Surf
    -Focus Blast
    
    Exploud's Sp. Attack is equal to its physical Attack plus it has an amazing
    special movepool and gets a STABed Hyper Voice. Shadow Ball for Ghosts, Surf
    for Rocks, and Focus Blast for Steels.
    
    ---------------------HARIYAMA--------------------------
    Type: Fighting
    Ability: Thick Fat/Guts
    Base Stats: 144 HP / 120 Atk / 60 Def / 40 SAtk / 60 SDef / 50 Spd
    Pros: Amazing HP, excellent Attack
    Cons: Low Speed
    
    Hariyama @Leftovers
    EVs: 252 Atk / 212 Def / 44 Spd
    Adamant Nature
    Ability: Thick Fat
    -Substitute
    -Focus Punch
    -Stone Edge
    -Knock Off
    
    Hariyama has plenty of HP to make a huge Substitute. While its behind the big
    fat Sub, it can safely use Focus Punch. Stone Edge for Flyers and Knock Off 
    is useful for disabling an opponent's item.
    
    Hariyama @Leftovers
    EVs: 86 HP / 172 Atk / 252 Def
    Impish Nature
    Ability: Guts
    -Cross Chop
    -Stone Edge
    -Rest
    -Sleep Talk
    
    Hariyama can last a pretty long time with its high HP so use the RestTalk set
    to make it last even longer. Guts boosts your Attack while you sleep and Sleep
    Talk lets you hit opponents even while you doze off.  
    
    Hariyama @Choice Band
    EVs: 252 Atk / 212 Def / 44 Spd
    Adamant Nature
    Ability: Guts
    -Cross Chop
    -Stone Edge
    -Ice Punch
    -Thunderpunch
    
    It makes a sturdy Choice Bander and Guts let's it absorb status to make it
    even stronger. 
    
    Hariyama @Leftovers
    EVs: 86 HP / 172 Atk / 252 Def
    Impish Nature
    Ability: Thick Fat
    -Cross Chop
    -Stone Edge
    -Knock Off
    -Whirlwind
    
    A support based Hariyama. Whirlwind gives it the ability to phaze and Knock Off
    removes items that opponents may rely on. This set works great if you have a
    Pokemon that can set up Spikes or Stealth Rock on their team. 
    
    ---------------------DELCATTY--------------------------
    Type: Normal
    Ability: Cute Charm/Normal Skin
    Base Stats: 70 HP / 65 Atk / 65 Def / 55 SAtk / 55 SDef / 70 Spd
    Pros: Diverse movepool
    Cons: Overall stats are mediocre or terrible, abilities are rather useless
    
    Delcatty @Leftovers
    EVs: 252 HP / 6 Atk / 252 Spd
    Jolly Nature
    Ability: Cute Charm
    -Return/Body Slam
    -Calm Mind
    -Substitute
    -Baton Pass
    
    With those stats, it can't do much, but at least it can Baton Pass. 
    
    Delcatty @Leftovers
    EVs: 252 HP / 6 Atk / 252 Spd
    Jolly Nature
    Ability: Normal Skin
    -Thunder Wave
    -Return
    -Heal Bell
    -Wish
    
    Support Delcatty. Normal Skin lets you paralyze Ground types with Thunder Wave,
    which is pretty cool. Delcatty can also use Wish or Heal Bell, though many 
    better Normal types can also use those moves. 
    
    ---------------------SABLEYE---------------------------
    Type: Ghost/Dark
    Ability: Keen Eye/Stall
    Base Stats: 50 HP / 75 Atk / 75 Def / 65 SAtk / 65 SDef / 50 Spd
    Pros: No weaknesses, diverse support movepool
    Cons: Overall poor stats, pretty useless abilites, completely outclassed by 
          Spiritomb
    
    Sableye @Leftovers
    EVs: 252 HP / 128 Def / 128 SDef
    Careful/Impish Nature
    -Seismic Toss/Night Shade
    -Will-o-wisp
    -Knock Off
    -Recover
    
    Sableye's standard moveset involves Burning opponents with Will-o-wisp and 
    Knocking Off their items. Recover keeps it alive while Seismic Toss/Night Shade
    let it deal consistent damage without having to use Attack or Sp. Attack EVs.
    
    Sableye @Leftovers
    EVs: 252 HP / 252 SAtk / 6 Spd
    Modest Nature
    -Dark Pulse/Shadow Ball
    -Hidden Power [Fighting]
    -Nasty Plot
    -Recover
    
    Sableye isn't much of a special sweeper, but it still learns Nasty Plot and can
    deal some damage in NU or UU.
    
    ---------------------MAWILE----------------------------
    Type: Steel
    Ability: Intimidate/Hyper Cutter
    Base Stats: 50 HP / 85 Atk / 85 Def / 55 SAtk / 55 SDef / 50 Spd
    Pros: Intimidate, pretty good Attack and Defense
    Cons: Overall stats are poor and unimpressive
    
    Mawile @Leftovers
    EVs: 252 HP / 252 Def / 6 SDef
    Impish Nature
    Ability: Intimidate
    -Swords Dance
    -Baton Pass
    -Taunt
    -Iron Head/Substitute
    
    One thing that Mawile can do pretty well is Baton Pass. Intimidate, good 
    Defense, and many resistances let it switch in easily on many physical 
    attackers. Swords Dance up and Baton Pass the boosts is the main strategy. 
    Taunt prevents it from getting phazed. 
    
    Mawile @Leftovers
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Hyper Cutter
    -Iron Head
    -Focus Punch
    -Crunch/Sucker Punch
    -Swords Dance
    
    It has above average Attack and can boost it with Swords Dance. Iron Head for
    STAB and Focus Punch for enemy Steels. A Dark move like Crunch can offer 
    additional coverage, but if you can predict an attack, you can strike first 
    with Sucker Punch. That will at least bypass your low Speed. 
    
    Mawile @Choice Band
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Hyper Cutter
    -Iron Head
    -Focus Punch
    -Crunch/Sucker Punch
    -Fire Fang
    
    A simple Choice Bander set. Fire Fang lets you hit Bronzong and Skarmory, 
    though you shouldn't use Mawile in OU.
    
    ---------------------AGGRON----------------------------
    Type: Steel/Rock
    Ability: Rock Head/Sturdy
    Base Stats: 70 HP / 110 Atk / 180 Def / 60 SAtk / 60 SDef / 50 Spd
    Pros: Great Attack and amazing Defense, large number of resistances
    Cons: 4x Fighting and Ground weakness (which are two of the most attack types)
    
    Aggron @Choice Band
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    -Stone Edge
    -Earthquake/Focus Punch
    -Iron Head
    -Avalanche
    
    Aggron is a great UU sweeper that can still wall a lot of things. Stone Edge
    and Earthquake cover the majority of opponents. Focus Punch can be used over it
    if you happen to be good at prediction. Iron Head for a second STAB and 
    Avalanche to hit Ground types.
    
    Aggron @Leftovers
    EVs: 252 HP / 252 Atk / 6 Def
    Impish Nature
    -Stone Edge/Rock Slide
    -Focus Punch
    -Substitute
    -Thunder Wave
    
    Paralyze your opponents with T-Wave and set up a Sub (you can also do it the
    other way around). Your opponent's Speed will be hampered and you can attack
    with Focus Punch or a Rock attack.
    
    Aggron @Leftovers/Focus Sash
    EVs: 252 HP / 252 Atk / 6 Def
    Brave/Relaxed Nature
    -Metal Burst
    -Taunt/Protect
    -Stone Edge
    -Earthquake/Focus Punch
    
    Aggron is one of only two Pokemon to learn Metal Burst (the other being 
    Bastiodon). Use Protect to scout for your opponent's moves or Taunt to force 
    them to use only offensive attacks. Then use Metal Burst to retaliate. 
    
    ---------------------MEDICHAM--------------------------
    Type: Fighting/Psychic
    Ability: Pure Power
    Base Stats: 60 HP / 60 Atk / 75 Def / 60 SAtk / 75 SDef / 80 Spd
    Pros: Pure Power gives it amazing Attack
    Cons: Frail defenses, mediocre speed
    
    Medicham @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    -Hi Jump Kick/Brick Break
    -Psycho Cut
    -Thunderpunch
    -Ice Punch
    
    Hi Jump Kick's increased power makes Medicham an even more powerful fighting
    force than before. But people switching in their Ghost types on it will make
    Medicham crash and hurt itself. Use the weaker Brick Break if you don't want
    this to happen. Psycho Cut is another great physical STAB, while Thunderpunch
    and Ice Punch take care of all the Flying types you'll face.
    
    Medicham @Salac Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Reversal
    -Psycho Cut
    -Ice Punch/Thunderpunch
    -Endure/Substitute
    
    Medicham makes a great Reversaler, but it even with a Salac, it still needs
    a Jolly Nature in order to outspeed many Choice Scarfed opponents. 
    
    ---------------------MANECTRIC--------------------------
    Type: Electric
    Ability: Static/Lightning Rod
    Base Stats: 70 HP / 75 Atk / 60 Def / 105 SAtk / 60 SDef / 105 Spd
    Pros: Now gets fire attacks, good Sp. Atk/Speed
    Cons: Special movepool is still severely lacking
    
    Manectric @Petaya Berry/Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Static
    -Thunderbolt
    -Flamethrower
    -Substitute/Charge Beam
    -Hidden Power [Ice/Grass]
    
    The new addition of Flamethrower is a great improvement to Manectric's 
    otherwise limited movepool. You can use Substitute to get a Petaya Boost, or
    try to boost your Sp. Attack by using Charge Beam. 
    
    ---------------------PLUSLE-MINUN-----------------------
    Type: Electric
    Ability: Plus (Plusle)/ Minus (Minun)
    Plusle Base Stats: 60 HP / 50 Atk / 40 Def / 85 SAtk / 75 SDef / 95 Spd
    Minun  Base Stats: 60 HP / 40 Atk / 50 Def / 75 SAtk / 85 SDef / 95 Spd
    Pros: Good Speed
    COns: Limited movepool, overall mediocre stats
    
    Plusle/Minun @Salac Berry/Petaya Berry
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Thunderbolt
    -Substitute
    -Nasty Plot/Agility
    -Baton Pass
    
    Plusle and Minun are so similar that they get the same entry. These two are
    rather decent Baton Passers, especially with the ability to pass Nasty Plot.
    Substitute can also be passed and you can use it to activate your Berry.
    
    Plusle/Minun @Salac Berry/Petaya Berry
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Thunderbolt
    -Hidden Power [Ice]
    -Grass Knot
    -Substitute
    
    Substitute has the same purpose as described above, but this set is far more
    offensive. HP Ice and Grass Knot take care of various Ground types. 
    
    ---------------------VOLBEAT----------------------------
    Type: Bug
    Ability: Swarm/Illuminate
    Base Stats: 65 HP / 73 Atk / 55 Def / 47 SAtk / 75 SDef / 85 Spd
    Pros: The only Pokemon that can Baton Pass Tail Glow
    Cons: Overall mediocre stats
    
    Volbeat @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Swarm
    -U-Turn
    -Zen Headbutt
    -Focus Punch
    -Trick
    
    Volbeat has average Attack at best, so don't expect to do a ton of damage, 
    even when Choice Banded. But it can Trick the CB onto opponents, which is
    interesting at least.
    
    Volbeat @Leftovers
    EVs: 252 HP / 6 Def / 252 Spd
    Timid Nature
    -Tail Glow
    -Baton Pass
    -Substitute/Bug Buzz
    -Thunderbolt
    
    While Volbeat's Sp. Attack is terrible, it has the ability of being able to 
    Baton Pass Tail Glows to special sweepers on your team. 
    
    ---------------------ILLUMISE-------------------------
    Type: Bug
    Ability: Oblivious/Tinted Lens
    Base Stats: 65 HP / 47 Atk / 55 Def / 73 SAtk / 75 SDef / 85 Spd
    Pros: Tinted Lens
    Cons: Overall mediocre stats
    
    Illumise @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    Ability: Tinted Lens
    -Bug Buzz
    -Thunder Wave
    -Wish
    -Charm/Growth
    
    Illumise can make a decent support Pokemon by paralyzing foes and healing the
    team. Charm annoys physical attackers while Growth increases her own Sp. Attack
    
    Illumise @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    Ability: Tinted Lens
    -Bug Buzz
    -Shadow Ball
    -Thunder
    -Giga Drain/Hidden Power [Fire]
    
    The special counterpart of Volbeat, Illumise has a decent special movepool to
    exploit. Tinted Lens means that almost nothing will resist her Bug Buzz 
    (at least not in NU). 
    
    ---------------------SWALOT--------------------------
    Type: Poison
    Ability: Liquid Ooze/Sticky Hold
    Base Stats: 100 HP / 73 Atk / 83 Def / 73 SAtk / 83 SDef / 55 Spd
    Pros: High HP, good movepool
    Cons: Low speed, other stats are mediocre
    
    Swalot @Leftovers
    EVs: 252 HP / 252 Atk / 6 Def
    Impish Nature
    -Gunk Shot
    -Counter
    -Earthquake
    -Explosion
    
    With high HP and above average Defense, it can survive more physical assaults
    than you'd expect. This makes it good at Countering stuff.  
    
    Swalot @Leftovers
    EVs: 252 HP / 74 Atk / 184 Def
    Careful Nature
    -Gunk Shot
    -Earthquake
    -Curse
    -Pain Split/Explosion
    
    This Cursing set sort of makes it a lesser version of Muk, though it at least
    learns Pain Split if you want to keep it alive instead of blowing it up.
    
    Swalot @Choice Band
    Adamant Nature
    EVs: 252 HP / 252 Atk / 6 Spd
    -Gunk Shot
    -Earthquake
    -Explosion
    -Fire Punch
    
    Similar moves to the previous sets, except this is less defensive and more
    offensive.
    
    Swalot @Choice Specs
    Modest Nature
    EVs: 252 HP / 252 SAtk / 6 Spd
    -Sludge Bomb
    -Ice Beam
    -Giga Drain
    -Hidden Power [Fire]
    
    Swalot has a great special movepool and its Sp. Attack is equal to its Attack.
    This means it can do a pretty decent job at special attacking. Ice Beam and 
    Giga Drain take care of Ground types, HP Fire for Steels. 
    
    ---------------------SHARPEDO------------------------
    Type: Water/Dark
    Ability: Rough Skin
    Base Stats: 70 HP / 120 Atk / 40 Def / 95 SAtk / 40 SDef / 95 Spd
    Pros: Great Attack and good Speed
    Cons: Very frail defenses
    
    Sharpedo @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Crunch/Night Slash
    -Waterfall
    -Earthquake
    -Aqua Jet/Ice Fang
    
    Sharpedo is a fearsome UU sweeper with its excellent Attack and good Speed, 
    plus a variety of physical moves. Aqua Jet finishes off weakened foes while
    Ice Fang is for Altaria and Grass types.
    
    Sharpedo @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Hydro Pump/Surf
    -Dark Pulse
    -Ice Beam
    -Hidden Power [Electric]
    
    Sharpedo's special side is lower than its physical, but it still makes a good
    Choice Specs sweeper. HP Electric lets it hit opponent Water types. 
    
    ---------------------WAILORD-------------------------
    Type: Water
    Ability: Water Veil/Oblivious
    Base Stats: 170 HP / 90 Atk / 45 Def / 90 SAtk / 45 SDef / 60 Spd
    Pros: Incredible HP
    Cons: Slow, very low defenses
    
    Wailord @Leftovers
    EVs: 138 Atk / 120 Def / 252 SDef
    Careful Nature
    Ability: Water Veil
    -Curse
    -Earthquake
    -Avalanche
    -Rest/Waterfall
    
    Wailord could use better Defense and is already pretty slow, so a Curse set
    is viable. 
    
    Wailord @Leftovers
    EVs: 98 Def / 252 SAtk / 160 SDef
    Bold Nature
    -Water Spout
    -Ice Beam
    -Rest
    -Sleep Talk
    
    Kyogre uses a set similar to this and does it way better, but at least Wailord
    isn't banned from standard play. The goal is to keep yourself healthy with
    Rest while you attack with a powerful Water Spout.
    
    Wailord @Choice Band
    EVs: 6 HP / 252 Atk / 252 Def
    Adamant Nature
    -Waterfall
    -Avalanche
    -Earthquake
    -Selfdestruct
    
    Wailord can put its Attack to nice use with a Choice Band set. Plus the idea
    of an exploding whale is always awesome. 
    
    ---------------------CAMERUPT------------------------
    Type: Ground/Fire
    Ability: Magma Armor/Solid Rock
    Base Stats: 70 HP / 100 Atk / 70 Def / 105 SAtk / 75 SDef / 40 Spd
    Pros: Excellent offensive stats, Solid Rock ability
    Cons: Very slow, 4x Water weakness
    
    Camerupt @Choice Specs
    EVs: 252 HP / 252 SAtk / 6 Def
    Modest Nature
    Ability: Solid Rock
    -Overheat
    -Earth Power
    -Hidden Power [Ice/Electric]
    -Lava Plume/Flamethrower
    
    Camerupt has great Sp. Attack and a Choice Specs boosted Overheat can do a ton
    of damage. HP Ice takes care of Dragons while HP Electric is for Water-types.
    
    Camerupt @Choice Band
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    Ability: Solid Rock
    -Earthquake
    -Stone Edge
    -Overheat
    -Explosion
    
    A powerful Choice Bander with a STABed Overheat to KO physical walls like
    Skarmory and Bronzong. 
    
    Camerupt @Leftovers/Life Orb
    EVs: 252 HP / 252 SAtk / 6 Def
    Brave Nature
    Ability: Solid Rock
    -Eruption
    -Earthquake
    -Hidden Power [Ice]
    -Stone Edge/Explosion
    
    This set should only be used on a Trick Room team, and once you get that set
    up, Camerupt can attack before most other opponents. This lets it use a 
    powerful Eruption that can deal major damage to most opponents. Rock and Fire
    types get hit with Earthquake and Dragons get hit with HP Ice. Stone Edge 
    handles foes like Gyarados while Explosion lets you heavily damage one more
    opponent before you go out. 
    
    ---------------------TORKOAL-------------------------
    Type: Fire
    Ability: White Smoke
    Base Stats: 70 HP / 85 Atk / 140 Def / 85 SAtk / 70 SDef / 20 Spd
    Pros: Amazing Defense
    Cons: Very slow, weaknesses to common types
    
    Torkoal @Leftovers
    EVs: 252 HP / 192 Def / 64 SAtk
    Bold Nature
    -Lava Plume/Flamethrower
    -Rest
    -Sleep Talk
    -Toxic/Rapid Spin
    
    Torkoal does a nice job of taking physical hits, so a RestTalk set lets it
    last and potentially support the team. Toxic impairs the Water types that
    often switch into it and Rapid Spin clears annoying Stealth Rock/Spikes. Lava 
    Plume is nice for a chance to Burn while Flamethrower will do more damage.
    
    Torkoal @Choice Specs
    EVs: 252 HP / 6 Def / 252 SAtk
    Modest Nature
    -Overheat
    -Hidden Power [Ice/Grass]
    -Sludge Bomb
    -Flamethrower/Lava Plume
    
    It's the slowest Choice Specs user out there, but at least its Sp. Attack isn't
    as bad as its Speed. HP Ice for Dragons or HP Grass for Waters, Sludge Bomb
    for additional coverage 
    
    ---------------------GRUMPIG-------------------------
    Type: Psychic
    Ability: Thick Fat/Own Tempo
    Base Stats: 80 HP / 45 Atk / 65 Def / 90 SAtk / 110 SDef / 80 Spd
    Pros: Great Sp. Defense, makes a great UU special wall
    Cons: Outclassed by other Psychic types as a sweeper
    
    Grumpig @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    Ability: Thick Fat
    -Psychic
    -Shadow Ball
    -Focus Blast/Energy Ball
    -Trick
    
    Grumpig is one of several Psychic types that can hit hard with special moves
    and Trick a Choice Specs onto any opponent that gives them trouble (especially
    Blissey).
    
    Grumpig @Leftovers
    EVs: 252 HP / 80 Def / 176 SDef
    Modest Nature
    Ability: Thick Fat
    -Psychic
    -Shadow Ball
    -Calm Mind
    -Substitute/Focus Blast
    
    Calm Mind, Thick Fat, and a high Sp. Defense mean Grumpig can take special
    hits very well. Sub prevents status and can give it an extra turn to set up,
    while Focus Blast prevents Darks from ruining your day.
    
    ---------------------SPINDA--------------------------
    Type: Normal
    Ability: Own Tempo/Tangled Feet
    Base Stats: 60 HP / 60 Atk / 60 Def / 60 SAtk / 60 SDef / 60 Spd
    Pros: Very diverse movepool
    Cons: All of its stats are bad
    
    Spinda @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Double-Edge
    -Focus Punch
    -Faint Attack/Fake Out
    -Trick
    
    The goal of this set is more to Trick your Choice item onto the opponent rather
    than to deal damage, since Spinda's Attack is just awful.
    
    Spinda @Leftovers/Focus Sash
    EVs: 252 HP / 6 Def / 252 Spd
    Jolly Nature
    -Hypnosis
    -Calm Mind
    -Taunt
    -Baton Pass
    
    Since Spinda can't really hurt anything, it might as well try to support the
    team. Put foes to sleep with Hypnosis while you Calm Mind up and Baton Pass
    the boosts. Taunt any attempts to phaze you away. 
    
    Spinda @Focus Sash
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    -Counter
    -Return
    -Faint Attack
    -Focus Punch
    
    Spinda's bad Defense actually comes in handy here. Allow the opponent to hit
    you while you counter back their attack. If they won't attack you directly, 
    hit them with a Focus Punch. 
    
    ---------------------FLYGON--------------------------
    Type: Ground/Dragon
    Ability: Levitate
    Base Stats: 80 HP / 100 Atk / 80 Def / 80 SAtk / 80 SDef / 100 Spd
    Pros: High Attack and Speed, Ground/Electric immunity
    Cons: Can't boost its Attack stat, slightly outclassed by Garchomp
    
    Flygon @Life Orb
    EVs: 6 Atk / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    -Earthquake
    -Dragon Claw
    -U-Turn
    -Roost
    
    Roost, U-Turn, and Levitate all set Flygon apart from Garchomp. For this set,
    hit things with whatever move is most effective while using Roost to recover
    damage you have taken (as well as Life Orb's recoil). Use U-Turn for a quick
    escape from Pokemon that threaten you.
    
    Flygon @Choice Band
    EVs: 6 Atk / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    -Earthquake
    -Outrage
    -Stone Edge/Fire Punch/Fire Blast
    -U-Turn
    
    Flygon was an effective CBer in the Advance era and it's still a nice CBer in
    D/P. The combination of STAB Earthquake and Outrage can 2HKO just about every
    thing in the game. A Fire attack is needed for a quick kill on Skarmory, 
    Bronzong, and FoOrretress.
    
    Flygon @Choice Scarf
    EVs: 252 Atk / 120 SAtk / 138 Spd
    Adamant/Jolly Nature
    -Earthquake
    -Stone Edge
    -U-Turn
    -Outrage
    
    This set may look similar to the CB set, but it's actually quite different. 
    Choice Scarf lets you outspeed many opponents, including other Choice Scarfers.
    
    ---------------------CACTURNE------------------------
    Type: Grass/Dark
    Ability: Sand Veil
    Base Stats: 70 HP / 115 Atk / 60 Def / 115 SAtk / 60 SDef / 55 Spd
    Pros: Great offenses, Sandstorm immunity
    Cons: 4x Bug weakness, frail defenses, very slow
    
    Cacturne @Leftovers
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    -Substitute
    -Focus Punch
    -Leech Seed
    -Sucker Punch
    
    Substitute is the key to this set. With a Sub up, you can safely use Focus 
    Punch and annoy the opponent with Leech Seed. It also forces your opponent to
    attack you to break your Sub, and when that happens, you can Sucker Punch them
    in their face. 
    
    Cacturne @Choice Specs
    EVs: 252 HP / 252 SAtk / 6 Spd
    Modest Nature
    -Grass Knot
    -Dark Pulse
    -Focus Blast
    -Hidden Power [Ice]
    
    Cacturne has excellent Sp. Attack and though it's very slow, you can still use
    a hit-and-run Choice Specs set. Grass Knot and Dark Pulse for STAB, Focus Blast
    hits Steel types and HP Ice for Dragon, Flying, and Grass Pokemon. 
    
    Cacturne @Focus Sash
    EVs: 6 HP / 252 Atk / 252 Spd
    Lonely Nature
    -Counter
    -Sucker Punch
    -Seed Bomb
    -Swords Dance
    
    No need to worry about strong physical attacks when you have Focus Sash. Simply
    Counter the opponent's attack back or use that turn to Swords Dance and hit
    the opponent hard with a Sucker Punch.
    
    ---------------------ALTARIA-------------------------
    Type: Dragon/Flying
    Ability: Natural Cure
    Base Stats: 75 HP / 70 Atk / 90 Def / 70 SAtk / 105 SDef / 80 Spd
    Pros: Good Defense and Sp. Defense
    Cons: Mediocre stats everywhere else
    
    Altaria @Leftovers
    EVs: 252 HP / 138 Atk / 120 Def
    Adamant Nature
    -Dragon Claw
    -Earthquake
    -Roost/Rest
    -Sing/Heal Bell
    
    Altaria isn't the most offensive Dragon type, but it does do a good job of 
    supporting the team. Roost and Rest keep it alive (Rest combines nicely with
    Natural Cure). You can put enemies to sleep with Sing or heal the team with 
    Heal Bell.
    
    Altaria @Leftovers
    EVs: 72 HP / 252 Atk / 184 Spd
    Adamant Nature
    -Outrage
    -Earthquake
    -Dragon Dance
    -Roost/Rest
    
    Being the only UU Dragon type, Altaria can be a nice physical sweeper in that
    tier. Roost or Rest to heal yourself. Roost is more useful since Rest will
    force you to switch out, something you don't want to do after Dragon Dancing. 
    But only Rest cures status effects and heals it to full health.
    
    ---------------------ZANGOOSE------------------------
    Type: Normal
    Ability: Immunity
    Base Stats: 73 HP / 115 Atk / 60 Def / 60 SAtk / 60 SDef / 90 Spd
    Pros: Excellent Attack and good Speed
    Cons: Frail defenses, ability isn't very useful
    
    Zangoose @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Return
    -Shadow Claw
    -Close Combat
    -Swords Dance
    
    Swords Dance and sweep. Shadow Claw covers Ghosts and Close Combat covers Rocks
    and Steels.
    
    Zangoose @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Return
    -Shadow Claw
    -Close Combat
    -Quick Attack/Fire Punch
    
    A Choice sweeper set. You obviously don't need Quick Attack when holding the
    Scarf, so you can use Fire Punch to cover Skarmory and Bronzong. 
    
    Zangoose @Salac Berry
    EVs: 40 HP / 252 Atk / 218 Spd
    Adamant Nature
    -Flail
    -Shadow Claw
    -Substitute/Endure
    -Swords Dance/Close Combat
    
    Standard Flail set. Swords Dance when you have the chance, but Close Combat 
    prevents Steel types from walling you. 
    
    ---------------------SEVIPER-------------------------
    Type: Poison
    Ability: Shed Skin
    Base Stats: 73 HP / 100 Atk / 60 Def / 100 SAtk / 60 SDef / 65 Spd
    Pros: Good offensive stats, diverse movepool
    Cons: Slow, frail defenses
    
    Seviper @Life Orb/Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Poison Jab
    -Earthquake
    -Crunch
    -Glare
    
    Physical Seviper. Earthquake covers Steel and Rock types while Crunch takes
    care of Ghosts and Psychics. Glare makes up for Seviper's low speed. 
    
    Seviper @Life Orb/Choice Specs
    EVs: 6 HP / 252 Atk / 252 Spd
    Modest Nature
    -Sludge Bomb
    -Flamethrower
    -Giga Drain
    -Dark Pulse/Glare
    
    Special Seviper has access to Flamethrower for Steel types and Giga Drain takes
    care of Grounds. Dark Pulse is for Psychics, but you may want to go for
    paralysis anyways.
    
    ---------------------LUNATONE------------------------
    Type: Rock/Psychic
    Ability: Levitate
    Base Stats: 70 HP / 55 Atk / 65 Def / 95 SAtk / 85 SDef / 70 Spd
    Pros: Good Sp. Attack, good movepool
    Cons: Mediocre HP, Defense, and Spd
    
    Lunatone @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Calm Mind
    -Psychic
    -Hypnosis
    -Grass Knot/Ice Beam/Baton Pass
    
    Lunatone can make a nice special sweeper and also a good Baton Passer. Use 
    Hypnosis to buy you time to use Calm Mind.
    
    Lunatone @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Psychic
    -Ice Beam
    -Grass Knot
    -Shadow Ball/Hidden Power [Fighting]
    
    Ice Beam has great type coverage, Grass Knot handles Water types, Shadow Ball
    for enemy Psychics, or HP Fighting for Darks and Steels. 
    
    ---------------------SOLROCK-------------------------
    Type: Rock/Psychic
    Ability: Levitate
    Base Stats: 70 HP / 95 Atk / 85 Def / 55 SAtk / 65 SDef / 70 Spd
    Pros: Good Attack, good movepool
    Cons: Mediocre HP, Sp. Defense, and Spd
    
    Solrock @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature 
    -Earthquake
    -Stone Edge
    -Explosion
    -Overheat/Fire Blast/Grass Knot
    
    Your standard CB set. A Fire attack is needed to kill Skarmory and Bronzong, or
    you can opt for Grass Knot to take care of Water types. 
    
    Solrock @Leftovers
    EVs: 252 HP / 6 Atk / 252 Spd
    Jolly Nature 
    -Stone Edge
    -Substitute/Earthquake
    -Rock Polish
    -Baton Pass
    
    While Lunatone is good at passing Calm Minds, Solrock can pass Speed. It can 
    also use the Speed Boost to get the jump on faster enemies that can normally
    defeat it.
    
    ---------------------WHISCASH------------------------
    Type: Water/Ground
    Ability: Oblivious/Anticipation
    Base Stats: 110 HP / 78 Atk / 73 Def / 76 SAtk / 71 SDef / 60 Spd
    Pros: High HP
    Cons: Overall mediocre stats, outclassed by other Water/Grounds (Swampert,
          Quagsire, and Gastrodon)
    
    Whiscash @Leftovers
    EVs: 252 HP / 6Atk / 252 Spd
    Impish/Relaxed Nature
    Ability: Anticipation
    -Earthquake
    -Waterfall/Surf
    -Stone Edge
    -Amnesia/Toxic
    
    It makes a decent bulky Water for UU/NU tiers. Earthquake and a Water attack
    for STAB while Stone Edge covers Flying types. Amnesia lets it take special
    hits while Toxic is just there to weaken opponents down.  
    
    Whiscash @Choice Band
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Anticipation
    -Waterfall
    -Stone Edge
    -Earthquake
    -Zen Headbutt
    
    Choice Bander set. Zen Headbutt is partially filler, but it's also 
    supereffective against all the Grass/Poison types out there. 
    
    ---------------------CRAWDAUNT-----------------------
    Type: Water/Ground
    Ability: Hyper Cutter/Shell Armor
    Base Stats: 63 HP / 120 Atk / 85 Def / 90 SAtk / 55 SDef / 55 Spd
    Pros: Excellent Attack
    Cons: Slow, outclassed by Kingler
    
    Crawdaunt @Choice Band
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Hyper Cutter
    -Crabhammer
    -Night Slash/Crunch
    -Aerial Ace
    -Superpower
    
    Crawdaunt can do some serious damage in UU/NU with its physical STAB attacks.
    Aerial Ace handles both Grass and Fighting types. Superpower can be useful in
    a pinch.
    
    Crawdaunt @Life Orb
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Hyper Cutter
    -Crabhammer
    -Night Slash/Crunch
    -Aerial Ace
    -Swords Dance
    
    Crawdaunt can also sweep with Swords Dance, though you should wait until later
    in the game before setting up.
    
    ---------------------CLAYDOL-------------------------
    Type: Ground/Psychic
    Ability: Levitate
    Base Stats: 60 HP / 70 Atk / 105 Def / 70 SAtk / 120 SDef / 75 Spd
    Pros: Great support movepool, learns Rapid Spin and is immune to Spikes and
          resistant to Stealth Rock.
    Cons: Pursuit weakness
    
    Claydol @Leftovers
    EVs: 252 HP / 108 Def / 96 SAtk / 52 SDef
    Bold Nature
    -Earth Power
    -Ice Beam
    -Reflect/Light Screen
    -Rapid Spin
    
    Claydol does a great job of supporting the team. Rapid Spin is a very useful
    move and Claydol can also cut the damage your opponent does by setting up a 
    protective shield. 
    
    ---------------------CRADILY-------------------------
    Type: Grass/Rock
    Ability: Suction Cups
    Base Stats: 86 HP / 81 Atk / 97 Def / 81 SAtk / 107 SDef / 43 Spd
    Pros: Great defenses, Grass typing gives it neutrality to Water and Ground
    Cons: Very Slow
    
    Cradily @Leftovers
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    -Stone Edge
    -Earthquake
    -Swords Dance
    -Recover
    
    Standard Swords Dance set, but Cradily's point of interest comes from its 
    ability. With Suction Cups, it doesn't fear beng phazed away while it uses 
    Swords Dance.
    
    Cradily @Leftovers
    EVs: 252 HP / 164 Def / 94 SDef
    Careful Nature
    -Stone Edge
    -Earthquake/Stealth Rock
    -Toxic
    -Recover
    
    Cradily makes a nice wall and supporter, and it does this even better in the
    Sandstorm. It can set up a Stealth Rock, use Toxic to force switches, and 
    Recover to keep itself alive for a long time.
    
    ---------------------ARMALDO-------------------------
    Type: Bug/Rock
    Ability: Battle Armor
    Base Stats: 75 HP / 125 Atk / 100 Def / 70 SAtk / 80 SDef / 45 Spd
    Pros: High Attack, good Defense
    Cons: Very slow
    
    Armaldo @Leftovers
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    -Rock Blast/Stone Edge
    -X-Scissor
    -Earthquake
    -Swords Dance
    
    Swords Dance up, then sweep. Stone Edge is for powerful, but Rock Blast can 
    hit through Substitutes. X-Scissor for Grass types.
    
    Armaldo @Leftovers
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    -Rock Blast/Stone Edge
    -X-Scissor
    -Earthquake
    -Knock Off
    
    Armaldo has great Attack and Choice Band increases that even more. Its 
    physical movepool isn't the greatest, but its last move slot can be filled by 
    Knock Off. This can come in handy for messing up Pokemon that depend on their 
    items.
    
    --------------------MILOTIC---------------------------
    Type: Water
    Ability: Marvel Scale
    Base Stats: 95 HP / 60 Atk / 79 Def / 100 SAtk / 125 SDef / 81 Spd
    Pros: Great defensive stats, unique ability, 
    Cons: Lost the ability to counter a few Pokemon
    
    Milotic @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    -Surf
    -Ice Beam
    -Recover
    -Hypnosis/Toxic/Hidden Power [Electric]
    
    Milotic is a very durable Pokemon. Hypnosis can be used to disable tough 
    opponents while Toxic is useful for weakening opponent Water types. HP 
    Electric is also good against Waters and will save you against Gyarados.
    
    Milotic @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    -Surf
    -Ice Beam
    -Rest
    -Sleep Talk
    
    Marvel Scale is activated when Milotic puts itself to sleep, so this set is
    capable of lasting extremely long. 
    
    --------------------CASTFORM--------------------------
    Type: Normal
    Ability: Forecast
    Base Stats: 70 HP / 70 Atk / 70 Def / 70 SAtk / 70 SDef / 70 Spd
    Pros: Diverse special movepool, unique ability
    Cons: All around mediocre stats
    
    Castform @Damp Rock
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Rain Dance
    -Weather Ball
    -Thunder
    -Ice Beam
    
    The Water set. Weather Ball becomes a powerful Water move, Thunder hits all
    the time, and Ice Beam covers Dragon and Grass types.
    
    Castform @Heat Rock
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Sunny Day
    -Weather Ball/Fire Blast
    -Solarbeam
    -Ice Beam
    
    The Fire set. Weather Ball becomes Fire, but Fire Blast has more power if you
    don't mind the accuracy. Solarbeam hits all the time and once again, Ice Beam
    for Dragons and Grass.
    
    Castform @Icy Rock
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Hail
    -Blizzard
    -Thunderbolt
    -Flamethrower
    
    The Ice set. Hail makes Blizzard 100% accurate. Thunderbolt goes along with it
    nicely to hit Water types. Flamethrower for opponent Ice types. 
    
    --------------------KECLEON---------------------------
    Type: Normal
    Ability: Color Change
    Base Stats: 60 HP / 90 Atk / 70 Def / 60 SAtk / 120 SDef / 40 Spd
    Pros: Great Sp. Defense, very diverse movepool
    Cons: Slow, Color Change can be used against it
    
    Kecleon @Choice Band
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    -Focus Punch/Brick Break
    -Sucker Punch/Shadow Claw
    -Return
    -Trick
    
    Kecleon has pretty good Attack to work with. Focus Punch and Sucker Punch are
    especially effective if you're good at prediction. Once you've found the right
    opponent, Trick your Choice Band onto them to mess them up. 
    
    Kecleon @Choice Specs
    EVs: 252 HP / 252 SAtk / 6 Def
    Modest Nature
    -Ice Beam
    -Thunderbolt
    -Nasty Plot/Thunder Wave
    -Trick
    
    And here is the special attacking version. You don't get STAB and your Sp. 
    Attack is rather low, but after you Trick, you can Nasty Plot or paralyze the
    opponent with Thunder Wave. 
    
    --------------------BANETTE--------------------------
    Type: Ghost
    Ability: Insomnia/Frisk
    Base Stats: 64 HP / 115 Atk / 65 Def / 83 SAtk / 63 SDef / 65 Spd
    Pros: High Attack
    Cons: Slow, frail defenses, limited movepool
    
    Banette @Leftovers
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Shadow Sneak
    -Will-o-wisp/Thunder Wave
    -Knock off
    -Destiny Bond
    
    Banette has a limited movepool and though it looks like it should be a 
    physical sweeper, it's more of a support Pokemon. Inflict status, Knock Off
    items, and use Destiny Bond to bring tough oppponents down with you.
    
    Banette @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Hasty Nature
    Ability: Frisk
    -Trick
    -Shadow Sneak
    -Thunderbolt
    -Will-o-wisp/Destiny Bond
    
    Frisk and Trick go together. Use Frisk to find out what your opponent is 
    holding and Trick your Choice Band onto them if the situation is appropriate.
    
    --------------------TROPIUS--------------------------
    Type: Grass/Flying
    Ability: Chlorophyll/Solar Power
    Base Stats: 99 HP / 68 Atk / 83 Def / 72 SAtk / 87 SDef / 51 Spd
    Pros: Good HP, improved movepool
    Cons: Poor speed, mediocre offenses, 4x Ice weakness
    
    Tropius @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Leaf Storm
    -Air Slash
    -Hidden Power [Fire]
    -Energy Ball
    
    There are many better special attacking Grass types out there, but Tropius
    does fine in NU play. HP Fire is there to take care of Steel types. 
    
    Tropius @Leftovers
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Chlorophyll
    -Leaf Blade
    -Earthquake
    -Swords Dance
    -Roost
    
    Boost Tropius's attack with Swords Dance, then attempt to sweep. Earthquake
    hits Fire, Poison, and Steel types who are all resistant to Grass. Roost keeps
    you healthy. 
    
    ---------------------CHIMECHO------------------------
    Type: Psychic
    Ability: Levitate
    Base Stats: 65 HP / 50 Atk / 70 Def / 95 SAtk / 80 SDef / 65 Spd
    Pros: Nice support movepool
    Cons: Stats are overall mediocre
    
    Chimecho @Leftovers
    EVs: 252 HP / 252 SDef / 6 Spd
    Calm Nature
    -Psychic
    -Heal Bell
    -Hypnosis
    -Wish
    
    In UU/NU, it makes a nice support Pokemon that can heal your teammate's status
    and health. Put enemies to sleep with Hypnosis to buy you extra time to use
    these moves.
    
    ---------------------ABSOL---------------------------
    Type: Dark
    Ability: Pressure/Super Luck
    Base Stats: 65 HP / 130 Atk / 60 Def / 75 SAtk / 60 SDef / 75 Spd
    Pros: Excellent Attack, diverse movepool, great new ability
    Cons: Frail defenses, mediocre speed
    
    Absol @Scope Lens/Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Super Luck
    -Night Slash/Sucker Punch
    -Psycho Cut
    -Stone Edge
    -Swords Dance
    
    Swords Dance sweeper. Night Slash will gain a critical hit very often, but 
    Sucker Punch lets you bypass your rather low Speed to hit first. Psycho Cut
    takes care of Fighting types and Stone Edge for various Flying Pokemon. Both
    also have a high chance of getting a critical hit. 
    
    Absol @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Super Luck
    -Night Slash
    -Psycho Cut
    -Stone Edge
    -Sucker Punch/Pursuit
    
    Typical set using Choice items. You won't need Sucker Punch when you're using
    a Choice Scarf, so go with Pursuit to catch opponents when they try to switch
    out.  
    
    Absol @Leftovers
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Super Luck
    -Night Slash
    -Swords Dance
    -Baton Pass
    -Taunt
    
    Baton Passing is one of Absol's tricks. Simply Swords Dance and Baton Pass the
    boost to a physical sweeper on your team. Taunt prevents phazers from messing
    you up. 
    
    Absol @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Super Luck
    -Thunderbolt
    -Ice Beam
    -Calm Mind
    -Baton Pass
    
    Special passing Absol doesn't need Taunt since it has Thunderbolt and Ice Beam 
    to scare away the most common phazers. 
     
    ---------------------GLALIE--------------------------
    Type: Ice
    Ability: Inner Focus/Ice Body
    Base Stats: 80 HP / 80 Atk / 80 Def / 80 SAtk / 80 SDef / 80 Spd
    Pros: It gets Spikes at least
    Cons: Completely mediocre - stats, movepool, and all
    
    Glalie @Leftovers
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    -Spikes
    -Ice Shard/Ice Fang
    -Earthquake
    -Explosion
    
    Spikes is the only real thing Glalie has going for it. Use Earthquake to deal
    damage to Steel, Rock, and Fire types. Explode when you're done.
    
    ---------------------WALREIN---------------------------
    Type: Water/Ice
    Ability: Thick Fat/Ice Body
    Base Stats: 110 HP / 80 Atk / 90 Def / 95 SAtk / 90 SDef / 65 Spd
    Pros: Great HP and overall good stats (besides Speed)
    Cons: Weakness to Fighting, Rock, and Stealth Rock
    
    Walrein @Leftovers
    EVs: 220 HP / 240 Def / 48 Spd
    Bold Nature
    Ability: Ice Body
    -Substitute
    -Protect
    -Roar
    -Blizzard/Surf/Toxic
    
    This is known as "Stallrein" because that's what it excels at. It works best in
    a Hail team with an Abomasnow as a partner. The combination of Leftovers, Ice
    Body, Substitute, and Protect mean you can easily stall your opponents out of
    PP while recovering a lot of health each turn. Roar prevents opponents from
    setting up on you. Blizzard and Surf give you an offensive attack while Toxic 
    takes advantage of your stall tactic. 
    
    Walrein @Leftovers
    EVs: 252 HP / 6 Def / 252 SDef
    Careful Nature
    Ability: Thick Fat
    -Earthquake/Waterfall
    -Avalanche
    -Curse
    -Rest
    
    Though Walrein's Sp. Attack is higher, it has a better physical movepool and it
    can also learn Curse to make it even bulkier. It tanks well and has the 
    potential to hit hard, especially in UU.
    
    Walrein @Leftovers
    EVs: 252 HP / 252 Def / 6 SDef
    Impish Nature
    Ability: Thick Fat
    -Earthquake/Waterfall
    -Avalanche
    -Rest
    -Sleep Talk
    
    It makes a nice, sturdy RestTalker especially with Thick Fat. Waterfall gives
    you a STAB move, but Earthquake is important for Electric types and various
    Water types like Tentacruel or Empoleon.
    
    --------------------HUNTAIL----------------------------
    Type: Water
    Ability: Swift Swim
    Base Stats: 55 HP / 104 Atk / 105 Def / 94 SAtk / 75 SDef / 52 Spd
    Pros: Great Attack and Defense
    Cons: Low HP and Speed, limited movepool
    
    Huntail @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Waterfall
    -Ice Fang
    -Crunch
    -Return/Body Slam
    
    A Choice Band set, working with the limited number of physical moves that 
    Huntail has. The last move is mostly filler, though Return will do more damage
    to Waters than any of Huntail's other attacks. Body Slam can paralyze and 
    makes up for Huntail's low speed. 
    
    Huntail @Damp Rock
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Waterfall
    -Ice Fang
    -Crunch
    -Rain Dance
    
    Another way for Huntail to overcome its low Speed is to use Rain Dance and get
    a Swift Swim boost. 
    
    Huntail @Leftovers
    EVs: 252 HP / 252 SDef / 6 Spd
    Careful Nature
    -Waterfall
    -Ice Fang
    -Iron Defense
    -Baton Pass
    
    Huntail can Baton Pass defense boosts, though Vaporeon can do this way better.
    
    --------------------GOREBYSS---------------------------
    Type: Water
    Ability: Swift Swim
    Base Stats: 55 HP / 84 Atk / 105 Def / 114 SAtk / 75 SDef / 52 Spd
    Pros: Excellent Sp. Attack and Defense
    Cons: Low HP and Speed, limited movepool
    
    Gorebyss @Damp Rock
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Surf/Hydro Pump
    -Ice Beam
    -Hidden Power [Electric]
    -Rain Dance
    
    It has excellent Sp. Attack and makes a nice Rain Dance sweeper. Use HP 
    Electric to hit Water types, who would otherwise have no problem countering 
    this set.
    
    Gorebyss @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Surf/Hydro Pump
    -Ice Beam
    -Hidden Power Electric
    -Shadow Ball
    
    Of course, a Choice Specs set is another way to take advantage of that high
    Sp. Attack. Shadow Ball hits Slowbro, Slowking, and Starmie.
    
    Gorebyss @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd
    Impish Nature
    -Surf
    -Iron Defense/Amnesia
    -Agility
    -Baton Pass
    
    Gorebyss is a much better Baton Passer than Huntail with the ability to pass
    speed, defense, and special defense boosts to your teammates. 
    
    ----------------------RELICANTH------------------------
    Type: Water/Rock
    Ability: Rock Head/Swift Swim
    Base Stats: 100 HP / 90 Atk / 130 Def / 45 SAtk / 65 SDef / 55 Spd
    Pros: Great HP and excellent Defense, Head Smash + Rock Head.
    Cons: 4x Grass weakness, slow
    
    Relicanth @Choice Band
    Adamant Nature
    Ability: Rock Head
    -Head Smash
    -Waterfall/Aqua Tail
    -Earthquake
    -Double-Edge
    
    Relicanth gets no recoil from using Head Smash. That means the fish can 
    use a Rock attack stronger than Hyper Beam every turn with no negative 
    effects (except for Head Smash's low accuracy and PP).
    
    Relicanth @Leftovers
    Adamant Nature
    Ability: Rock Head
    -Head Smash
    -Waterfall/Aqua Tail
    -Rest
    -Sleep Talk
    
    Does Head Smash's low PP turn you off? With Sleep Talk, you can 
    use more of the attack while still being high on health with Rest.
    
    ----------------------LUVDISC--------------------------
    Type: Water
    Ability: Swift Swim
    Base Stats: 43 HP / 30 Atk / 55 Def / 40 SAtk / 65 SDef / 97 Spd
    Pros: It's pretty fast
    Cons: Terrible stats, terrible movepool, it even has a terrible design
    
    Luvdisc @Focus Sash/Brightpowder
    EVs: 252 HP / 6 SDef / 252 Spd
    Timid Nature
    -Attract
    -Sweet Kiss
    -Charm
    -Toxic/Surf
    
    Luvdisc should be renamed Luckdisc since you need a lot of it to use this. All
    you can do is annoy your opponent with luck-based moves and prevent them from
    hitting you.
    
    ----------------------SALAMENCE------------------------
    Type: Dragon/Flying
    Ability: Intimidate
    Base Stats: 95 HP / 135 Atk / 80 Def / 110 SAtk / 80 SDef / 100 Spd
    Pros: Excellent in both Attack and Sp. Attack, great Speed, diverse movepool
    Cons: 4x Ice weakness, Stealth Rock weakness
    
    Salamence @Life Orb/Yache Berry/Lum Berry
    EVs: 252 Atk / 6 SAtk / 252 Spd
    Naughty Nature
    -Outrage
    -Earthquake
    -Fire Blast
    -Dragon Dance
    
    DDMence is such a huge threat that can easily sweep unprepared teams. An 
    Outrage boosted by Dragon Dance and Life Orb can take out just about anything
    in two hits or less. Earthquake and Fire Blast hit Steel types, the only type
    that resists Dragon. Fire Blast is used over Fire Fang because it can OHKO
    Skarmory and Forretress, which is something Fire Fang can't do. Life Orb is
    the preferred item, but Yache and Lum Berry can give you insurance against Ice
    or status moves. 
    
    Salamence @Life Orb
    EVs: 80 Atk / 252 SAtk / 176 Spd
    Mild/Rash Nature
    -Draco Meteor
    -Earthquake/Brick Break
    -Fire Blast
    -Outrage/Roost
    
    If people aren't using DDMence, then they are probably using a MixMence. 
    MixMence can be EVed many different ways, but the goal is the same - break
    as many walls as you can. Draco Meteor is a surprise for physically defensive
    Pokemon who are expecting a Dragon Dance set. Earthquake is for Steels, but
    Brick Break does more damage to Tyranitar, Blissey, and Snorlax. Fire Blast
    hits Skarmory, Forretress, and Celebi. Outrage is another option for wall
    breaking if you choose Earthquake over Brick Break, since it will do more
    damage to Blissey. Roost can be used to heal your Life Orb damage. 
    
    Salamence @Choice Specs
    EVs: 4 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Draco Meteor
    -Flamethrower
    -Hydro Pump
    -Dragon Pulse
    
    SpecsMence can be a big surprise. Though its Sp. Attack is lower than its 
    Attack, it can do incredible amounts of damage with the insanely powerful
    Draco Meteor. Very few Pokemon can survive a full power Draco Meteor and even
    fewer can survive the second round of this move. Only Steel types resist
    Dragon moves and those are taken care of by Flamethrower. Heatran is the only
    Pokemon that resists both Dragon and Fire attacks, so Hydro Pump is reserved
    especially for it. Dragon Pulse is your secondary Dragon move. Use it near the
    end of the battle when your opponents have already been weakened.   
    
    Salamence @Choice Band
    EVs: 4 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Outrage
    -Fire Blast
    -Earthquake
    -Stone Edge/Aqua Tail
    
    CBMence is still a powerful force. A STABed Outrage could be a nasty 
    surprise to people who expect you to Dragon Dance. Earthquake hits Steel types.
    Fire Blast hits airbone Steels like Skarmory and Bronzong and will do more 
    damage than Fire Fang. Stone Edge is for Fliers like Gyarados, but Aqua Tail 
    will 2HKO bulky Ground-types like Gliscor or Hippowdon.
    
    Salamence @Choice Scarf
    EVs: 252 Atk / 80 SAtk / 176 Spd
    Naughty Nature
    -Outrage
    -Earthquake
    -Hydro Pump
    -Fire Blast
    
    ScarfMence is like a combination of the Specs and Band versions. Since you 
    don't get any power boosts, you need a mix of physical and special attacks to
    hit a wide range of opponents. 
    
    ------------------------METAGROSS------------------------
    Type: Steel/Psychic
    Ability: Clear Body
    Base Stats: 80 HP / 135 Atk / 130 Def / 95 SAtk / 90 SDef / 70 Spd
    Pros: Excellent Attack and Defense, large number of resistances, great 
          physical movepool
    Cons: Low Speed
    
    Metagross @Leftovers
    EVs: 148 HP / 252 Atk / 110 Spd
    Adamant Nature
    -Meteor Mash
    -Earthquake
    -Explosion
    -Agility
    
    One of the most popular Metagross sets. Metagross's lowest stat is its Speed, 
    but with one Agility, it can outrun virtually any opponent and wreak havoc 
    with it's awesome Attack. Explosion is great on the AgiliGross as it allows
    it to take down tough-to-beat opponents even when you are at low health. 
    Thunderpunch is useful since it prevents Skarmory and Gyarados from walling 
    you.
    
    Metagross @Choice Band
    EVs: 152 HP / 232 Atk / 16 Def / 108 Spd
    Adamant Nature
    -Meteor Mash
    -Earthquake
    -Explosion
    -Thunderpunch/Pursuit/Bullet Punch
    
    Another popular set. Meteor Mash and Earthquake cover most of the threats in
    competitive battling. Again, Explosion is used to go out with a bang when 
    Metagross can't make it anymore. Thunderpunch for Skarm/Gyara, Pursuit prevents
    foes from fleeing unscathed, and Bullet Punch is a nice surprise for weakened
    opponents who are faster than you.
    
    Metagross @Occa Berry
    EVs: 252 HP / 252 Atk / 4 Def
    Adamant Nature
    -Stealth Rock
    -Meteor Mash
    -Bullet Punch
    -Explosion/Earthquake
    
    This Metagross is a commonly used lead since it can easily set up Stealth Rock
    while being able to counter other leads. You can defeat Focus Sash leads like
    Azelf, Aerodactyl, and Infernape by hitting them with Meteor Mash or Earthquake
    and then finishing them off with Bullet Punch. Occa Berry prevents you from
    getting KOed by Fire Blasts from Heatran and Infernape. You can also choose
    to explode and potentially take out an opponent after you've laid down Stealth
    Rock.
    
    Metagross @Choice Scarf
    EVs: 4 Def / 252 Atk / 252 Spd
    Jolly Nature
    -Meteor Mash
    -Explosion
    -Earthquake/Stealth Rock
    -Trick
    
    This is another Metagross which can be used as a lead, but can also function
    well as a sweeper. Few people expect Metagross to be fast so you can surprise
    them with a Choice Scarf set. Trick can be a nasty surprise for anyone trying
    to switch in a wall on Metagross because they will receive a Scarf and lose
    whatever item they were holding. If you're using this as a lead, choose Stealth
    Rock. Otherwise go with Earthquake to take care of Steels. 
    
    Metagross @Leftovers
    EVs: 252 HP / 40 Atk / 218 Def
    Adamant Nature
    -Meteor Mash
    -Earthquake
    -Rest
    -Sleep Talk
    
    While Metagross is often used for its offenses, it's also a great defensive
    Pokemon. Rest is its only means of recovery, so pair it with Sleep Talk to
    stay healthy while being able to Attack at the same time. 
    
    ------------------------REGIROCK------------------------
    Type: Rock
    Ability: Clear Body
    Base Stats: 80 HP / 100 Atk / 200 Def / 50 SAtk / 100 SDef / 50 Spd
    Pros: Massive Defense, great Attack and Special Defense
    Cons: Weaknesses to Ground, Fighting, and Water (all common types) lessen its
          walling potential.
    
    Regirock @Leftovers
    EVs: 252 HP / 58 Def / 200 SDef
    Careful Nature
    -Stone Edge
    -Earthquake/Hammer Arm
    -Thunder Wave
    -Stealth Rock
    
    Regirock makes a great physical wall that can also take special hits. You have
    a choice between Earthquake and Hammer Arm. Earthquake hits Electrics and 
    Metagross, and won't reduce your Speed. Hammer Arm is more effective against 
    Ice, Normal, and Dark types. 
    
    Regirock @Choice Band
    EVs: 252 HP / 252 Atk / 6 SDef
    Adamant Nature
    -Stone Edge
    -Earthquake/Hammer Arm
    -Explosion
    -Ice Punch
    
    Choice Band takes advantage of Regirock's high Attack. Ice Punch is useful
    against Ground types like Hippowdon, Gliscor, and Garchomp.
    
    Regirock @Leftovers
    EVs: 252 HP / 58 Def / 200 SDef
    Careful Nature
    -Stone Edge
    -Earthquake/Hammer Arm
    -Rest
    -Sleep Talk
    
    RestTalk keeps Regirock alive to be able to take even more hits.
    
    ------------------------REGICE--------------------------
    Type: Ice
    Ability: Clear Body
    Base Stats: 80 HP / 50 Atk / 100 Def / 100 SAtk / 200 SDef / 50 Spd
    Pros: Massive Special Defense, great Special Attack and Defense
    Cons: Stealth Rock weakness, no good recovery move besides Rest
    
    Regice @Leftovers
    EVs: 252 HP / 200 Def / 58 SAtk
    Bold Nature
    -Ice Beam
    -Thunderbolt
    -Rest
    -Sleep Talk
    
    Regice would make a better special wall if it had a better recovery move, but
    it's just stuck with Rest. Still, it's a very sturdy Pokemon and Ice Beam
    and Thunderbolt provide a wide range of type coverage. 
    
    ------------------------REGISTEEL-----------------------
    Type: Steel
    Ability: Clear Body
    Base Stats: 80 HP / 75 Atk / 150 Def / 75 SAtk / 150 SDef / 50 Spd
    Pros: Excellent Defense and Special Defense, good number of resistances
    Cons: Mediocre offenses
    
    Registeel @Leftovers
    EVs: 252 HP / 252 Def / 6 SDef 
    Impish/Relaxed Nature
    -Earthquake/Superpower
    -Ice Punch
    -Explosion
    -Thunder/Thunder Wave
    
    Registeel makes a nice physical wall. Earthquake and Superpower both take care
    of opponent Steel types. Superpower is stronger, but it also lowers your 
    Attack and Defense. Ice Punch Dragons. Thunder hits Gyarados and Skarmory and
    has a chance for paralysis, but Thunder Wave is more reliable for its 
    accuracy (though it doesn't do damage).
    
    Registeel @Leftovers
    EVs: 252 HP / 6 Def / 252 SDef
    Careful/Sassy Nature
    -Earthquake/Superpower
    -Ice Punch
    -Explosion
    -Thunder/Thunder Wave
    
    Same attacks, different purpose. Now Registeel is a special wall. It does a 
    great job of countering Choice Specs Salamence. 
    
    ------------------------LATIAS--------------------------
    Type: Dragon/Psychic
    Ability: Levitate
    Base Stats: 80 HP / 80 Atk / 90 Def / 110 SAtk / 130 SDef / 110 Spd
    Pros: Excellent Speed, Sp. Attack, and Sp. Defense, gets bonus from, 
          Soul Dew (for ubers), better defenses than her brother
    Cons: Pursuit weakness
    
    Latias @Leftovers
    EVs: 148 HP / 108 SAtk / 252 Spd
    Timid Nature
    -Dragon Pulse
    -Calm Mind
    -Recover
    -Refresh/Reflect/Substitute
    
    It only has one attacking move, but that's all it needs for this set to work.
    Calm Mind up, Recover when needed, and attack with Dragon Pulse. Refresh lets
    you heal status effects (so you won't have to worry about all those Thunder 
    Waves and Toxics). Reflect gives you a boost in Defense which helps when Calm
    Minding. Substitute prevents status and can let you stall your opponent. 
    
    Latias @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Dragon Pulse
    -Surf
    -Calm Mind/Thunderbolt/Hidden Power [Fire]
    -Recover
    
    This is a much more versatile sweeping set than the previous one. Dragon Pulse
    and Surf is a good offensive combo that is resisted only by Empoleon, which can
    be dealt with using Thunderbolt. Calm Mind can boost your Special power even
    higher, but you may want HP Fire for Steels like Scizor or Metagross.
    
    Latias @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    -Draco Meteor
    -Surf
    -Hidden Power [Fire]
    -Trick
    
    With Choice Specs and Draco Meteor, Latias seems a lot like special Salamence,
    but with higher Speed and Special Defense. It doesn't have a good Fire move
    though, so you'll have to make do with Hidden Power for all those Steel types.
    Trick can screw up physical attacking opponents that try to switch in. 
    
    Latias @Soul Dew
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    -Ice Beam
    -Thunder
    -Calm Mind
    -Recover
    
    Soul Dew is essentially a free Calm Mind and you can gain even more with this
    set. Ice Beam cover most of the ubers out there, especially Groudon and all 
    the Dragons. Thunder is for Kyogre. Recover helps keep you alive. 
    
    Latias @Soul Dew (Ubers Only)
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Dragon Pulse
    -Calm Mind
    -Recover
    -Refresh/Thunder
    
    This set is similar to the OU Calm Minder, but Soul Dew makes a huge 
    difference. Thunder is for Kyogre and Steel types. 
    
    Latias @Soul Dew (Ubers Only)
    EVs: 252 HP / 120 SAtk / 138 Spd
    Modest/Timid Nature
    -Dragon Pulse
    -Grass Knot
    -Wish
    -Protect
    
    Of the two twins, Latias is the more defensive one and she also learns Wish.
    This makes here a nice Wish supporter for the team. Dragon Pulse for STAB and
    Grass Knot to heavily damage Kyogre and Groudon. Use Protect after Wish to
    ensure that you will get healed.
    
    ------------------------LATIOS--------------------------
    Type: Dragon/Psychic
    Ability: Levitate
    Base Stats: 80 HP / 90 Atk / 80 Def / 130 SAtk / 110 SDef / 110 Spd
    Pros: Excellent Speed, Sp. Attack, and Sp. Defense, gets Soul Dew bonus, 
          better offenses than his sister
    Cons: Pursuit weakness
    
    Latios @Soul Dew
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Dragon Pulse
    -Thunder
    -Calm Mind
    -Recover
    
    Soul Dew is essentially a free Calm Mind and you can gain even more with this
    set. Dragon Pulse cover most of the ubers out there, especially all those
    Dragons. Thunder is for Kyogre and Lugia. Recover helps keep you alive. 
    
    Latios @Soul Dew
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    -Dragon Pulse
    -Calm Mind
    -Recover
    -Safeguard
    
    While Latias can usually pull off a mono-attack set better, Latios can easily 
    sweep after only one Calm Mind. 
    
    Latios @Soul Dew
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    -Draco Meteor
    -Grass Knot
    -Hidden Power [Fire]
    -Recover
    
    This Latios is more offensive than the other sets. Draco Meteor will do insane
    amounts of damage to most Pokemon. Grass Knot will hit Groudon and Kyogre
    extremely hard and could OHKO them both. HP Fire for Metagross. 
    
    ------------------------KYOGRE--------------------------
    Type: Water
    Ability: Drizzle
    Base Stats: 100 HP / 100 Atk / 90 Def / 150 SAtk / 140 SDef / 90 Spd
    Pros: Incredible Sp. Attack and amazing Sp. Defense, Drizzle boosts its 
          sweeping abilities even higher
    Cons: Rather slow for an uber
    
    Kyogre @Choice Scarf
    EVs: 40 Atk / 252 SAtk / 216 Spd
    Mild Nature
    -Water Spout
    -Ice Beam
    -Thunder
    -Waterfall/Aqua Tail 
    
    A fantastic lead for any uber team. With the ability to outspeed all 
    non-Choice Scarfed opponents, Kyogre can absolutely devastate opponents with
    a STABed Rain boosted Water Spout. Its last move is a physical Water attack 
    meant to do serious damage to Blissey.
    
    Kyogre @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Surf
    -Thunder
    -Ice Beam
    -Calm Mind
    
    Standard Calm Mind set. Due to the rain, Surf is powerful even without any 
    Calm Minds. Thunder is there for enemy Kyogres and Ice Beam is for Dragons,
    especially Latios and Latias.
    
    Kyogre @Leftovers
    EVs: 252 HP / 252 SAtk / 6 Spd
    Modest Nature
    -Surf
    -Ice Beam/Thunder
    -Substitute
    -Calm Mind
    
    Similar to the first set, but Substitute allows you to laugh at Blissey. If 
    you max out your HP EVs, she can't break your Subs with one Seismic Toss. 
    However, this limits your attacking moves. Choose Ice Beam to hit Dragons or
    Thunder for enemy Kyogres.
    
    Kyogre @Leftovers
    EVs: 252 HP / 252 SAtk / 6 Spd
    Modest Nature
    -Water Spout
    -Ice Beam
    -Rest
    -Sleep Talk
    
    RestTalk Kyogre doesn't mind status since it can simply Rest it off. Since its
    constantly keeping itself healthy, Water Spout is a great choice since it will
    usually get to have maximum power.
    
    Kyogre @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Surf
    -Ice Beam
    -Thunder
    -Water Spout
    
    Choice Specs Kyogre is insanely powerful. Water Spout is in the last slot 
    since it can defeat Blissey in two hits if you are at full health. 
    
    ------------------------GROUDON-------------------------
    Type: Ground
    Ability: Drought
    Base Stats: 100 HP / 150 Atk / 140 Def / 100 SAtk / 90 SDef / 90 Spd
    Pros: Incredible Attack and amazing Defense, Drought eliminates Water weakness
    Cons: Rather slow for an uber
    
    Groudon @Leftovers/Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd 
    Adamant Nature
    -Earthquake
    -Stone Edge
    -Dragon Claw
    -Swords Dance
    
    Groudon is one of the best physical sweepers in the game. Swords Dance makes 
    your already incredible Attack even more ridiculously high. Always give him 
    Earthquake, which will do massive amounts of damage to anything not resistant 
    or immune to Ground moves. Use Stone Edge to take on Flying types. Dragon Claw
    is there to hit Latios and Latias, who are two very popular Groudon counters. 
    
    Groudon @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd 
    Adamant Nature
    -Earthquake
    -Stone Edge
    -Dragon Claw
    -Overheat
    
    A Choice Banded Groudon can be a very scary opponent since it can hit you right
    away with a massive 657 Attack. Overheat is reserved for Steel-types that are 
    immune to Earthquake, including Skarmory and Bronzong.
    
    Groudon @Leftovers
    EVs: 252 HP / 102 Atk / 48 Def / 104 SDef
    Impish Nature
    -Earthquake
    -Stone Edge/Dragon Claw
    -Rest
    -Sleep Talk
    
    This set takes advantage of Groudon's defensive abilities and makes it a good 
    counter against physical attacking ubers. This Groudon doesn't mind taking a 
    beatdown since it can simply Rest away the damage and use Sleep Talk to attack 
    while it's slumbering.
    
    ------------------------RAYQUAZA------------------------
    Type: Dragon/Flying
    Ability: Air Lock
    Base Stats: 105 HP / 150 Atk / 90 Def / 150 SAtk / 90 SDef / 95 Spd
    Pros: Amazing stats in both Attack and Sp. Attack
    Cons: 4x Ice weakness
    
    Rayquaza @Life Orb
    EVs: 36 HP / 252 Atk / 216 Spd
    Jolly Nature
    -Outrage
    -Earthquake
    -Overheat
    -Dragon Dance
    
    This Rayquaza set is insanely dangerous. With one Dragon Dance dance, it 
    outspeeds all non-Choice Scarf Ubers and can hit them with a STABed Outrage.
    Only Steel types are truly safe from Rayquaza's wrath. Those Pokemon are 
    taken care of by Earthquake or Overheat.
    
    Rayquaza @Choice Band/Choice Scarf
    EVs: 4 HP / 252 SAtk / 252 Spd
    Adamant/Jolly Nature
    -Dragon Claw
    -Earthquake
    -Extreme Speed
    -Crunch
    
    If you don't like stat boosting, you can always go with the Choice sweeper 
    set. Extremespeed makes up for Rayquaza's less than stellar speed and Crunch
    gets all those Psychic types ubers. 
    
    Rayquaza @Choice Specs
    EVs: 4 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    -Draco Meteor
    -Thunderbolt
    -Fire Blast
    -Dragon Pulse
    
    Similar to a Choice Specs Salamence, but Rayquaza has way higher Sp. Attack. 
    Thunderbolt is there for Kyogre (no Thunder because Rayquaza's ability 
    cancels out the rain). Fire Blast for Steel types.
    
    ------------------------JIRACHI-------------------------
    Type: Steel/Psychic
    Ability: Serene Grace
    Base Stats: 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spd
    Pros: Overall good stats, very diverse movepool
    Cons: Earthquake weakness
    
    Jirachi @Choice Scarf
    EVs: 80 HP / 252 Atk / 176 Spd
    Adamant Nature
    -Iron Head
    -Trick
    -Stealth Rock
    -Zen Headbutt/U-Turn/Fire Punch
    
    Jirachi makes a fantastic lead. Iron Head breaks Focus Sashes and has a 60%
    chance of flinching, which is useful for preventing opponents from getting
    their Stealth Rocks down. If you encounter a wall like Bronzong or Hippowdon,
    feel free to Trick them your Choice Scarf. Of course, you can always lay down
    your own Stealth Rock. You have a few options for your last move. Zen Headbutt
    messes with Infernape and also has a decent chance of flinching. A well timed
    U-Turn can prevent Magnezone or Dugtrio from trapping you. Fire Punch handles
    Scizor very well.
    
    Jirachi @Leftovers
    EVs: 240 HP / 56 Atk / 76 Def / 136 Spd 
    Impish Nature
    -Zen Headbutt
    -U-Turn
    -Wish
    -Reflect
    
    Jirachi makes a great supporter. Sturday defenses make it a very effective
    Wish passer and it can also protect the team from physical sweepers by using
    Reflect. Zen Headbutt is useful for hurting Heracross and U-Turn lets you 
    escape from Magnezone and Dugtrio, since both are able to trap you with their
    abilities. 
    
    Jirachi @Leftovers
    EVs: 252 HP / 94 SAtk / 164 Spd
    Timid Nature
    -Psychic
    -Thunder/Thunderbolt
    -Calm Mind
    -Substitute/Wish
    
    Calm Mind Jirachi. Choose Thunder for its high paralysis rate (which is 
    doubled by Serene Grace) or Thunderbolt for its accuracy. Substitute prevents
    you from getting statused and with max HP, it means Blissey can't break your
    Subs with one Seismic Toss. Wish is still useful for healing. 
    
    Jirachi @Choice Specs
    EVs: 92 HP / 252 Atk / 164 Spd
    Timid Nature
    -Psychic
    -Thunder/Thunderbolt
    -Grass Knot
    -Hidden Power [Fire]
    
    No support, no set up. Just straight out sweep. Grass Knot does major damage
    to Tyranitar and Swampert. HP Fire for other Steel types, especially Magnezone
    and Metagross. 
    
    ------------------------DEOXYS--------------------------
    Type: Psychic
    Ability: Pressure
    Base Stats: 50 HP / 150 Atk / 50 Def / 150 SAtk / 50 SDef / 150 Spd
    
    See Deoxys-A, who does everything Deoxys can do but better.
    
    ------------------------DEOXYS-A------------------------
    Type: Psychic
    Ability: Pressure
    Base Stats: 50 HP / 180 Atk / 20 Def / 180 SAtk / 20 SDef / 150 Spd
    Pros: Highest Attack and Sp. Attack of any Pokemon, very diverse movepool
    Cons: Terrible HP and defenses
    
    Deoxys-A @Life Orb
    EVs: 6 Atk / 252 SAtk / 252 Spd 
    Rash/Naive Nature
    -Shadow Ball
    -Superpower
    -Thunder/Thunderbolt
    -Ice Beam/Psycho Boost
    
    Deoxys-A can rip apart teams with its amazing offenses. Its diverse movepool
    helps in covering just about every opponent it will face. 
    
    Deoxys-A @Petaya Berry
    EVs: 6 Atk / 252 SAtk / 252 Spd 
    Rash/Naive Nature
    -Shadow Ball
    -Superpower
    -Ice Beam/Thunder
    -Substitute
    
    Sub protects you from status and makes prediction easier. Plus, you won't be
    losing health every turn from holding a Life Orb. 
    
    Deoxys-A @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd 
    Naughty/Naive Nature
    -Superpower
    -Fire Punch
    -Ice Punch
    -Extremespeed
    
    Many ubers have rather low Defense so a Choice Band set hits them where it
    hurts. Superpower takes care of Blissey and various Steel types out there, 
    Fire Punch for Metagross, Ice Punch for Dragons, and Extremespeed finishes 
    off weakened opponents. 
    
    Deoxys-A @Choice Specs
    EVs: 6 Atk / 252 SAtk / 252 Spd 
    Rash/Naive Nature
    -Psycho Boost/Ice Beam
    -Shadow Ball
    -Superpower
    -Thunder
    
    Psychic attacks are normally discouraged in ubers, but Psycho Boost is an
    exception coming from Deoxys's incredible Sp. Attack. If not Psycho Boost,
    then go with Ice Beam to destroy Groudon and Dragons. 
    
    ------------------------DEOXYS-L------------------------
    Type: Psychic
    Ability: Pressure
    Base Stats: 50 HP / 70 Atk / 160 Def / 70 SAtk / 160 SDef / 90 Spd
    Pros: Very high defenses, diverse support movepool
    Cons: Low HP
    
    Deoxys-L @Leftovers
    EVs: 252 HP / 98 Def / 160 SDef
    Careful Nature
    -Spikes
    -Knock Off
    -Recover
    -Stealth Rock/Reflect/Light Screen/Toxic
    
    The defensive form of Deoxys is perhaps the ultimate support Pokemon. It's the
    only uber that learns Spikes, so use that to your advantage. Knock Off 
    cripples Pokemon that rely on their items, especially Latias and Latios. 
    Recover is important to keep you alive. You have a lot of options for your 
    last move. Stealth Rock adds extra damage along with Spikes, a protective
    shield can be very useful, and Toxic weakens opponent walls like Lugia. 
    
    ------------------------DEOXYS-S------------------------
    Type: Psychic
    Ability: Pressure
    Base Stats: 50 HP / 95 Atk / 90 Def / 95 SAtk / 90 Def / 180 Spd
    Pros: Highest Speed of any Pokemon, very diverse movepool
    Cons: Low HP, other stats are mediocre 
    
    Deoxys-S @Focus Sash/Lum Berry
    EVs: 252 HP / 6 Atk / 252 Spd
    Jolly Nature
    -Stealth Rock/Spikes
    -Taunt
    -Superpower
    -Reflect/Light Screen
    
    Deoxys-S is the fastest non-Choice Scarfed Pokemon and works fantastically as
    a lead for an Uber team. You can easily set up Spikes or Stealth Rock before
    the opponent can attack. If they do attack, you'll be saved by Focus Sash. Lum
    Berry prevents Darkrai from putting you to sleep and Superpower will deal major
    damage to it. Taunt prevents other leads from setting up Stealth Rock. 
    
    Deoxys-S @Light Clay
    EVs: 252 HP / 6 SDef / 252 Spd
    Timid Nature
    -Reflect
    -Light Screen
    -Taunt
    -Stealth Rock
    
    Another great lead. The goal of this set is to set up some screens to help
    protect the team from hard hitting attacks. Light Clay extends the duration of
    the screens to 8 turns. 
    
    Deoxys-S @Life Orb
    EVs: 6 Atk / 252 SAtk / 252 Spd
    Naive Nature
    -Ice Beam
    -Thunderbolt/Thunder
    -Superpower
    -Shadow Ball
    
    This set is similar to Deoxys-A, except with more defenses and less power. It
    makes an excellent revenge killer since it can outspeed even most Choice 
    Scarfers. 
    
    ------------------------TORTERRA------------------------
    Type: Grass/Ground
    Ability: Overgrow
    Base Stats: 95 HP / 109 Atk / 105 Def / 75 SAtk / 85 SDef / 56 Spd
    Pros: Great Attack and Defense, resistance to both Ground and Rock
    Cons: Slow, 4x Ice weakness
    
    Torterra @Choice Band
    EVs: 212 HP / 252 Atk / 46 Def
    Adamant Nature
    -Earthquake
    -Wood Hammer
    -Stone Edge
    -Crunch
    
    Torterra can switch in on many physical sweepers including Tyranitar, 
    Garchomp, and Rhyperior. Once it's in, it can deal some major damage with
    its powerful STABed Attacks. Stone Edge is for Flying types. Crunch is
    mostly there for filler. Its moves may be strong, but it doesn't exactly have
    a diverse movepool.
    
    Torterra @Leftovers
    EVs: 212 HP / 252 Atk / 46 Def
    Adamant Nature
    -Seed Bomb/Wood Hammer
    -Earthquake
    -Stone Edge
    -Swords Dance
    
    Swords Dance allows you the freedom of switching moves while potentially 
    boosting your Attack higher than that of the Choice Bander. Torterra's low
    Speed makes this somewhat difficult to accomplish though. Seed Bomb is
    there in case you don't like Wood Hammer's recoil damage. 
    
    Torterra @Leftovers 
    EVs: 252 HP / 6 Atk / 252 Def
    Impish Nature
    -Earthquake
    -Stone Edge
    -Wood Hammer/Leech Seed
    -Stealth Rock
    
    Torterra can take a lot of physical hits as long as they aren't Ice type. 
    This set lets you use some useful support moves like Leech Seed and Stealth
    Rock. These two moves go nicely together since Leech Seed can force switches
    while Stealth Rock damages the Pokemon that switches in. Leech Seed can also
    go with Wood Hammer to heal the recoil damage you take. 
    
    ------------------------INFERNAPE-----------------------
    Type: Fire/Fighting
    Ability: Blaze
    Base Stats: 76 HP / 104 Atk / 71 Def / 104 SAtk / 71 SDef / 108 Spd
    Pros: Excellent speed, great offenses, diverse movepool
    Cons: Frail defenses
    
    Infernape @Life Orb
    EVs: 24 Atk / 252 SAtk / 232 Spd
    Naive Nature
    -Flamethrower
    -Close Combat
    -Grass Knot
    -Nasty Plot/Hidden Power [Ice]
    
    This is the mixed sweeping Infernape, another popular set. Grass Knot hits 
    hard on bulky Water types like Swampert and Milotic. Blissey can't stop you 
    when you have Close Combat. Nasty Plot can make you a deadly special sweeper,
    but often times you'll find yourself needing HP Ice for Dragons. 
    
    Infernape @Life Orb/Expert Belt
    EVs: 24 HP / 252 Atk / 232 Spd
    Jolly Nature
    -Close Combat
    -Flare Blitz
    -Stone Edge/Thunderpunch
    -Swords Dance
    
    Infernape has one of the most diverse physical movepools of any Fire Pokemon. 
    Close Combat and Flare Blitz can do a ton of damage to anything not resistant. 
    Stone Edge and Thunderpunch both handle Flying-types. Stone edge is better for
    Salamence while Thunderpunch is better for Gyarados and other Water types.
    
    Infernape @Focus Sash
    EVs: 6 HP / 252 SAtk / 252 Spd
    Naive Nature
    -Fake Out
    -Stealth Rock
    -Fire Blast/Overheat
    -Close Combat 
    
    This set is another example of one of those "suicide leads". What makes 
    Infernape special is that it gets Fake Out to break the Focus Sashes of other
    leads. 
    
    Inferanape @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Flare Blitz
    -Close Combat
    -Thunderpunch
    -Stone Edge
    
    No set up required for the Choice Bander, who can kill a lot of things if you
    have good prediction.
    
    -----------------------EMPOLEON------------------------
    Type: Water/Steel
    Ability: Torrent
    Base Stats: 84 HP / 86 Atk / 88 Def / 111 SAtk / 101 SDef / 60 Spd
    Pros: Good variety of resistances, high Sp. Attack and Sp. Defense
    Cons: Slow, Ground and Fighting weakness
    
    Empoleon @Petaya Berry
    EVs: 12 HP / 252 SpA / 244 Spe
    Modest Nature
    -Surf
    -Ice Beam/Grass Knot
    -Substitute
    -Agility
    
    This is Empoleon's best set for late game sweeping. Switch in on something that
    can't hurt you much, then boost your Speed with Agility. Substitute down until
    you activate both Petaya Berry and Torrent, then sweep with a twice boosted
    STAB Surf. Choose Ice Beam for Dragons and Grass, or Grass Knot for opponent
    Water-types. 
    
    Empoleon @Leftovers
    EVs: 252 HP / 6 SAtk / 252 SDef
    Calm Nature
    -Surf
    -Ice Beam
    -Grass Knot
    -Stealth Rock/Roar
    
    Empoleon makes a good special wall, support Pokemon, and special attacker all
    in one. The ability to learn Grass Knot lets it take down enemy Water types 
    like Milotic and Swampert. It can set up Stealth Rock or force switches with
    Roar.
    
    Empoleon @Leftovers
    EVs: 252 HP / 6 SAtk / 252 SDef
    Calm Nature
    -Surf
    -Ice Beam/Grass Knot
    -Rest
    -Sleep Talk
    
    Another defensive role and with Rest + Sleep Talk, Empoleon can last for a 
    long time while still being able to attack.
    
    Empoleon @Choice Specs
    EVs: 252 HP / 252 SAtk / 6 Spd
    Modest Nature
    -Surf
    -Ice Beam
    -Grass Knot
    -Hidden Power [Ground/Electric]
    
    Choice Specs Empoleon can hit very hard with its high Sp. Attack. HP Ground 
    takes care of Magnezone while HP Electric is for Gyarados.
    
    Empoleon @Leftovers
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    -Aqua Jet
    -Earthquake
    -Swords Dance
    -Avalanche/Drill Peck
    
    Empoleon can be a physical sweeper too, especially with a Swords Dance boost 
    or two. Earthquake hurts enemy Empoleons as well as Magnezone. Avalanche or
    Drill Peck are both options to take on Grass types. Aqua Jet is used over 
    Waterfall for the priority since it can OHKO many faster opponents. 
    
    Empoleon @Liechi Berry
    EVs: 24 HP / 252 SpA / 232 Spe
    Adamant Nature
    -Flail
    -Waterfall
    -Substitute/Endure
    -Agility
    
    Empoleon is immune to Sandstorm, so a Flail set is viable. Get an Agility 
    boost, lower its HP to activate Liechi, and sweep with Flail. No Pokemon 
    resists Water+Normal except for, ironically, other Empoleons.
    
    -----------------------STARAPTOR------------------------
    Type: Normal/Flying
    Ability: Intimidate
    Base Stats: 85 HP / 120 Atk / 70 Def / 50 SAtk / 50 SDef / 100 Spd
    Pros: Excellent Attack and high Speed, Intimidate, learns Close Combat
    Cons: Stealth Rock weakness, rather frail
    
    Staraptor @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Brave Bird
    -Return/Double-Edge
    -Close Combat
    -U-Turn
    
    Standard CB bird, but Staraptor is the best of the bunch with the ability to 
    learn Close Combat for Rock and Steel-types. U-Turn lets you escape from 
    opponents you can't beat while still dealing damage to them. 
    
    ------------------------BIBAREL-------------------------
    Type: Normal/Water
    Ability: Unaware/Simple
    Base Stats: 79 HP / 85 Atk / 60 Def / 55 SAtk / 60 SDef / 71 Spd 
    Pros: Unique abilities
    Cons: Poor stats overall
    
    Bibarel @Liechi Berry
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    Ability: Simple
    -Curse
    -Quick Attack
    -Waterfall
    -Taunt/Return
    
    Due to Bibarel's Simple ability, all stat changes that affect it will have 
    double the effect. This means a single Curse will double your Attack and 
    Defense. Quick Attack is used to overcome the Speed drop to strike first. 
    Waterfall takes care of most opponents that resist Normal. Taunt prevents Roar
    or Whirlwind from forcing you to switch, while Return is an option for a 
    stronger Normal attack.  
    
    Bibarel @Liechi Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Simple 
    -Return
    -Waterfall/Aqua Tail
    -Thunder Wave
    -Endure
    
    The goal of this is to paralyze as many opponents as you can, Endure a hit
    to activate Liechi and get a doubled Attack.
    
    Bibarel @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Lonely Nature
    Ability: Unaware
    -Return
    -Waterfall
    -Superpower
    -Thunder
    
    Nothing resists both Return and Waterfall except for Empoleon. Superpower 
    takes care of that. Thunder for Skarmory. 
    
    Bibarel @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def
    Impish Nature
    Ability: Simple
    -Super Fang
    -Waterfall
    -Thunder Wave/Yawn
    -Amnesia/Stealth Rock
    
    This is more of a support set. Thunder Wave for general paralysis. Stealth 
    Rock and Yawn go nicely together since Yawn can force switches. Amnesia will
    triple its Special Defense due to Simple. And Super Fang is a great move that
    allows Bibarel to heavily damage even the toughest opponents. 
    
    ----------------------KRICKETUNE------------------------
    Type: Bug
    Ability: Swarm
    Base Stats: 77 HP / 85 Atk / 51 Def / 55 SAtk / 51 SDef / 65 Spd
    Pros: Above average Attack
    Cons: Overall bad stats, limited movepool
    
    Kricketune @Choice Band/Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -X-Scissor
    -Brick Break
    -Aerial Ace
    -Sing
    
    Kricketune can't do much, so at least take advantage of its rather decent 
    Attack. Brick Break for Steels, Aerial Ace for enemy Bugs, and Sing to put
    any other potential counters to sleep.
    
    ----------------------LUXRAY----------------------------
    Type: Electric
    Ability: Intimidate/Rivalry
    Base Stats: 80 HP / 120 Atk / 79 Def / 95 SAtk / 79 SDef / 70 Spd
    Pros: Excellent Attack
    Cons: Low speed, its physical attacks have low power
    
    Luxray @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly/Adamant Nature
    Ability: Intimidate
    -Spark
    -Ice Fang
    -Fire Fang
    -Crunch
    
    Luxray's mighty Attack is sadly cancelled out by its rather weak physical 
    moves. Spark is its best physical Electrick attack. Ice Fang for Ground types,
    Fire Fang for Steels, and Crunch for a general strong attack.
    
    --------------------ROSERADE----------------------------
    Type: Grass/Poison
    Ability: Natural Cure/Poison Point
    Base Stats: 60 HP / 70 Atk / 55 Def / 125 SAtk / 105 SDef / 90 Spd
    Pros: Excellent Special Attack
    Cons: Low HP and Defense
    
    Roserade @Focus Sash
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Natural Cure
    -Grass Knot
    -Hidden Power [Fire]
    -Toxic Spikes
    -Sleep Powder
    
    A great lead for the team. Roserade has the advantage over other leads with
    Sleep Powder to put any counters to sleep. It can also lay down Toxic Spikes
    when the chance comes. Grass Knot hits heavy leads like Hippowdon, Swampert,
    and Tyranitar. HP Fire is for Steel leads like Jirachi and Metagross. 
    
    Roserade @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Natural Cure
    -Leaf Storm
    -Sludge Bomb
    -Shadow Ball
    -Sleep Powder/Hidden Power [Fire/Ice]
    
    It can do incredible amounts of damage with Leaf Storm thanks to its high 
    Sp. Attack and a Choice Specs. Sludge Bomb gives it a second STAB move. 
    Shadow Ball hits Ghosts and HP Fire/Ice is for Grass resists 
    (Steel/Dragon mainly). But Sleep Powder is very useful, especially on the
    Scarf set which outspeeds most opponents. 
    
    Roserade @Heat Rock/Damp Rock
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Natural Cure
    -Sunny Day/Rain Dance
    -Energy Ball
    -Sleep Powder/Hidden Power [Ice]
    -Weather Ball
    
    It can change the weather to its liking. The advantage of sun is that Weather 
    Ball becomes Fire type, hitting Steels supereffectively. The advantage of rain 
    is that it cuts Fire moves and lets Weather Ball turn to Water, hitting Fire 
    types. HP Ice hits Dragons who would be resistant to both types. 
    
    -------------------RAMPARDOS----------------------------
    Type: Rock
    Ability: Mold Breaker
    Base Stats: 97 HP / 165 Atk / 60 Def / 65 SAtk / 50 SDef / 58 Spd
    Pros: Incredibly high Attack
    COns: Slow, frail defenses
    
    Rampardos @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    -Stone Edge
    -Earthquake
    -Pursuit/Crunch
    -Head Smash
    
    Magnify Rampardos's super high Attack even more with Choice Band, or boost its
    rather low Speed with Choice Scarf. Either way, Rampardos is able to hit
    extremely hard. Use Stone Edge as your main Rock move and Head Smash only as a
    last resort. 
    
    Rampardos @Focus Sash
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    -Stone Edge
    -Earthquake
    -Head Smash/Crunch
    -Rock Polish
    
    One Rock Polish is all it takes for Rampardos to outspeed most of the 
    opponents you'll face. Focus Sash will buy you some time to boost your Speed. 
    
    -------------------BASTIODON----------------------------
    Type: Rock
    Ability: Mold Breaker
    Base Stats: 60 HP / 52 Atk / 168 Def / 47 SAtk / 138 SDef / 30 Spd
    Pros: Excellent Defense and Special Defense
    Cons: Slow, terrible offenses, 4x Ground and Fighting weakness
    
    Bastiodon @Leftovers
    EVs: 252 HP / 6 Atk / 252 SDef
    Sassy Nature
    -Metal Burst
    -Stone Edge
    -Curse
    -Taunt
    
    Well, at least it gets the pretty cool Metal Burst move. Taunt opponents into
    attacking you then hit them back with Metal Burst. Curse buffs up your Defense
    so that you can survive Fighting and Ground moves easier. It also strengthens
    your pathetic Attack so at least you can do some damage with Stone Edge.
    
    Bastiodon @Leftovers
    EVs: 252 HP / 6 Atk / 252 SDef
    Careful Nature
    -Stone Edge
    -Roar/Toxic
    -Rest
    -Sleep Talk
    
    Now Bastiodon can keep itself alive with Rest, though it still can't do much. 
    Roar lets you force switches even when you're sleeping, which is pretty handy 
    with Spikes or Stealth Rock set up. Toxic is an option for general stalling.
    
    ---------------------WURMADAM------------------------
    Type: Bug/Steel, Grass, or Ground
    Ability: Anticipation
    
    Steel form: HP 60 / 69 Atk / 95 Def / 69 SAtk / 95 SDef / 36 Spd
    Ground form: 60 HP / 79 Atk / 105 Def / 59 SAtk / 85 SDef / 38 Spd
    Grass form: 60 HP / 59 Atk / 85 Def / 79 SAtk / 105 SDef / 36 Spd
    
    Pros: Good defenses for all three 
    Cons: All three have limited movepools and overall mediocre stats, Steel and 
          Grass forms have 4x Fire weakness 
    
    Wurmadam (Steel) @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Impish Nature
    -Stealth Rock
    -Metal Sound
    -Flash Cannon
    -Toxic
    
    Set up Stealth Rock, force switches with Toxic and Metal Sound. If they won't
    switch, hit them with Flash Cannon.
    
    Wurmadam (Ground) @Leftovers
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    -Earthquake
    -Rock Blast
    -Toxic
    -Protect
    
    Earthquake stuff, Rock Blast Flying types, and Toxic for general status. 
    Protect helps you stall with Toxic as well as scout enemy moves.
    
    Wurmadam (Grass) @Choice Specs
    EVs: 252 HP / 252 SAtk / 6 Spd
    Modest Nature
    -Leaf Storm
    -Hidden Power [Ice/Fire]
    -Shadow Ball
    -Psychic/Energy Ball
    
    Grass Wurmadam is the most offensive of the three forms, though that's not
    saying much. HP Ice for Flying types or Fire for Steel types. Both are 
    supereffective against enemy Grasses. Shadow Ball for Ghosts and the last slot
    is basically filler.
    
    ---------------------MOTHIM--------------------------
    Type: Bug/Flying
    Ability: Anticipation
    Base Stats: 70 HP / 94 Atk / 50 Def / 94 SAtk / 50 SDef / 66 Spd
    Pros: Good Sp. Attack
    Cons: 4x Stealth Rock weakness, slow speed, frail defenses
    
    Mothim @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    -Bug Buzz
    -Air Slash
    -Hidden Power [Ground]
    -Shadow Ball/Energy Ball
    
    Bug Buzz and Air Slash for STAB, HP Ground hits Steel and Fire types, Shadow
    Ball for Ghosts or Energy Ball for Rock types.
    
    ---------------------VESPIQUEN-----------------------
    Type: Bug/Flying
    Ability: Anticipation
    Base Stats: 70 HP / 80 Atk / 102 Def / 80 SAtk / 102 SDef / 40 Spd
    Pros: Good defenses
    Cons: Very slow, 4x Stealth Rock weakness
    
    Vespiquen @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def
    Impish Nature
    -Attack Order
    -Aerial Ace/Defend Order
    -Toxic
    -Roost
    
    Hit enemies with Attack Order or weaken tougher opponents with Toxic. Roost
    keeps you healthly 
    
    --------------------PACHIRISU-----------------------
    Type: Electric
    Ability: Pick Up
    Base Stats: 60 HP / 45 Atk / 70 Def / 45 SAtk / 90 SDef / 95 Spd
    Pros: Super Fang, good speed
    Cons: Terrible offenses, limited movepool
    
    Pachirisu @Salac Berry
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Super Fang
    -Substitute
    -Thunder Wave
    -Thunderbolt/Covet
    
    Super Fang is the only thing Pachirisu has going for it. Paralyze opponents
    and cut their health as much as you can with Super Fang. You can also cut your
    own health down with Substitute to activate Salac Berry. After that happens, 
    you can steal your opponent's item before dieing. It's really the only other
    semi-useful thing Pachirisu can do.
    
    --------------------FLOATZEL------------------------
    Type: Water
    Ability: Swift Swim
    Base Stats: 85 HP / 105 Atk / 55 Def / 85 SAtk / 50 SDef / 115 Spd
    Pros: Excellent Speed and great Attack
    Cons: Very frail defenses
    
    Floatzel @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Water fall
    -Ice Fang
    -Crunch
    -Brick Break/Aqua Jet
    
    Floatzel can hit hard and fast with a Choice Band set. Crunch can deal decent
    damage to enemy Water types. Brick Break is for Empoleon, who resists 
    everything else Floatzel learns. Aqua Jet is used to finish off weakened 
    opponents.
    
    Floatzel @Leftovers
    EVs: 40 HP / 252 Def / 216 Spd
    Jolly Nature
    -Substitute
    -Bulk Up
    -Baton Pass
    -Waterfall 
    
    Set up a Sub for protection while buffing up Floatzel's Defense with Bulk Up. 
    If Skarmory comes in to blow you away, prevent it from doing so with Taunt. 
    Use Waterfall on frail enemies or those weak to Water. Otherwise, switch to
    a different team mate with Baton Pass.
    
    ---------------------CHERRIM---------------------------
    Type: Grass
    Ability: Flower Gift
    Base Stats: 70 HP / 60 Atk / 70 Def / 87 SAtk / 78 SDef / 85 Spd
    Pros: Unique ability that works great in 2 vs. 2
    Cons: Very limited movepool, mediocre stats
    
    Cherrim @Hot Rock
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Sunny Day
    -Energy Ball
    -Hidden Power [Fire]
    -Grasswhistle
    
    This set is useable in 1 vs. 1 battles, but it works best in 2 vs. 2. Set up
    a Sunny Day to boost your stats and those of your partner. HP Fire for enemy
    Steels and Grass types. Grasswhistle is inaccurate, but putting an opponent 
    to sleep in 2 vs. 2 is very useful.
    
    ---------------------GASTRODON-------------------------
    Type: Water/Ground
    Ability: Water Lure/Sticky Hold
    Base Stats: 111 HP / 83 Atk / 68 Def / 92 SAtk / 82 SDef / 39 Spd
    Pros: Excellent HP, good Sp. Attack, ability to Recover
    Cons: 4x Grass weakness
    
    Gastrodon @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Relaxed Nature
    -Surf
    -Recover
    -Earthquake
    -Ice Beam
    
    Surf and Earthquake for STAB, Ice Beam for Grass and Flyers, and Recover to
    stay healthy. Recover is also the move that lets it stand out from Swampert
    and Quagsire. 
    
    ---------------------AMBIPOM---------------------------
    Type: Normal
    Ability: Pick Up/Technician
    Base Stats: 75 HP / 100 Atk / 66 Def / 60 SAtk / 66 SDef / 115 Spd
    Pros: Great Attack and excellent speed, diverse movepool 
    Cons: Frail defenses
    
    Ambipom @Silk Scarf/Expert Belt
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Technician
    -Fake Out
    -U-Turn
    -Brick Break
    -Shadow Claw
    
    A very fun set to use. Fake Out your opponent, then U-Turn to a teammate. 
    Brick Break for Rocks/Steels and Shadow Claw for Ghosts. This set won't be 
    doing huge amounts of damage, but the dents you put in your opponent with
    Fake Out and U-Turn will add up and seriously weaken the enemy team. 
    
    Ambipom @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Technician
    -Return
    -Fake Out/U-Turn
    -Brick Break/Focus Punch
    -Shadow Claw
    
    If you do want to deal lots of damage, try the Choice Bander. Like any CBer,
    it requires prediction especially when you have Focus Punch as an option.
    
    Ambipom @Petaya Berry/Leftovers
    EVs: 252 HP / 6 SAtk / 252 Spd
    Timid Nature
    -Thunderbolt
    -Substitute/Taunt
    -Nasty Plot
    -Baton Pass
    
    Another one of Ambipom's talents is Baton Passing. Nasty Plot is the stat 
    booster you'll want. Sub and Taunt can both prevent status moves, but only 
    Taunt will protect you from Roar/Whirlwind. Skarmory can't mess up your 
    plan when you hit it with Thunderbolt.
    
    ------------------------DRIFBLIM------------------------
    Type: Ghost/Flying
    Ability: Unburden/Aftermath
    Base Stats: 150 HP / 80 Atk / 44 Def / 90 SAtk / 54 SDef / 80 Spd
    Pros: Amazing HP, unique Unburden ability, great Baton Passer
    Cons: Terrible defenses
    
    Drifblim @Petaya Berry/Starf Berry
    EVs: 252 Def / 56 SDef / 200 Spd
    Timid Nature
    Ability: Unburden
    -Thunderbolt
    -Substitute
    -Calm Mind/Hypnosis
    -Baton Pass
    
    Driftblim is a pretty unique Baton Passer. It can pass huge Substitutes and
    possibly Calm Mind if you like. Thunderbolt prevents Skarmory from ruining the
    strategy and Hypnosis can put other phazers to sleep. Once Drifblim gets the
    berry boost, its Speed will rise due to Unburden and you can safely Baton Pass
    away.
    
    Drifblim @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Aftermath
    -Shadow Ball
    -Thunderbolt
    -Hidden Power [Fighting]
    -Hypnosis
    
    HP Fighting covers all the enemies resistant to Shadow Ball - Normal, Dark, 
    and Steel. Thunderbolt provides additional coverage, especially with all the
    Water and Flying Pokemon out there. Hypnosis can put any other potential 
    counter to sleep.
    
    ------------------------LOPUNNY--------------------------
    Type: Normal
    Ability: Klutz
    Base Stats: 65 HP / 76 Atk / 84 Def / 54 SAtk / 96 SDef / 105 Spd
    Pros: Great Speed and Sp. Defense
    Cons: Unable to utilize items, mediocre offensive stats
    
    Lopunny @ Lagging Tail/Choice Band/Choice Specs
    EVs: 252 HP / 6 Atk / 252 Spd
    Jolly Nature
    Ability: Klutz
    - Return
    - Sky Uppercut
    - Ice Punch
    - Switcheroo
    
    Switcheroo with the Klutz ability is what makes Lopunny stand out. You can
    put basically any item you want onto the opponent to mess them up. Lagging
    Tail screws opponents who rely on Speed, Choice Band for special attackers, 
    and Choice Specs for physical ones. The rest of your attacks are there just
    so you can actually hurt something. Sky Uppercut for Rocks/Steels and Ice 
    Punch for the many Pokemon that are weak to Ice.
    
    ------------------------MISMAGIUS------------------------
    Type: Ghost
    Ability: Levitate
    Base Stats: 60 HP / 60 Atk / 60 Def / 105 SAtk / 105 SDef / 105 Spd
    Pros: Great Sp. Attack, Sp. Defense, and Speed, Calm Mind lets it stand out
          from Gengar
    Cons: Low HP and Defense
    
    Mismagius @Leftovers
    Evs: 24 HP / 252 SAtk / 234 Spd
    Timid Nature
    -Shadow Ball
    -Thunderbolt/Hidden Power [Fighting]
    -Calm Mind
    -Will-o-wisp/Substitute
    
    Shadow Ball and Hidden Power Fighting provide coverage against every opponent 
    in the game. Thunderbolt is another powerful move  that you can use in place of
    HP Fighting. Calm Mind to boost your special stats. You can use Will-o-wisp
    to cover your rather low Defense or Substitute to prevent status effects.
    
    Mismagius @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Shadow Ball
    -Thunderbolt
    -Hidden Power [Fighting]
    -Energy Ball
    
    Mismagius's great Special Attack and Speed make it a very good special
    sweeper. Though Gengar can use this set better, Mismagius has higher Sp.
    Defense and therefore it can survive special attacks much better. 
    
    Mismagius @Leftovers
    EVs: 252 HP / 148 Def / 110 SDef
    Calm Nature
    -Mean Look
    -Perish Song
    -Protect
    -Taunt/Pain Split
    
    A PerishTrap set can be very effective if you use it right. Trap an 
    opponent with Mean Look, begin the Perish Song, and try to stay alive with
    Protect and Pain Split. Taunt is useful to prevent Whirlwind/Roar from messing
    with your plan. 
    
    -----------------------HONCHKROW------------------------
    Type: Dark/Flying
    Ability: Insomnia/Super Luck
    Base Stats: 100 HP / 125 Atk / 52 Def / 105 SAtk / 52 SDef / 71 Spd
    Pros: Excellent Attack, Super Luck ability
    Cons: Frail defenses, Speed loss after evolving from Murkrow
    
    Honchkrow @Choice Band/Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Insomnia
    -Drill Peck
    -Night Slash
    -Superpower
    -Sucker Punch
    
    Sucker Punch can be very powerful and makes up for Honchkrow's rather low 
    Speed. Night Slash is for Pokemon that prefer not to attack directly. Drill
    Peck takes care of Fighters and Superpower does major damage to Steel-types.
    Insomnia is preferred to help you switch in against Sleep attacks. 
    
    Honchkrow @Choice Specs/Life Orb
    EVs: 6 Atk / 252 SAtk / 252 Spd
    Mild/Hasty Nature
    Ability: Insomnia
    -Dark Pulse
    -Hidden Power [Flying]
    -Heat Wave
    -Superpower
    
    Honchkrow has a good Special Attack that it can utilize. Dark Pulse is your
    main STAB move while HP Flying fends off Fighting types. Heat Wave gives all
    those Steel types something to beware of. Superpower is needed to defeat 
    Blissey and Heatran.
    
    Honhkrow @Life Orb
    Ability: Insomnia
    EVs:
    Lonely/Hasty Nature
    -Sucker Punch
    -Drill Peck
    -Superpower
    -Heat Wave
    
    Honchkrow @Scope Lens
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Super Luck
    -Night Slash
    -Sucker Punch
    -Drill Peck/Superpower
    -Substitute
    
    This set tries to get as many critical hits as possible. Using Substitute 
    forces your opponent to attack you directly and when that happens, Sucker 
    Punch them in the face. Night Slash will critical hit very often and Drill
    Peck wards off Fighting types. Superpower prevents Steel types from walling 
    you. 
    
    -----------------------PURUGLY---------------------------
    Type: Normal
    Ability: Thick Fat/Own Tempo
    Base Stats: 71 HP / 82 Atk / 64 Def / 64 SAtk / 59 SDef / 112 Spd
    Pros: Very fast
    Cons: Mediocre Attack, frail defenses, limited movepool
    
    Purugly @Leftovers
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Thick Fat
    -Return
    -Fake Out
    -Hypnosis
    -Shadow Claw/U-Turn
    
    Fake Out to dent your opponent during your first turn then put it to Sleep 
    with Hypnosis. If they're too tough to handle, dent them again with U-Turn
    before switching out. 
    
    Purugly @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Thick Fat
    -Return
    -Shadow Claw
    -Iron Tail
    -Fake Out/U-Turn
    
    A typical Normal-type Choice Bander. Shadow Claw for Ghosts and Iron Tail for
    Rocks. You really have nothing against Steels, so just Fake Out or U-Turn 
    before switching out.
    
    --------------------SKUNTANK------------------------
    Type: Poison/Dark
    Ability: Aftermath/Stench
    Base Stats: 103 HP / 93 Atk / 67 Def / 71 SAtk / 61 SDef / 84 Spd
    Pros: Good HP and Attack
    Cons: Other stats are mediocre
    
    Skuntank @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Aftermath
    -Crunch/Night Slash
    -Poison Jab
    -Fire Blast
    -Explosion
    
    Skuntank's movepool isn't very extensive. Choose a Dark move depending on
    whether you want power or the chance to critical hit. Fire Blast for Steels
    and Explode when you've done as much as you can.
    
    --------------------BRONZONG------------------------
    Type: Steel/Psychic
    Ability: Levitate/Heat Proof
    Base Stats: 67 HP / 89 Atk / 116 Def / 79 SAtk / 116 SDef / 33 Spd
    Pros: Great defenses and excellent set of resistances, good support movepool
    Cons: Unable to heal itself without Rest
    
    Bronzong @Leftovers
    EVs: 252 HP / 84 Atk / 80 Def / 94 SDef
    Relaxed/Sassy Nature
    Ability: Levitate
    -Gyro Ball
    -Hypnosis
    -Stealth Rock/Trick Room
    -Earthquake
    
    Bronzong makes a great support Pokemon. Put an opponent to sleep, set up a
    Stealth Rock, or use Trick Room if you have a team that uses that strategy. 
    Gyro Ball with Bronzong's low speed can hurt speedy opponents. Earthquake for
    other Steels, especially Magnezone. 
    
    Bronzong @Light Clay
    EVs: 252 HP / 84 Atk / 80 Def / 94 SDef
    Relaxed/Sassy Nature
    Ability: Levitate
    -Gyro Ball
    -Reflect
    -Light Screen
    -Explosion/Stealth Rock
    
    Dual Screen Bronzong supports the team by setting up screens that will lower
    the damage your team takes. It makes a great lead and allows you to pull off
    risky strategies that might not otherwise work.
    
    Bronzong @Choice Band/Macho Brace
    EVs: 252 HP / 84 Atk / 80 Def / 94 SDef
    Relaxed/Sassy Nature
    Ability: Levitate
    -Gyro Ball
    -Trick
    -Earthquake/Explosion
    -Stealth Rock
    
    People who expect a standard Bronzong might be surprise when you Trick them 
    an item they don't want. Choice Band screws over walls while Macho Brace cuts
    the Speed of any opponent in half. Both of these items boost the power of your
    Gyro Ball.
    
    Bronzong @Leftovers
    EVs: 252 HP / 74 Def / 184 SDef
    Relaxed/Sassy Nature
    Ability: Levitate
    -Gyro Ball
    -Earthquake
    -Rest
    -Sleep Talk
    
    Walls work well with healing moves, and for Bronzong, Rest is its only option
    to recover damage.
    
    ----------------------CHATOT---------------------------
    Type: Normal/Flying
    Ability: Keen Eye/Tangled Feet
    Base Stats: 76 HP / 65 Atk / 45 Def / 92 SAtk / 42 SDef / 91 Spd
    Pros: Chatter is a fun and unique move, good Sp. Attack and Speed
    Cons: Limited movepool, very frail defenses
    
    Chatot @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Chatter
    -Hyper Voice
    -Nasty Plot
    -Encore
    
    Switch in Chatot on a Ground attack like Earthquake, then force your opponent
    to repeat it with Encore. While that's going on, boost your Sp. Attack with
    Nasty Plot and then sweep. Hopefully you'll have taken out your opponent's 
    Rock and Steel types by this point. 
    
    ----------------------SPIRITOMB------------------------
    Type: Ghost/Dark
    Ability: Pressure
    Base Stats: 50 HP / 92 Atk / 108 Def / 92 SAtk / 108 SDef / 35 Spd
    Pros: Type combo gives it no weaknesses, great defenses with good offensive 
          stats, excellent counter to Ghosts and Psychics
    Cons: Very slow, limited offensive movepool, low HP
    
    Spiritomb @Leftovers
    EVs: 252 HP / 144 Atk / 112 SDef
    Careful Nature
    -Sucker Punch
    -Pursuit
    -Pain Split
    -Will-o-wisp
    
    This Spiritomb is a nightmare to other Ghost and Psychic types. If they try to
    escape, they'll get hit with Pursuit. If they stay in to attack, they'll get
    hit with Sucker Punch. Pain Split keeps it alive while Will-o-wisp takes 
    care of any physical sweepers.
    
    Spiritomb @Leftovers
    EVs: 252 HP / 252 SAtk / 6 SDef
    Calm/Modest Nature
    -Shadow Ball
    -Hidden Power [Fighting]
    -Hypnosis
    -Nasty Plot/Calm Mind
    
    Spiritomb can also go on the offensive. Shadow Ball and HP Fighting take care
    of every Pokemon in the game. Hypnosis sends potential counters snoozing and
    in the meantime, you can boost your Sp. Attack. Nasty Plot raises it very 
    quickly, but Calm Mind can buff up your Sp. Defense as well.
    
    ----------------------GARCHOMP==-----------------------
    Type: Ground/Dragon
    Ability: Sand Veil
    Base Stats: 108 HP / 130 Atk / 95 Def / 80 SAtk / 85 SDef / 102 Spd
    Pros: Overall great stats - Amazing Attack, great speed, and good defenses,
          strong physical movepool
    Cons: 4x Ice weakness
    
    Garchomp @Life Orb/Yache Berry/Haban Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Dragon Claw
    -Earthquake
    -Swords Dance
    -Fire Fang
    
    After a Swords Dance, Garchomp can rip teams to shreds with its powerful 
    moves. Dragon Claw and Earthquake will do a ton of damage to most Pokemon, and
    only Skarmory and Bronzong resist it. Fire Fang takes care of those two Steel
    Pokemon. Yache Berry weakens Ice attacks and Haban Berry weakens Dragon. Both
    of these types are common in Uber play. 
    
    Garchomp @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Outrage
    -Earthquake
    -Stone Edge
    -Fire Fang/Fire Blast
    
    Of course, any strong physical sweeper like Garchomp can perform well with a
    Choice Band. Outrage becomes an option since it can destroy so many things. 
    Just be sure to get rid of any defensive Steels on the other team first. Fire
    Blast can be used over Fire Fang. Being a special move, it will do more damage
    to Steel physical walls like Skarmory and Forretress. Stone Edge is for Lugia,
    who would otherwise wall Garchomp. 
    
    Garchomp @Choice Scarf
    EVs: 16 HP / 252 Atk / 240 Spd
    Adamant Nature
    -Outrage
    -Earthquake
    -Stone Edge
    -Fire Fang
    
    Choice Scarf Garchomp may seem similar to the Choice Bander, but it works 
    much differently. With Choice Scarf, you sacrifice Attack for Speed and so it
    makes a great revenge-killer by taking out weakened opponents, especially ones
    that are normally faster than it. 
    
    ------------------------LUCARIO------------------------
    Type: Steel/Fighting
    Ability: Inner Focus/Steadfast
    Base Stats: 70 HP / 110 Atk / 70 Def / 115 SAtk / 70 SDef / 90 Spd
    Pros: Excellent offenses, extremely diverse movepool
    Cons: Rather frail defenses
    
    Lucario @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Steadfast
    -Close Combat
    -Extremespeed
    -Crunch/Stone Edge/Ice Punch
    -Swords Dance
    
    This moveset has a simple objective: find an oppurtunity to use Swords Dance, 
    then sweep. A STABed Swords Danced Close Combat puts a huge dent in most 
    opponents. Ghost and Psychic foes are handled by Crunch while Stone Edge and
    Ice Punch takes care of Flying-types. 
    
    Lucario @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Steadfast
    -Close Combat
    -Crunch
    -Stone-Edge
    -Blaze Kick/Bullet Punch/Extremespeed
    
    Lucario works great with a Choice Band attached. Blaze Kick kills Heracross in
    one hit. Bullet Punch is a first-strike move that gets STAB and can OHKO 
    Weavile and Aerodactyl as well as finish off weakened opponents. Extremespeed 
    doesn't gain STAB, but will do more damage to enemies that aren't weak to 
    Steel. 
    
    Lucario @Salac Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Steadfast
    -Reversal
    -Endure/Substitute
    -Crunch
    -Swords Dance
    
    Not only does Lucario get STAB on Reversal, but it's also immune to the 
    Sandstorm damage which would kill off any other Pokemon that tried to use this
    set. 
    
    Lucario @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    Ability: Steadfast
    -Aura Sphere
    -Shadow Ball
    -Dragon Pulse
    -Psychic
    
    A Choice Specs Aura Sphere can 2HKO a Blissey with max HP EVs and can do a ton 
    of damage to any Pokemon not resistant to Fighting attacks. Ghost and Psychic 
    types will fall to a Dark Pulse. Dragon Pulse is mainly there to hit Salamence
    and Garchomp on the switch-in. Psychic is for Heracross, who resists your Aura 
    Sphere and Dark Pulse.
    
    ----------------------HIPPOWDON-----------------------
    Type: Ground
    Ability: Sandstream
    Base Stats: 108 HP / 112 Atk / 118 Def / 68 SAtk / 72 SDef / 47 Spd
    Pros: Excellent HP, Attack, and Defense, recovery move (Slack Off) sets it
          apart from other defensive Grounds, the only other Pokemon besides
          Tyranitar that has Sandstream
    Cons: Terrible Speed
    
    Hippowdon @Leftovers
    EVs: 252 HP / 4 Atk/ 252 Def
    Impish Nature
    -Earthquake
    -Slack Off
    -Ice Fang/Stone Edge
    -Stealth Rock/Roar
    
    Hippowdon makes a great physical wall, especially with Slack Off to keep it
    constantly healthy. Ice Fang and Stone Edge both hit Flying types. Stone Edge
    is stronger, but Ice Fang can also cover Grass and Dragons. Stealth Rock is
    a great support move like always and Roar is for phazing.
    
    ----------------------DRAPION--------------------------
    Type: Poison/Dark
    Ability: Sniper/Battle Armor
    Base Stats: 70 HP / 90 Atk / 110 Def / 60 SAtk / 75 SDef / 95 Spd
    Pros: Excellent Defense, good Speed and Attack
    Cons: Easily walled by Steel types
    
    Drapion @Black Sludge/Scope Lens
    EVs: 54 HP / 252 Atk / 204 Spd
    Jolly Nature
    Ability: Sniper
    -Night Slash
    -Brick Break
    -Fire Fang
    -Swords Dance
    
    Typical Swords Dance sweeper. Night Slash and Brick Break provide great type
    coverage that is only resisted by Heracross and Toxicroak. Fire Fang hits
    Heracross and is also effective against Steels like Skarmory and Bronzong.
    
    Drapion @Choice Band
    EVs: 54 HP / 252 Atk / 204 Spd
    Jolly Nature
    Ability: Sniper
    -Night Slash
    -Brick Break
    -Fire Fang
    -Cross Poison
    
    A typical Choice Band set. You now get to use Cross Poison for a second STAB
    attack.
    
    Drapion @Black Sludge
    EVs: 252 HP / 6 Atk / 252 Def
    Impish Nature
    Ability: Battle Armor
    -Nigh Slash
    -Brick Break/Fire Fang
    -Knock Off
    -Toxic Spikes
    
    This set takes advantage of Drapion's high Defense. Knock Off can be a very
    handy move and Drapion is one of the few Pokemon that makes good use of Toxic
    Spikes.
    
    ----------------------TOXICROAK-----------------------
    Type: Poison/Fighting
    Ability: Anticipation/Dry Skin
    Base Stats: 83 HP / 106 Atk / 65 Def / 86 SAtk / 65 SDef / 85 Spd
    Pros: Great Attack, Dry Skin ability gives Water immunity
    Cons: Frail defenses, 4x Psychic weakness
    
    Toxicroak @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Dry Skin
    -Poison Jab
    -Stone Edge
    -Cross Chop
    -Swords Dance
    
    Swords Dance and sweep. Poison Jab and Cross Chop for STAB. Use Stone Edge for
    Flying types. 
    
    Toxicroak @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Dry Skin
    -Poison Jab
    -Stone Edge
    -Cross Chop
    -Sucker Punch
    
    Simple Choice Band set. Sucker Punch can let you attack first and is useful
    against Ghost types.
    
    Toxicroak @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Dry Skin
    -Focus Blast
    -Dark Pulse
    -Vacuum Wave/Hidden Power [Flying]
    -Nasty Plot
    
    Its Sp. Attack is lower, but it can still boost it with Nasty Plot. Fighting
    and Dark provide great type coverage. Enemy Toxicroak and Heracross will still
    resist you, so you can take them on with HP Flying. But Vacuum Wave is also
    a great move, able to hit speedy Pokemon like Weavile or Aerodactyl. 
    
    ----------------------CARNIVINE-----------------------
    Type: Grass
    Ability: Levitate
    Base Stats: 74 HP / 100 Atk / 72 Def / 90 SAtk / 72 SDef / 46 Spd
    Pros: Great Attack
    Cons: Mediocre defenses, terrible speed, limited movepool
    
    Carnivine @Leftovers
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    -Power Whip
    -Crunch
    -Sleep Powder
    -Swords Dance
    
    Carnivine gets Power Whip, which is an advantage over many other physical 
    attacking Grass types. Still, its movepool is small and this is a simple 
    Swords Dance set really. 
    
    ----------------------LUMINEON------------------------
    Type: Water
    Ability: Swift Swim/Water Lure
    Base Stats: 69 HP / 69 Atk / 76 Def / 69 SAtk / 86 SDef / 91 Spd
    Pros: Good Speed
    Cons: Overall stats are mediocre, limited movepool
    
    Lumineon @Damp Rock/Life Orb
    EVs: 252 HP / 6 Def / 252 SAtk
    Ability: Swift Swim
    Modest Nature
    -Surf
    -Ice Beam
    -Rain Dance
    -Hidden Power [Electric/Grass]
    
    A thoroughly uninteresting fish. You might as well take advantage of Swift
    Swim. HP Electric is for Pelipper and Grass is for Quagsire/Whiscash. 
    
    ----------------------ABOMASNOW------------------------
    Type: Grass/Ice
    Ability: Snow Warning
    Base Stats: 90 HP / 92 Atk / 75 Def / 92 SAtk / 85 SDef / 60 Spd
    Pros: Has a unique ability
    Cons: Mediocre stats, 4x Fire weakness
    
    Abomasnow @Leftovers
    EVs: 6 HP / 252 Atk / 252 Spd 
    Adamant Nature
    -Seed Bomb/Wood Hammer
    -Ice Punch/Ice Shard
    -Earthquake
    -Swords Dance
    
    You have a couple of choices for your STAB moves. Wood Hammer is powerful, but
    choose Seed Bomb if you don't like recoil. Choose Ice Punch for its power or 
    Ice Shard to strike before a faster opponent (like Salamence or Garchomp). 
    Earthquake for Fire and Steel types
    
    Abomasnow @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd 
    Adamant Nature
    -Earthquake
    -Seed Bomb/Wood Hammer
    -Ice Punch/Ice Shard
    -Focus Punch
    
    Choice Band set. Focus Punch can hit Steels harder than Earthquake if you can
    predict correctly. 
    
    Abomasnow @Choice Specs
    EVs: 6 HP / 252 Spd / 252 SAtk
    Modest Nature
    -Blizzard
    -Energy Ball
    -Hidden Power[Fire]
    -Focus Punch
    
    Abomasnow can also hit from the special side. Blizzard is 100% accurate with
    Hail. HP Fire for Steel types. Keep Focus Punch ready for Blissey.
    
    Abomasnow @Leftovers
    EVs: 6 HP / 252 Spd / 252 SAtk
    Timid Nature
    -Substitute
    -Leech Seed
    -Blizzard
    -Focus Punch
    
    Substitute is the key to this moveset. You can plant a Leech Seed on the 
    enemy and annoy them with the SubSeed combo. You can also Focus Punch them
    in the face.
    
    ------------------------WEAVILE------------------------
    Type: Dark/Ice
    Ability: Pressure
    Base Stats: 70 HP / 120 Atk / 65 Def / 45 SAtk / 85 SDef / 125 Spd
    Pros: Excellent Speed and Attack, 
    Cons: 4x Fighting weakness, low defense
    
    Weavile @Choice Band/Life Orb/Expert Belt
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Night Slash
    -Ice Punch
    -Brick Break
    -Pusuit
    
    Weavile is a fast and deadly physical sweeper. Brick Break covers the Steels 
    that are resistant to both Ice and Dark attacks. Pursuit murders the Psychics 
    and Ghosts who think they can escape from Weavile unharmed. 
    
    Weavile @Life Orb/Expert Belt/Focus Sash
    6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Night Slash
    -Ice Punch
    -Brick Break
    -Swords Dance
    
    Swords Dance Weavile is more risky to use, but its payoff is great. It's better
    to save this toward the end of the battle when your enemies have already been 
    weakened. 
    
    ---------------------MAGNEZONE------------------------
    Type: Electric/Steel
    Ability: Magnet Pull/Sturdy
    Base Stats: 70 HP / 70 Atk / 115 Def / 130 SAtk / 90 SDef / 60 Spd
    Pros: Great Defense and Excellent Sp. Attack, large variety of resistances
    Cons: Slow, 4x Ground weakness, limited movepool
    
    Magnezone @Leftovers
    EVs: 172 HP / 252 SAtk / 84 Spd
    Modest Nature
    Ability: Magnet Pull
    -Thunderbolt/Discharge
    -Hidden Power [Grass/Ice]
    -Substitute
    -Magnet Rise/Thunder Wave
    
    Thunderbolt will hit opponents very hard, while Discharge can make up for
    Magnezone's low Speed by having a good chance of paralyzing opponents. HP
    Grass for Swampert/Rhyperior or HP Ice for Garchomp and Grass types.
    Substitute lets you check for potential counters, including Electivire, Volt-
    Absorb Pokemon, or Ground types. Magnet Rise erases you Ground weakness while
    Thunder Wave is good for paralysis if you're not using Discharge.
    
    Magnezone @Leftovers
    EVs: 172 HP / 252 SAtk / 84 Spd
    Modest Nature
    Ability: Magnet Pull
    -Thunderbolt/Discharge
    -Hidden Power [Grass/Ice]
    -Rest
    -Sleep Talk
    
    It's a rather sturdy Pokemon and has a lot of resistances, so a RestTalk set is
    a good way of keeping it constantly healthy. 
    
    Magnezone @Choice Specs
    EVs: 172 Atk / 252 SAtk / 84 Spd
    Mild Nature
    Ability: Magnet Pull
    -Thunderbolt/Discharge
    -Hidden Power [Grass/Ice]
    -Flash Cannon
    -Explosion
    
    Despite its limited movepool, Magnezone still makes a great Choice Specs user.
    Explosion with the given Attack EVs can OHKO Blissey.
    
    ----------------------LICKILICKY-----------------------
    Type: Normal
    Ability: Own Tempo/Oblivious
    Base Stats: 110 HP / 85 Atk / 95 Def / 80 SAtk / 95 SDef / 50 Spd
    Pros: Excellent HP, great defenses, gets STABed Explosion
    Cons: Slow, outclassed by Snorlax
    
    Lickilicky @Leftovers
    EVs: 160 HP / 176 Atk / 174 Def
    Impish Nature
    Ability: Own Tempo
    -Body Slam
    -Knock Off
    -Earthquake
    -Wish/Explosion
    
    Lickilicky is a fun Pokemon that does a nice job of supporting your team. 
    Body Slam paralyzes opponents and gets STAB in the process. Knock Off removes
    a opponent's item, which can put them at a disadvantage. Earthquake is for
    Rock and Steel types. If you can get a Lickitung from the NYPC, it can get
    the special Wish move which is great for healing yourself and the team. If you
    can't get it, then use Explosion to do a ton of damage to an opponent.
    
    Lickilicky @Leftovers
    EVs: 160 / 64 Atk / 98 Def / 188 SDef
    Sassy Nature
    Ability: Own Tempo
    -Curse
    -Return
    -Gyro Ball
    -Wish/Earthquake
    
    Curse lets Lickilicky make use of Gyro Ball. Lower your Speed while buffing
    your Attack and Defense. After a couple Curses, Gyro Ball should have max
    power against most speedy opponents. Keep yourself healthy with Wish if you
    can get it. Otherwise, use Earthquake for Steel types.
    
    Lickilicky @Leftovers
    EVs: 252 HP / 252 Atk / 6 Def
    Brave/Adamant Nature
    Ability: Own Tempo
    -Swords Dance
    -Body Slam/Return
    -Earthquake
    -Gyro Ball/Explosion
    
    Lickilicky can also boost its Attack with Swords Dance. Choose Return for its
    power or Body Slam for its ability to paralyze. Gyro Ball is your only means
    of doing lots of damage to Gengar and Mismagius. 
    
    Lickilicky @Choice Band
    EVs: 252 HP / 252 Atk / 6 Def
    Brave Nature
    Ability: Own Tempo
    -Body Slam/Return
    -Earthquake
    -Gyro Ball
    -Fire Blast/Explosion
    
    A Choice Band set lets it deal a lot of damage without setting up. With an
    extra move slot for an offensive attack, you can use Fire Blast to take on
    Skarmory and Bronzong.
    
    Lickilicky @Leftovers
    EVs: 160 HP / 176 Atk / 174 Def
    Impish Nature
    Ability: Own Tempo
    -Body Slam
    -Earthquake
    -Rest
    -Sleep Talk
    
    Rest is its only means of healing itself for those who can't get Wish. It 
    helps Lickilicky stay alive for a long time, but you limit your remaining
    moves.
    
    ----------------------RHYPERIOR------------------------
    Type: Ground/Rock
    Ability: Solid Rock/Lightning Rod
    Base Stats: 115 HP / 140 Atk / 130 Def / 55 SAtk / 55 SDef / 40 Spd
    Pros: Amazing Attack and Defense, Excellent HP, Solid Rock makes it hard to 
          take down
    Cons: Speed and Sp. Defense are very low
    
    Rhyperior @Leftovers
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    Ability: Solid Rock
    -Earthquake
    -Stone Edge
    -Megahorn/Avalanche/Substitute
    -Swords Dance
    
    With one Swords Dance, Rhyperior achieves well over 800 Attack. Combine this
    with a powerful STABed Earthquake or Stone Edge and you've got an awesome
    physical sweeper. Megahorn hurts Cresselia and Bronzong, who may not mind
    your first two moves. Avalanche is for Gliscor and Dragon types. Substitute
    can protect you from status moves like Will-o-wisp.
    
    Rhyperior @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def
    Impish Nature
    Ability: Solid Rock
    -Earthquake
    -Stone Edge
    -Megahorn/Avalanche
    -Stealth Rock/Roar
    
    Rhyperior makes a great defensive tank with this set. And while many walls 
    have low offenses, this guy comes with over 300 Attack to put a big dent
    into many opponents. Stealth Rock and Roar are both good support options 
    should your team be lacking in either of those moves. 
    
    Rhyperior @Choice Band
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    Ability: Solid Rock
    -Earthquake
    -Stone Edge
    -Megahorn
    -Avalanche
    
    With Choice Band, you can take advantage of using both Megahorn and Avalanche
    on the same set.
    
    ----------------------TANGROWTH------------------------
    Type: Grass
    Ability: Chlorophyll/Leaf Guard
    Base Stats: 100 HP / 100 Atk / 125 Def / 110 SAtk / 50 SDef / 50 Spd
    Pros: Excellent stats in HP/Attack/Defense/Sp. Attack, great support movepool
    Cons: Low Speed and Sp. Defense
    
    Tangrowth @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def
    Impish Nature
    -Power Whip
    -Leech Seed
    -Sleep Powder
    -Knock Off
    
    One of the most recommended Tangrowth sets. This guy can survive so many 
    physical hits, even supereffective ones. Plus, it's got an array of annoying 
    support moves to help you out. Leech Seed and Sleep Powder are very annoying 
    together and with Knock Off, you can ruin so many Pokemon that rely on their 
    item.
     
    Tangrowth @Leftovers
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    -Power Whip
    -Earthquake
    -Rock Slide
    -Swords Dance
    
    Tangrowth has a nice physical movepool and can be a formidable sweeper. 
    Power Whip is your key attack of course. Earthquake and Rock Slide provide 
    coverage against Pokemon that are resistant to Grass - Flying, Fire, and 
    Steel types. 
    
    Tangrowth @Heat Rock/Lum Berry
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Modest Nature
    Ability: Chlorophyll
    -Solarbeam
    -Hidden Power [Fire]
    -Sunny Day
    -Sleep Powder/Morning Sun
    
    This revolves around Tangrowth's Chlorophyll ability. It just like any other 
    Sunny Day sets you may have seen. HP Fire gets a boost in the Sun and helps 
    against Steel and enemy Grass types. Sleep Powder knocks out anything else 
    that tries to counter you.
    
    ---------------------ELECTIVIRE-----------------------
    Type: Electric
    Ability: Motor Engine
    Base Stats: 75 HP / 123 Atk / 67 Def / 95 SAtk / 85 SDef / 95 Spd
    Pros: Has the most diverse movepool of any Electric type, excellent Attack, 
          unique ability
    Cons: Base speed has been lowered upon evolving from Electabuzz
    
    Electivire @Life Orb/Expert Belt
    EVs: 6 HP / 252 Atk / 252 Spd
    Lonely/Adamant Nature
    -Thunderbolt/Thunderpunch
    -Ice Punch
    -Cross Chop
    -Earthquake/Hidden Power [Grass]
    
    Electivire has a supereffective move against most of the common opponents. 
    Choose Thunderbolt if you want to do more damage to physical walls like 
    Skarmory, Weezing, and Forretress. These guys have tons of Defense EVs but 
    little or no Special Defense, so they'll take more damage from a special 
    attack. If you don't care about that, go with Thunderpunch. Earthquake hits
    Electric types that you can easily switch into, but HP Grass is good for 
    Swampert and Rhyperior, who aren't very afraid of its other attacks. 
    
    Electivire @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    -Thunderpunch
    -Ice Punch
    -Cross Chop
    -Earthquake
    
    Just like any other heavy-hitter, Electivire can go all out with a Choice item
    moveset.
    
    ---------------------MAGMORTAR-----------------------
    Type: Magmortar
    Ability: Flash Fire
    Base Stats: 75 HP / 95 Atk / 67 Def / 125 SAtk / 95 SDef / 83 Spd
    Pros: Excellent Sp. Attack, diverse movepool
    Cons: Base speed has been lowered upon evolving from Magmar, Stealth Rock
          weakness
    
    Magmortar @Expert Belt/Life Orb
    EVs: 40 Atk / 252 SAtk / 216 Spd
    Hasty Nature
    -Flamethrower/Fire Blast
    -Thunderbolt
    -Focus Punch/Cross Chop
    -Will-o-wisp/Hidden Power [Ice/Grass]
    
    The ability to learn Thunderbolt lets it stand out from other Fire types.
    Magmortar will do more damage with Cross Chop/Focus Punch to Blissey/Snorlax 
    than it can with Focus Blast. Ground types like Garchomp and Swampert are
    handled by a supereffective Hidden Power.
    
    Magmortar @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Mild Nature
    -Flamethrower/Lava Plume
    -Thunderbolt
    -Focus Punch
    -Hidden Power [Grass/Ice]
    
    A Choice Specs set. Lava Plume is an option over Flamethrower if you like to
    burn stuff. Again, Focus Punch for Blissey. 
    
    Magmortar @Hot Rock/Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Flamethrower
    -Solarbeam
    -Sunny Day
    -Will-o-wisp
    
    A typical Sunny Day set. You're much better off not using this in OU, because
    Tyranitar and Hippowdon's Sandstream will ruin this strategy. 
    
    -----------------------TOGEKISS------------------------
    Type: Normal/Flying
    Ability: Serene Grace/Hustle
    Base Stats: 85 HP / 50 Atk / 95 Def / 120 SAtk / 115 SDef / 80 Spd
    Pros: Excellent Sp. Attack and Sp. Defense, very diverse movepool, one of the
          few Pokemon that get Serene Grace
    Cons: Stealth Rock weakness
    
    Togekiss @Leftovers
    EVs: 252 HP / 172 SAtk / 84 SDef
    Modest Nature
    Ability: Serene Grace
    -Air Slash
    -Thunder Wave
    -Aura Sphere
    -Wish/Roost
    
    Paraflinch Togekiss is very annoying. It can drive you mad by paralyzing your
    Pokemon, flinching them 60% of the time with a Serene Grace boosted Air Slash,
    and simply recovering off any damage when it gets hit.
    
    Togekiss @Leftovers
    EVs: 252 HP / 228 Def / 28 SDef
    Calm Nature
    Ability: Serene Grace
    -Air Slash
    -Wish/Roost
    -Nasty Plot
    -Baton Pass
    
    Togekiss is one of those few Pokemon that learns both Nasty Plot and Baton 
    Pass. The special sweepers on your team will love you when you pass them a 
    doubled Sp. Attack boost. 
    
    Togekiss @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    Ability: Serene Grace
    -Tri-Attack
    -Air Slash
    -Aura Sphere
    -Grass Knot
    
    Like any Pokemon with good Sp. Attack and a diverse special movepool, Togekiss 
    works great as a Choice sweeper. This gives Togekiss an oppurtunity to use 
    Tri-Attack and Grass Knot helps against hefty opponents that can be harder to 
    take down, like Rhyperior or Milotic.
    
    -----------------------YANMEGA-------------------------
    Type: Bug/Flying
    Ability: Speed Boost/Tinted Lens
    Base Stats: 86 HP / 76 Atk / 86 Def / 116 SAtk / 56 SDef / 95 Spd
    Pros: Excellent Sp. Attack, Speed Boost is a very useful ability
    Cons: 4x Stealth Rock weakness, terrible Sp. Defense
    
    Yanmega @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    Ability: Speed Boost
    -Bug Buzz
    -Air Slash
    -Protect
    -Hypnosis/Hidden Power [Ice]
    
    Yanmega makes a great lead for the team. After one Protect, your Speed boost
    will allow you to outrun almost every opponent you'll face. Bug Buzz and Air
    Slash are great STAB moves that can help you take on common leads like 
    Weavile and Choice Scarf Heracross. HP Ice is handy for Dragons like Salamence
    and Garchomp. A quick Hypnosis can put any other opponent temporarily out
    of commission. 
    
    Yanmega @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Tinted Lens
    -Bug Buzz
    -Air Slash
    -Hidden Power [Ice]
    -Shadow Ball
    
    Tinted Lens can erase an enemy's resistance to one of Yanmega's attacks. 
    Shadow Ball is for Ghosts types.
    
    -----------------------LEAFEON--------------------------
    Type: Grass
    Ability: Leaf Guard
    Base Stats: 65 HP / 110 Atk / 130 Def / 60 SAtk / 65 SDef / 95 Spd
    Pros: Excellent Defense, great Attack
    Cons: Limited movepool 
    
    Leafeon @Leftovers
    EVs: 252 HP / 54 Atk / 204 Spd
    Jolly Nature
    -Leaf Blade
    -Swords Dance
    -Baton Pass
    -Synthesis/Grasswhistle
    
    Leafeon excels at one thing above all others: Baton Passing Swords Dance. It
    has great Speed to pull it off and unlike certain other Swords passers 
    (i.e. Ninjask) it can take plenty of physical hits with its great Defense.
    Synthesis keeps it alive while Grasswhistle, though inaccurate, can put
    potential counters and phazers to sleep. 
    
    Leafeon @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Leaf Blade
    -X-Scissor
    -Aerial Ace
    -Return
    
    Leafeon has great Attack power, but a bad movepool. Still, you can make some
    use of a Choice Band set for the sake of novelty. X-Scissor takes care of 
    enemy Grass types, Aerial Ace for Bugs, and Return is just a general filler. 
    It's also your best choice against Flying and Poison types. 
    
    -----------------------GLACEON--------------------------
    Type: Ice
    Ability: Snow Cloak
    Base Stats: 65 HP / 60 Atk / 110 Def / 130 SAtk / 95 SDef / 65 Spd
    Pros: Excellent Sp. Attack, great defenses
    Cons: Limited movepool, slow, Stealth Rock weakness
    
    Glaceon @Leftovers
    EVs: 252 HP / 252 SAtk / 6 Spd
    Modest Nature
    -Ice Beam
    -Hidden Power [Electric/Fighting]
    -Wish
    -Fake Tears
    
    Ice Beam and HP Electric together provide great coverage. Electric hits the
    Water types that are resistant to Ice moves. HP Fighting also works since its
    supereffective against Steel types. Wish is good for support for both Glaceon
    and the rest of the team. Fake Tears lets Glaceon hit harder. Even Blissey 
    will take a ton of damage after her Special Defense has been lowered.
    
    Glaceon @Choice Specs
    EVs: 252 HP / 252 SAtk / 6 Spd
    Modest Nature
    -Ice Beam
    -Hidden Power [Fighting]
    -Shadow Ball
    -Blizzard
    
    Like its cousins, Glaceon has a poor movepool when it comes to offensive 
    attacks. But its amazing Sp. Attack makes up for this. Shadow Ball hits 
    Starmie and Slowbro, who resist the combination of Ice Beam and HP Fighting.
    Blizzard is mostly filler but is a great choice if it is Hailing since it
    becomes 100% accurate.
    
    -----------------------GLISCOR-------------------------
    Type: Ground/Flying
    Ability: Sand Veil/Hyper Cutter
    Base Stats: 75 HP / 95 Atk / 125 Def / 45 SAtk / 75 SDef / 95 Spd
    Pros: Excellent Defense, good physical and support movepool, the most reliable
          Heracross counter
    Cons: 4x Ice weakness
    
    Gliscor @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def
    Impish Nature
    Ability: Sand Veil
    -Earthquake
    -Aerial Ace
    -Roost
    -Knock Off/Stealth Rock
    
    Gliscor is an excellent physical wall and also has very good Speed and Attack
    compared to other walls. Earthquake and Aerial Ace are for STAB and provide
    good coverage against many different opponents. Roost keeps it healthy. Knock
    Off and Stealth Rock are good support options. 
    
    Gliscor @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Hyper Cutter
    -Earthquake
    -Aerial Ace
    -Stone Edge
    -U-Turn
    
    Even as a sweeper, Gliscor's high Defense and unique type combo let it take
    physical hits better than other Choice Banders. Stone Edge for Flyers and 
    U-Turn to scout for enemy switch-ins.
    
    Gliscor @Leftovers
    EVs: 252 HP / 6 Atk / 252 Spd
    Jolly Nature
    Ability: Sand Veil
    -Earthquake
    -Swords Dance
    -Taunt
    -Baton Pass
    
    Gliscor also makes a great Baton Passer. It doesn't fear most phazers since it
    has Taunt to stop Roar/Whirlwind. 
    
    -----------------------MAMOSWINE-----------------------
    Type: Ground/Ice
    Ability: Snow Cloak/Oblivious
    Base Stats: 110 HP / 130 Atk / 80 Def / 70 SAtk / 60 SDef / 80 Spd
    Pros: Great HP and excellent Attack, gets STAB on two very useful types
    Cons: Poor Sp. Defense
    
    Mamoswine @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Snow Cloak
    -Earthquake
    -Stone Edge
    -Ice Shard
    -Superpower
    
    A Choice Banded Ice Shard is a sure OHKO on most Dragon opponents (as well as
    other Pokemon with 4x Ice weakness). Steels and Waters will get hit hard with
    a powerful Earthquake. Stone Edge is for Flyers without Ice weaknesses, like
    Gyarados. Superpower is mainly for Bronzong, who resists every other move on
    this set.
    
    Mamoswine @Leftovers
    EVs: 252 HP / 252 Atk / 6 SDef
    Adamant Nature
    Ability: Snow Cloak
    -Curse
    -Earthquake
    -Ice Shard
    -Stone Edge/Avalanche
    
    Curse is Mamoswine's only means of raising its Attack and it also helps out 
    its rather mediocre Defense. Ice Shard can still hit first, bypassing however 
    many Speed drops Mamoswine has. Avalanche can be used as a stronger Ice move 
    since Mamoswine is going to be going last anyways. 
    
    Mamoswine @Leftovers
    EVs: 252 HP / 252 Atk / 6 SDef
    Adamant Nature
    Ability: Snow Cloak
    -Earthquake
    -Avalanche/Ice Fang
    -Rest
    -Sleep Talk
    
    With the RestTalk set, Mamoswine can take more hits to keep on attacking.
    
    Mamoswine @Focus Sash
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Snow Cloak
    -Stealth Rock
    -Endeavor
    -Ice Shard
    -Earthquake
    
    This set makes an excellent lead. You can set up a Stealth Rock when the 
    oppurtunity comes. But you can also surprise the enemy with Endeavor if they
    decide to attack you and get you to a very low health. Once that happens, 
    finish them off with a quick Ice Shard. Being immune to Hail and Sandstorm lets
    you pull this strategy off without having to worry about dieing from weather
    damage. Earthquake can kill or scare off Steel type leads like Heatran, 
    Metagross, and Jirachi. 
    
    -----------------------PORYGON-Z-----------------------
    Type: Normal
    Ability: Download/Adaptability
    Base Stats: 85 HP / 80 Atk / 70 Def / 135 SAtk / 75 SDef / 90 Spd
    Pros: Amazing Sp. Attack, good Speed, diverse movepool, great new abilities
    Cons: Frail defenses
     
    Porygon-Z @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Timid Nature
    Ability: Adaptability
    -Tri-Attack
    -Thunderbolt/Dark Pulse
    -Ice Beam/Hidden Power [Fighting]
    -Nasty Plot
    
    Even Blissey fears Porygon-Z with Nasty Plot, since it can quickly raise its
    Special Attack to phenomenal heights. A boosted Tri-Attack will devastate a 
    ton of Pokemon. Ice + Electric or Fighting + Dark covers the opponents that
    are resistant to Normal attacks. 
    
    Porygon-Z @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    Ability: Adaptability
    -Tri-Attack
    -Thunderbolt
    -Ice Beam
    -Dark Pulse
    
    It can rip through teams hard and fast with a Choice Band attached. Choice 
    Scarf gives it no power boost, but makes it a speedy revenge-killer.
    
    -----------------------GALLADE-------------------------
    Type: Psychic/Fighting
    Ability: Steadfast
    Base Stats: 68 HP / 125 Atk / 65 Def / 65 SAtk / 115 SDef / 80 Spd
    Pros: Excellent Attack and Sp. Defense, diverse movepool, large variety of 
          status moves
    Cons: Mediocre Speed, frail Defense
    
    Gallade @Leftovers/Life Orb/Expert Belt
    EVs: 228 HP / 252 Atk / 30 Spd
    Adamant Nature
    -Psycho Cut
    -Close Combat
    -Night Slash
    -Swords Dance/Hypnosis/Thunder Wave/Will-o-wisp
    
    Gallade is a pretty special Fighting type. It has a great physical movepool, 
    it can take plenty of special hits, and it learns so many status moves. The 
    combination of Psychic, Fighting, and Dark cover every Pokemon in the game. 
    Swords Dance boosts its Attack, but you don't really need it when you can 
    cripple opponents with a status effect. 
    
    Gallade @Choice Band
    EVs: 228 HP / 252 Atk / 30 Spd
    Adamant Nature
    -Close Combat
    -Psycho Cut
    -Night Slash
    -Stone Edge/Hypnosis/Thunder Wave/Will-o-wisp
    
    Of course, Gallade works great with a Choice Band. Stone Edge is 
    supereffective against the many Flying types in the game, but again, you can 
    use a status move to take on any counters.
    
    -----------------------PROBOPASS-----------------------
    Type: Rock/Steel
    Ability: Magnet Pull/Sturdy
    Base Stats: 60 HP / 55 Atk / 145 Def / 75 SAtk / 150 SDef / 40 Spd
    Pros: Amazing Defense and Sp. Defense
    Cons: 4x Ground and Fighting weakness, low offensive stats
    
    Probopass @Leftovers
    EVs: 252 HP / 98 Def / 104 SAtk / 56 SDef
    Quiet Nature
    Ability: Magnet Pull
    -Thunder
    -Taunt/Thunder Wave
    -Earth Power
    -Explosion/Magnet Rise
    
    Probopass makes a decent trapper for any Steel type that doesn't learn
    Earthquake (mainly Magnezone, Skarmory, and Mawile). Thunder takes care of 
    Skarmory while Taunt prevents it from Whirlwinding you away. Earth Power for
    Magnezone. Once you've disposed of them, your job is basically done. Explode
    and hopefully take something down with you. If you don't like exploding, you
    can use Magnet Rise to at least give yourself a Ground resistance.
    
    -----------------------DUSKNOIR------------------------
    Type: Ghost
    Ability: Pressure
    Base Stats: 45 HP / 100 Atk / 135 Def / 65 SAtk / 135 SDef / 45 Spd
    Pros: Excellent defenses and good Attack, great at blocking Rapid Spin
    Cons: Very low HP, slow, lacks a strong STAB move
    
    Dusknoir @Leftovers
    EVs: 252 HP / 76 Def / 180 SDef
    Careful/Impish Nature
    -Shadow Sneak
    -Thunderpunch
    -Will-o-wisp/Fire Punch
    -Pain Split
    
    Dusknoir makes an all around good wall and is a threat to most Rapid Spinners
    out there. Shadow Sneak bypasses its low Speed and allows it to attack first. 
    Thunderpunch is important for countering Gyarados and also hits Starmie. 
    Will-o-wisp cripples physical attackers, including the ones most threatening
    to Dusknoir like Weavile and Tyranitar. Fire Punch can be used against
    Heracross, another threat to Dusknoir. Pain Split is an interesting
    healing move that can also lower the opponent's HP, but it can backfire if 
    your opponent has less HP than you. 
    
    Dusknoir @Choice Band
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    -Shadow Sneak
    -Thunderpunch
    -Ice Punch
    -Focus Punch
    
    Dusknoir has surprisingly good Attack for a wall and it can take advantage of
    that with the rather unusual Choice Band set. Ice Punch pairs nicely with
    Thunderpunch, hitting the Ground, Grass, and Dragon types that are resistant
    to Electric. With prediction, Focus Punch can OHKO Weavile, Tyranitar, and
    other Dark types when they switch in.
    
    Dusknoir @Leftovers
    EVs: 252 HP / 76 Def / 180 SDef
    Careful/Impish Nature
    -Ice Punch/Shadow Punch
    -Thunderpunch
    -Rest
    -Sleep Talk
    
    Rest + Sleep Talk is a more reliable healing strategy than relying on Pain 
    Split, but it does sacrifice the diversity of your moves. Still, this Dusknoir
    can last a long time and doesn't mind being statused.
    
    -----------------------FROSLASS------------------------
    Type: Ice/Ghost
    Ability: Snow Cloak
    Base Stats: 70 HP / 80 Atk / 70 Def / 80 SAtk / 70 SDef / 110 Spd
    Pros: Great Speed, the only Spiker immune to Rapid Spin
    Cons: All stats besides Speed are mediocre, Weakness to Stealth Rock and 
          Pursuit
    
    Froslass @Leftovers/Focus Sash
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Ice Beam
    -Thunderbolt
    -Spikes
    -Destiny Bond
    
    Spikes is Froslass's speciality. You can set up the full three layers of
    Spikes without worrying about the opponent Spinning them away. Hit opponents
    with one of your offensive moves if they are weak to it. Ice Beam and 
    Thunderbolt provide great coverage. Froslass is frail, so before you die,
    use Destiny Bond to take your opponent with you.
    
    Froslass @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Ice Beam
    -Thunderbolt
    -Shadow Ball
    -Hidden Power [Fighting]
    
    With a Choice Specs set, Froslass can cover every opponent in the game.
    Shadow Ball handles enemy Ghost types while HP Fighting is for Darks.
    
    -----------------------ROTOM---------------------------
    Type: Electric/Ghost
    Ability: Levitate
    Base Stats: 50 HP / 50 Atk / 77 Def / 95 SAtk / 77 SDef / 91 Spd
    Pros: Unique type combo, good Sp. Attack
    Cons: Overall stats are mediocre, poor HP, limited movepool
    
    Rotom @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Thunderbolt
    -Shadow Ball
    -Thunder Wave
    -Will-o-wisp
    
    With double status moves, Rotom can really mess opponents up. Physical 
    sweepers especially don't like being burned or paralyzed. Finish them off
    with your STAB moves or leave the job to other members of your team.
    
    Rotom @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Thunderbolt
    -Shadow Ball
    -Trick
    -Hidden Power [Ice/Grass]
    
    Fire away with your special attacks and if something like Blissey shows,
    mess it up with Choice Specs/Scarf. HP Ice and Grass are both for Ground types.
    Ice takes care of Dragons while Grass is more for Ground/Waters like Swampert
    or Ground/Rocks like Golem.
    
    -----------------------ROTOM-FREEZE---------------------------
    Type: Electric/Ghost
    Ability: Levitate
    Base Stats: 50 HP / 50 Atk / 106 Def / 105 SAtk / 106 SDef / 86 Spd
    Pros: Unique type combo, good Sp. Attack, great defenses, learns Blizzard,
          Good in Hail teams
    Cons: Poor HP, Pursuit weakness
    
    Rotom-F @Leftovers
    EVs: 252 HP / 168 Def / 88 Spd
    Modest/Timid Nature
    -Thunderbolt
    -Blizzard
    -Shadow Ball/Hidden Power [Ground]
    -Will-O-wisp/Reflect
    
    This is the standard set if you want to use Rotom as an anti-Spinner. Rapid
    Spinners like Forretress, Starmie, and Donphan won't be able to get pass you.
    HP Ground hits Magnezone, who resists both Thunderbolt and Blizzard. 
    Will-o-wisp and Reflect both serve to lower the amount of damage that physical
    sweepers can do to you.
    
    Rotom-F @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SpA / 252 Spd
    Modest/Timid Nature
    -Thunderbolt
    -Blizzard
    -Trick
    -Hidden Power [Ground]
    
    Rotom-F's ability to learn Blizzard means it has a powerful attack to hit Grass
    and Dragons and Grounds resistant to Electric. Trick is reserved for any walls 
    that try to switch in.  
    
    Rotom-F @Leftovers
    EVs: 252 HP / 168 Def / 88 Spd
    Calm/Bold Nature
    -Blizzard
    -Thunderbolt/Shadow Ball
    -Thunder Wave
    -Will-o-wisp
    
    With double status moves, Rotom-F can really mess opponents up. Physical 
    sweepers especially don't like being burned or paralyzed. Finish them off
    with your other moves or leave the job to other members of your team.
    
    Rotom-F @Leftovers
    EVs: 252 HP / 136 Def / 120 SDef
    Calm/Bold Nature
    -Blizzard
    -Thunderbolt/Shadow Ball
    -Rest
    -Sleep Talk
    
    Without any reliable recovery moves, the only way it can keep itself alive is
    to use a RestTalk set. This is very good on Hail stall teams since it can take 
    repeated hits and heal the damage. 
    
    Rotom-F @Light Clay
    EVs: 252 HP / 136 Def / 120 SDef
    Calm/Bold Nature
    -Blizzard
    -Thunderbolt/Discharge
    -Reflect
    -Light Screen
    
    Dual Screen is another strategy that Rotom-F can perform well. The two screens
    greatly aid your team in being able to take hits. Discharge can be used here to
    cause paralysis while dealing damage. 
    
    -----------------------ROTOM-WASH---------------------------
    Type: Electric/Ghost
    Ability: Levitate
    Base Stats: 50 HP / 50 Atk / 106 Def / 105 SAtk / 106 SDef / 86 Spd
    Pros: Unique type combo, good Sp. Attack, great defenses, learns Hydro Pump,
          good on Rain Dance teams
    Cons: Poor HP, Pursuit weakness
    
    Rotom-W @Leftovers
    EVs: 252 HP / 168 Def / 88 Spd
    Modest/Timid Nature
    -Thunderbolt
    -Hydro Pump
    -Shadow Ball
    -Will-O-wisp/Reflect
    
    This is the standard set if you want to use Rotom as an anti-Spinner. Rapid
    Spinners like Forretress, Starmie, and Donphan won't be able to get pass you.
    Will-o-wisp and Reflect both serve to lower the amount of damage that physical
    sweepers can do to you.
    
    Rotom-W @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SpA / 252 Spd
    Modest/Timid Nature
    -Thunderbolt
    -Hydro Pump
    -Shadow Ball
    -Trick
    
    Give yourself some extra power or speed with a Choice set to take advantage of
    Rotom-W's very nice Special Attack stat. Trick is reserved for any walls that 
    try to switch in.  
    
    Rotom-W @Leftovers
    EVs: 252 HP / 168 Def / 88 Spd
    Calm/Bold Nature
    -Hydro Pump
    -Thunderbolt/Shadow Ball
    -Thunder Wave
    -Will-o-wisp
    
    With double status moves, Rotom-W can really mess opponents up. Physical 
    sweepers especially don't like being burned or paralyzed. Finish them off
    with your other moves or leave the job to other members of your team.
    
    Rotom-W @Leftovers
    EVs: 252 HP / 136 Def / 120 SDef
    Calm/Bold Nature
    -Hydro Pump
    -Thunderbolt/Shadow Ball
    -Rest
    -Sleep Talk
    
    Without any reliable recovery moves, the only way it can keep itself alive is
    to use a RestTalk set. 
    
    Rotom-W @Light Clay
    EVs: 252 HP / 136 Def / 120 SDef
    Calm/Bold Nature
    -Hydro Pump
    -Thunderbolt/Discharge
    -Reflect
    -Light Screen
    
    Dual Screen is another strategy that Rotom-W can perform well. The two screens
    greatly aid your team in being able to take hits. Discharge can be used here to
    cause paralysis while dealing damage.
    
    Rotom-W @Damp Rock
    EVs: 252 HP / 6 Def / 252 Spe
    Modest/Timid Nature
    -Hydro Pump
    -Thunder
    -Rain Dance
    -Shadow Ball/Hidden Power [Ice]
    
    This is a moveset exclusive to Rotom-W and should be used on a Rain Dance team.
    After setting up the rain, Thunder will be 100% accurate and Hydro Pump will
    be boosted. Shadow Ball is good for STAB, but HP Ice will take care of Grass.
    
    -----------------------ROTOM-HEAT---------------------------
    Type: Electric/Ghost
    Ability: Levitate
    Base Stats: 50 HP / 50 Atk / 106 Def / 105 SAtk / 106 SDef / 86 Spd
    Pros: Unique type combo, good Sp. Attack, great defenses, learns Overheat,
          good Steel counter
    Cons: Poor HP, Pursuit weakness
    
    Rotom-W @Leftovers
    EVs: 252 HP / 168 Def / 88 Spd
    Modest/Timid Nature
    -Thunderbolt
    -Overheat
    -Shadow Ball
    -Will-O-wisp/Reflect
    
    This is the standard set if you want to use Rotom as an anti-Spinner. Rapid
    Spinners like Forretress, Starmie, and Donphan won't be able to get pass you.
    Overheat is very useful in destroying Scizor and other troublesome Steels. 
    Will-o-wisp and Reflect both serve to lower the amount of damage that physical
    sweepers can do to you.
    
    Rotom-H @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SpA / 252 Spd
    Modest/Timid Nature
    -Thunderbolt
    -Overheat
    -Shadow Ball
    -Trick
    
    Give yourself some extra power or speed with a Choice set to take advantage of
    Rotom-H's very nice Special Attack stat. Trick is reserved for any walls that 
    try to switch in.  
    
    Rotom-H @Leftovers
    EVs: 252 HP / 168 Def / 88 Spd
    Calm/Bold Nature
    -Overheat
    -Thunderbolt/Shadow Ball
    -Thunder Wave
    -Will-o-wisp
    
    With double status moves, Rotom-H can really mess opponents up. Physical 
    sweepers especially don't like being burned or paralyzed. Finish them off
    with your other moves or leave the job to other members of your team.
    
    Rotom-H @Leftovers
    EVs: 252 HP / 136 Def / 120 SDef
    Calm/Bold Nature
    -Overheat
    -Thunderbolt/Shadow Ball
    -Rest
    -Sleep Talk
    
    Without any reliable recovery moves, the only way it can keep itself alive is
    to use a RestTalk set. 
    
    Rotom-H @Light Clay
    EVs: 252 HP / 136 Def / 120 SDef
    Calm/Bold Nature
    -Overheat
    -Thunderbolt/Discharge
    -Reflect
    -Light Screen
    
    Dual Screen is another strategy that Rotom-H can perform well. The two screens
    greatly aid your team in being able to take hits. Discharge can be used here to
    cause paralysis while dealing damage.
    
    -----------------------ROTOM-CUT---------------------------
    Type: Electric/Ghost
    Ability: Levitate
    Base Stats: 50 HP / 50 Atk / 106 Def / 105 SAtk / 106 SDef / 86 Spd
    Pros: Unique type combo, good Sp. Attack, great defenses, learns Leaf Storm
    Cons: Poor HP, Pursuit weakness
    
    Rotom-C @Leftovers
    EVs: 252 HP / 168 Def / 88 Spd
    Modest/Timid Nature
    -Thunderbolt
    -Leaf Storm
    -Shadow Ball
    -Will-O-wisp/Reflect
    
    This is the standard set if you want to use Rotom as an anti-Spinner. Rapid
    Spinners like Forretress, Starmie, and Donphan won't be able to get pass you.
    Will-o-wisp and Reflect both serve to lower the amount of damage that physical
    sweepers can do to you.
    
    Rotom-C @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SpA / 252 Spd
    Modest/Timid Nature
    -Thunderbolt
    -Leaf Storm
    -Shadow Ball
    -Trick
    
    Give yourself some extra power or speed with a Choice set to take advantage of
    Rotom-C's very nice Special Attack stat. Trick is reserved for any walls that 
    try to switch in.  
    
    Rotom-C @Leftovers
    EVs: 252 HP / 168 Def / 88 Spd
    Calm/Bold Nature
    -Leaf Storm
    -Thunderbolt/Shadow Ball
    -Thunder Wave
    -Will-o-wisp
    
    With double status moves, Rotom-C can really mess opponents up. Physical 
    sweepers especially don't like being burned or paralyzed. Finish them off
    with your other moves or leave the job to other members of your team.
    
    Rotom-C @Leftovers
    EVs: 252 HP / 136 Def / 120 SDef
    Calm/Bold Nature
    -Leaf Storm
    -Thunderbolt/Shadow Ball
    -Rest
    -Sleep Talk
    
    Without any reliable recovery moves, the only way it can keep itself alive is
    to use a RestTalk set. 
    
    Rotom-C @Light Clay
    EVs: 252 HP / 136 Def / 120 SDef
    Calm/Bold Nature
    -Leaf Storm
    -Thunderbolt/Discharge
    -Reflect
    -Light Screen
    
    Dual Screen is another strategy that Rotom-C can perform well. The two screens
    greatly aid your team in being able to take hits. Discharge can be used here to
    cause paralysis while dealing damage.
    
    -----------------------ROTOM-Spin---------------------------
    Type: Electric/Ghost
    Ability: Levitate
    Base Stats: 50 HP / 50 Atk / 106 Def / 105 SAtk / 106 SDef / 86 Spd
    Pros: Unique type combo, good Sp. Attack, great defenses, learns Air Slash
    Cons: Poor HP, Pursuit weakness, outclassed by other Rotoms
    
    Rotom-S @Leftovers
    EVs: 252 HP / 168 Def / 88 Spd
    Modest Nature
    -Discharge/Thunder Wave
    -Air Slash
    -Shadow Ball
    -Confuse Ray
    
    Rotom-S's version of the anti-Spinner set is also a parafusion set. Paralyze
    your opponents, then give them confusion. Air Slash can also make them flinch,
    reducing their ability to attack even more. 
    
    Rotom-S @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SpA / 252 Spd
    Modest/Timid Nature
    -Thunderbolt
    -Air Slash
    -Shadow Ball
    -Trick
    
    Give yourself some extra power or speed with a Choice set to take advantage of
    Rotom-S's very nice Special Attack stat. Trick is reserved for any walls that 
    try to switch in.  
    
    Rotom-S @Leftovers
    EVs: 252 HP / 168 Def / 88 Spd
    Calm/Bold Nature
    -Air Slash
    -Thunderbolt/Shadow Ball
    -Thunder Wave
    -Will-o-wisp
    
    With double status moves, Rotom-S can really mess opponents up. Physical 
    sweepers especially don't like being burned or paralyzed. Finish them off
    with your other moves or leave the job to other members of your team.
    
    Rotom-S @Leftovers
    EVs: 252 HP / 136 Def / 120 SDef
    Calm/Bold Nature
    -Air Slash
    -Thunderbolt/Shadow Ball
    -Rest
    -Sleep Talk
    
    Without any reliable recovery moves, the only way it can keep itself alive is
    to use a RestTalk set. 
    
    Rotom-S @Light Clay
    EVs: 252 HP / 136 Def / 120 SDef
    Calm/Bold Nature
    -Air Slash
    -Thunderbolt/Discharge
    -Reflect
    -Light Screen
    
    Dual Screen is another strategy that Rotom-S can perform well. The two screens
    greatly aid your team in being able to take hits. Discharge can be used here to
    cause paralysis while dealing damage.
    
    -----------------------UXIE----------------------------
    Type: Psychic
    Ability: Levitate
    Base Stats: 75 HP / 75 Atk / 130 Def / 75 SAtk / 130 SDef / 95 Spd
    Pros: Excellent Defense and Special Defense
    Cons: Pretty much outclassed by Cresselia, Pursuit weakness
    
    Uxie @Choice Scarf
    EVs: 252 HP / Def / Spd
    Impish Nature
    -Stealth Rock
    -Trick
    -U-Turn
    -Reflect/Thunder Wave
    
    Uxie makes a good lead that is bulky and full of support moves. Setting up an
    early Stealth Rock is important. Trick can cripple any walls that Uxie meets,
    like Hippowdon or Bronzong. Reflect and Thunder Wave are both useful options.
    U-Turn is used for scouting.
    
    Uxie @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    -Psychic/Thunderbolt
    -U-Turn
    -Stealth Rock
    -Yawn
    
    This set features moves that set Uxie apart from Cresselia. U-Turn lets you
    escape from opponents that use Pursuit. Stealth Rock is for general support
    and Yawn combines nicely with it, forcing opponents to switch. You can use
    Psychic for STAB, but Thunderbolt lets you counter Gyarados. 
    
    Uxie @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    -Psychic/Grass Knot
    -Thunderbolt
    -Rest
    -Sleep Talk
    
    A sturdy RestTalk set. Again, Thunderbolt is there for Gyarados. Grass Knot
    hits heavy Ground types like Swampert and Rhyperior (if it doesn't have
    Megahorn).
    
    -----------------------MESPRIT-------------------------
    Type: Psychic
    Ability: Levitate
    Base Stats: 80 HP / 105 Atk / 105 Def / 105 SAtk / 105 SDef / 80 Spd
    Pros: Overall good stats, especially Sp. Attack and defenses, ability to learn
          Boltbeam
    Cons: Pursuit weakness
    
    Mesprit @Leftovers
    EVs: 68 HP / 252 SAtk / 190 Spd
    Modest Nature
    -Psychic
    -Thunderbolt
    -Ice Beam
    -Calm Mind
    
    Mesprit's advantage over the other pixies is that it can learn the famous
    BoltBeam combo and has access to Calm Mind as well. Boost your special stats
    then fire away with your special moves. 
    
    Mesprit @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Psychic
    -Thunderbolt
    -Ice Beam
    -Grass Knot
    
    Mesprit has a pretty diverse special movepool and great stats to go along 
    with it. Grass Knot is for the ever threatening Tyranitar as well as other
    Pokemon with major Grass weaknesses. 
    
    Mesprit @Leftovers
    EVs: 252 HP / 178 Def / 80 SAtk
    Bold Nature
    -Thunderbolt
    -Ice Beam
    -Psychic
    -U-Turn/Reflect/Light Screen
    
    This set lets Mesprit play a defensive role similar to that of Cresselia and
    Uxie. However, Mesprit has far better Sp. Attack and access to stronger moves.
    This lets it take down threats like Gyarados and Garchomp more easily. It only
    wishes it had a reliable healing move. 
    
    -----------------------AZELF---------------------------
    Type: Psychic
    Ability: Levitate
    Base Stats: 70 HP / 125 Atk / 70 Def / 125 SAtk / 70 SDef / 115 Spd
    Pros: Excellent offenses and Speed
    Cons: Frail defenses, Pursuit weakness
    
    Azelf @Focus Sash
    EVs: 4 HP / 252 SAtk / 252 Spd
    Naive Nature
    -Stealth Rock
    -Taunt
    -Explosion
    -Fire Blast/Psychic
    
    If you're looking for a lead that is very fast and can set up Stealth Rock, you
    can't go wrong with Azelf. Taunt is useful as well for stopping opponent 
    Stealth Rockers like Hippowdon or Bronzong. When you have your rocks set up 
    and you've already been damaged, it's generally a good time to explode. Fire
    Blast is for common Steel leads like Metagross while Psychic gives you STAB
    and is useful against 
    
    Azelf @Life Orb
    EVs: 4 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Psychic
    -Flamethrower
    -Nasty Plot
    -Hidden Power [Fighting]/Grass Knot  
    
    Azelf is one of the most dangerous special sweepers in the OU game. Even
    Blissey is threatened by a Nasty Plotted Psychic. Flamethrower takes care of
    Steel types as well as Weavile. HP Fighting covers other Dark types like
    Tyranitar and Houndoom, and also Heatran. Grass Knot is a better choice for
    Tyranitar, though its ineffective against Houndoom and Heatran.
    
    Azelf @Choice Specs/Choice Scarf
    EVs: 36 Atk / 220 Spd / 252 SAtk
    Naive Nature
    -Psychic
    -Flamethrower
    -Hidden Power [Fighting]/Grass Knot
    -Explosion/U-Turn/Trick
    
    Choice Specs opens up your last slot for an offensive move. Since you no
    longer have Nasty Plot, this is the move to counter Blissey. Explosion can
    easily take her out in one hit. But if you don't like blowing up your Azelf,
    you can use U-Turn to dent Blissey and switch to an appropriate counter. 
    Trick also messes Blissey up, making her much less useful for the rest of the
    battle.
    
    Azelf @Choice Band/Choice Scarf
    EVs: 4 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Zen Headbutt
    -Fire Punch
    -Explosion
    -U-Turn/Trick
    
    With an Attack stat equal to its Special Attack, physical sweeping Azelf can 
    give your opponents a big surprise if they expect a special attacker. 
    
    -----------------------DIALGA--------------------------
    Type: Dragon/Steel
    Ability: Pressure
    Base Stats: 100 HP / 120 Atk / 120 Def / 150 SAtk / 100 SDef / 90 Spd
    Pros: Excellent Sp. Attack, great type combo which gives it many resistances
    Cons: Slow, no healing moves (besides Rest), can't boost its Special stats
    
    Dialga @Choice Specs
    EVs: 6 HP / 252 Spd / 252 SAtk
    Timid Nature
    -Draco Meteor
    -Overheat
    -Aura Sphere
    -Thunder/Dragon Pulse
    
    With a Choice Specs set, Dialga can tear through many opponents with a super
    powerful Draco Meteor. Any Steel types that try to stand up to it will get
    hit by Overheat. Aura Sphere is for enemy Dialgas, who aren't weak to either
    of the above moves. It's also for Blissey and Heatran, should anyone choose
    to use it. Thunder is for Kyogre while Dragon Pulse is a more reliable 
    Dragon move for opponents who have already been weakened. 
    
    Dialga @Adamant Orb/Leftovers
    EVs: 252 HP / 6 Atk / 252 SDef
    Careful Nature
    -Dragon Claw
    -Earthquake
    -Stone Edge/Shadow Claw
    -Bulk Up
    
    Being a Steel type, Dialga is resistant to a variety of different types. 
    Therefore, a defensive set up works well. Bulk Up Dialga's Attack and Defense,
    then hit enemies with a Dragon Claw. Earthquake is there for other Steel 
    types - Dialga and Metagross mostly. Stone Edge and Shadow Claw both hit
    Lugia hard.
    
    Dialga @Leftovers
    EVs: 252 HP / 6 Def / 252 SDef
    Careful/Calm Nature
    -Dragon Claw/Dragon Pulse
    -Bulk Up/Earth Power/Toxic
    -Rest
    -Sleep Talk
    
    A RestTalk set. Dialga can be physical or special on this set. If physical,
    use Dragon Claw along with Bulk Up. Nothing is immune to Dragon, so using it 
    as your only attack is just fine. If special, use Dragon Pulse with either 
    Earth Power or Toxic. Since you have no way of boosting your Special Attack, 
    you'll want Earth Power to help out against Steel types. Toxic works for 
    general stalling since this set is meant to last a long time.
    
    -----------------------PALKIA--------------------------
    Type: Dragon/Water
    Ability: Pressure
    Base Stats: 90 HP / 120 Atk / 100 Def / 150 SAtk / 120 SDef / 100 Spd
    Pros: Excellent Sp. Attack, no weaknesses besides Dragon, works great
          when it's raining
    Cons: No healing moves (besides Rest), can't boost its Special stats
    
    Palkia @Lustrous Orb/Choice Specs
    EVs: 6 HP / 252 SpAtk / 252 Spd  
    Hasty Nature
    -Spacial Rend
    -Surf
    -Thunder
    -Aqua Tail
    
    Spacial Rend is Palkia's signature move and it's one of the best Dragon moves
    in the game. Even better is the fact that no Pokemon is immune to Dragon and
    many ubers are weak to it. Surf is Palkia's other STABed move. If it is 
    raining, Surf will prove to be super strong against all sorts of opponents.
    Thunder is there for Kyogre. Aqua Tail may seem out of place on an all special
    set, but it's there to take care of Blissey. In the rain, Aqua Tail can 
    easily defeat Blissey in two hits. 
    
    Palkia @Lustrous Orb/Leftovers
    EVs: 6 HP / 252 Atk / 252 Spd 
    Jolly Nature
    -Dragon Claw
    -Aqua Tail
    -Earthquake
    -Bulk Up
    
    Palkia can work just as well with a physical set. Its lower physical Attack
    is made up by the fact that it can boost it with Bulk Up and that most ubers
    have lower Defense than Sp. Defense. Dragon Claw and Aqua Tail for STAB and
    Earthquake is there for Steels like Dialga and Metagross. 
    
    Palkia @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd 
    Jolly Nature
    -Aqua Tail
    -Dragon Claw
    -Earthquake
    -Stone Edge
    
    Another physical set, this time with Choice Band. Stone Edge is for Lugia
    and will do more damage to Ho-oh if it's sunny. 
    
    -----------------------HEATRAN-------------------------
    Type: Fire/Steel
    Ability: Flash Fire
    Base Stats: 91 HP / 90 Atk / 106 Def / 130 SAtk / 106 SDef / 77 Spd
    Pros: Excellent Sp. Attack, great defenses, the only Pokemon that resists the 
          Dragon+Fire combo
    Cons: 4x Ground weakness, mediocre speed
    
    Heatran @Choice Specs/Choice Scarf
    EVs: 48 Atk / 252 SAtk / 208 Spd
    Naive/Rash/Modest Nature
    -Flamethrower/Fire Blast/Overheat
    -Dragon Pulse
    -Earth Power
    -Explosion/Hidden Power [Electric]
    
    Heatran has quite a few usable Fire moves. Choose Flamethrower for its 
    consistency, Fire Blast for power, or Overheat for a super strong hit-and-run
    move. Dragon Pulse covers Dragon types, who are resistant to Fire. Nothing
    else resists the combination of Fire and Dragon except for enemy Heatrans, who
    are taken care of by Earth Power. Explosion takes out Blissey and HP Electric
    is for Gyarados and other Water types. 
    Choice Scarf doesn't give you a SpAtk boost, but it allows you to outspeed 
    Dugtrio and other dangerous foes.
    
    Heatran @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    -Fire Blast
    -Earth Power
    -Will-o-wisp
    -Substitute
    
    This set gives a nasty surprise to all physical attackers in the form of 
    Will-o-wisp. Dragons, Tyranitar, Gyarados, and even special based Water types
    don't enjoy getting Burned. Use Earth Power for Fire types. Substitute lets
    you see what your opponent does. 
    
    Heatran @Shuca Berry
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid/Naive Nature
    -Stealth Rock
    -Fire Blast
    -Earth Power
    -Explosion
    
    Heatran is another good Stealth Rock lead and doesn't have to rely on Focus 
    Sash since it already has good defenses. After setting up your Rocks, you can
    attack the opponent or you can explode. Shuca Berry lets you survive most
    non-STAB Earthquakes as well as Earth Powers from enemy Heatran.
    
    Heatran @Leftovers
    EVs: 252 HP / 48 SAtk / 208 SDef
    Timid/Naive Nature
    -Fire Blast/Lave Plume
    -Earth Power
    -Rest
    -Sleep Talk
    
    Don't overlook Heatran's terrific defenses. It can wall many attacks and still
    have the power to deal significant damage. Lava Plume may be weak in comparison
    to Fire Blast, but it has a high chance of burning your opponent and this 
    set will have more chances of pulling that off since it can recover health. 
    
    -----------------------REGIGIGAS----------------------
    Type: Normal
    Ability: Slow Start
    Base Stats: 110 HP / 160 Atk / 110 Def / 80 SAtk / 110 SDef / 100 Spd
    Pros: Great HP and Defenses, excellent Speed and amazing Attack if Slow Start
          is gone.
    Cons: Slow Starts makes it terribly slow and physically weak. 
    
    Regigigas @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def
    Impish Nature
    -Return
    -Substitute
    -Thunder Wave
    -Knock Off/Focus Punch/Confuse Ray
    
    With its Attack and Speed cut in half, the only real thing Regigigas can do
    is act as a wall. Substitute to protect yourself from status moves while 
    inflicting your own status with Thunder Wave. Knock Off is great for general
    support while Focus Punch takes advantage of Sub to at least deal some damage
    to Rocks and Steels. Confuse Ray combines with Thunder Wave for some annoying
    Parafusion tactics.
    
    -----------------------GIRATINA-----------------------
    Type: Ghost/Dragon
    Ability: Pressure
    Base Stats: 150 HP / 100 Atk / 120 Def / 100 SAtk / 120 SDef / 90 Spd
    Pros: Excellent HP and great defenses
    Cons: No healing moves (besides Rest)
    
    Giratina @Leftovers
    EVs: 252 Def / 6 SAtk / 252 SDef
    Bold Nature
    -Dragon Pulse
    -Shadow Ball
    -Will-o-wisp
    -Calm Mind
    
    Calm Mind boosts your Sp. Defense while Will-o-wisp prevents physical attackers
    from messing with your Defense. Getting STAB on both Dragon and Ghost attacks
    is great, since many ubers are weak to those types of moves.
    
    Giratina @Leftovers
    EVs: 252 Def / 6 SAtk / 252 SDef
    Bold Nature
    -Dragon Pulse
    -Calm Mind
    -Rest
    -Sleep Talk
    
    Rest is Giratina's only form of healing, so you might as well take advantage of
    it. Like the previous set, Calm Mind boosts your special stats and lets you
    strike with a powered-up Dragon PUlse.
    
    Giratina @Choice Specs
    EVs: 6 Def / 252 SAtk / 252 SDef
    Modest Nature
    -Draco Meteor
    -Shadow Ball
    -Aura Sphere
    -Thunder
    
    Like most ubers, Giratina has a large special movepool and a nice Special 
    Attack stat. Draco Meteor for a powerful hit-and-run move, Shadow Ball for 
    STAB and a supereffective move against Psychics, Aura Sphere for Steels and 
    Blissey, and Thunder for Kyogre. 
    
    -----------------------GIRATINA-ORIGIN----------------------
    Type: Ghost/Dragon
    Ability: Levitate
    Base Stats: 150 HP / 120 Atk / 100 Def / 120 SAtk / 100 SDef / 90 Spd
    Pros: Excellent offenses and unique type combo
    Cons: No healing moves (besides Rest)
    
    Giratina-O @Gresious Orb
    EVs: 146 HP / 252 SAtk / 112 Spd
    Modest Nature
    -Dragon Pulse
    -Aura Sphere
    -Calm Mind
    -Substitute/Shadow Ball
    
    Giratina-O is a fantastic sweeper. Dragon Pulse is your main STAB move while
    Aura Sphere takes care of Steels, Tyranitar, and Blissey. Rack up a few
    Calm Minds and unleash your special attacks on the opposing team. Substitute
    can be used to block status moves like Toxic from ruining your sweep. However
    Shadow Ball can also be used for additional coverage and a second STAB move,
    useful for Lugia and Metagross.  
    
    Giratina-O @Gresious Orb
    EVs: 146 HP / 252 Atk / 112 Spd
    Adamant Nature
    -Outrage
    -Earthquake
    -Shadow Claw/Shadow Force
    -Substitute
    
    Giratina-O can also work as a physical sweeper. Outrage will do a ton of 
    damage to any non-Steel opponents. Those Steel-types will get hit hard by an
    Earthquake. A Ghost move is used once again as a second STAB move. Shadow Claw
    is rather weak, but reliable, while Shadow Force has power but is riskier to
    pull off. Substitute blocks status and can also give you a free turn to attack.
    
    Giratina-O @Gresious Orb
    EVs: 146 HP / 252 Atk / 112 Spd
    Adamant Nature
    -Outrage
    -Earthquake/Shadow Force
    -Rest
    -Sleep Talk
    
    Here's a sweeper set that gives Giratina-O some extra survivability while it
    attacks. Rest and Sleep Talk can restore your health again and again. If you
    use Outrage while Resting, you will never be locked into the move and you can
    switch out if the opponent tries to counter you.
    
    -----------------------CRESSELIA-----------------------
    Type: Psychic
    Ability: Levitate
    Base Stats: 120 HP / 70 Atk / 120 Def / 75 SAtk / 130 SDef / 85 Spd
    Pros: Excellent HP and defenses, great support movepool
    Cons: Pursuit weakness, Moonlight is hindered by the abundance of
          Sandstream
    
    Cresselia @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    -Ice Beam
    -Charge Beam/Grass Knot
    -Reflect
    -Moonlight/Thunder Wave
    
    Cresselia makes such a great wall for both physical and special attacks. 
    Ice Beam lets Cresselia easily counter Dragons like Garchomp and Salamence.
    Charge Beam is for Gyarados while Grass Knot hits Tyranitar hard. Reflect
    lets Cresselia survive even more physical hits and helps out the rest of the
    team as well. Moonlight helps Cresselia stay alive, but Sandstream will more
    often than not mess it up. So you can use Thunder Wave instead to paralyze
    any potential counters. 
    
    Cresselia @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold/Modest Nature
    -Psychic
    -Ice Beam
    -Calm Mind
    -Moonlight/Grass Knot
    
    Calm Mind boosts Cresselia's mediocre Sp. Attack while letting it take more
    special hits. Psychic is for STAB and also hits Heracross hard. Ice Beam for
    Dragons. You can Moonlight to stay healthy, but as mentioned above, 
    Sandstream will make it ineffective. So you can use Grass Knot instead for
    when Tyranitar shows up.
    
    Cresselia @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    -Ice Beam
    -Charge Beam/Thunder Wave
    -Rest
    -Sleep Talk
    
    Like any defensive Pokemon, Cresselia works great with a RestTalk set. Rest is
    a more reliable healing move than Moonlight since it isn't affected by
    Sandstream.
    
    -----------------------PHIONE-------------------------
    Type: Water
    Ability: Hydration
    Base Stats: 80 HP / 80 Atk / 80 Def / 80 SAtk / 80 SDef / 80 Spd
    Pros: Hydration...I guess
    Cons: Totally mediocre stats, limited movepool
    
    Phione @Leftovers/Damp Rock
    EVs: 252 HP / 252 SAtk / 6 Spd
    Modest Nature
    -Surf
    -Ice Beam/Grass Knot/Hidden Power [Electric]
    -Rest
    -Rain Dance
    
    A poor man's Manaphy. Oh well, at least it can put its ability to good use.
    Rain Dance to boost Surf's power and use Rest to instantly heal yourself when
    you need to. This can be pretty decent on a UU Rain Dance team. Ice Beam for 
    Grass types and Altaria, Grass Knot for Quagsire/Gastrodon, or HP Electric
    for Mantine and other Waters.
    
    -----------------------MANAPHY------------------------
    Type: Water
    Ability: Hydration
    Base Stats: 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spd
    Pros: Tail Glow and Hydration let it stand out from other Water types
    Cons: Despite its abilities, its stats are mediocre for an uber
    
    Manaphy @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Surf
    -Ice Beam
    -Grass Knot
    -Tail Glow
    
    With a couple of Tail Glows, Manaphy can even defeat Blissey with ease. This 
    is a testament to its power and why it's banned to ubers. Ice Beam kills off
    all those Dragon types and Grass Knot can take down Kyogre and Groudon with
    no problem. 
    
    Manaphy @Leftovers
    Evs: 6 HP / 252 SAtk / 252 Spd
    Bold Nature
    -Surf
    -Ice Beam/Grass Knot
    -Tail Glow
    -Rest
    
    Use this set on the same team as a Kyogre. Using Hydration, the rain will 
    instantly awaken you and you can sweep with a rain-boosted Surf. Without
    Calm Mind, Blissey will have a hard time taking you down since any status 
    effects she uses can be instantly cleared away.
    
    -----------------------DARKRAI------------------------
    Type: Dark
    Ability: Nightmare
    Base Stats: 70 HP / 90 Atk / 90 Def / 135 SAtk / 90 SDef / 125 Spd
    Pros: Excellent Speed and Sp Atk, unique ability that combines great with its
          unique move (Dark Void), diverse movepool
    Cons: Rather low HP
    
    Darkrai @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd  
    Timid Nature
    -Dark Void
    -Dark Pulse
    -Substitute/Taunt
    -Nasty Plot
    
    Nothing is immune to Dark and many ubers are weak to it, which makes this a
    very dangerous set. Substitute blocks status moves from Blissey and friends, 
    while its signature Dark Void puts foes to sleep. Taunt can prevent enemies
    from using Calm Mind or healing themselves with recovery moves. 
    Both of these moves give you time to Nasty Plot up and fire away boosted 
    Dark Pulses.
    
    Darkrai @Life Orb
    EVs: 58 Atk / 252 SAtk / 200 Spd 
    Hasty Nature
    -Dark Void
    -Dark Pulse
    -Focus Punch
    -Thunder/Spacial Rend
    
    Darkrai has a diverse movepool and can show it off in this set. Use a Dark
    Void on anything that might counter you. Then blast Dark Pulses at anything
    weak to it. Steels and Blisseys get a taste of Focus Punch. Thunder if you're
    afraid of Kyogre or you can use Spacial Rend to take on Dragons like Palkia.
    
    Darkrai @Choice Specs
    EVs: 6 Atk / 252 SAtk / 252 Spd  
    Hasty Nature
    -Dark Pulse
    -Thunder
    -Focus Punch
    -Ice Beam/Spacial Rend/Dark Void
    
    Of course, any special sweeper does well with a Choice Specs set and Darkrai
    is no different. You can still use Dark Void to put counters to sleep, then
    attack when you come back in.
    
    -----------------------SHAYMIN--------------------------
    Type: Grass
    Ability: Natural Cure
    Base Stats: 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spd
    Pros: Overall great stats, signature move Seed Flare
    Cons: Limited movepool, outclassed by Celebi
    
    Shaymin @Leftovers
    EVs: 252 HP / 94 SAtk / 164 Spd
    Timid Nature
    -Seed Flare
    -Substitute/Aromatherapy
    -Leech Seed
    -Rest
    
    Shaymin is very good at healing itself and the rest of the team. Aromatherapy
    cures status and Leech Seed saps health from opponents. Leech Seed can also
    be combined with Substitute for the annoying SubSeed strategy. Rest is 
    Shaymin's only way of healing lots of HP, but that's okay. With Natural Cure,
    it will be instantly awakened once it switches out. 
    
    Shaymin @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Seed Flare
    -Hidden Power [Fire/Ice]
    -Psychic
    -Earth Power
    
    It has a very limited movepool, but Choice Specs Shaymin stands out due to
    Seed Flare. HP Fire for Steels or HP Ice for Dragons and Flying Pokemon. 
    Psychic hits Heracross and Poisons like Weezing and Gengar. Earth Power is 
    needed for Heatran.
    
    Shaymin @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Seed Flare
    -Hidden Power [Fire/Ice]
    -Earth Power
    -Rest
    
    Fire away with your attacks, then when your health gets low you can Rest and
    switch out to fully cure yourself of Sleep. 
    
    -----------------------SHAYMIN-SKY-------------------------
    Type: Grass
    Ability: Serene Grace
    Base Stats: 100 HP / 103 Atk / 75 Def / 120 SAtk / 75 SDef / 127 Spd
    Pros: Excellent SpAtk and Speed, Serene Grace, Seed Flare
    Cons: 4x Ice weakness, Stealth Rock weakness
    
    Shaymin-S @Choice Specs/Choice Scarf/Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid/Modest Nature
    -Seed Flare
    -Air Slash
    -Earth Power
    -Hidden Power [Fire/Ice]
    
    Shaymin-S has speed, power, and luck on its side with this set. Seed Flare 
    and Air Slash can rip opponents apart with its massive chance of flinching and
    cutting Special Defense in half. Earth Power hits most Steel types who would
    otherwise wall you. HP Fire is for Skarmory and Bronzong, while HP Ice is for
    Dragons.
    
    Shaymin-S @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Seed Flare
    -Air Slash/Earth Power
    -Substitute
    -Leech Seed
    
    Since it's the fastest Grass type in the game, it has no problem pulling off a
    SubSeed set. The Substitute gives you insurance against things that normally
    counter you and gives you an extra chance to go for a flinch or a Sp. Defense
    drop. 
    
    -----------------------ARCEUS---------------------------
    Type: Normal
    Ability: Multi-Type
    Base Stats: 120 HP / 120 Atk / 120 Def / 120 SAtk / 120 SDef / 120 Spd 
    Pros: Highest base stat total of any Pokemon, extremely diverse movepool,
          unique ability and powerful signature move (Judgement)
    Cons: 120 isn't a stellar stat for an uber Pokemon, but having 6 of those 
          makes up for it.
    
    Arceus @Leftovers/Life Orb/Silk Scarf
    EVs: 80 HP / 252 Atk / 176 Spd
    Jolly Nature
    -Return/Extremspeed
    -Earthquake
    -Shadow Claw
    -Swords Dance
    
    With all the different types that Arceus can be, it's still very well off 
    being a plain Normal type. This lets you take advantage of items that aren't
    Plates. With the Swords Dance set, you can quickly boost your Attack while
    hitting enemies with a powerful Return or Extremespeed. Shadow Claw for Ghosts
    and Earthquake for Steels. 
    
    Arceus @Choice Band
    EVs: 80 HP / 252 Atk / 176 Spd
    Jolly Nature
    -Return/Extremespeed
    -Earthquake
    -Shadow Claw
    -Stone Edge
    
    A Choice Bander - no surprise here. Stone Edge hits harder on Lugia than 
    Shadow Claw and also does more damage to Ho-oh and Rayquaza.
    
    Arceus @Dread Plate/Spooky Plate/Insect Plate
    EVs: 92 HP / 240 SAtk / 176 Spd
    Timid Nature
    -Judgement 
    -Substitute
    -Calm Mind
    -Recover
    
    Most ubers are Psychic or part Psychic, so become a Dark, Ghost, or Bug type
    and hit them where it hurts. Blissey can't do anything to you when you have
    a protective Sub and can Recover as well. 
    
    Arceus @Draco Plate 
    EVs: 92 HP / 240 SAtk / 176 Spd
    Jolly Nature
    -Dragon Claw
    -Substitute
    -Swords Dance
    -Recover
    
    Similar idea to the previous set, except this one is physical and uses 
    Swords Dance to let your Attack skyrocket. Dragon type is the way to go here
    since it's the type that has the least amount of resistances.
    
    Arceus @ Iron Plate
    EVs: 252 HP / 198 Def / 60 SDef
    Careful Nature
    -Dragon Claw
    -Brick Break
    -Recover
    -Reflect/Light Screen
    
    Arceus has awesome HP and defenses, so turning it into a Steel type makes it
    resistant to all sorts of moves that ubers may throw at you. Dragon Claw
    and Brick Break cover many uber threats. Reflect or Light Screen let you
    support the rest of your team.
    
    Arceus @ Fist Plate/Insect Plate
    EVs: 90 HP / 252 SAtk / 168 Spd
    Timid Nature
    -Judgement
    -Shadow Ball/Ice Beam
    -Rest
    -Sleep Talk
    
    This set is the perfect counter for Darkrai. Absorb its Dark Void then use 
    Sleep Talk to hit it with a supereffective Judgement. If you're a Fighting
    type, Shadow Ball prevents you from being walled by the many Psychic type
    ubers. If you're a Bug type, use Ice Beam for Rayquaza, Dialga, and Ho-oh.
     
    ===========================FAQ===============================
    
    Q: I have a moveset that's not on the list. Can you add it in?
    A: It depends. I'll have to see if your moveset can fit the potential of the
       Pokemon and actually work without being easily countered. I won't accept
       movesets if you don't provide all the necessary info (EVs, Nature, Ability,
       Item, at least 4 moves, and a description of how the moveset works).
       Also, I can't add every moveset to this guide. I'm trying to keep it 
       somewhat simple, so if your moveset isn't different enough from the ones
       already on here, then it probably won't make it. 
    
    Q: How can I get better at competitive battling?
    A: The best way to get good at anything is to practice, practice, practice!
       While there are lots of good guides on the net to help you get started, 
       you'll never get good if you don't actually battle. And don't just battle
       your best friend or your little sibling. To be a good battler, you have 
       to challenge a wide variety of people who are experienced, even if they
       are more experienced than you.
    
    Q: Can you rate my team/make me a team?
    A: While I'd love to help people, I don't always have the time. I have a job,
       college, and my own website to attend to. I may answer your team/moveset
       questions if I feel like it, but don't count on it.
    
    Q: How do I get [move/item/Pokemon]?
    A: I could probably tell you, but you're better off finding it out for 
       yourself. A lot of the info you may be looking for is already on the
       rest of GameFAQs. If not, try asking it on the forums.
       
    Q: Can we battle sometime?
    A: Sure, I'm always up for a battle. To get my friend code, contact me in one
       of the following ways listed in the Contact Info section below. After we
       battle, I'll have to delete you from my Pal Pad since there's just not
       that much room on it. 
       
    
    ========================CLOSING REMARKS======================
    
    THE THANK YOUS
    
    -Nintendo/GameFreak for creating an endearing series that has remained super
     popular even after an entire decade.
    
    -GameFAQs.com for providing an expansive reference database for Pokemon and
     every other game. 
    
    -Smogon.com and its community for being the best center for competitive 
     battling on the internet, providing a ton of knowledge on movesets/strategies.
    
    -X-Act from Smogon for creating a neat Javascript EV calculator which really
     helped out on the EV spreads here. 
    
    -Serebii.net for having one of the most thorough D/P Pokedexes ever, along 
     with a wealth of other information.
    
    -Veekun.com for also having a great Pokedex (better looking than Serebii's)
     and providing easy at-a-glance info for the base stats
    
    -And of course, the readers (that's YOU) for checking out this guide. Whether
     you learned something or not, I still appreciate you for taking the time 
     to look through this.
    
    
    CONTACT INFO
    
    Website: http://www.arkeis.com - leave me a note on the shoutbox. I check my
             website every day, so this is probably the best way of contacting
             me.
    
    Forums: Smogon, Pkmncommunity, Serebii, NSider - My username is aragornbird 
            on all of those forums. Smogon and Pkmncommunity are the ones I'm 
            most active at (since I'm a moderator at those forums). Send me a PM
            if you like. I shall respond sooner or later.
    
    Email: aragornbird@yahoo.com - I only check my email twice a week so don't 
           email me unless you can wait a few days for a response. Put Pokemon
           or Moveset in the title since I get a ton of spam that I delete without
           looking at.
    
    Don't think that you can bother me or make me mad with spam. I won't care. 
    I'll just delete it without a second thought and you'll have wasted your time.
    
    
    LEGAL INFO
    
    This document is copyright 2007 Liang "aragornbird" Fang.
    
    You may not copy, reproduce, modify, or distribute this document in any way 
    without written permission from the owner. 
    
                            
    =======================VERSION HISTORY=============================
    
    Version 2.0 - 3/25/09 - Platinum update!
    Version 1.0 - 9/4/07 - Movesets and descriptions for all competitive Pokemon.
    Version 1.1 - 9/7/07 - Fixed a few mistakes and added a few extra movesets