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    Competitive Battling/Moveset Guide by aragornbird

    Version: 1.0 | Updated: 07/01/11 | Printable Version | Search This Guide

    
    =========================MOVESET GUIDE==============================
    ------------------------Pokemon Black/White-------------------------
    
    
    =======================VERSION HISTORY=============================
    
    Version 1.00 - 7/1/11 - (Finally) added Sinnoh Movesets.
    Version 0.90 - 3/25/11 - Added Hoenn Movesets.
    Version 0.80 - 3/14/11 - Added Johto Movesets.
    Version 0.70 - 3/10/11 - Added Kanto Movesets.
    Version 0.50 - 3/7/11 - First version of guide. Movesets and descriptions
                            for all Unova Pokemon.
    
    TABLE OF CONTENTS
    [1] How to Battle with Other People
    [2] Battle Modes
    [3] Tiers
    [4] To Dream or not to Dream
    [5] Clauses
    [6] Play Styles
    [7] Team Strategies
    [8] Roles
    [9] Commonly Used Terms
    [10] Offensive Threats - OU
    [11] Defensive Threats - OU
    [12] Format and Notes
    [13] Movesets - Kanto
    [14] Movesets - Johto
    [15] Movesets - Hoenn
    [16] Movesets - Unova
    [17] Closing Remarks
    
    ===============================================================================
    [1] HOW TO BATTLE WITH OTHER PEOPLE
    ===============================================================================
    
    Friend Code Battles - Introduced in Gen IV, this has been the standard way of 
    battling in the games. By trading friend codes with other people, you can 
    register them in your game and meet them online to battle. You'll need a Wi-Fi 
    internet connection in order to use this feature.  
    
    Random Match - Gen V allows you to battle with other people from around the 
    world without having to trade friend codes. Simply go to the upper level of any 
    Pokemon center and talk to the lady on the far right to access the Random Match 
    feature. Random battles are different from Friend Code battles in that they 
    have more rules such as what Pokemon you can and cannot use.
    
    Infrared Battles - If you are in the same vicinity with another Pokemon player
    you can use the C-Gear to battle with that person using your current team. You 
    do not need a WiFi connection for this although no one really uses this option 
    unless it's for a local tournament.
    
    Battle Simulator - Throughout the history of Pokemon competitive battling, many
    people have been using battle simulators instead of battling in the actual 
    game.
    
    A battle simulator is any computer program that mimics the battle mechanics of 
    the game. The most popular battle simulator for Gen V is Pokemon Online which 
    can be downloaded at http://www.pokemon-online.eu. It is totally free and works 
    for both PC and Mac.
    
    
    
    ===============================================================================
    [2] BATTLE MODES
    ===============================================================================
    
    Before you even think of creating a team, you need to decide what kind of 
    battle mode the team will be for. As of Gen V, there are 4 different modes of 
    battle that you can choose from.
    
    Single Battle  - The traditional form of battling where each side sends out 
    one Pokemon. It is by far the most popular mode of battle as well as the most 
    thoroughly researched one. Because of these facts, this guide will be mostly 
    dedicated to single battle strategies, but don't let that stop you from 
    exploring the other battle modes because I will be covering those as well.
    
    Double Battle  - Introduced in Gen III, double battles allow you to send out 
    two Pokemon at once. This mode introduces some features not avaiable in single 
    battles, such as the ability to target multiple Pokemon with a single move.
    
    Triple Battle  - Introduced in Gen V, triple battles allow you to send out 
    three Pokemon at once. This mode makes placement of the Pokemon important since 
    where your Pokemon is placed affects what opponents it can target. Some moves 
    allow you to target any opponent no matter what their position.
    
    Rotation Battle - Also introduced in Gen V, they are similar to triple battles 
    in that you can have 3 Pokemon out at once, but only one Pokemon will be active 
    at any time. You can rotate Pokemon around and these actions do not take up a 
    turn unlike other modes of battle.
    
    
    ===============================================================================
    [3] TIERS
    ===============================================================================
    
    Competitive battling uses a tier system which ranks Pokemon based on their 
    power or usage in battles. Tiers are also used to make the game more balanced 
    and diverse by keeping extremely overpowered Pokemon out of certain battles. 
    Keep in mind that tiers change all the time so a Pokemon in one tier won't 
    always be in that same tier. As new strategies and movesets are created, 
    some Pokemon become more popular and others become less popular. Tiers also 
    change when Nintendo releases events or sequels that give Pokemon new moves or 
    abilities. Below is an overview of the tiers:
    
    
    Ubers - These are Pokemon that are considered too strong for standard (OU) 
    battles. In Uber battles, all Pokemon can be used. The current list of Ubers is 
    as follows:
    
    Arceus
    Darkrai
    Deoxys (attack form)
    Deoxys (normal form)
    Dialga
    Giratina
    Giratina (origin form)
    Groudon
    Ho-Oh
    Kyogre
    Lugia
    Mewtwo
    Manaphy
    Palkia
    Rayquaza
    Reshiram
    Shaymin (sky form)
    Zekrom
    
    Additionally, some more Pokemon may be considered Uber depending on who you 
    are fighting. 
    
    OverUsed (OU) - This is most popular tier in competitive battling, often 
    considered the standard. Pokemon are OU according to how often they are 
    used on teams. 
    
    BorderLine (BL) - Borderline is for Pokémon that aren't used enough to be 
    considered OU, but are too powerful to be used in UU. BL is NOT an actual 
    tier, it is simply a banlist for UU. THERE IS CURRENTLY NO BL FOR GEN V
    
    Underused (UU) - Pokemon that aren't used enough to be OU fall under the UU
    tier. UU is often subject to major changes due to OU Pokemon who decrease 
    in usage and become UU and vice versa.
    
    NeverUsed (NU) - Pokemon that aren't used enough to be UU fall under the NU
    tier.It is the lowest tier in the system when considering fully evolved 
    Pokemon. Like UU, many changes occur in this tier due to Pokemon shifting 
    between UU and NU. THERE IS CURRENTLY NO NU FOR GEN V
    
    Little Cup (LC) - Little Cup is more of a mode of battling, rather than an 
    actual tier. However it is special in that only certain Pokemon can be used.A 
    Pokemon must be fully unevolved, but have the ability to evolve, in order to 
    participate in this tier. Furthermore all Pokemon must be at Level 5. The
    concept of Little Cup was first introduced in the N64 game Pokemon Stadium 2.
    
    
    
    ===============================================================================
    [4] TO DREAM OR NOT TO DREAM?
    ===============================================================================
    
    Gen V introduced one very special feature called the Dream World, a website 
    where you can meet Pokemon and bring them into your game. It has a major impact 
    on battling because many Pokemon from the Dream World have an exclusive ability 
    which may be even better than their in-game abilities. The problem is many of 
    these Dream World Pokemon haven't been released yet, which means they can't use 
    their Dream World abilties in the game. Pokemon Online gives you the option to 
    use unreleased Dream World Pokemon, but places them in a separate tier. In this 
    way, each tier is split between Dream World, for unreleased Pokemon, and Wi-Fi, 
    for released Pokemon. 
    
    Besides Dream World abilities, Meloetta, Keldeo, and Genesect are also 
    unavailable in Wi-Fi tiers since they haven't been released yet and are thus 
    unobtainable. However they can still be used in Dream World tiers.
    
    
    
    ===============================================================================
    [5] CLAUSES
    ===============================================================================
    
    Competitive battling has several special rules called clauses. Some of them 
    were created by Nintendo while others were created by the competitive battling
    community. Breaking these rules result in an automatic disqualification. 
    However not all tournaments use all of these clauses. It's important to check 
    to see which clauses are in place before you battle.
    
    
    Species Clause - Two or more of the same Pokémon may not be used on the same
    team. This is an official clause enforced by Nintendo at all official 
    tournaments as well as many in-game features (Battle Frontier, Random Wi-Fi,
    etc.). 
    
    Item Clause - All Pokémon on a team must hold different items.
    This is an official clause enforced by Nintendo at all official tournaments 
    as well as many in-game features (Battle Frontier, Random Wi-Fi, etc.). 
    However it is NOT standard part of competitive play.
    
    Sleep clause -  Two or more Pokémon on a team cannot be asleep at the same 
    time. Self-induce sleep via Rest does not activate Sleep Clause. This is an 
    official clause enforced by Nintendo at all official tournaments.
    
    Freeze clause - Two or more Pokémon on a team cannot be frozen at the same 
    time. This clause is unofficial and mostly used on simulator battles. It is 
    impossible to enforce on cartridge battles since Freeze is only a side effect
    and cannot be controlled by the user.
    
    Self KO clause - If both players have only one Pokémon left, moves which KO 
    both the user and the opponent are not allowed (i.e. Explosion, Destiny Bond).
    This clause prevents a user from forcing the match to end in a draw. This is 
    an official clause enforced by Nintendo at all official tournaments.
    
    OHKO clause - Moves that can instantly KO an opponent (Horn Drill, 
    Guillotine, Fissure, Sheer Cold) may not be used. This is an unofficial clause 
    used to prevent a player from winning due to sheer luck.
    
    Evasion clause - Moves that boost evasion (i.e. Double Team and Minimize) are 
    not allowed. This is another unofficial clause that attempts to to prevent a 
    player from winning due to sheer luck.
    
    
    
    ===============================================================================
    [6] PLAY STYLES
    ===============================================================================
    
    What kind of battler are you? Do you like to hit hard and fast with strong 
    Pokemon and powerful attacks? Or perhaps you prefer to play more defensively 
    and gradually wear your opponent down. Maybe you like a combination of both. 
    Decide on what kind of play style most appeals to you before getting a team 
    together.
    
    
    Offense - This type of team is all about speed and attack and uses sheer power
    to beat down the opponent's team. The Pokemon used on these kinds of teams 
    don't have very good defenses, so emphasis is placed on a Pokemon's resistances
    and immunities.
    
    Bulky Offense - Similar to Heavy Offense in that it favors offensive power, 
    however the Pokemon used in these kinds of teams tend to be more durable and 
    favor a bit more defensive capabilities. 
    
    Stall - The most defensive kind of team and the opposite of Heavy Offense. 
    Residual damage is the main focus and stall teams use this to their advantage
    by combining damaging weather (Sandstorm or Hail), entry hazards, and status
    moves. The goal is to put up a strong defense to endure attacks while the 
    opponent's team is gradually worn down and defeated.
    
    Quick Stall - Similar to heavy stall in that it focuses on residual damage,
    however it uses faster Pokemon that have the ability to annoy and stall out
    opponents. Quick stall teams may have one or two offensive Pokemon used to 
    finish off an opponent that has been significantly weakened.
    
    Balanced - These teams use a combination of both offensive and defensive 
    Pokemon to deal with a variety of different threats and may include strategies
    found in both offense and stall teams.
    
    
    
    ===============================================================================
    [7] TEAM STRATEGIES
    ===============================================================================
    
    Deciding on a specific play style is one way to construct a team, but some 
    people take it one step further by using a specific strategy for their team.
    
    
    Baton Pass - Uses the move Baton Pass, which allows stat boosts and effects to 
    be transferred from one Pokemon to the next. The idea is to rack up enough 
    boosts in several stats and then pass it onto a team member, making it much 
    faster and more powerful.
    
    Hail - Uses Hail weather to cause damage and benefit Ice types. Hail teams are 
    rarely seen since the effects of Hail are not as significant as the effects of 
    other weather conditions.
    
    Rain - Uses Rain weather to power up Water-types and those with abilities that 
    benefit from the rain (Swift Swim, Dry Skin. etc.) Rain teams are extremely 
    formidable due to the huge boost in speed and power the weather can give to 
    certain Pokemon. Expect to see these kinds of teams very often.
    
    Sandstorm - Uses Sandstorm weather to cause damage and power up those with 
    abilities that benefit from the sand (Sand Rush, Sand Force, etc.) Sand teams 
    are very common due to the presence of Tyranitar and Hippowdon, the two Pokemon 
    with the auto-Sand ability Sandstream.
    
    Sun - Uses Sunny Day weather to power up Fire-types and Grass-types with 
    abilities that benefit from the sun (Chlorophyll, Solar Power, etc.) Sun 
    Teams are less often seen than Rain or Sandstorm teams, but can still be very 
    effective if used properly.
    
    Trick Room - Uses the move Trick Room, which reverses the turn order and makes 
    slower Pokemon go before faster Pokemon. This takes advantage of the fact that 
    there are many Pokemon, like Rhyperior or Reuniclus, who have excellent attack 
    stats, but extremely low Speed. In a Trick Room, these Pokemon can use their 
    low Speed to their advantage.
    
    
    
    ===============================================================================
    [8] ROLES
    ===============================================================================
    
    A team is made up by the sum of its parts and in standard Pokemon battling, 
    there are six parts to every team. Each of these parts must have a specific 
    role to perform and some parts perform more than one role. Once you have 
    decided what kind of team you want to make, you 
    
    
    SWEEPERS
    The defeat of an opponent's team by sheer power is called a "sweep", so 
    Sweepers focus on hitting hard and fast with their offensive attacks. Power-
    boosting moves and abilities power up Sweepers even further and many use power-
    boosting items like Choice Band, Choice Specs, or Life Orb.
    
    Physical Sweepers - Use physical attacks to hit the opponent. The best physical
    sweepers have a high Attack stat. They should also be able to learn a wide
    variety of powerful physical attacks. Some physical sweepers can also learn
    moves that boost their Attack power, such as Dragon Dance, Swords Dance, and
    Bulk Up. Examples: Scizor, Excadrill, Conkeldurr
    
    Special Sweepers - Like physical sweepers except they use special attacks 
    instead of physical attacks. The best Special Sweepers have a high Special 
    Attack stat and are also able to learn a wide variety of powerful special 
    attacks. Some special sweepers can also learn moves that boost their Special
    Attack power, such as Calm Mind, Tail Glow, or Nasty Plot.
    Examples: Volcorona
    
    Mixed Sweepers - Use both physical and special moves. Mixed sweepers aim for
    diversity in order to handle a large number of opponents and are a good choice
    for beating stall teams since it is harder to defend against something that has
    both high Attack and Special Attack stats.
    Examples: 
    
    
    WALLS
    Walls are Pokémon with great Defense or Special Defense or both. Their job is 
    to defend against Sweepers and their hard-hitting attacks. Many walls have 
    recovery moves which help them survive longer. Walls are also good with status
    moves like Thunder Wave and Will-o-wisp in order to cripple Sweepers by 
    lowering their Speed or attacking stats. Leftovers is a favorite item for most
    walls.
    
    Physical Wall - Used to defend against Physical Sweepers. They have high 
    Defense stats and can take hits from common physical moves such as Earthquake,
    Clos Combat, and Outrage.
    Examples: 
    
    Special Wall - Used to defend against Special Sweepers. They have high Special 
    Defense stats and can take hits from common special moves such as Surf, Fire 
    Blast, and Draco Meteor.
    Examples:
    
    Mixed Wall - Used to defend against both Physical and Special Sweepers. They 
    have high Special Defense and Defense, but usually specialize in one or the 
    other due to EV restrictions.
    Examples: 
    
    
    SUPPORT
    Attacking and defending is not the only thing that goes on in Pokemon battles.
    Many moves are used in order to benefit the user's team or cripple the 
    opponent's team. These moves are considered support moves and the Pokemon that
    use them have a support role. A single Pokemon can have multiple support roles
    or may also have a role as a sweeper or wall.
    
    Spiker/Stealth Rocker - One of the most commonly used support roles. Their job
    is to lay down any of the three entry hazards (Stealth Rock, Spikes, or Toxic
    Spikes) in order to damage incoming Pokemon. 
    Examples: 
    
    Spinner - The counter to Spikers. They use the move Rapid Spin to rid their
    team of any entry hazards that the opponent has laid down.
    Examples: 
    
    Spin Blocker - The counter to Spinners. Since Rapid Spin is a Normal attack,
    all Spin Blockers are Ghost types who are immune to Rapid Spin and prevent the
    opponent from getting rid of the entry hazards they set down.
    Examples:
    
    Hazer/Pseudo-Hazer - The moves Haze and Clear Smog are used to get rid of any 
    stat boosts the opponent has gained. Another way for the opponent to lose their
    stat boosts is to switch out. Moves like Roar, Whirlwind, and Dragon Tail will
    force the opponent to switch out and the Pokemon that use these moves are 
    called Pseudo-Hazers, or Phazers for short.
    Examples: 
    
    Cleric - These Pokemon use Heal Bell or Aromatherapy to heal the team of any 
    negative status effects.
    Examples: 
    
    Status Absorber - Teams that can't afford a cleric may use a status absorber
    instead. These Pokemon aren't bothered by most of the major status conditions
    because they know Rest/Sleep Talk, they have an ability that prevents or 
    benefits from a certain status, or they carry a status-inducing orb (Flame or
    Toxic Orb) which they benefit from.
    Examples: 
    
    
    
    ===============================================================================
    [9] COMMONLY USED TERMS
    ===============================================================================
    
    Before we get into discussing specific Pokemon and specific, be sure you are 
    familiar with the following terms which will be used quite often throughout 
    this guide.
    
    Coverage - Refers to using moves that can handle a wide variety of opponents
    without being resisted. Some examples of moves that have perfect or near 
    perfect coverage are Fighting + Ghost, Dragon + Fire, and Electric + Ice.
    
    Dual Screens - When a Pokemon has both Light Screen and Reflect on the same 
    moveset and uses it to reduce damage the team takes. Often used with the item
    Light Clay which extends the effect of these moves from 5 turns to 8 turns.
    
    Entry Hazard - A move that damages or induces a status effect on the opponent
    when it switches into battle. There are three entry hazards in the game - 
    Stealth Rock, Spikes, and Toxic Spikes.
    
    Movepool - All the moves that a Pokemon can legally obtain. This includes 
    level-up, TMs, HMs, breeding, tutors, or other means (such as special moves 
    from Dream World or events). Some Pokemon, like Magikarp or Wobbuffet, have 
    small movepools meaning they can't learn many moves. Others, like Mew, have 
    large movepools so they can learn a lot of different moves. 
    
    Phaze - Short for "pseudo Haze" which involves the use of moves like Roar, 
    Whirlwind, and Dragon Tail to force an opponent to switch out. This is 
    primarily used to prevent the opponent from accumulating stat boosts, but can 
    also be used in conjunction with entry hazards to inflict damage across the 
    opponent's team.
    
    Priority Move - Any attack which will make the user always go first 
    (i.e. Quick Attack, Mach Punch, Ice Shard, etc). Some moves have higher 
    priority than others. 
    
    Residual Damage - Any damage that a Pokemon takes without being attacked. 
    Examples of residual damage include entry hazards, Sandstorm and Hail damage, 
    Poison and Burn damage, Leech Seed, and recoil from Life Orb.
    
    Revenge Kill - The act of KOing an opponent immediately after it has KOed one 
    of your own Pokemon. Revenge killing is all about speed and may involve the use 
    of a Choice Scarf or a priority move.
    
    STAB - Short for "Same Type Attack Bonus". If a Pokemon uses a move that's 
    the same type as it is, that move will be 50% stronger. For example, if a 
    Pikachu uses Thunderbolt, then Thunderbolt will be 50% stronger since both 
    Pikachu and Thunderbolt are Electric type. This is a very important and 
    fundamental part of Pokemon battling.
    
    
    
    ===============================================================================
    [10] OFFENSIVE THREATS - OU
    ===============================================================================
    The purposes of a threat list is to give you an overview of the most
    threatening Pokemon in the tier. This gives you an idea of what Pokemon is
    most popular with other people and why they are used so much.
    
    
    #068 Machamp
    Fighting
    Abilities: Guts, No Guard, Steadfast (Dream World
    Notable Moves: Dynamicpunch, Stone Edge, Payback. Bullet Punch, Ice Punch, 
    Magic Coat, Substitute
    
    Powerful Fighting type that stands out from other Fighters due to its signature
    ability No Guard giving it a 100% accurate Dynamicpunch. No opponent likes to 
    be confused even if they resist Fighting. Though slow, it has bulky defenses 
    that allows it to take hits rather well.
    ______________________________________________________________________________
    
    #091 Cloyster
    Water/Ice
    Abilities: Shell Armor, Skill Link, Dust proof (Dream World)
    Notable Moves: Icicle Spear, Rock Blast, Shell Blade, Surf, Shell Break
    
    The best user of the move Shell Break, which doubles its Attack, Special Attack,
    AND Speed in one turn! Has amazing sweeping potential with Skill Link + Icicle 
    Spear which has a combined base power of 187 (including STAB). Surf combined 
    with Shell Break's Special Attack boosts lets it break down physical walls who
    resist Ice.
    ______________________________________________________________________________
    
    #094 Gengar
    Ghost/Poison
    Abilities: Levitate
    Notable Moves: Shadow Ball, Focus Blast, Thunderbolt, Energy Ball, 
    Hidden Power Fire, Substitute, Pain Split, Trick
    
    One of the fastest and strongest Ghost types in the game and has a diverse 
    special movepool capable of covering most opponents. Its type combo and 
    Levitate ability gives it three useful immunities which allow it to switch in
    on common moves like Earthquake and Close Combat.
    ______________________________________________________________________________
    
    #121 Starmie
    Water/Psychic
    Abilities: Illuminate, Natural Cure, Analytic (Dream World)
    Notable Moves: Surf, Hydro Pump, Thunderbolt, Ice Beam, Grass Knot, Recover, 
    Trick, Rapid Spin
    
    The fastest non-legendary Water-type in the game (tied with Floatzel) and has 
    a good Special Attack stat and an extremely diverse special movepool which lets
    it handle all kinds of threats. Access to Recover and Natural Cure keep it 
    healthy during its sweep.
    ______________________________________________________________________________
    
    #130 Gyarados
    Water/Flying
    Abilities: Intimidate, Moxie (Dream World)
    Notable Moves: Waterfall, Stone Edge, Earthquake, Ice Fang, Bounce, 
                   Dragon Dance, Taunt
    
    A frightening set up sweeper with a massive Attack and a great physical 
    movepool. Ground immunity and good assortment of resistances coupled with 
    decent defenses allow it to take hits while Dragon Dancing. Has two excellent
    abilities - Intimidate softens blows from physical attacks so it can set up 
    more easily while Moxie makes it even more powerful after every KO.
    ______________________________________________________________________________
    
    #132 Ditto
    Normal
    Abilities: Limber, Imposter (Dream World)
    Notable Moves: Transform
    Common Items: Choice Scarf
    
    Ditto is actually one of the best revenge-killers in the game since Imposter
    lets it instantly transform into another Pokemon without wasting a turn. In 
    this way Ditto is essentially the most versatile Pokemon in the game.
    ______________________________________________________________________________
    
    #145 Zapdos
    Electric/Flying
    Abilities: Pressure, Lightning Rod (Dream World)
    Notable Moves: Thunderbolt, Heat Wave, Hidden Power Ice/Grass, 
    Volt Switch, Roost
    
    Fast and powerful Electric type that is also quite bulky. Despite having a 
    rather small movepool, its attacks are good enough to do serious damage to 
    most opponents. Its Dream World ability gives it an Electric immunity on top 
    of the Ground immunity it already has. It can even power up its already high 
    Special Attack to give it massive sweeping potential.
    ______________________________________________________________________________
    
    #149 Dragonite
    Dragon/Flying
    Abilities: Inner Focus, Multi-Scale (Dream World)
    Notable Moves: Outrage, Draco Meteor, Extremespeed, Fire Blast, Thunderbolt, 
    Superpower, Earthquake, Dragon Dance, Roost
    
    Excellent Attack stat and a diverse movepool of both physical and special 
    attacks. Despite being slower than most other Dragons, it is very bulky and 
    can take hits better than other Dragons. It's also the only Dragon with a 
    powerful priority move in Extremespeed.
    ______________________________________________________________________________
    
    #151 Mew
    Psychic
    Abilities: Synchronize
    Notable Moves: Too many to list!
    Common Items: Leftovers, Life Orb
    
    Having the largest movepool of any Pokemon in the game except for Smeargle 
    makes this Pokemon extremely versatile and unpredictable. One of the best 
    Baton Passers in the game with high Speed, good defenses, a variety of stat-
    boosting moves and Taunt. Can perform just about any role though some movesets 
    may be outclassed by other Pokemon.
    ______________________________________________________________________________
    
    #212 Scizor
    Bug/Steel
    Abilities: Swarm, Technician, Light Metal (Dream World)
    Notable Moves: Bullet Punch, U-Turn, Superpower, Pursuit, Bug Bite, Brick 
    Break, Swords Dance
    
    Excellent Attack combined with a priority move boosted by both STAB and 
    Technician makes it a great revenge-killer. STAB U-Turn lets it scout 
    opponent's teams while doing plenty of damage at the same time. Bug/Steel 
    type combo and decent defenses gives it lots of resistances and only one 
    weakness.
    ______________________________________________________________________________
    
    #230 Kingdra
    Water/Dragon
    Abilities: Swift Swim, Sniper, Damp (Dream World)
    Notable Moves: Waterfall, Outrage, Surf, Hydro Pump, Draco Meteor, Dragon
    Pulse, Ice Beam, Dragon Dance, Substitute
    Common Items: Life Orb, Lum Berry
    
    Amazing type combo that gives it lots of resistances and only one weakness. 
    Despite having a shallow movepool, its STAB moves have great coverage that are
    only resisted by a few Pokemon in the game. Fairly versatile and can run a 
    physical, special, or mixed sweeping moveset depending on your preferences. 
    Most often seen on Rain Teams where its Speed and Water attacks are greatly 
    boosted and make it a terrifying sweeper.
    ______________________________________________________________________________
    
    #248 Tyranitar
    Rock/Dark
    Abilities: Sandstream, Unnerve (Dream World)
    Notable Moves: Stone Edge, Crunch, Earthquake, Fire Punch, Superpower, 
    Pursuit, Aqua Tail, Dragon Dance
    
    Famous for being the first Pokemon able to summon a permanent Sandstorm, 
    which greatly boosts its own Special Defense. Very powerful and bulky sweeper 
    with a huge assortment of strong physical moves as well as the ability to use 
    special moves if needed. Rather unpredictable and can run a wide variety of 
    different movesets.
    ______________________________________________________________________________
    
    #257 Blaziken
    Fire/Fighting
    Abilities: Blaze, Speed Boost (Dream World)
    Notable Moves: Flare Blitz, Fire Blast, Hi Jump Kick, Stone Edge, Swords 
    Dance, Hone Claws, Baton Pass
    
    Excellent offensive stats combined with an amazing Dream World ability make it 
    an extremely threatening sweeper. Has very powerful STAB moves and ability to 
    learn several stat boosters that allow it to break through even the strongest 
    walls in the game.
    ______________________________________________________________________________
    
    #286 Breloom
    Grass/Fighting
    Abilities: Poison Heal, Effect Spore, Technician (Dream World)
    Notable Moves: Spore, Focus Punch, Seed Bomb, Stone Edge, Mach Punch, Bullet 
    Seed, Leech Seed, Substitute, Swords Dance
    
    Famous for being the best user of Spore, the best sleep move in the game. Has 
    a massive Attack stat and many powerful Fighting attacks to use against 
    opponents. Two excellent abilities that allow it to either heal large amounts 
    of HP every turn or sweep teams with boosted Mach Punch and Bullet Seed.
    ______________________________________________________________________________
    
    #373 Salamence
    Dragon/Flying
    Abilities: Intimidate, Moxie (Dream World)
    Notable Moves: Outrage, Draco Meteor, Fire Blast, Brick Break, Earthquake, 
    Dragon Dance, Roost
    
    Excellent offensive stats and Speed combined with a diverse movepool make 
    this Dragon a great sweeper that is extremely hard to wall. It has two great 
    abilities to help it sweep - Intimidate will make it easier for it to switch 
    into physical attacks and Moxie will make it more and more powerful after each 
    opponent it defeats.
    ______________________________________________________________________________
    
    #376 Metagross
    Steel/Psychic
    Abilities: Clear Body, Light Body (Dream World)
    Notable Moves: Meteor Mash, Earthquake, Thunderpunch, Ice Punch, Bullet Punch, 
    Zen Headbutt, Explosion, Agility
    
    Massive Attack and excellent defenses plus tons of resistances make this 
    Pokemon a great physical sweeper that can also tank plenty of hits. Can use 
    Agility to overcome its low Speed and outrun the majority of the metagame. 
    Clear Body prevents opponents' Intimidates from messing up its sweeping 
    potential.
    ______________________________________________________________________________
    
    #381 Latios
    Dragon/Psychic
    Abilities: Levitate
    Notable Moves: Draco Meteor, Dragon Pulse, Surf, Thunderbolt, Hidden Power 
    Fire, Calm Mind, Recover, Trick
    
    Even without Soul Dew, it's still one of the most threatening Dragons in 
    the game due to its high Speed and amazing Special Attack. Its Draco Meteor 
    will rip through anything that doesn't resist it. Can use Trick to cripple 
    any special walls. Recover, good amount of resistances, and overall good 
    defenses allow it to take hits.
    ______________________________________________________________________________
    
    #385 Jirachi
    Steel/Psychic
    Abilities: Serene Grace
    Notable Moves: Iron Head, Fire Punch, Ice Punch, Thunderpunch, U-Turn, 
    Psychic, Psycho Shock, Flash Cannon, Thunderbolt, Thunder Wave, Trick, 
    Calm Mind, Wish, Substitute
    
    Great type combo and very good stats all around. Has an extremely diverse 
    movepool which means it can run a variety of different movesets including 
    physical, special, defensive, and even mixed. Can be difficult to counter if 
    you don't know what set it is using.
    ______________________________________________________________________________
    
    #445 Garchomp
    Dragon/Ground
    Abilities: Sand Veil, Rough Skin (Dream World)
    Notable Moves: Earthquake, Outrage, Dragon Claw, Stone Edge, Fire Fang, 
                   Swords Dance, Substitute
    
    Former Gen IV uber with massive Attack and the second highest Speed of any 
    Dragon in the game. Dragon and Ground are great STABs which lets it cover 
    almost every Pokemon in the game. Resistance to Stealth Rock and immunity to 
    Sandstorm and Thunder Wave give it plenty of opportunities to switch in and 
    set up.
    ______________________________________________________________________________
    
    #448 Lucario
    Steel/Fighting
    Abilities: Steadfast, Inner Focus, Justified (Dream World)
    Notable Moves: Close Combat, Extremespeed, Crunch, Ice Punch, Bullet Punch, 
                   Aura Sphere, Vacuum Wave, Dark Pulse, Swords Dance, Nasty Plot
    
    Excellent Attack and Special Attack and can sharply boost both stats. Access 
    to a variety of priority moves allowing it to be a good revenge-killer. Good 
    type combo that gives it a variety of resistances including a valuable 4x 
    resistance to Stealth Rock.
    ______________________________________________________________________________
    
    #479 Rotom-W
    Water/Electric
    Abilities: Levitate
    Notable Moves: Hydro Pump, Thunderbolt, Shadow Ball, Volt Change, Charge 
                   Beam, Will-o-wisp, Pain Split, Trick
    
    The best form for Rotom to have due to it's type combo giving it lots of 
    resistances and only one weakness. Has very high defenses on both sides, 
    allowing it to take hits while it attacks. Ability to learn Trick and Will-o-
    wisp to cripple opponents.
    ______________________________________________________________________________
    
    #485 Heatran
    Fire/Steel
    Abilities: Flash Fire, Flame Body (Dream World)
    Notable Moves: Fire Blast, Overheat, Earth Power, Hidden Power Ice/Grass, 
                   Dragon Pulse, Nitro Charge, Taunt
    
    A great special sweeper with a massive Special Attack stat. Flash Fire 
    combined with a unique type combo gives it many good resistances and allows 
    it to have great synergy with other Pokemon on the team. Though its Speed is 
    below average, it can use Nitro Charge to get a boost and outrun foes.
    ______________________________________________________________________________
    
    #530 Excadrill
    Ground/Steel
    Abilities: Sand Rush, Sand Force, Mold Breaker (Dream World)
    Notable Moves: Earthquake, Rock Slide, Swords Dance, X-Scissor, Shadow Claw,
                   Rapid Spin, Return
    
    One of the biggest offensive threats in Gen V mainly because of its Sand Rush
    ability, which doubles its Speed in a Sandstorm and makes it the fastest 
    Pokemon in the game (even faster than Deoxys-S). Has the second highest Attack
    of any Ground type, second only to Groudon and can boost it even further with
    Swords Dance. Its great type combo makes it 4x resistant to Stealth Rock and
    immune to Toxic and Thunder Wave.
    ______________________________________________________________________________
    
    #534 Conkeldurr
    Fighting
    Abilities: Guts, Sheer Force, Iron Fist (Dream World)
    Notable Moves: Hammer Arm, Drain Punch, Mach Punch, Bulk Up, Stone Edge, 
                   Payback
    
    Has the highest Attack of any Fighting type and is very bulky from the 
    physical side. Bulk Up + Mach Punch allows it to hit fast and hard while Drain 
    Punch keeps it constantly healthly. Can't be shut down by Burn like most other 
    physical sweepers due to its Guts ability.
    ______________________________________________________________________________
    
    #571 Zoroark
    Dark
    Abilities: Illusion
    Notable Moves: Night Daze, Focus Blast, Flamethrower, U-Turn, Grass Knot, 
                   Hidden Power Ice, Nasty Plot, Sucker Punch
    
    The only Pokemon with the Illusion ability allowing it to disguise itself as 
    another Pokemon on the team and fool opponents. Has great offensive stats and 
    Speed and can hit hard from both the phsyical and special sides. Learns the
    unique move Night Daze, the most powerful special Dark move in the game.
    ______________________________________________________________________________
    
    #579 Reuniclus
    Psychic
    Abilities: Overcoat, Magic Guard, Regenerator (Dream World)
    Notable Moves: Psychic, Psyshock, Focus Blast, Shadow Ball, Energy Ball, 
                   Recover, Trick Room
    
    One of the best Trick Room sweepers in the game with excellent Special Attack, 
    low Speed, and a good enough movepool to cover most opponents. Has fairly bulky 
    stats and is blessed with one of the best abilities in the game (Magic Guard)
    allowing it to switch in and attack or set up Trick Room/Calm Mind without 
    worrying about status.
    ______________________________________________________________________________
    
    #609 Chandelure
    Fire/Ghost
    Abilities: Flash Fire, Flame Body, Shadow Tag (Dream World)
    Notable Moves: Fire Blast, Flamethrower, Overheat, Shadow Ball, Energy Ball, 
                   Hidden Power Fighting, Calm Mind, Substitute, Will-o-wisp
    
    Has a unique type combo and a massively powerful 145 base Special Attack, the 
    highest of any non-legendary Pokemon, along with many strong special attacks to 
    choose from. Dream World gives it the ridiculously good Shadow Tag ability 
    which lets it trap anything that can't beat it and proceed to set up Calm 
    Minds without fear of being countered.
    ______________________________________________________________________________
    
    #612 Haxorus
    Dragon
    Abilities: Rivalry, Mold Breaker, Unnerve (Dream World)
    Notable Moves: Outrage, Dragon Claw, Dragon Dance, Swords Dance, 
                   Earthquake, Taunt
    
    It has the highest base Attack of any non-legendary Dragon and learns two of 
    the moves that make Dragon types such good sweepers - Outrage and Dragon Dance.
    Mold Breaker means Levitators like Bronzong and Rotom can't avoid Earthquake.
    Its main problem is its lack of good Fire type moves meaning it is walled by 
    things like Skarmory and Ferrothorn.
    ______________________________________________________________________________
    
    #620 Mienshao
    Fighting
    Abilities: Keen Eye, Regenerator, Reckless (Dream World)
    Notable Moves: Hi Jump Kick, Fake Out, U-Turn, Stone Edge, Swords Dance, 
                   Baton Pass
    
    One of the best scouts in the game with U-Turn, Regenerator ability, and
    resistance to Stealth Rock allowing it to switch in and out constantly without
    taking much damage. Has very high Attack, high Speed, and a powerful Hi Jump 
    Kick allowing it to be a great sweeper. Can also Baton Pass stat boosts to 
    teammates.
    ______________________________________________________________________________
    
    #635 Hydreigon
    Dark/Dragon
    Abilities: Levitate, (Dream World)
    Notable Moves: Draco Meteor, Dragon Pulse, Fire Blast, Flamethrower, Surf, 
                   Focus Blast, Dark Pulse, U-Turn
    
    High Special Attack and good Speed along with a diverse movepool make it a 
    fearsome special sweeper. Resistance to Pursuit and access to powerful Fire 
    attacks make it stand out from Latias and Latios. Can also use physical
    attacks pretty well due to its good Attack stat. It's also one of the only
    two Dragons that learn U-Turn, which makes it a great scout.
    ______________________________________________________________________________
    
    #637 Volcarona
    Bug/Fire
    Abilities: Flame Body, Swarm (Dream World)
    Notable Moves: Fire Blast, Flamethrower, Heat Wave, Fiery Dance, Bug Buzz,
                   Quiver Dance, Hidden Power Ground/Rock
    
    One of the most threatening special sweepers in the game with excellent Special
    Attack and good Speed. Gets Butterfly Dance which raises its three highest base
    stats to even higher levels. However it has an unfortunate 4x weakness to
    Stealth Rock.
    ______________________________________________________________________________
    
    #639 Terrakion
    Rock/Fighting
    Abilities: Justice Heart
    Notable Moves: Close Combat, Stone Edge, Earthquake, Swords Dance, Rock 
                   Polish, X-Scissor
    
    Excellent Speed and massive Attack. It has a great offensive type combination
    that has excellent coverage against most of the opponents it will face. It also
    has the ability to double its high Attack and Speed with Swords Dance and Rock
    Polish. Its good defenses
    ______________________________________________________________________________
    
    #642 Thundurus
    Electric/Flying
    Abilities: Prankster, Competitive Spirit (Dream World)
    Notable Moves: Thunderbolt, Taunt, Nasty Plot, Grass Knot, Volt Switch, U-Turn
    
    The most offensive Prankster user and the one with the second highest Speed 
    (after Whimsicott). Can outspeed and KO many opponents after a Nasy Plot boost. 
    Can also use Taunt and can scout with U-Turn or Volt Switch. Very similar to 
    Tornadus, but has better resistances, fewer weaknesses, and better attacks.
    ______________________________________________________________________________
    
    #645 Landorus
    Ground/Flying
    Abilities: Sand Force, Sheer Force (Dream World)
    Notable Moves: Earthquake, Stone Edge, Rock Slide, Brick Break, U-Turn, 
                   Hidden Power Ice, Swords Dance, Rock Polish
    
    Highest Attack and base stat total of the three legendary genies. Has a type 
    combo that makes it not weak to Stealth Rock and gives it an Electric immunity. 
    Even more powerful in the Sandstorm due to its ability Sand Force giving its
    Earthquake and Rock attacks a major boost. Can further boost its stats with 
    Rock Polish or Swords Dance to give it an easier time to sweep.
    ______________________________________________________________________________
    
    #647 Keldeo
    Water/Fighting
    Abilities: Justified
    Notable Moves: Surf, Hydro Pump, Mystery Sword, Focus Blast, Hidden Power 
                   Electric, Calm Mind
    
    High speed and highest Special Attack of any Fighting type (second highest of
    any Water type next to Kyogre and Palkia). Has good defenses as well. Getting 
    STAB on Fighting attacks means Blissey can't wall it. Has a good type combo that
    offers several resistances to common types.
    ______________________________________________________________________________
    
    #649 Genesect
    Bug/Steel
    Abilities: Download
    Notable Moves: Bug Buzz, Ice Beam, Flamethrower, Thunderbolt, U-Turn, 
                   Rock Polish
    
    Great Special Attack and diverse special movepool lets it cover many types of
    opponents. With Download, it has the ability to automatically increase its 
    Special Attack or Attack simply by switching in. Good defenses and multiple
    resistances with only a Fire weakness to worry about.
    ______________________________________________________________________________
    
    
    ===============================================================================
    [10] DEFENSIVE THREATS - OU
    ===============================================================================
    Don't think for a minute that battling is all about sweeping and attacking.
    Defense is usually just as important as offense and there are several Pokemon
    who boast the stats, abilities, and types that make them excellent walls.
    
    
    #073 Tentacruel
    Water/Poisom
    Abilities: Clear Body, Liquid Ooze, Rain Dish (Dream World)
    Notable Moves: Scald, Toxic Spikes, Rapid Spin, Knock Off, Protect
    
    Great Special Defense and resistance to many commonly used attacks. Does a 
    great job of setting up Toxic Spikes as well as Rapid Spinning. Good counter
    to Rain Dance special sweepers due to its Dream World ability giving it extra
    healing in the rain.
    ______________________________________________________________________________
    
    #134 Vaporeon
    Water
    Abilities: Water Absorb, Hydration (Dream World)
    Notable Moves: Scald, Ice Beam, Hidden Power Electric, Wish, Protect, Toxic, 
                   Roar, Acid Armor, Substitute, Baton Pass
    
    The best defensive Eeveelution. Very bulky and reliable Water type that can 
    still hit fairly hard due to a good Special Attack stat. Has a massive HP stat
    which combined with Wish means plentiful healing for the rest of the team. Can
    also support the team by Baton Passing Subs and Defense boosts.
    ______________________________________________________________________________
    
    #205 Forretress
    Bug/Steel
    Abilities: Sturdy, Overcoat (Dream World)
    Notable Moves: Spikes. Stealth Rock, Toxic Spikes, Rapid Spin, Gyro Ball,
                   Payback 
    
    Stands out for its ability to learn every entry hazard in the game as well as
    the ability to Rapid Spin. Has massive Defense and lots of resistances with
    only one weakness. Sturdy guarantees survival for at least one turn which
    gives it time to set up.
    ______________________________________________________________________________
    
    #227 Skarmory
    Steel/Flying
    Abilities: Sturdy, Keen Eye, Weak Armor (Dream World)
    Notable Moves: Spikes. Stealth Rock, Roost, Whirlwind, Brave Bird, Taunt
    
    Excellent physical wall boasting plenty of resistances, a huge Defense stat,
    and access to an instant recovery move with Roost. Can effectively set up
    entry hazards and blow setup sweepers away with Whirlwind. Sturdy ability can
    give it a free turn to set up.
    ______________________________________________________________________________
    
    #202 Wobbuffet
    Psychic
    Abilities: Shadow Tag, Telepathy (Dream World)
    Notable Moves: Counter, Mirror Coat, Encore, Safeguard, Charm, Destiny Bond
    
    Notable for its Shadow Tag ability allowing it to trap any opponent. Gigantic
    HP stat (3rd highest of any Pokemon) makes up for its frail defenses and
    allows it to survive most attacks and bounce it back with Counter or Mirror
    Coat. Non-damaging moves can be Encored which gives Wobbuffet's teammates
    some free turns to setup or attack. 
    ______________________________________________________________________________
    
    #233 Porygon2
    Normal
    Abilities: Trace, Download, Analytic (Dream World)
    Notable Moves: Ice Beam, Thunderbolt, Discharge, Tri-Attack, Thunder Wave,
                   Recover, Magic Coat, Trick Room, Toxic
    
    With the Eviolite, Porygon2 becomes one of the bulkiest Pokemon in the game
    with both defenses capable of reaching well over 400. Also has Recover which
    gives it a reliable healing method. Has two great abilities - Trace, which can
    copy an opponent's ability, and Analytic, which powers up its attacks if it
    moves last (which it usually will).
    ______________________________________________________________________________
    
    #242 Blissey
    Normal
    Abilities: Natural Cure, Serene Grace, Healer (Dream World)
    Notable Moves: Softboiled, Wish, Seismic Toss, Aromatherapy, Heal Bell,
                   Thunder Wave, Toxic, Protect
    
    Undoubtably the best special wall in the game with massive Sp. Defense and 
    the highest HP of any Pokemon. Performs excellently as a team healer with
    Aromatherapy and Heal Bell. She is also the best Wish passer in the game as
    any recipient will heal at least 325 HP from Wish.
    ______________________________________________________________________________
    
    #245 Suicune
    Water
    Abilities: Pressure, Water Absorb (Dream World)
    Notable Moves: Scald, Surf, Ice Beam, Hidden Power Electric, Calm Mind, Roar,
                   Rest, Sleep Talk
    
    The best bulkiest Water-type in the game (excluding Arceus with Splash Plate).
    Can take both physical and special attacks very well and stall opponents out
    of PP with Pressure. Can become an offensive threat by setting up Calm Minds
    and become nearly unstoppable by anything that doesn't resist Water.
    ______________________________________________________________________________
    
    #260 Swampert
    Water/Ground
    Abilities: Torrent, Damp (Dream World)
    Notable Moves: Boiling Water, Waterfall, Earthquake, Ice Beam, Stealth Rock,
                   Yawn, Roar, Protect, Curse
    
    The best of all the Water/Ground types. Good HP and defenses on both sides as
    well as several key resistances and only one weakness. Very effective at
    setting up Stealth Rock and phazing with Roar. High Attack and decent Special
    Attack means it can do a respectable amount of damage while taking hits.
    ______________________________________________________________________________
    
    #450 Hippowdon
    Ground
    Abilities: Hyper Cutter, Sand Veil, Poison Heal (Dream World)
    Notable Moves: Earthquake, Stealth Rock, Slack Off, Roar, Yawn, Toxic,
                   Ice Fang, Stone Edge
    
    One of the bulkiest physical walls in the game with great Defense and lots of
    HP. It's also the only Pokemon with Sandstream besides Tyranitar, making it a
    great asset for any stall team. Stealth Rock, Roar, and sandstorm damage is
    great at wearing opponents down while it keeps itself healthy with Slack Off.
    ______________________________________________________________________________
    
    #472 Gliscor
    Ground/Flying
    Abilities: Hyper Cutter, Sand Veil, Poison Heal (Dream World)
    Notable Moves: Earthquake, Toxic, Taunt, Knock Off, U-Turn, Acrobatics
                   Ice Fang, Swords Dance, Rock Polish, Baton Pass
    
    Good type combo and excellent Defense makes it one of the best Fighting type
    counters in the game. Good with defensive sets, but can also use its above
    average Attack and Speed to sweep or Baton Pass stat boosts. Toxic Orb + Poison
    Heal ability gives it plenty of healing every turn while making it immune to
    other status effects. Unfortunately, Poison Heal is illegal with Roost and
    Stealth Rock since those are TMs exclusive to 4th gen.
    ______________________________________________________________________________
    
    #593 Jellicent
    Water/Ghost
    Abilities: Water Absorb, Cursed Body, Damp (Dream World)
    Notable Moves: Scald, Shadow Ball, Ice Beam, Energy Ball, Recover,
                   Will-o-wisp, Toxic
    
    One of the bulkiest Water-types in the Unova region. Unique type combo along
    with Water Absorb give it 3 immunities and plenty of resistances. Recover
    gives it a reliable healing move to stick around for a while.
    ______________________________________________________________________________
    
    #598 Ferrothorn
    Grass/Steel
    Abilities: Steel Thorns
    Notable Moves: Gyro Ball, Power Whip, Spikes, Stealth Rock, Thunder Wave,
                   Leech Seed, Protect
    
    One of the most commonly used walls in the game. Grass/Steel typing gives it
    tons of useful resistances and only two weaknesses. Has excellent defenses on
    both sides meaning it can take plenty of hits. It's also one of the few
    Pokemon in the game that can learn both Stealth Rock and Spikes, making it a
    great choice on any stall team.
    ______________________________________________________________________________
    
    
    
    ===============================================================================
    [12] FORMAT AND NOTES
    ===============================================================================
    
    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.
             If all abilities are useful, this space will also be blank. 
    -Move 1
    -Move 2
    -Move 3
    -Move 4
    
    Brief summary of how the moveset works and when the moves should be used.
    
    
    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 Command+F) and type the 
      Pokemon's name with brackets around (like [SERPERIOR] for Serperior)
    
    **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.
    
    
    ===============================================================================
    [13] MOVESETS - KANTO
    ===============================================================================
    
    -----------------------[VENUSAUR]------------------------
    Type: Grass/Poison
    Ability: Overgrow / Chlorophyll (Dream World)
    Base Stats: 80 HP / 82 Atk / 83 Def / 100 SAtk / 100 SDef / 80 Spd
    Pros: Good movepool, overall solid stats
    Cons: 
    
    Venusaur @Life Orb/Leftovers
    EVs: 4 HP / 252 SAtk / 252 Spd
    Timid/Modest Nature
    Ability: Chlorophyll
    -Giga Drain/Solarbeam
    -Hidden Power [Fire/Rock]
    -Sleep Powder/Sludge Bomb
    -Growth
    
    Venusaur is a fantastic sweeper in Sunny weather. It's powerful, it's bulky,
    and it's fast enough after a Chlorophyll boost to outrun virtually all
    opponents. Growth makes it even better by doubling its Special Attack in
    the Sun and making it extremely powerful. Use Giga Drain to restore health
    or Solarbeam to take advantage of the sunlight. Hidden Power Fire is needed
    for Steel types, but Rock takes care of Flying and Fire types. Sleep Powder
    can put an opponent temporarily out of commision. You can also use Sludge
    Bomb to take advantage of your Poison STAB.
    
    Venusaur @Leftovers
    EVs: 252 HP / 6 Def / 252 SDef
    Calm Nature
    Ability: Overgrow
    -Giga Drain
    -Sludge Bomb
    -Leech Seed
    -Sleep Powder
    
    Venusaur is not just a good sweeper, it's also pretty good on the
    defensive side. Between Leech Seed, Giga Drain, and Leftovers, you can
    restore plenty of health every turn. Sludge Bomb is needed for Grass
    opponents who are immune to Leech Seed.
    
    
    ------------------------[CHARIZARD]------------------------
    Type: Fire/Flying
    Ability: Blaze / Solar Power (Dream World)
    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
    
    Charizard @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Solar Power
    -Flamethrower/Fire Blast/Overheat
    -Dragon Pulse
    -Hidden Power [Ground]
    -Air Slash/Solarbeam
    
    Utilizes the higher of Charizard's offensive stats. With Choice Specs, Timid
    Charizard's Sp. Attack reaches 475 which is excellent, but with a boost from
    Solar Power in the Sunny weather, it reaches a staggering 712! Any Fire attack
    from this Pokemon will deal huge amounts of damage, even to Water types. 
    Dragon Pulse deals with Dragons. Hidden Power Ground hits Heatran and anything
    else that has Flash Fire. Air Slash rounds out this set as a Flying STAB move.
    Solarbeam can be used for Water-types, but be careful of weather changers like
    Politoed and Tyranitar switching in.
    
    Charizard @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Solar Power
    -Flamethrower/Fire Blast
    -Dragon Pulse
    -Hidden Power [Ground]
    -Roost
    
    Life Orb Charizard doesn't have the same power as the Specs set. However it
    is more versatile. Roost is needed because Life Orb recoil and damage from
    Solar Power will really take a toll on your HP, not to mention your major
    weakness to Stealth Rock.
    
    Charizard @Salac Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Belly Drum
    -Substitute
    -Fire Punch
    -Earthquake
    
    Make sure your HP is divisible by 4 before using this set! Switch in against 
    something that can't hurt you much (i.e. Ground or Grass attacks). Belly Drum 
    takes away half your health, but maximizes your Attack. Substitute takes away
    another 1/4th and activates Salac Berry for a Speed boost. You are now ready
    to sweep with +6 Attack and +1 Speed.
    
    
    ------------------------[BLASTOISE]------------------------
    Type: Water
    Ability: Torrent/Rain Dish (Dream World)
    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, offenses are mediocre,
         
    Blastoise @Leftovers
    EVs: 252 HP / 252 Def / 6 SDef
    Bold Nature
    Ability: Rain Dish
    -Scald
    -Rapid Spin
    -Roar/Yawn
    -Toxic/Protect
    
    Blastoise is best as a support Pokemon. Use it on a Rain team where Rain Dish 
    and Leftovers provide plenty of healing each turn. Rapid Spin is the main 
    function of this set, ridding your field of entry hazards. Roar and Yawn are 
    used for phazing to force the enemy to switch. Toxic is used to weaken opponent 
    Water types. Protect gives you one more turn to restore your health.
    
    
    ----------------------[BUTTERFREE]------------------------
    Type: Bug/Flying
    Ability: Compoundeyes/Tinted Lens (Dream World)
    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/Choice Scarf
    EVs: 252 HP / 6 SAtk / 252 Spd
    Timid Nature
    -Sleep Powder
    -Stun Spore
    -Bug Buzz
    -U-Turn
    
    Use your special ability to sleep something and inflict paralysis on 
    something else. Compoundeyes boosts Sleep Powder's and Stun Spores'
    accuracy from 75% to 97.5%. Bug attacks are mostly filler, although
    U-Turn can be good for scouting.
    
    Butterfree @Focus Sash/Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Bug Buzz
    -Psychic
    -Sleep Powder/Hidden Power [Ground]
    -Quiver Dance
    
    With the awesome move Quiver Dance and awesome ability Tinted Lens,
    Butterfree can actually attempt to sweep. Bug Buzz and Psychic are chosen
    because after taking Tinted Lens into account, no Pokemon resists the two
    except for Shedinja. HP Ground can be used to hit Heatran harder.
    
    
    ----------------------[BEEDRILL]---------------------------
    Type: Bug/Poison
    Ability: Swarm/Sniper (Dream World)
    Base Stats: 65 HP / 80 Atk / 40 Def / 45 SpA / 80 SpD / 75 Spd
    Pros: Its Attack is decent at least
    Cons: Mediocre Speed, every other stat is poor
    
    Beedrill @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Sniper
    -X-Scissor
    -U-Turn
    -Brick Break
    -Aerial Ace
    
    Typical Choice sweeper. X-Scissor is your main move and U-Turn is for
    scouting. Brick Break covers Steel and Rock types. Aerial Ace is for Fighting
    opponents.
    
    Beedrill @Salac Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Swarm
    -Substitute/Endure
    -X-Scissor
    -Endeavor
    -Thief
    
    The main idea is to get yourself down to 1 HP by using Substitute or enduring a
    hit, and acquiring a speed boost from Salac Berry. Then use Endeavor to bring
    your opponents down to 1 HP and finish them off with another attack. Thief can
    steal an item from the opponent before you faint.
    
    Beedrill @Focus Sash
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Agility
    -Baton Pass
    -X-Scissor
    -Swords Dance
    
    Beedrill is one of several Bugs that can Baton Pass speed boosts with Agility
    and attack boosts with Swords Dance. It's not the best Pokemon for this job
    as Ninjask does it way better.
    
    
    ------------------------[PIDGEOT]--------------------------
    Type: Normal/Flying
    Ability: Keen Eye/Tangled Feet/Big Pecks (Dream World)
    Base Stats: 83 HP / 80 Atk / 75 Def / 70 SAtk / 70 SDef / 91 Spd
    Pros: Good Speed 
    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. Brave Bird is your main
    attack for most things. Return and Double-Edge are for Normal STAB. Steel
    Wing is your only attack effective against Rock-types. U-Turn scouts for
    counters and can get you out of trouble.
    
    
    ----------------------[RATICATE]--------------------------
    Type: Normal
    Ability: Guts/Run Away/Hustle (Dream World)
    Base Stats: 55 HP / 81 Atk / 60 Def / 50 SAtk/ 70 SDef / 97 Spd
    Pros: Super Fang, good Speed, 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. Crunch is for Ghost-types and Super Fang 
    weakens Steels. U-Turn can also be used to make a quick getaway while you 
    switch to a team member.
    
    Raticate @Focus Sash
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Guts
    -Counter
    -Reversal
    -Endeavor
    -Quick Attack/Sucker Punch
    
    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. Quick Attack finishes off weakened foes while
    Sucker Punch is reserved for Ghosts.
    
    
    ----------------------[FEAROW]----------------------------
    Type: Normal/Flying
    Ability: Keen Eye/Sniper (Dream World)
    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/Flying
          Pokemon
    
    Fearow @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Sniper
    -Drill Peck
    -Drill Run
    -Return
    -U-Turn
    
    Fearow is near the lower end of Normal/Flying birds, but it's slightly better 
    than Pidgeot with its nice Attack and Speed stats, along with Drill
    Run. In fact, it's the only non-Ground type that learns this move which is
    great against Steel, Rock, and Electric types. This makes up for the fact
    that it can't learn Brave Bird and has to resort to Drill Peck as its 
    strongest Flying move.
    
    
    ----------------------[ARBOK]-----------------------------
    Type: Poison
    Ability: Intimidate/Shed Skin/Unnerve (Dream World)
    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 overall
    
    Arbok @Leftovers
    EVs: 252 HP / 6 Atk / 252 SDef
    Careful Nature
    Ability: Intimidate/Shed Skin
    -Coil
    -Glare
    -Gunk Shot
    -Earthquake/Fire Fang
    
    Arbok's defenses aren't that great, but it's bulkier than you think.
    With Coil boosting its Attack, Defense, and Gunk Shot's accuracy, Arbok
    is able to take hits and hit back hard. Glare paralyzes opponents so you
    don't have to use Speed EVs. Earthquake and Fire Fang are for Steel-types.
    
    Arbok @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Intimidate
    -Gunk Shot
    -Seed Bomb
    -Earthquake
    -Fire Fang/Ice Fang/Switcheroo
    
    The more offensive set for Arbok, since its physical movepool is pretty
    diverse. Seed Bomb is there for Ground types and Ice Fang can be used
    for Gliscor. Switcheroo can mess up anything trying wall you.
     
    
    ----------------------[PIKACHU]---------------------------
    Type: Electric
    Ability: Static/LightningRod (Dream World)
    Base Stats: 35 HP / 55 Atk / 30 Def / 50 SAtk / 40 SDef / 90 Spd
    Pros: Attack AND Special Attack are doubled with Light Ball
    Cons: Extremely low defenses, can't take a hit
    
    Pikachu @Light Ball
    EVs: 6 Atk / 252 SAtk / 252 Spd
    Timid Nature
    Ability: LightningRod
    -Thunderbolt
    -Hidden Power [Ice]
    -Encore
    -Nasty Plot
    
    With Light Ball boosting both your offenses, it can strike hard with its 
    special attacks especially if it gets a boost with Lightning Rod. Switch in
    on an Electric move or non-damaging move, then Encore it. Then use Nasty Plot
    and hit opponents with a super strong Thunderbolt. HP Ice is for Ground,
    Dragon, and Grass types.
    
    
    ----------------------[RAICHU]----------------------------
    Type: Electric
    Ability: Static/LightningRod (Dream World)
    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 @Life Orb/Air Balloon
    EVs: 6 Atk / 252 SAtk / 252 Spd
    Timid Nature
    -Thunderbolt
    -Hidden Power [Ice]
    -Encore
    -Nasty Plot
    
    This moveset works exactly the same way as Pikachu's set above. Raichu's
    Special Attack won't reach the same heights as Pikachu's, however Raichu
    is faster and can use items like Air Balloon to give it a Ground immunity
    which can help it switch in more easily.
    
    
    ----------------------[SANDSLASH]-------------------------
    Type: Ground
    Ability: Sand Veil / Sand Rush (Dream World)
    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 @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Sand Rush
    -Earthquake
    -Stone Edge
    -X-Scissor/Brick Break
    -Swords Dance
    
    It's a poor man's Excadrill, but at least it isn't weak to Mach Punch or
    Earthquake. Sandslash doesn't have many moves that make it stand out. 
    X-Scissor is for Grass-types, while Brick Break hits any Steel or Rock 
    type holding an Air Balloon.
    
    Sandslash @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def
    Impish Nature
    -Earthquake
    -Stone Edge/Knock Off
    -Rapid Spin
    -Stealth Rock
    
    A more defensive set. Sandslash is a solid Spinner, though it is outclassed
    by Donphan and Claydol. Besides Spinning, it can also lay down Stealth
    Rock or Knock Off an opponent's item.
    
    
    ----------------------[NIDOQUEEN]-------------------------
    Type: Ground/Poison
    Ability: Poison Point/Rivalry/Sheer Force (Dream World)
    Base Stats: 90 HP / 82 Atk / 87 Def / 75 SAtk / 85 SDef / 76 Spd
    Pros: Good defenses, diverse movepool
    Cons: Offensive stats are rather mediocre
    
    Nidoqueen @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    Ability: Sheer Force
    -Earth Power
    -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.
    Earth Power is used over Earthquake because of the boost from Sheer Force.
    Fire Blast takes care of Skarmory, Scizor, and other Steel-types. Lay down
    entry 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 entry hazard damage. 
    
    
    ----------------------[NIDOKING]--------------------------
    Type: Ground/Poison
    Ability: Poison Point/Rivalry/Sheer Force (Dream World)
    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 @Life Orb/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Sheer Force
    -Earth Power
    -Flamethrower/Fire Blast
    -Thunderbolt
    -Ice Beam
    
    With an impressive array of special moves, all boosted by 30% thanks to Sheer
    Force, Nidoking can use a special sweeping moveset extremely well. Earth Power
    has 117 base power after Sheer Force and will hurt a wide variety of opponents
    that don't resist it. Grass and Bugs are taken out with Flamethrower (or Fire
    Blast) while Thunderbolt and Ice Beam deal with Flying types and have great
    coverage together.
    
    
    ----------------------[CLEFABLE]--------------------------
    Type: Normal
    Ability: Cute Charm/Magic Guard/Unaware (Dream World)
    Base Stats: 95 HP / 70 Atk / 73 Def / 85 SAtk / 90 SDef / 60 Spd
    Pros: 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 / 80 Def / 178 SDef
    Calm Nature
    Ability: Magic Guard
    -Encore
    -Wish
    -Thunder Wave/Toxic
    -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, poison them with Toxic, or take them down with Seismic Toss.
    
    Clefable @Leftovers
    EVs: 252 HP / 152 Def / 104 SDef
    Bold Nature
    Ability: Unaware
    -Cosmic Power
    -Charge Beam
    -Wish
    -Stored Power
    
    Here's a set that uses Clefable's Dream World ability Unaware, which ignores
    all stats boosts your opponent acquires. Since you won't have to worry about
    opponents overpowering you with their Swords Dances and Nasty Plots, you can
    safely boost your own stats with Cosmic Power and Charge Beam. Here's where
    the magic happens: Stored Power becomes stronger with every stat boost you
    gain. If you can some how gain +6 Defense, +6 Sp. Defense, and +6 Sp. Attack,
    Stored Power has a massive 360 power! Clefable can be unstoppable as long
    as your opponent doesn't land a critical hit. Wish is needed to keep yourself
    healthy with all this set up.
    
    
    ----------------------[NINETALES]-------------------------
    Type: Fire
    Ability: Flash Fire/Drought (Dream World)
    Base Stats: 73 HP / 76 Atk / 75 Def / 81 SAtk / 100 SDef / 100 Spd
    Pros: The only non-uber Pokemon with Drought
    Cons: Mediocre offenses, Stealth Rock weakness
    
    Ninetales @Leftovers/Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid Nature
    Ability: Drought
    -Nasty Plot
    -Flamethrower/Fire Blast
    -Energy Ball
    -Hidden Power [Ground]
    
    With the awesome Drought ability, Water attacks will automatically be weakened.
    This gives you time to use Nasty Plot and sweep with your special moves. 
    Energy Ball covers all of Ninetales's weaknesses - Water, Rock, and Ground.
    Hidden Power Ground is for Heatran.
    
    Ninetales @Leftovers
    252 HP / 6 SDef / 252 Spd
    Timid Nature
    Ability: Drought
    -Flamethrower
    -Toxic
    -Disable
    -Substitute
    
    On a Sun team, Ninetales is your most important member so you don't want it
    to go down easily. This defensive set allows Ninetales to act more as a
    staller. Use Substitute and when the opponent breaks it with an attack, use
    Disable to prevent its use. Then use Toxic and stall with more Substitutes
    until they faint from the poison or from Flamethrower.
    
    Ninetales @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid Nature
    Ability: Drought
    -Overheat/Fire Blast
    -Energy Ball
    -Hidden Power [Ground]
    -Psyshock
    
    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 Hidden Power Ground for Heatran. Psyshock for Fighting
    types and special walls.
    
    
    ----------------------[WIGGLYTUFF]------------------------
    Type: Normal
    Ability: Cute Charm/Frisk (Dream World)
    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
    Careful 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 @Leftovers
    EVs: 6 HP / 252 Def / 252 SDef
    Impish Nature
    -Stealth Rock
    -Thunder Wave
    -Magic Coat
    -Seismic Toss
    
    No one seems to realize Wigglytuff learns Stealth Rock, so it can be used
    as a lead to set up some entry hazards. Thunder Wave cripples other leads who
    may rely on their Speed. Magic Coat reflects status moves and entry hazards
    back at the opponent.
    
    
    ----------------------[VILEPLUME]-------------------------
    Type: Grass/Poison
    Ability: Chlorophyll/Effect Spore (Dream World)
    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 @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    Ability: Chlorophyll
    -Solarbeam
    -Sludge Bomb
    -Hidden Power [Fire/Ice/Ground]
    -Sleep Powder/Moonlight
    
    These moves work well with Vileplume's Chlorophyll ability, making it a fairly
    powerful Sun sweeper. Sludge Bomb works as a second STAB move to hit Grass-type
    foes that resist Solarbeam. Hidden Power Fire is a good choice since it covers
    Steel-types and gets a boost in the Sun. HP Ice hits Dragon and Flying
    opponents while Ground prevents Heatran from destroying you. Sleep Powder
    disables an opponent for a few turns while Moonlight restores plenty of HP.
    
    Vileplume @Leftovers
    EVs: 252 HP / 6 Def / 252 SDef
    Calm Nature
    -Giga Drain
    -Sleep Powder
    -Aromatherapy
    -Stun Spore
    
    A more defensive set. Giga Drain keeps you healthy and deals damage. Sleep
    Powder can disable potential counters, Aromatherapy rids the team of status 
    moves, and finally, Stun Spore is an option that gives you a chance at
    inflicting more status.
    
    
    ----------------------[PARASECT]--------------------------
    Type: Bug/Grass
    Ability: Effect Spore/Dry Skin/Damp (Dream World)
    Base Stats: 60 HP / 95 Atk / 80 Def / 60 SAtk / 80 SDef / 30 Spd
    Pros: Learns Spore, 4x Ground resistance, Good Attack
    Cons: 4x Flying and Fire weakness, terribly slow, Stealth Rock weakness
    
    Parasect @Leftovers
    EVs: 252 HP / 6 Def / 252 SDef
    Careful Nature
    Ability: Dry Skin
    -Spore
    -X-Scissor
    -Aromatherapy
    -Stun Spore/Leech Seed
    
    Spore is the most obvious reason to use Parasect, since it's one of the few 
    Pokemon that gets this move. Support the team with Aromatherapy to cure
    status. Use Stun Spore for a chance at another status move to paralyze
    opponents or use Leech Seed for some extra healing.
    
    Parasect @Leftovers
    EVs: 252 HP / 252 Atk / 6 SDef
    Adamant Nature
    Ability: Dry Skin
    -Spore
    -Swords Dance
    -X-Scissor
    -Brick Break
    
    It's slow, but it has a nice Attack stat so it would be a shame for it to go
    to waste. Spore an opponent then set up with Swords Dance. Most opponents
    can be taken care of with X-Scissor while Brick Break deals with Steel-types.
      
    
    ----------------------[VENEMOTH]--------------------------
    Type: Bug/Poison
    Ability: Shield Dust/Tinted Lens/Wonder Skin (Dream World)
    Base Stats: 70 HP / 65 Atk / 60 Def / 90 SAtk / 75 SDef / 90 Spd
    Pros: Good Sp. Attack and Speed, learns Quiver Dance
    Cons: Frail defenses, Stealth Rock weakness
    
    Venemoth @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid Nature
    Ability: Tinted Lens
    -Bug Buzz
    -Psychic/Hidden Power [Fire/Ground]
    -Sleep Powder
    -Quiver Dance
    
    Tinted Lens doubles the power of an attack if the opponent resists it. This
    coupled with a couple of Quiver Dance boosts means that many of Venemoth's
    potential counters wouldn't be able to handle it. Sleep Powder can shut down
    an opponent and give you time to set up.
    
    Venemoth @Focus Sash/Leftovers
    EVs: 252 HP / 6 SAtk / 252 Spd 
    Timid Nature
    Ability: Tinted Lens
    -Bug Buzz
    -Sleep Powder
    -Quiver Dance
    -Baton Pass
    
    Put something to sleep and use Quiver Dance and then pass to something that 
    likes the stat boosts. Heatran is a great recipient, so are Lucario and 
    Magnezone.
    
    Venemoth @Focus Sash
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid Nature
    Ability: Tinted Lens
    -Sleep Powder
    -Toxic Spikes
    -Bug Buzz
    -Psychic
    
    It's the only Pokemon besides Roserade that learns Toxic Spikes + Sleep Powder
    so it can be a nice lead for your team. While Roserade is stronger, Venomoth's
    Bug Buzz + Psychic combo is not resisted by anything after taking Tinted Lens
    into account.
    
    
    ----------------------[DUGTRIO]---------------------------
    Type: Ground
    Ability: Arena Trap/Sand Veil/Sand Force (Dream World)
    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
    
    Arena Trap is the only reason to use Dugtrio. Trap an opponent and defeat them
    with one of your attacks. The main decision comes down to Choice Band or Life
    Orb. Dugtrio's Attack is only mediocre, so a big boost from Choice Band is
    very important. But Life Orb gives you diversity, whereas Choice Band lets
    enemies switch in and set up on you after you KO something. The choice is
    yours to make.
    
    
    ----------------------[PERSIAN]---------------------------
    Type: Normal
    Ability: Technician/Limber/Unnerve (Dream World)
    Base Stats: 65 HP / 70 Atk / 60 Def / 65 SAtk / 65 SDef / 115 Spd
    Pros: Very fast, Technician ability
    Cons: Besides Speed, all its other stats are poor
    
    Persian @Life Orb/Silk Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Technician
    -Fake Out
    -U-Turn
    -Bite
    -Aerial Ace/Return
    
    With Technician, Fake Out becomes much stronger and it's Persian's best move
    since it always goes first and always flinches. Bite also gains more power.
    becoming stronger than Crunch, and deals with all Ghost types. Use Aerial Ace 
    for Fighting types or Return for a stronger STAB move. U-Turn to escape from
    tough opponents like Steel Pokemon.
    
    Persian @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Technician
    -Swift
    -Water Pulse
    -Shock Wave
    -Nasty Plot
    
    Special sweeping Persian may seem unusual, but a Technician boosted Swift is
    pretty strong, especially after a Nasty Plot. Water Pulse also gets boosted
    by Technician and has almost the same power as Surf. Shock Wave is another
    special attack that gets a Technician power-up.
    
    
    ----------------------[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, useful Cloud Nine ability
    Cons: Other stats are mediocre, limited movepool
    
    Golduck @Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Cloud Nine
    -Surf
    -Ice Beam
    -Focus Blast
    -Hidden Power [Electric]
    
    In a game dominated by weather like Rain and Sandstorm, having the power to
    stop them at least temporarily is one of the best reasons to use Golduck. With
    a Scarf, Golduck outruns all 5 weather starters. Surf hits Hippowdon,
    Ninetales, and Tyranitar. Focus Blast for Abomasnow and Hidden Power Electric
    for Politoed.
    
    
    ----------------------[PRIMEAPE]--------------------------
    Type: Fighting
    Ability: Vital Spirit/Anger Point/Defiant (Dream World)
    Base Stats: 65 HP / 105 Atk / 60 Def / 60 SAtk / 70 SDef / 95 Spd
    Pros: Good Attack and Speed
    Cons: Frail defenses
    
    Primeape @Choice Band/Choice Scarf/Life Orb
    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. Close Combat is the most powerful while Stone Edge, Ice Punch, and
    Thunderpunch all hurt Flying-types. U-Turn is handy for hitting Psychics and
    scouting for switch-ins.
    
     
    ----------------------[ARCANINE]--------------------------
    Type: Fire
    Ability: Flash Fire/Intimidate/Justified (Dream World)
    Base Stats: 90 HP / 110 Atk / 80 Def / 100 SAtk / 80 SDef / 95 Spd
    Pros: Overall good stats, good offensive movepool
    Cons: Stealth Rock weakness
    
    Arcanine @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Intimidate/Flash Fire
    -Flare Blitz
    -Close Combat
    -Wild Charge
    -Extremespeed
    
    Arcanine has a lot more physical options then in previous generaions. Flare
    Blitz is obviously its best move, and now it has Wild Charge to take on
    some Water types. Close Combat deals with Rocks like Tyranitar as well as 
    Heatran. Extremespeed strikes first and can finish off weakened opponents 
    who are usually faster than you.
    
    Arcanine @Life Orb
    EVs: 148 Atk / 124 SAtk / 252 Spd
    Rash/Naive Nature
    Ability: Intimidate/Flash Fire
    -Fire Blast
    -Close Combat
    -Extremespeed/Wild Charge/Hidden Power [Ice]
    -Morning Sun
    
    Don't ignore Arcanine's high Special Attack. Fire Blast will still deal a ton
    of damage and doesn't have recoil. HP Ice can surprise Dragon opponents. 
    Morning Sun is also a great move here as it will heal Life Orb damage. Of 
    course, Sunny weather is best if you want to use this set effectively.
    
    
    ----------------------[POLIWRATH]-------------------------
    Type: Water/Fighting
    Ability: Water Absorb/Damp/Swift Swim (Dream World)
    Base Stats: 90 HP / 85 Atk / 95 Def / 70 SAtk / 90 SDef / 70 Spd
    Pros: Good defenses
    Cons: Offensive stats are rather mediocre
    
    Poliwrath @Leftovers
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Water Absorb
    -Focus Punch
    -Waterfall
    -Ice Punch/Bulk Up
    -Substitute
    
    Set up a Substitute, then Focus Punch anything that isn't resistant to 
    Fighting. If it is resistant, hit it with Waterfall or Ice Punch. You can
    also use Bulk Up to boost your power.
    
    Poliwrath @Leftovers/Sitrus Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Swift Swim
    -Belly Drum
    -Brick Break
    -Waterfall
    -Encore/Earthquake
    
    This is very risky to use, but the payoff is amazing. Encore a non-damaging,
    non-status move like Stealth Rock. Then use Belly Drum and prepare to sweep
    with your maxed out Attack. If you're feeling extra brave, you don't even need
    Encore and simply hope that your enemy won't do more than 50% damage when you
    use Belly Drum. Rain weather is needed for the boost in Speed.
    
    
    ----------------------[ALAKAZAM]--------------------------
    Type: Psychic
    Ability: Inner Focus/Synchronize/Magic Guard (Dream World)
    Base Stats: 55 HP / 50 Atk / 45 Def / 135 SAtk / 85 SDef / 120 Spd
    Pros: Excellent Special Attack and Speed, Magic Guard
    Cons: Terrible HP and Defense, Pursuit weakness
    
    Alakazam @Life Orb/Focus Sash
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Magic Guard
    -Psychic/Psyshock
    -Focus Blast
    -Shadow Ball
    -Hidden Power [Fire]
    
    Having Magic Guard is a huge blessing for Alakazam. It means that Life Orb
    can boost its Sp. Attack without the added recoil damage. It also means
    Alakazam can switch in without being harmed by entry hazards and can preserve
    its Focus Sash to revenge kill anything. Choose Psychic for your most powerful
    special move or Psyshock which deals more damage to special walls like Blissey.
    Focus Blast, Shadow Ball, and Hidden Power Fire handle all the opponents that
    resist Psychic moves.
    
    Alakazam @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Magic Guard
    -Psychic/Psyshock
    -Focus Blast
    -Shadow Ball/Hidden Power [Fire]
    -Trick
    
    A Choice Specs Alakazam hits extremely hard while a Choice Scarf version
    hits extremely fast. Either way, it can use Trick to screw up any walls
    that get in its way. 
    
    
    ----------------------[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: Low Speed
    
    Machamp @Lum Berry
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: No Guard
    -Dynamicpunch
    -Stone Edge
    -Payback
    -Ice Punch/Bullet Punch
    
    This set takes advantage of its ability to boost the accuracy of its
    attacks. The confusion from Dynamicpunch can make even Flying and Psychics
    afraid to switch in. Stone Edge also takes advantage of No Guard for a never-
    miss attack against Fliers. Payback takes down Ghosts and Psychics. Ice Punch
    is reserved for Gliscor while Bullet Punch finishes off weakened foes.
    
    Machamp @Leftovers
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: No Guard
    -Dynamicpunch
    -Stone Edge
    -Payback
    -Substitute
    
    With Substitute in your arsenal, you can ease prediction by finding out what
    Pokemon the opponent will switch to. While they try to break your Substitute,
    you can hit them with a powerful attack. The Sub also blocks status like Burn.
    
    
    ----------------------[VICTREEBEL]------------------------
    Type: Grass/Poison
    Ability: Chlorophyll/Gluttony (Dream World)
    Base Stats: 80 HP / 105 Atk / 65 Def / 100 SAtk / 60 SDef / 70 Spd
    Pros: Good offensive stats
    Cons: Frail defenses
    
    Victreebel @Life Orb
    EVs: 120 Atk / 252 SAtk / 136 Spd 
    Rash Nature
    Ability: Chlorophyll
    -Leaf Blade
    -Weather Ball
    -Growth
    -Hidden Power [Ground]/Sleep Powder
    
    Victreebel is a powerful mixed sweeper as long as the sun is shining. With one
    Growth, its Special Attack and Attack are doubled. It is also the only
    Chlorophyll user to get Weather Ball, which is a 100 base power Fire attack
    in the Sun. With Leaf Blade, it can hit special walls like Blissey. With
    HP Ground, it can defeat Heatran and other Fire-types, or it can disable them
    with Sleep Powder.
    
    
    ----------------------[TENTACRUEL]------------------------
    Type: Water/Poison
    Ability: Liquid Ooze/Clear Body/Rain Dish (Dream World)
    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/Rain Dish
    -Scald
    -Toxic Spikes
    -Rapid Spin
    -Knock Off/Ice Beam/Sludge Wave
    
    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 Scald doesn't. Rain Dish is the preferred ability if you
    are using it on a Rain team.
    
    Tentacruel @Life Orb
    EVs: 4 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Liquid Ooze/Rain Dish
    -Hydro Pump
    -Ice Beam
    -Giga Drain
    -Rapid Spin
    
    Tentacruel dislikes Ghost types because they block its Rapid Spin. However,
    Tentacruel can use an offensive moveset to beat most Ghost types. Hydro Pump
    will OHKO fast Ghosts like Gengar and Froslass and can 2HKO slower ones like
    Spiritomb and Cofagrigus. Giga Drain offers some potential for healing. Once
    the enemy Ghost is gone, you are free to Rapid Spin to your heart's content. 
    
    
    ----------------------[GOLEM]-----------------------------
    Type: Rock/Ground
    Ability: Sturdy/Rock Head/Sand Veil (Dream World)
    Base Stats: 80 HP / 110 Atk / 130 Def / 55 SAtk / 65 SDef / 45 Spd
    Pros: Good Attack, Defense, and physical movepool
    Cons: Slow, 4x Grass and Water weakness
    
    Golem @Choice Band
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    Ability: Sturdy
    -Stone Edge
    -Earthquake
    -Fire Punch
    -Sucker Punch
    
    A simple Choice Bander set. With this set, Earthquake and Stone Edge can hurt
    every opponent except for a few like Bronzong, Breloom, and Flygon. Fire Punch
    and Sucker Punch can deal with those who resist the Ground + Rock combo.
    
    Golem @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Sturdy
    -Stone Edge
    -Earthquake
    -Fire Punch
    -Rock Polish
    
    Rock Polish increases Golem's lowest stat and makes it a fairly fast sweeper.
    With a Jolly Nature, you'll hit 414 Speed after one Rock Polish and outrun
    every non-Scarfed opponent except for Electrode, Ninjask, Deoxys-S, and
    Accelgor. You can OHKO at least three of those Pokemon with your STAB moves.
    
    
    ----------------------[RAPIDASH]--------------------------
    Type: Fire
    Ability: Flash Fire/Run Away/Flame Body (Dream World)
    Base Stats: 65 HP / 100 Atk / 70 Def / 80 SAtk / 80 SDef / 105 Spd
    Pros: Good Speed and Attack
    Cons: Stealth Rock weakness
    
    Rapidash @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly/Adamant Nature
    Ability: Flash Fire
    -Flare Blitz
    -Wild Charge
    -Low Kick/Megahorn
    -Flame Charge
    
    While Rapidash is pretty fast, Flame Charge makes you even faster so you can
    outspeed even Choice Scarfed sweepers. Flare Blitz is your most powerful move
    while Wild Charge takes care of Water types. Low Kick hurts Rock types and
    Heatran. Megahorn is for bulky Psychics like Reuniclus.
    
    
    ----------------------[SLOWBRO]---------------------------
    Type: Water/Psychic
    Ability: Own Tempo/Oblivious/Regenerator (Dream World)
    Base Stats: 95 HP / 75 Atk / 110 Def / 100 SAtk / 80 SDef / 30 Spd
    Pros: Great defense, good Sp. Attack, good moveppol
    Cons: Slow, of course. Pursuit weakness. 
    
    Slowbro @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    Ability: Own Tempo/Regenerator
    -Surf
    -Psychic
    -Flamethrower/Ice Beam/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. Surf and Psychic
    are your main STAB moves. Ice Beam is important against the big Dragon 
    sweepers like Salamence and Hazorus. Flamethrower nails Ferrothorn and most
    Grass types. You can also boost your special stats with Calm Mind. Slack Off
    is important as reliable recovery and part of what makes Slowbro so durable.
    The other part comes from its Dream World ability which restores a massive
    amount of HP every time it switches out.
    
    Slowbro @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Quiet Nature
    Ability: Regenerator
    -Surf
    -Psychic
    -Flamethrower/Slack Off
    -Trick Room
    
    Slowbro is a pro at setting up Trick Room due to its low Speed and overall
    bulkiness. Flamethrower is pretty important because it deals with Ferrothorn,
    who is slower and will attack before you in a Trick Room.
    
    Slowbro @Choic Specs
    EVs: 252 HP / 6 Def / 252 SAtk
    Modest Nature
    Ability: Own Tempo
    -Surf
    -Psychic/Ice Beam
    -Flamethrower
    -Trick
    
    No one would expect the normally defensive Slowbro to pack such a punch, but
    that's where the surprise value of a Specs set comes in. Trick cripples 
    special walls like Blissey and Chansey.
    
    
    ----------------------[FARFETCH'D]------------------------
    Type: Normal/Flying
    Ability: Keen Eye/Inner Focus/Defiant (Dream World)
    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
    
    Farfetch'd @Stick
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly/Adamant Nature
    Ability: Defiant
    -Slash
    -Night Slash
    -Leaf Blade
    -Brave Bird
    
    Poor Farfetch'd. Five generations and it still hasn't received anything
    worthwhile. It did get Brave Bird this gen, but all the other bird Pokemon
    already have it. You can try using its signature item Stick to try and get
    some critical hits in.
    
    Farfetch'd @Salac Berry/Focus Sash
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Defiant
    -Flail
    -Night Slash
    -Endure/Substitute
    -Swords Dance
    
    If you Baton Pass it several Attack and Speed boosts, you just might be
    able to sweep with a Farfetch'd. Get it down to 1 HP and hit opponents with
    a maximum power STAB Flail.
    
    
    ----------------------[DODRIO]----------------------------
    Type: Normal/Flying
    Ability: Run Away/Early Bird/Tangled Feet (Dream World)
    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, abilities not very good
    
    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 decent Choice Band bird. It's fast and strong, but Staraptor does
    this a lot better since it can actually handle Steels with Close Combat. 
    Brave Bird, Return, and Steel Wing are all very standard for this type of
    set. Quick Attack finishes off weakened opponents.
    
    Dodrio @Liechi Berry
    EVs: 122 HP / 252 Atk / 136 Spd
    Adamant Nature
    Ability: Early Bird
    -Return/Drill Peck
    -Agility
    -Substitute/Work Up
    -Baton Pass
    
    Dodrio can do one thing Staraptor can't, and that is Baton Pass. Baton Pass
    can be obtained from Pokemon XD. Agility to boost your Speed and you can
    also use Work Up to pass some offensive boosts. Or you can use Substitute to
    block status from you and your team members.
    
    
    ----------------------[DEWGONG]---------------------------
    Type: Water/Ice
    Ability: Thick Fat/Hydration/Ice Body (Dream World)
    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 / 6 Def / 252 SDef
    Calm Nature
    Ability: Hydration
    -Surf
    -Ice Beam
    -Rest
    -Toxic/Encore
    
    Taking advantage of Hydration is the only real thing it can do. Drizzle from
    Politoed is essential for this set. Dewgong can use Rest and instantly wake
    up healthly and refreshed. Surf and Ice Beam for STAB, but Encore or Toxic can
    annoy certain opponents.
     
    
    ----------------------[MUK]-------------------------------
    Type: Poison
    Ability: Stench/Sticky Hold/Poison Touch (Dream World)
    Base Stats: 105 HP / 105 Atk / 75 Def / 65 SAtk / 100 SDef / 50 Spd
    Pros: Great HP, Attack, and Sp. Defense
    Slow: Slow, lack of a really useful ability
    
    Muk @Leftovers
    EVs: 252 HP / 6 Atk / 252 SDef
    Careful Nature
    Ability: Sticky Hold
    -Curse
    -Gunk Shot/Poison Jab
    -Fire Punch/Brick Break
    -Ice Punch
    
    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 though, so it
    might be hard to stay alive. Fire Punch and Brick Break hurt Steels. Ice Punch
    is needed for Ground opponents.
    
    Muk @Choice Band
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    Ability: Sticky Hold
    -Gunk Shot/Poison Jab
    -Ice Punch
    -Fire Punch
    -Shadow Punch
    
    Unlike the previous  sets, this needs no set up and simply allows Muk to
    hit as hard as it can. Shadow Punch becomes an option to nail Psychic-types.
    
    
    ----------------------[CLOYSTER]--------------------------
    Type: Water/Ice
    Ability: Shell Armor/Skill Link/Overcoat (Dream World)
    Base Stats: 50 HP / 95 Atk / 180 Def / 85 SAtk / 45 SDef / 70 Spd
    Pros: Amazing Defense, gets both Rapid Spin and Spikes, Shell Smash
    Cons: Stealth Rock weakness, terrible HP and Sp. Defense
    
    Cloyster @Life Orb/Focus Sash
    EVs: 252 Atk / 4 SDef / 252 Spd
    Adamant Nature
    Ability: Skill Link
    -Icicle Spear
    -Rock Blast
    -Ice Shard/Razor Shell/Surf
    -Shell Smash
    
    Cloyster is the fastest user of what is perhaps the best stat-boosting move
    of all time - Shell Smash! It can reach 634 Attack and 478 Speed after a
    Shell Smash. But that's not all. With Skill Link, all of its multi-hit moves
    will have a combined power of 125. As if that's not enough, Icicle Spear also
    gets STAB, increasing to 187 power. It will deal a huge amount of damage to
    anything not resistant to Ice. Rock Blast deals with Fire and Ice types.
    Ice Shard nails priority users like Breloom. Razor Shell is for Steel-types
    and Surf will deal more damage to physical walls like Skarmory. Surf also
    takes advantage of your Sp. Attack boost from Shell Smash.
    
    Cloyster @Leftovers
    EVs: 252 HP / 6 Def / 252 SDef
    Impish Nature
    Ability: Shell Armor
    -Spikes
    -Rapid Spin
    -Toxic Spikes
    -Ice Shard/Ice Beam/Avalanche
    
    Don't ignore Cloyster's support capabilities. It has great Defense after all.
    Spikes and Rapid Spin are your two most important moves, so use them when 
    appropriate. Ice Shard can take care of faster Dragons like Salamence, or use
    Ice Beam/Avalanche if you don't care about going first. Toxic Spikes can be
    used as an additional entry hazard.
    
    
    ----------------------[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 Atk SAtk / 252 Spd
    Timid Nature
    -Shadow Ball
    -Focus Blast
    -Substitute
    -Pain Split/Disable
    
    Shadow Ball and Focus Blast have absolutely perfect coverage against any
    opponent you will ever face. Therefore they are the only two moves you need
    on this set. Substitute is important for blocking status and other nasty
    effects. You can choose Pain Split to heal yourself once you are at low HP.
    Pain Split will be your main weapon against Blissey/Chansey since their high
    HP will always keep you healthy while they'll take a lot of damage in return.
    Disable can also be used to prevent opponents from hitting you with
    supereffective moves after they break your Subs.
    
    Gengar @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Shadow Ball
    -Thunderbolt
    -Focus Blast
    -Hidden Power [Ice/Fire]/Energy Ball
    
    Gengar has a ton of choices for moves, but Shadow Ball will always be a 
    constant. Thunderbolt is for Waters and Fliers like Gyarados, Focus Blast
    OHKOs Darks like Weavile/Tyranitar and HP Ice kills Dragons. You can also
    use Energy Ball to hit Ground-types harder especially Swampert and Quagsire.
    HP Fire is also an option for Scizor, Ferrothorn, Forretress, etc.
    
    Gengar @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid/Modest Nature
    -Shadow Ball
    -Focus Blast
    -Thunderbolt/Hidden Power [Ice/Fire]
    -Trick
    
    Diversity is good, but Gengar can use Choice items if you have good prediction
    skills. One advantage of this is the ability to use Trick to screw over
    special walls like Chansey and Blissey.
    
    
    ---------------------[HYPNO]-----------------------------
    Type: Psychic
    Ability: Insomnia/Forewarn/Inner Focus (Dream World)
    Base Stats: 85 HP / 73 Atk / 70 Def / 73 SAtk / 115 SDef / 67 Spd
    Pros: High Special Defense
    Cons: Low Speed, Pursuit weakness
    
    Hypno @Leftovers
    EVs: 252 HP / 80 Def / 176 Spd
    Calm Nature
    Ability: Insomnia
    -Psychic/Psyshock
    -Hidden Power [Fighting]/Signal Beam
    -Nasty Plot
    -Baton Pass
    
    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 Pokemon XD). You can stay in to attack if you choose. Psychic
    and Psyshock are your STAB moves while HP Fighting or Signal Beam are there
    for Fighting types.
    
    Hypno @Leftovers
    EVs: 252 HP / 80 Def / 176 Spd
    Calm Nature
    Ability: Insomnia
    -Seismic Toss
    -Wish
    -Reflect/Protect
    -Thunder Wave
    
    Hypno has awesome Sp. Defense. It's no Blissey, but it can hold its own in a
    battle against most special sweepers. Wish is a great healing move, but it's
    only available from an old event back in Gen III. Seismic Toss is also from
    Gen III as an in-game tutor. It is Hypno's main mode of damage on this set.
    
    
    ----------------------[KINGLER]---------------------------
    Type: Water
    Ability: Hyper Cutter/Shell Armor/Sheer Force (Dream World)
    Base Stats: 55 HP / 130 Atk / 115 Def / 50 SAtk / 50 SDef / 75 Spd
    Pros: Amazing Attack, great Defense
    Cons: Mediocre Speed, Bad HP and Sp. Defense, small movepool
    
    Kingler @Life Orb
    EVs: 6 HP / 252 Atk/ 252 Spd
    Adamant Nature
    Ability: Hyper Cutter
    -Crabhammer
    -Return
    -X-Scissor
    -Agility
    
    Kingler has massive Attack, but pretty shoddy Speed. Agility can fix that and
    turn Kingler into a fast and powerful sweeper. Pound stuff with Crabhammer,
    your most powerful move. Return provides good coverage. X-Scissor hits Grass
    opponents.
    
    Kingler @Choice Band
    EVs: 6 HP / 252 Atk/ 252 Spd
    Jolly/Adamant Nature
    Ability: Hyper Cutter
    -Crabhammer
    -Return
    -X-Scissor
    -Superpower
    
    Choice Band forgoes the speed boost for a massive power boost. Superpower can
    be used on this set since it's your main weapon against Ferrothorn.
    
    
    ----------------------[ELECTRODE]-------------------------
    Type: Electric
    Ability: Soundproof/Static/Aftermath (Dream World)
    Base Stats: 60 HP / 50 Atk / 70 Def / 80 SAtk / 80 SDef / 140 Spd
    Pros: Extremely fast
    Cons: Very limited movepool, Explosion nerf
    
    Electrode @Life Orb
    EVs: 6 Atk / 252 SAtk / 252 Spd
    Hasty Nature
    Ability: Aftermath
    -Thunderbolt
    -Hidden Power [Grass/Ice]
    -Taunt
    -Volt Switch
    
    Poor Electrode lost the ability to deal major damage with Explosion, since
    Explosion no longer lowers the opponent's Defense by half when it hits.
    However it did gain the handy Volt Switch as well as the ability Aftermath.
    And it's still really fast, so it can hit first most of the time. Taunt
    can shut down set-up Pokemon and HP Grass/Ice is for Ground types.
    
    
    ----------------------[EXEGGUTOR]-------------------------
    Type: Grass/Psychic
    Ability: Chlorophyll/Harvest (Dream World)
    Base Stats: 95 HP / 95 Atk / 85 Def / 125 SAtk / 65 SDef / 55 Spd
    Pros: Amazing Sp. Attack, Harvest ability
    Cons: 4x Bug weak; slow without Sunny Day
    
    Exeggutor @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    Ability: Chlorophyll
    -Solarbeam
    -Psychic/Psyshock
    -Hidden Power [Fire]
    -Sleep Powder
    
    Use this is an Sun team and fire away Solarbeams. Psychic is a second STAB,
    but Psyshock is more effective against special walls. HP Fire gets a boost
    in the Sun, which hurts Steels and Grass types. Sleep Powder can disable
    almost any other counter your opponent has, excluding those with Sap Sipper.
    
    Exeggutor @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    Ability: Chlorophyll
    -Leaf Storm
    -Psychic/Psyshock
    -Hidden Power [Fire/Ice]
    -Giga Drain
    
    A Choice Specs Leaf Storm can put a major dent in many things. Psychic or 
    Psyshock for a second STAB. Choose Hidden Power Fire for Steels or go with
    Ice for Dragons. You can also use Giga Drain if you want a Grass move that
    doesn't lower your Special Attack.
    
    Exeggutor @Sitrus Berry
    EVs: 252 HP / 6 Def / 252 SDef
    Calm Nature
    Ability: Harvest
    -Leech Seed
    -Substitute
    -Toxic/Protect
    -Hidden Power [Fire]
    
    With Harvest, Exeggutor has infinitely reusable Sitrus Berries. This means it
    can use Substitute as much as it wants because Sitrus Berry will always
    restore enough health for another Substitute. When combined with Leech Seed
    and Toxic, Exeggutor can be extremely annoying to take down. Protect can
    stall for an extra turn. Hidden Power Fire is for opponent Grass-types
    especially Ferrothorn who is immune to both Leech Seed and Toxic.
    
    
    ----------------------[MAROWAK]---------------------------
    Type: Ground
    Ability: Rock Head/Lightning Rod/Battle Armor (Dream World)
    Base Stats: 60 HP / 80 Atk / 110 Def / 50 SAtk / 80 SDef / 45 Spd
    Pros: High Defense, unique item doubles its Attack 
    Cons: Very low Speed
    
    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 can break through Substitutes, but Earthquake has the same power 
    and is more accurate. You can boost your Attack with Swords Dance if you have 
    time, but your low Speed will prevent you from sweeping unless you use it
    in a Trick Room team. Fire Punch is for Bronzong and Skarmory.
    
    
    ----------------------[HITMONLEE]-------------------------
    Type: Fighting
    Ability: Limber/Reckless/Unburden (Dream World)
    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: Reckless
    -Hi Jump Kick
    -Stone Edge
    -Blaze Kick
    -Mach Punch/Sucker Punch
    
    Hi Jump Kick boosted by Reckless has a super strong 156 base power and it is
    by far Hitmonlee's strongest move. Don't rely on it too much, because it
    might miss. Neither Stone Edge nor Blaze Kick are that accurate either. Still
    Stone Edge is your best move against Flying foes while Blaze Kick hits foes
    like Heracross and Celebi. Choose a priority move for the fourth slot to 
    round out this set.
    
    
    ----------------------[HITMONCHAN]------------------------
    Type: Fighting
    Ability: Keen Eye/Iron Fist/Inner Focus (Dream World)
    Base Stats: 50 HP / 105 Atk / 79 Def / 35 SAtk / 110 SDef / 76 Spd
    Pros: High attack, good physical movepool
    Cons: Very low HP and rather slow
    
    Hitmonchan @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd 
    Adamant/Jolly 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 (compare Sky Uppercut's 102 power to Close Combat's
    120 power). Ice Punch for Flying foes and Mach Punch for speedy opponents. 
    Thunderpunch gives further coverage and hits Water-types like Gyarados.
    
    Hitmonchan @Leftovers
    EVs: 6 HP / 252 Atk / 252 Spd 
    Adamant Nature
    Ability: Iron Fist
    -Focus Punch
    -Substitute
    -Mach Punch
    -Ice Punch/Thunderpunch
    
    Focus Punch is super strong after the Iron Fist boost, jumping from 150 to
    180 power! That will certainly leave a dent in most foes. Your last slot takes
    care of Flying types and depends on what you want to hit - Dragons like
    Salamence or bulky Waters like Gyarados.
    
    
    ----------------------[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
    Cons: Lacks good physical moves to take advantage of higher Attack
    
    Weezing @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    -Clear Smog
    -Pain Split
    -Fire Blast
    -Will-o-wisp/Hidden Power [Ground]
    
    This is the defensive Weezing set. Clear Smog is its specialty to remove
    any stat boosts the opponent may have. It can keep itself alive with Pain
    Split, though it wishes it had a better recovery move. Fire Blast hits Steels
    which is especially important for things like Excadrill and Lucario, because
    Clear Smog doesn't affect them at all. Will-o-Wisp gives opponents a crippling
    Burn, but watch out for Flash Fire Pokemon like Heatran. Hidden Power Ground
    becomes an option for those kinds of Fire types.
    
    
    ----------------------[KANGASKHAN]------------------------
    Type: Normal
    Ability: Early Bird/Scrappy/Inner Focus (Dream World)
    Base Stats:  105 HP / 95 Atk / 80 Def / 40 SAtk / 80 SDef / 90 Spd
    Pros: Overall solid stats, Scrappy is useful
    Cons: Outclassed by faster or stronger sweepers
    
    Kangaskhan @Leftovers
    EVs: 212 HP / 252 Atk / 46 Spd
    Adamant Nature
    Ability: Scrappy
    -Return
    -Focus Punch
    -Sucker Punch
    -Substitute
    
    Kangaskhan can create Substitutes with enough HP that can't be broken by a
    single Seismic Toss. This is useful for combating walls like Blissey or 
    Dusclops. Once you're behind a Sub, you can safely use Focus Punch to hurt
    Steel and Rock types. Sucker Punch makes this set even  more effective. Since
    Substitute forces your opponent to break it with an attacking move, they will
    get Sucker Punched in the face. 
    
    Kangaskhan @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Scrappy
    -Return
    -Earthquake
    -Hammer Arm
    -Sucker Punch
    
    A simple Choice Band set. However, Kangaskhan takes less prediction to use
    since Ghost types aren't immune to its Normal and Fighting moves due to
    Scrappy. Earthquake and Hammer Arm both deal with Steel and Rock-types,
    depending on which move is more effective.
    
    
    ----------------------[SEAKING]---------------------------
    Type: Water
    Ability: Swift Swim/Water Veil/Lightning Rod (Dream World)
    Base Stats: 80 HP / 92 Atk / 65 Def / 65 SAtk / 80 SDef / 68 Spd
    Pros: Good Attack, Electric immunity with Lightning Rod
    Cons: Other stats are rather low, limited movepool
    
    Seaking @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Swift Swim
    -Aqua Tail/Waterfall
    -Return
    -Megahorn
    -Poison Jab
    
    Seaking can be a decent physical sweeper on a Rain team. However it doesn't
    have a way of boosting its Attack like Qwilfish and Kabutops can. Choose Aqua
    Tail for power or Waterfall for accuracy. Return has good coverage with Water
    attacks. Megahorn and Poison Jab both deal with Grass-types.
    
    Seaking @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Lightning Rod
    -Aqua Tail/Waterfall
    -Megahorn
    -Return
    -Poison Jab
    
    It has a limited movepool so there's only a few good moves it can use. This
    set takes advantage of its Dream World ability, which turns a weakness into
    an immunity and gives it an extra chance to switch in and do some damage.
    
    
    ----------------------[STARMIE]---------------------------
    Type: Water/Psychic
    Ability: Natural Cure/Illuminate/Analytic (Dream World)
    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, but Ice Beam will
    do more to Ferrothorn.
    
    Starmie @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid Nature
    Ability: Natural Cure
    -Surf/Hydro Pump
    -Thunderbolt
    -Ice Beam
    -Recover
    
    Diversity has always been one of Starmie's strong points and a Life Orb set 
    allows you to use that diversity to devastate your opponent. Recover heals Life 
    Orb recoil and any other damage Starmie might take.
    
    Starmie @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid Nature
    Ability: Natural Cure
    -Surf/Hydro Pump
    -Thunderbolt
    -Ice Beam
    -Trick
    
    An all out attack set if you don't care about Rapid Spin. Trick screws up 
    Blissey, Ferrothorn, and any other wall that gets in your way.
    
    
    ----------------------[MR. MIME]--------------------------
    Type: Psychic
    Ability: Soundproof/Filter/Technician (Dream World)
    Base Stats:  40 HP / 45 Atk / 65 Def / 100 SAtk / 120 SDef / 90 Spd
    Pros: Great support movepool, high Sp. Defense
    Cons: Terrible HP and low Defense
    
    Mr. Mime @Light Clay
    EVs: 252 HP / 6 Def / 252 SDef
    Calm Nature
    Ability: Soundproof
    -Reflect
    -Light Screen
    -Psychic
    -Thunder Wave
    
    Mr. Mime is known as the "Barrier Pokemon" and this set certainly lives up to
    its name. Set up dual screens to help Mr. Mime and the rest of the team take
    hits. Thunder Wave can slow down opponents and give the sweepers on your team
    an easier time.
    
    Mr. Mime @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid Nature
    Ability: Filter
    -Psychic
    -Trick
    -Shadow Ball
    -Focus Blast
    
    Mr. Mime has good Sp. Attack and a diverse special movepool, so a special
    sweeping set is a viable option. Mr. Mime also has a special Trick up its 
    sleeve for any non-special attacker that tries to counter it. Focus Blast for
    Dark types and Shadow Ball for Ghosts and enemy Psychics.
    
    Mr. Mime @Leftovers
    EVs: 252 HP / 6 SDef / 252 Spd
    Timid Nature
    Ability: Soundproof
    -Psychic
    -Calm Mind/Nasty Plot
    -Substitute
    -Baton Pass
    
    Baton Passing is one of Mr. Mime's strong points. Pass Calm Mind or Nasty Plot
    boosts to your team mates, along with Substitutes if you wish. Soundproof
    ability is important since it prevents Roar from forcing you to switch and also
    stops Perish Song, which can mess up Baton Passing strategies.
    
    
    ----------------------[JYNX]------------------------------
    Type: Ice/Psychic
    Ability: Oblivious/Forewarn/Dry Skin (Dream World)
    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: Dry Skin
    -Ice Beam
    -Lovely Kiss
    -Nasty Plot
    -Substitute
    
    A sweeper Jynx moveset. Put your foes to sleep with Lovely Kiss, then boost 
    your Special Attack with Nasty Plot. 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. This works best in a Rain team so that
    Dry Skin can restore plenty of health every turn.
    
    Jynx @Life Orb
    EVs: 4 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Dry Skin
    -Ice Beam
    -Focus Blast/Hidden Power [Ground]
    -Lovely Kiss
    -Nasty Plot
    
    This set is a more offensive sweeper set, though it works similarly to the
    first one. Put an enemy to sleep, set up Nasty Plot, then attack. Ice Beam
    is your main move. Focus Blast covers Steels and Darks, though HP Ground is
    a more accurate alternative against Steels and is more effective against 
    Fire-types as well. 
    
    Jynx @Choice Specs
    EVs: 4 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Forewarn
    -Ice Beam
    -Psychic/Psyshock
    -Focus Blast/Hidden Power [Fire]
    -Trick
    
    Jynx can now go all out thanks to Choice Specs. Ice Beam and Psychic for STAB,
    Grass Knot hits foes like Slowbro and Starmie. You can use Focus Blast for
    Dark types, or HP Fire for Steels like Scizor and Metagross. Special walls
    like Blissey and Chansey can be dealt with using Psyshock or Trick.
    
    
    ----------------------[PINSIR]----------------------------
    Type: Bug
    Ability: Mold Breaker/Hyper Cutter/Moxie (Dream World)
    Base Stats: 65 HP / 125 Atk / 100 Def / 55 SAtk / 70 SDef / 85 Spd
    Pros: Excellent Attack and great Defense
    Cons: Average Speed, Stealth Rock weakness
    
    Pinsir @Leftovers
    EVs: 98 HP / 252 Atk / 160 Spd
    Adamant Nature
    Ability: Hyper Cutter/Moxie
    -X-Scissor
    -Stone Edge
    -Close Combat/Earthquake
    -Swords Dance
    
    Set up with Swords Dance and kill things. X-Scissor for anything that isn't
    weak to Bug and Stone Edge for Flying-types. Close Combat and Earthquake will
    both hurt Steels. Close Combat is stronger, but Earthquake doesn't decrease
    your good Defense stat and it's also effective against Poison-types like
    Nidoking and Toxicroak.
    
    Pinsir @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Mold Breaker/Moxie
    -X-Scissor
    -Stone Edge
    -Close Combat
    -Earthquake
    
    Without the need to setup with Swords Dance, you use a Choice item to hit
    things harder or faster. Mold Breaker is pretty useful for foes with Levitate
    that try to switch in on your Earthquake. Moxie is still great for additional
    Attack boosts which could improve your sweeping potential.
    
    
    ----------------------[TAUROS]----------------------------
    Type: Normal
    Ability: Intimidate/Anger Point/Sheer Force (Dream World)
    Base Stats:  75 HP / 100 Atk / 95 Def / 40 SAtk / 70 SDef / 110 Spd
    Pros: Great Attack and Speed, solid Defense with Intimidate
    Cons: Outclassed by most physical sweepers, can't make good use of Sheer Force
    
    Tauros @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly/Adamant Nature
    Ability: Intimidate
    -Return/Double-Edge
    -Earthquake
    -Pursuit
    -Stone Edge/Zen Headbutt
    
    Tauros has always been a powerful Normal-type sweeper. Its Attack and Speed
    aren't as amazing as a few other physical sweepers, but it can still hit very
    hard. Of course, any Normal-type needs a powerful STAB move like Return,
    though Double-Edge is stronger if you don't mind recoil. Earthquake is great
    for Rocks and Steels. Pursuit hits Ghosts and fleeing opponents. Stone Edge
    rounds out the set, but can be dropped for Zen Headbutt to deal with
    Fighting foes.
    
    
    ----------------------[GYARADOS]--------------------------
    Type: Water/Flying
    Ability: Intimidate/Moxie (Dream World)
    Base Stats:  95 HP / 125 Atk / 79 Def / 60 SAtk / 100 SDef / 81 Spd
    Pros: Overall good stats including excellent Attack
    Cons: 4x Electric weakness, Stealth Rock weakness
    
    Gyarados @Life Orb
    EVs: 4 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Waterfall
    -Stone Edge
    -Earthquake/Ice Fang/Bounce
    -Dragon Dance
    
    Life Orb Gyarados is extremely powerful after a Dragon Dance boost and has 
    great coverage with the physical attacks it can learn. Waterfall and Stone
    Edge cover most of the opponents in the game. Earthquake is your best bet
    against Empoleon, Poliwrath, Toxicroak with Dry Skin, and especially 
    Ferrothorn. However Breloom resists all three moves mentioned, so use Ice
    Fang if Breloom is bothering you a lot. Bounce is an option since it's
    actually your strongest move, but it's illegal with Moxie and it gives your
    opponent a free turn to switch.
    
    Gyarados @Leftovers
    EVs: 252 HP / 252 Def / 6 Spd
    Impish Nature
    -Waterfall
    -Dragon Tail
    -Rest
    -Sleep Talk
    
    Gyarados may not look like a physical wall, but it's actually able to take a 
    lot of physical hits with Intimidate and a good set of resistances to common 
    attacks. Rest keeps Gyarados alive and free of status while Sleep Talk allows
    you to attack during your slumber. Waterfall is your main attack, but Dragon
    Tail is great for dealing damage and forcing opponents to switch. This means
    opponents can't stat boost without worrying about getting hit by a strong
    Water move or being forced to switch.
    
    Gyarados @Leftovers
    Evs: 212 HP / 16 Atk / 180 Def / 100 Spd
    Adamant Nature
    -Waterfall
    -Stone Edge/Earthquake
    -Taunt
    -Dragon Dance
    
    Nicknamed "BulkyGyara", this is a more conservative approach to sweeping.
    Its EV spread may seem defensive, but this allows it to switch in easily
    against foes like Water, Fire, and Fighting types. 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 or phazing moves.
    
    
    ----------------------[LAPRAS]----------------------------
    Type: Water/Ice
    Ability: Shell Armor/Water Absorb/Hydration (Dream World)
    Base Stats:  130 HP / 85 Atk / 80 Def / 85 SAtk / 95 SDef / 60 Spd
    Pros: Awesome HP and good defenses, good special movepool
    Cons: Stealth Rock weakness
    
    Lapras @Leftovers
    EVs: 252 HP / 6 Atk / 252 SDef
    Careful Nature
    Ability: Hydration
    -Waterfall
    -Ice Shard
    -Curse
    -Rest
    
    For this to work well, you must have Rain weather activated so that Hydration
    will instantly cure any status including the sleep from Rest. Curse boosts
    your Attack and Defense while lowering Speed, but Ice Shard still lets you
    attack first. Waterfall gets a boost in the rain and can KO most opponents
    after a few Curses.
    
    Lapras @Leftovers/Life Orb
    EVs: 252 Atk / 80 Def / 176 Spd
    Adamant Nature
    Ability: Hydration
    -Waterfall
    -Return
    -Dragon Dance
    -Rest
    
    Lapras's physical movepool isn't as diverse as its special movepool, but at
    least it can learn Dragon Dance to boost its Attack and Speed. Rest is to
    cure status and lost HP while you are Dragon Dancing. When you are finished,
    you can hit opponents with a boosted Waterfall or Return. Again, you must
    have Rain activated for this to work effectively.
    
    Lapras @Leftovers
    EVs: 188 HP / 124 Def / 196 SAtk
    Modest Nature
    Ability: Water Absorb
    -Surf
    -Ice Beam
    -Thunderbolt
    -Toxic
    
    Lapras has lots of handy special moves for all kinds of opponents. The only 
    Pokemon resistant to Surf, Ice Beam, and Thunderbolt are Lanturn, Shedinja,
    and Seaking with Lightning Rod. All three are ruined by Toxic.
    
    
    ----------------------[DITTO]-----------------------------
    Type: Normal
    Ability: Limber/Imposter (Dream World)
    Base Stats:  48 HP / 48 Atk / 48 Def / 48 SAtk / 48 SDef / 48 Spd
    Pros: One of the best revenge killers with Imposter
    Cons: Moves copied only have 5 PP
    
    Ditto @Choice Scarf
    EVs: 252 HP / 128 Def / 128 SDef
    Bold/Calm Nature
    Ability: Imposter
    -Transform
    
    Who knew that little Ditto could actually be good in battle? With the unique
    Imposter ability, Ditto instantly Transforms into the opponent without
    wasting a turn. With a Choice Scarf, it is guaranteed to be faster than the
    opponent as long as they aren't carrying a Scarf as well. Ditto also copies
    all stat boosts the opponent has gained and can use it to sweep the opponent's
    team as long as it doesn't switch out.
    
    
    ----------------------[VAPOREON]--------------------------
    Type: Water
    Ability: Water Absorb/Hydration (Dream World)
    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: 248 HP / 252 Def / 8 Spd
    Bold Nature
    Ability: Water Absorb
    -Scald
    -Wish
    -Protect/Heal Bell
    -Ice Beam/Hidden Power [Electric]/Toxic
    
    A set based around team support. Ice Beam for Grass/Dragons, but HP Electric
    is for other Waters, especially Gyarados. Protect is used for scouting and to 
    ensure that Wish always heals you. Heal Bell is very useful for curing nasty 
    status effects. Toxic can go in the last slot to weaken opponents. In a Rain
    team, you can replace Water Absorb with Hydration for protection against 
    status conditions.
    
    Vaporeon @Leftovers
    EVs: 248 HP / 252 Def / 8 Spd
    Bold Nature
    Ability: Water Absorb
    -Scald
    -Wish
    -Substitute/Acid Armor
    -Baton Pass
    
    Now Vaporeon is passing something else besides Wish. It can give your teammates
    huge Subs, a big boost in Defense, or an extra bit of healing with Aqua Ring. 
    
    
    ----------------------[JOLTEON]---------------------------
    Type: Electric
    Ability: Volt Absorb/Quick Feet (Dream World)
    Base Stats:  65 HP / 65 Atk / 60 Def / 110 SAtk / 95 SDef / 130 Spd
    Pros: Extremely fast, great Sp. Attack
    Cons: Frail defense, Movepool is limited
    
    Jolteon @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Volt Absorb
    -Thunderbolt
    -Hidden Power [Ice/Grass]
    -Shadow Ball
    -Volt Switch
    
    A typical Choice Specs set. Choose HP Ice for Grass types and Dragons like 
    Salamence, or HP Grass for Pokemon like Swampert. Shadow Ball has coverage
    against Ghosts and Psychics like Chandelure and Reuniclus. Volt Switch is a
    great move for scouting and making a quick escape.
    
    Jolteon @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Volt Absorb
    -Thunderbolt
    -Hidden Power [Ice/Grass]
    -Substitute
    -Baton Pass
    
    Jolteon is a great scout for your team due to its Speed and ability to set up 
    and pass Subs to your teammates. With a Substitute, you can give your team
    members a free turn to attack or set up. 
    
    Jolteon @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Volt Absorb
    -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/Guts (Dream World)
    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 @Toxic Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Guts
    -Flame Charge
    -Facade
    -Fire Fang
    -Quick Attack/Bite
    
    Poor Flareon. 5 generations and it still doesn't have a good physical Fire 
    move. While Flame Charge is weak, it gives Flareon a needed speed boost. At
    the same time, Toxic Orb gives it an Attack boost so it can actually hurt
    things.
    
    Flareon @Leftovers
    EVs: 252 HP / 6 Def / 252 SDef
    Calm Nature
    Ability: Flash Fire
    -Lava Plume
    -Toxic
    -Wish
    -Protect
    
    People often forget Flareon has excellent Special Defense. It makes a decent 
    special wall in NU with all the Bug and Grass-types in that tier. Your main way 
    of damage will be in the form of Toxic, and you can stall with Wish and Protect 
    Lava Plume hurts Steel types and you may be able to give them a Burn.
    
    
    ----------------------[OMASTAR]---------------------------
    Type: Water/Rock
    Ability: Swift Swim/Shell Armor/Broken Armor (Dream World)
    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 @Life Orb/Lum Berry
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    Ability: Swift Swim
    -Rain Dance
    -Surf/Hydro Pump
    -Ice Beam
    -Hidden Power [Electric/Grass]
    
    Take advantage of its first ability with this set meant to work in the Rain. 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 @Life Orb/Lum Berry/Focus Sash
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    Ability: Swift Swim
    -Shell Smash
    -Surf/Hydro Pump
    -Ice Beam
    -Hidden Power [Electric/Grass]
    
    With a move like Shell Smash, you don't even need rain. Shell Smash doubles
    your Speed and boosts your Special Attack ridiculously high. You can still
    use this on a Rain team, where it will be even faster and more powerful.
    
    Omastar @Leftovers
    EVs: 252 HP / 132 Def / 120 SAtk
    Bold Nature
    Ability: Shell Armor
    -Scald/Surf
    -Stealth Rock
    -Spikes
    -Knock Off/Toxic Spikes
    
    A more defensive set. Omastar can set up Spikes, Toxic Spikes, or Stealth Rock 
    (or even all three on the same set) and remove the opponent's items with Knock
    Off. Does especially well in the Sandstorm for a Special Defense boost.
     
     
    ----------------------[KABUTOPS]--------------------------
    Type: Water/Rock
    Ability: Swift Swim/Battle Armor/Broken Armor (Dream World)
    Base Stats:  60 HP / 115 Atk / 105 Def / 65 SAtk / 70 SDef / 80 Spd
    Pros: High Attack, excellent sweeper in the Rain
    Cons: Rather frail, type combo has the same problems as Omastar's.
    
    Kabutops @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Swift Swim
    -Stone Edge
    -Waterfall
    -Low Kick/X-Scissor/Aqua Jet
    -Swords Dance
    
    A simple set where you Swords Dance up and sweep with whatever is most 
    effective. Low Kick is the most effective attack against Ferrothorn, while 
    X-Scissor handles other Grass-types better and Aqua Jet is good as a priority
    move. Use in the Rain for best results.
    
    Kabutops @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Swift Swim
    -Stone Edge
    -Waterfall
    -Low Kick
    -X-Scissor/Aqua Jet
    
    Kabutops is frail and won't always have time to set up, so a Choice Band gives
    it a power boost so it can attack right away. Again, use this in the Rain.
    
    
    ----------------------[AERODACTYL]------------------------
    Type: Rock/Flying
    Ability: Rock Head/Pressure/Unnerve (Dream World)
    Base Stats:  80 HP / 105 Atk / 65 Def / 60 SAtk / 75 SDef / 130 Spd
    Pros: Extremely fast, great Attack, good physical movepool
    Cons: Frail for a Rock type, Stealth Rock weakness
    
    Aerodactyl @Focus Sash
    EVs: 4 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Unnerve 
    -Stone Edge
    -Earthquake
    -Taunt
    -Stealth Rock
    
    Aerodactyl is the one of fastest of the "suicide leads". Unless your opponent 
    is a Ninjask, Electrode, Accelgor, 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 @/Life Orb
    EVs: 4 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Unnerve 
    -Stone Edge
    -Earthquake
    -Aqua Tail
    -Ice Fang/Fire Fang/Hone Claws
    
    Standard sweeper. Aerodactyl's extremely high speed makes it stand out amongst 
    the many Rock-type sweepers in the game. Aqua Tail is your best bet vs. bulky
    Grounds like Hippowdon. Ice Fang hits Dragons, and Fire Fang is for Bronzong 
    and Ferrothorn. Hone Claws can be use to boost your Attack as well as Stone 
    Edge's shaky accuracy.
    
    
    ----------------------[SNORLAX]---------------------------
    Type: Normal
    Ability: Immunity/Thick Fat/Gluttony (Dream World)
    Base Stats:  160 HP / 110 Atk / 65 Def / 60 SAtk / 110 SDef / 30 Spd
    Pros: Enormous HP, great Attack and Sp. Defense
    Cons: Low Speed, can't heal without Rest
    
    Snorlax @Leftovers
    EVs: 252 HP / 6 Def / 252 SDef
    Careful Nature
    Ability: Thick Fat
    -Return/Body Slam
    -Earthquake/Crunch/Fire Punch
    -Curse
    -Rest
    
    Good ol' CurseLax hasn't changed much through the generations, though sweepers
    in B/W can hit a lot harder now. You still have to decide whether you want to
    hit Tyranitar and Steel types with Earthquake, Ghosts like Gengar with Crunch,
    or Steels like Ferrothorn and Skarmory with Fire Punch. Choose Return for its
    power or Body Slam for its ability to paralyze, whichcan be a lifesaver in
    certain situations.
    
    Snorlax @Leftovers/Choice Band
    EVs: 6 HP / 252 Atk / 252 SDef
    Adamant/Brave Nature
    Ability: Immunity
    -Body Slam/Return
    -Earthquake
    -Selfdestruct/Crunch/Pursuit
    -Fire Punch
    
    Choice Band powers up Snorlax without the need for setting up. Obviously,
    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. If you do use it in Trick
    Room, give it a Brave nature.
    
    
    ----------------------[ARTICUNO]---------------------------
    Type: Ice/Flying
    Ability: Pressure/Snow Cloak (Dream World)
    Base Stats:  90 HP / 85 Atk / 100 Def / 95 SAtk / 125 SDef / 85 Spd
    Pros: Great defenses
    Cons: 4x Stealth Rock weakness, limited movepool
    
    Articuno @Leftovers
    EVs: 252 HP / 124 Def / 132 SDef
    Calm Nature
    Ability: Pressure
    -Ice Beam
    -Substitute
    -Toxic
    -Roost
    
    Articuno can't do much, but it certainly can stall. Poison opponents with
    Toxic, then set up a Substitute and stall as much as you can. Roost keeps
    you healthy so you can create more Substitutes. Ice Beam anything that is
    immune to Toxic. Pressure can go a long way into draining an opponent's HP.
    
    
    ----------------------[ZAPDOS]-----------------------------
    Type: Electric/Flying
    Ability: Pressure/Lightning Rod (Dream World)
    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, Stealth Rock weakness
    
    Zapdos @Leftovers
    EVs: 192 HP / 64 Def / 252 Spd
    Timid Nature
    Ability: Lightning Rod/Pressure
    -Thunderbolt
    -Toxic/Hidden Power [Ice]
    -Roost
    -Substitute
    
    Zapdos, unlike most Electric types, is actually pretty bulky and has access
    to instant recovery with Roost. At the same time, it has awesome Special
    Attack so it can dish out damage as well as take hits. This set is defensive
    and offensive just like Zapdos. Substitute blocks status while Roost keeps
    you healthy so you can continue to use Sub. Thunderbolt is your main attack
    and will do plenty of damage especially after a boost from Lightning Rod.
    Toxic helps with stalling, but you can also use HP Ice to deal with Ground
    types. Pressure as an alternate ability can wear opponents' PP down.
    
    Zapdos @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Pressure
    -Thunderbolt
    -Hidden Power [Ice/Grass]
    -Heat Wave
    -Roost
    
    Zapdos is an very powerful sweeper and has a great range of coverage with only
    three moves. The downside is that Heat Wave is illegal with Lighting Rod, so
    you won't be able to gain a free Sp. Attack boost. Roost keeps you alive and
    heals Life Orb damage. For Hidden Power, choose Ice for Dragons and Gliscor,
    or Grass for Swampert and friends.
    
    Zapdos @Leftovers
    EVs: 252 HP / 252 Def / 6 Spd
    Bold Nature
    Ability: Pressure
    -Thunderbolt
    -Toxic/Hidden Power [Ice]
    -Roost
    -Roar/Thunder Wave
    
    Zapdos is a great counter to many physical sweepers in the game, including
    Scizor, Metagross, and Conkeldurr. Most sweepers like to stat boost, but
    Roar will mess up their plans. Thunder Wave can also help cripple sweepers
    that rely on Speed. Roost keeps you alive as usual.
    
    Zapdos @Leftovers
    EVs: 252 HP / 6 Def / 252 Spd
    Timid Nature
    Ability: Lightning Rod
    -Thunderbolt
    -Agility
    -Baton Pass
    -Substitute/Hidden Power [Ice/Grass]
    
    Baton Pass from Pokemon XD is a great addition and makes Zapdos one of the
    best speed passers. Common phazers like Skarmory and Suicune will be afraid of
    getting hit by Thunderbolt. 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 @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    Ability: Pressure
    -Thunderbolt
    -Hidden Power [Ice/Grass]
    -Heat Wave
    -Volt Switch
    
    Choice Specs gives Zapdos even more power, allowing it to KO a lot of foes. 
    Volt Switch useful for scouting counters while hurting opponents at the same
    time. Choice Scarf makes Zapdos a great lead Pokemon due to the speed boost.
    
    
    ----------------------[MOLTRES]----------------------------
    Type: Fire/Flying
    Ability: Pressure/Flame Body (Dream World)
    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
    
    Moltres can hit hard with a Choice Specs or hit fast with a Choice Scarf.
    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 Rocks. 
    
    Moltres @Life Orb
    EVs: 6 HP / 252 Spd / 252 SAtk
    Modest Nature
    -Fire Blast/Flamethrower
    -Air Slash
    -Hidden Power [Ice/Grass]
    -Agility/Flame Charge
    
    One Agility is all that is needed to turn Moltres into a fast and powerful
    special sweeper. Flame Charge won't raise your Speed as high, but it is able to
    do some damage. Since Moltres is so weak to Stealth Rock, make sure you pack a
    good Rapid Spinner to accompany this set.
    
    Moltres @Life Orb
    EVs: 6 HP / 252 Spd / 252 SAtk
    Timid Nature
    -Flamethrower/Fire Blast
    -Solarbeam
    -Air Slash
    -Roost/Hidden Power [Ice]
    
    This set revolves around Sunny weather. Solarbeam from Moltres's super high Sp.
    Attack will seriously hurt most Water and Rock types that think they can switch
    in. Roost heals off damage from Life Orb and Stealth Rock, but Hidden Power Ice
    can hurt Dragons.
    
    Moltres @Leftovers
    EVs: 248 HP / 148 Def / 112 Spd
    Bold Nature
    Ability: Pressure
    -Flamethrower
    -Toxic
    -Substitute
    -Roost
    
    Use Moltres's ability to the fullest to stall opponents with Pressure and 
    Toxic. Substitute and Roost will make you nearly invulnerable. Steels who are
    immune to Toxic will be afraid to switch in since you have Flamethrower (With
    the exception of Heatran). Even then, Moltres can stall out most Heatrans.
    
    
    ----------------------[DRAGONITE]--------------------------
    Type: Dragon/Flying
    Ability: Inner Focus/Multiscale (Dream World)
    Base Stats: 91 HP / 134 Atk / 95 Def / 100 SAtk / 100 SDef / 80 Spd
    Pros: Amazing Attack, better defenses than most Dragons, diverse movepool
    Cons: 4x Ice weakness, Stealth Rock weakness, mediocre Speed
    
    Dragonite @Life Orb
    EVs: 252 Atk / 252 SAtk / 6 Spd  
    Rash Nature
    Ability: Inner Focus
    -Draco Meteor
    -Superpower
    -Fire Blast/Flamethrower
    -Extremespeed/Roost
    
    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 Blissey. Draco Meteor is your most powerful attack for anything that 
    doesn't resist it. Use Fire attacks for Steel types. Extremespeed finishes off
    weakened opponents while Roost keeps you alive and heals Life Orb damage. For
    an ability, Inner Focus is best if you want to use this as a lead since it
    prevents you from getting flinched by Fake Out.
    
    Dragonite @Leftovers/Yache Berry
    EVs: 252 HP / 6 Atk / 252 Spd
    Adamant Nature
    Ability: Multiscale
    -Outrage
    -Fire Punch
    -Earthquake/Roost
    -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 Punch take care of all
    the types resistant to Dragon. Roost keeps you healthy which is especially
    important for your Multiscale ability, which halves all damage if you are at
    100% HP. Max HP also goes a long way towards your bulk and survivability.
    
    Dragonite @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Multiscale
    -Outrage
    -Earthquake
    -Fire Punch
    -Waterfall/Extremespeed
    
    No set up required with the physical Choice sweeper. Your standard moves are
    there to deal lots of damage. Waterfall 2HKOs bulky Ground types like Gliscor
    and Hippowdon. Extremespeed is also an option for a powerful priority move.
    
    Dragonite @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    Ability: Multiscale
    -Hurricane
    -Surf
    -Thunder
    -Roost/Dragon Pulse
    
    This Dragonite is meant to go on a Rain team. It has three powerful moves
    that all get boosted in the Rain. Hurricane and Thunder gain 100% accuracy
    Hurricane has a high chance of causing confusion while Thunder can cause
    paralysis. Together, these moves can be very devestating. Surf takes care
    of Ground, Rock, and Steel types and also gets a power boost in the Rain.
    Dragon Pulse is an option for handling enemy Dragons.
    
    
    ----------------------[MEWTWO]-----------------------------
    Type: Psychic
    Ability: Pressure/Unnerve (Dream World)
    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: Pursuit weakness
    
    Mewtwo @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Pressure
    -Psystrike
    -Aura Sphere
    -Shadow Ball/Ice Beam
    -Calm Mind
    
    Calm Mind Mewtwo is super scary. You can laugh in the face of special walls 
    like Blissey because of your signature move Psystrike hitting its weaker
    Defense instead of Sp. Defense. Aura Sphere takes care of Steels and Darks
    who resist Psystrike. Shadow Ball is for opponent Psychic types as well as
    Giratina. You can also use Ice Beam for all the Dragon types that are on Uber
    teams.
    
    Mewtwo @Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    Ability: Pressure
    -Psystrike
    -Aura Sphere
    -Shadow Ball
    -Grass Knot/Trick
    
    Mewtwo is fast, but faster Choice Scarfers like Kyogre and Palkia can
    revenge kill it. With a Choice Scarf of its own, Mewtwo will pretty much
    outspeed all opponents and defeat them with its diverse arsenal of moves.
    Grass Knot does huge amounts of damage against both Kyogre and Groudon.
    Trick can cripple a wall like Lugia or Giratina.
    
    
    ----------------------[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: Pursuit weakness
    
    Mew @Leftovers
    EVs: 252 HP / 6 Def / 252 Spd
    Timid Nature
    -Nasty Plot
    -Baton Pass
    -Taunt
    -Rock Polish/Substitute/Psychic
    
    Mew is one of the few Pokemon that can Baton Pass Nasty Plot boosts.
    Along with Nasty Plot, Mew can also pass Substitutes, speed boosts with
    Rock Polish, or Taunt to prevent foes from setting up. If you really 
    prefer to have an attacking move, Psychic is a STAB move that can deal
    with most opponents.
    
    Mew @Leftovers
    EVs: 252 HP / 6 SDef / 252 Spd
    Jolly Nature
    -Swords Dance
    -Baton Pass
    -Taunt
    -Rock Polish
    
    Similar to the first set, but this time you're passing Attack with Swords 
    Dance. Otherwise, the idea is the same. 
    
    Mew @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Psyshock
    -Aura Sphere
    -Nasty Plot
    -Shadow Ball/Roost
    
    Mew has good Special Attack, and can boost it even higher with Nasty Plot.
    Psyshock is for your Psychic STAB and deals with Blissey and Chansey. Aura
    Sphere hurts Darks and Steels and Shadow Ball complements it by hitting
    Psychics and Ghosts. You can also choose Roost for extra longevity. Of course
    Mew's movepool is so huge that you can work in a different special attack if
    you want. The moves listed are simply there because they provide good coverage
    
    
    
    ===============================================================================
    [14] MOVESETS - JOHTO
    ===============================================================================
    
    ----------------------[MEGANIUM]---------------------------
    Type: Grass
    Ability: Overgrow/Leaf Guard
    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. If you want to use Meganium
    in a Sun team, use its Leaf Guard ability to block status. You can also use
    Synthesis in the last slot to take advantage of the Sun.
    
    
    ------------------------[TYPHLOSION]---------------------
    Type: Fire
    Ability: Blaze/Flash Fire (Dream World)
    Base Stats: 78 HP / 84 Atk / 78 Def / 109 SAtk / 85 SDef / 100 Spd
    Pros: Great Sp. Attack and high Speed, learns Eruption
    Cons: Stealth Rock weakness
    
    Typhlosion @Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Blaze
    -Eruption
    -Focus Blast
    -Hidden Power [Ice]
    -Overheat
    
    Eruption is a great attack 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. Focus Blast for Rock types while HP Ice is for Dragons.  
    
    Typhlosion @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Flash Fire
    -Flamethrower/Fire Blast
    -Focus Blast
    -Hidden Power [Ice]
    -Overheat
    
    This is more of your traditional Fire-type sweeper. You can use Flash Fire as 
    an ability to switch into predicted Fire attacks and boost your power even 
    further.
    
    
    ------------------------[FERALIGATR]---------------------
    Type: Water
    Ability: Torrent/Sheer Force (Dream World)
    Base Stats: 85 HP / 105 Atk / 100 Def / 79 SAtk / 83 SDef / 78 Spd
    Pros: Great Attack and Defense
    Cons: Mediocre Speed.
    
    Feraligatr @Leftovers
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Sheer Force
    -Waterfall
    -Ice Fang
    -Earthquake
    -Dragon Dance
    
    Dragon Dance makes Feraligatr a good Water-type physical sweeper. It stands
    out from Gyarados with its awesome Sheer Force ability, powering up both
    Waterfall and Ice Fang (Ice Punch is unfortunately illegal with Sheer Force).
    Earthquake hits Electric types.
    
    Feraligatr @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Sheer Force
    -Waterfall
    -Ice Fang
    -Superpower
    -Aqua Jet
    
    As with any Pokemon with good Attack, Feraligatr can use a Choice Band if you
    want a simple physical sweeping set. Superpower is a strong Fighting move
    that will deal major damage to Ferrothorn. Aqua Jet is a good STAB priority
    attack that can finish off faster opponents like Blaziken or Excadrill.
    
    
    ------------------------[FURRET]-------------------------
    Type: Normal
    Ability: Run Away/Keen Eye/Frisk (Dream World)
    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
    Jolly Nature
    Ability: Frisk
    -Return
    -Shadow Claw/Sucker Punch
    -U-Turn
    -Trick
    
    Trick saves this set from being just another Choice sweeper since you can
    mess up walls like Skarmory or Blissey. Return is STABed and can deal decent
    damage. Shadow Claw or Sucker Punch are needed for Ghosts. U-Turn lets
    you make a quick escape and scout the opponent's team. The Frisk ability is
    useful to find out what the opponent is holding before you Trick it.
    
    
    ------------------------[NOCTOWL]------------------------
    Type: Normal/Flying
    Ability: Insomnia/Keen Eye/Tinted Lens (Dream World)
    Base Stats: 100 HP / 50 Atk / 50 Def / 76 SAtk / 96 SDef / 70 Spd
    Pros: Good HP and Sp. Defense
    Con: Rather slow, low offensive stats, small 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
    with Hypnosis, set up a shield with Reflect, and switch out. Roost keeps you
    healthy and Air Slash is just there for a damaging move.
    
    
    ------------------------[LEDIAN]-------------------------
    Type: Bug/Flying
    Ability: Swarm/Early Bird/Iron Fist (Dream World)
    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, 4x Stealth Rock weakness
    
    Ledian @Focus Sash
    EVs: 252 HP / 4 Atk / 252 Spd
    Jolly Nature
    -Agility
    -Swords Dance
    -Substitute
    -Baton Pass
    
    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 @Light Clay
    EVs: 252 HP / 4 Def / 252 SDef
    Calm 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/Sniper (Dream World)
    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: 252 HP / 6 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
    let you pull this strategy off more easily. There's really not much else it 
    can do.
    
    Ariados @Focus Sash
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Insomnia
    -Toxic Spikes
    -Sucker Punch
    -Shadow Sneak
    -Disable
    
    Being able to learn Toxic Spikes while also being immune to Sleep is actually
    a pretty neat trick. When you are done setting up, you can hit opponents with
    a priority move or Disable their attack.
    
    
    ------------------------[CROBAT]-------------------------
    Type: Poison/Flying
    Ability: Inner Focus/Infiltrator (Dream World)
    Base Stats: 85 HP / 90 Atk / 80 Def / 70 SAtk / 80 SDef / 130 Spd
    Pros: Amazing Speed. Excellent Fighting and Grass counter.
    Cons: Unimpressive offensive stats, easily walled by Steel-types
    
    Crobat @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Jolly Nature
    -Super Fang
    -U-Turn
    -Taunt
    -Roost
    
    With Super Fang, Crobat can deal large amounts of damage to anything that's not 
    a Ghost-type. Taunt prevents opponents from healing themselves. U-Turn provides 
    additional damage as well as the ability to scout. Roost keeps you healthy.
    
    Crobat @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Brave Bird
    -U-Turn
    -Pursuit
    -Quick Attack
    
    With one of the highest speeds of any non-legendary Pokemon, Crobat rushes in
    with a powerful Brave Bird to strike opponents. U-Turn to switch out from 
    opponents you're afraid of (like Steel types) or Pursuit to hit opponents who 
    are switching out from you. Quick Attack is there for priority.
    
    Crobat @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid Nature
    -Air Slash
    -Heat Wave
    -Sludge Bomb/Hidden Power [Ground]
    -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 Heat Wave to hit Steel
    types supereffectively. HP Ground is good against Rocks and Electrics.
    
    
    ------------------------[LANTURN]------------------------
    Type: Water/Electric
    Ability: Volt Absorb/Illuminate/Water Absorb (Dream World)
    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
    Calm Nature
    Ability: Volt Absorb
    -Scald
    -Thunderbolt
    -Ice Beam
    -Thunder Wave/Heal Bell
    
    A standard set for Lanturn, utilizing its good variety of resistances and
    decent special bulk. Scald is used over Surf for the high chance of Burn.
    Thunderbolt and Ice Beam cover opponents that resist Water. Thunder Wave can
    be a good move against potential counters and makes up for Lanturn's poor
    speed. Heal Bell is also an option to cure status from the rest of the team.
    
    
    ------------------------[XATU]----------------------------
    Type: Psychic/Flying
    Ability: Early Bird/Synchronize/Magic Bounce (Dream World)
    Base Stats: 65 HP / 75 Atk / 70 Def / 95 SAtk / 70 SDef / 95 Spd
    Pros: Excellent support movepool, Magic Mirror 
    Cons: Stealth Rock and Pursuit weakness
    
    Xatu @Leftovers
    EVs: 252 HP / 252 Def / 6 Spd
    Bold Nature
    Ability: Magic Bounce
    -Hidden Power [Fire]
    -Thunder Wave
    -Reflect/Light Screen
    -Roost
    
    Xatu stands out from the other Magic Mirror user, Espeon, by having a wider
    range of support moves as well as instant recovery with Roost. Being resistant
    to Grass also lets it counter Ferrothorn and Breloom more easily as it can
    take them down with HP Fire.
    
    Xatu @Light Clay
    EVs: 252 HP / 252 Def / 6 SDef
    Bold Nature
    Ability: Magic Bounce
    -Reflect
    -Light Screen
    -U-Turn
    -Roost/Wish
    
    Xatu is a great dual screener since it can't be stopped by opponents who
    use Taunt or status moves. U-Turn can give your teammates a free switch in
    and Wish can restore their health.
    
    
    ------------------------[AMPHAROS]------------------------
    Type: Electric
    Ability: Static/Plus (Dream World)
    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
    Ability: Static
    -Thunderbolt
    -Substitute
    -Focus Punch
    -Hidden Power [Ice]
    
    Ampharos is too slow to sweep like other Electrics, but its good HP and 
    defenses allow it to sit back and attack while being able to take hits. It also
    learns the powerful Focus Punch to hit special walls. Set up a Substitute so
    you can use Focus Punch without worry. Hidden Power Grass deals with Ground,
    Grass, and Dragon opponents.
    
    Ampharos @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    Ability: Static
    -Thunderbolt
    -Focus Blast
    -Hidden Power [Ice]
    -Agility
    
    Ampharos gets Agility as an egg move in Gen V. This move fixes up its low
    Speed and allows it to act as a fast sweeper. Focus Blast handles Steel-types
    like Ferrorthorn, Excadrill, and Steelix.
    
    
    ------------------------[BELLOSSOM]-----------------------
    Type: Grass
    Ability: Chlorophyll/Healer (Dream World)
    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
    -Giga Drain
    -Sleep Powder
    -Stun Spore
    -Synthesis
    
    Bellossom has above average defenses, so it works well with a defensive 
    moveset. Sleep Powder and Stun Spore are used to spread status and can really
    mess the opponent's team up. Giga Drain restores some of your health and
    Synthesis can also do the job though Rain and Sandstorm weather can limit
    its effectiveness.
    
    
    ------------------------[AZUMARILL]-----------------------
    Type: Water
    Ability: Huge Power/Thick Fat/Sap Sipper (Dream World)
    Base Stats: 100 HP / 50 Atk / 80 Def / 50 SAtk / 80 SDef / 50 Spd
    Pros: Huge Power, good HP and defenses
    Cons: Poor speed
    
    Azumarill @Choice Band
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Huge Power
    -Waterfall
    -Ice Punch
    -Superpower
    -Aqua Jet
    
    Choice Band increases Azumarill's Attack to even more impressive levels. A
    Waterfall coming from an Attack of 654 will pretty much OHKO or 2HKO everything
    that doesn't resist it. Ice Punch takes care of the Dragons and Grass types
    that do resist Water. Superpower is needed for Ferrothorn and most Water
    opponents. Aqua Jet is a great priority move that can stop faster sweepers
    like Excadrill, Blaziken, Chandelure, and Landorus.
    
    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 using Substitute. Once it gets set up, it will do enormous
    damage with Focus Punch. 
    
    
    ------------------------[SUDOWOODO]-----------------------
    Type: Rock
    Ability: Rock Head/Sturdy/Rattled (Dream World)
    Base Stats: 70 HP / 100 Atk / 115 Def / 30 SAtk / 65 SDef / 30 Spd
    Pros: Great Attack and Defense
    Cons: Terribly slow
     
    Sudowoodo @Choice Band
    EVs: 252 HP / 252 Atk / 6 SDef
    Adamant Nature
    Ability: Rock Head
    -Stone Edge
    -Earthquake
    -Wood Hammer
    -Sucker Punch
    
    Though Sudowoodo doesn't have the most impressive Attack, it can learn four 
    strong moves that can all deal plenty of damage to the opponent. Stone Edge
    and Earthquake are standard moves for Rock Pokemon. Wood Hammer however, is
    very special since Sudowoodo is the only Rock type that learns it. It is a
    great weapon against Water and Ground types. Sucker Punch is a good priority
    move that bypasses its low Speed.
    
    Sudowoodo @Custap Berry
    EVs: 252 HP / 252 Atk / 6 SDef
    Adamant Nature
    Ability: Sturdy
    -Stealth Rock
    -Magic Coat
    -Sucker Punch
    -Stone Edge
    
    With Sturdy, Sudowoodo makes a pretty good lead since it can survive any
    attack and set up Stealth Rock. Magic Coat reflects status effects and entry
    hazards back to the opponent. Sucker Punch hits offensive leads and can finish
    off opponents that have been weakened by Stone Edge.
    
    
    ------------------------[POLITOED]------------------------
    Type: Water
    Ability: Water Absorb/Damp/Drizzle (Dream World)
    Base Stats: 90 HP / 75 Atk / 75 Def / 90 SAtk / 100 SDef / 70 Spd
    Pros: Good Sp. Def, Drizzle
    Cons: Mediocre Speed
    
    Politoed @Leftovers
    EVs: 252 HP / 6 SAtk / 252 SDef
    Calm Nature
    Ability: Drizzle
    -Scald
    -Ice Beam/Focus Blast
    -Hypnosis/Toxic/Perish Song
    -Protect
    
    Politoed is super popular this generation due to the amazing Drizzle ability.
    As the key member of any Rain team, you want it to last as long as possible.
    Fortunately, Politoed's stats tell you that it has  nice defensive
    capabilities, so use this set as such. Scald is great due to its Burn side
    effect. Ice Beam is good for Grass types, but you need Focus Blast if you
    hope to beat Ferrothorn. Hypnosis can put an opponent to sleep, but it's 
    inaccurate. Toxic is a more reliable status move. You can also use Perish Song
    to prevent opponents from setting up on you. Protect is great for stalling
    and goes well with Toxic or Perish Song.
    
    Politoed @Choice Scarf/Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    -Surf/Hydro Pump
    -Ice Beam
    -Focus Blast
    -Hidden Power [Electric]
    
    One annoying thing about using a Rain team is when the opponent changes the
    weather using their own auto-weather abilities. Politoed has enough power
    to defeat opponent weather Pokemon with the moves it has. Water attacks take
    out Ninetales, Hippowdon, and Tyranitar. Focus Blast takes out Abomasnow.
    You can even use HP Electric for opponents who use their own Politoed.
    
    
    -----------------------[JUMPLUFF]-------------------------
    Type: Grass/Flying
    Ability: Chlorophyll/Leaf Guard/Infiltrator
    Base Stats: 75 HP / 55 Atk / 70 Def / 55 SAtk / 85 SDef / 110 Spd
    Pros: Very fast, good support moves
    Cons: Terribly attacking stats 
    
    Jumpluff @Leftovers
    EVs: 252 HP / 6 Def / 252 Spd
    Jolly Nature
    -Sleep Powder
    -Substitute
    -Leech Seed
    -Encore/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. Encore forces opponents to repeat a non-damaging move so you can
    get a few extra turns to set up. U-Turn can scout for switches and prevents
    you from being shut down by Taunt.
     
    
    -----------------------[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 @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Chlorophyll/Solar Power
    -Giga Drain
    -Sludge Bomb
    -Hidden Power [Fire]
    -Growth
    
    A simple Sunny Day set which can take advantage of either of Sunflora's 
    abilities, depending on what stat you want to boost. Sunflora learns Growth
    which is great for boosting its Sp. Attack. Giga Drain is needed to restore
    your health especially if you are using Solar Power. Sludge Bomb deals with
    Grass types and HP Fire is for Steels.
    
    
    -----------------------[QUAGSIRE]-------------------------
    Type: Water/Ground
    Ability: Water Absorb/Damp/Unaware (Dream World)
    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 / 252 Def / 6 SDef
    Bold Nature
    Ability: Unaware
    -Scald
    -Toxic
    -Recover
    -Protect
    
    Quagsire's defensive stats aren't any special, but it does learn a fairly
    unique ability - Unaware. With this ability, it can wall most physical
    sweepers no matter how many Attack boosts they gain. Swords Dance Excadrill,
    Bulk Up Conkeldurr, Shell Smash Cloyster, etc. are all stopped by this set.
    Scald can give physical sweepers a nasty Burn. Toxic weakens those that resist
    Water. Recover is essential to keep Quagsire alive. Finally, Protect is used
    for stalling and scouting for any Grass attacks the opponent may have.
    
    Quagsire @Leftovers
    EVs: 252 HP / 6 Def / 252 SDef 
    Careful Nature
    Ability: Unaware
    -Curse
    -Earthquake
    -Waterfall
    -Recover
    
    Quasire can boost two of its highest stats with Curse without worrying about
    the opponent setting up as well. Waterfall and Earthquake have good coverage
    together and can defeat most opponents after several Curses.
    
    
    -----------------------[ESPEON]---------------------------
    Type: Psychic
    Ability: Synchronize/Magic Bounce (Dream World)
    Base Stats: 65 HP / 65 Atk / 60 Def / 130 SAtk / 95 SDef / 110 Spd
    Pros: Excellent Sp. Attack and Speed, Magic Bounce
    Cons: Low HP and Defense, limited movepool, Pursuit weakness
    
    Espeon @Light Clay
    EVs: 252 HP / 6 Def / 252 Spd
    Timid Nature
    Ability: Magic Bounce
    -Psychic
    -Reflect
    -Light Screen
    -Wish
    
    Espeon's job is to switch in on entry-hazard users like Ferrothorn and
    Skarmory to reflect their entry hazards back on them. Since no status moves
    or Taunt can bother Espeon, it is free to set up dual screens to bolster
    the team's defenses. Wish provides the team with some healing, or you can
    use a Hidden Power to deal with certain opponents like Steel or Dark types.
    
    Espeon @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Magic Bounce
    -Psychic/Psyshock
    -Shadow Ball
    -Hidden Power [Fighting/Fire]
    -Calm Mind
    
    This is the offensive Calm Mind set and shows off Espeon's special sweeping
    abilities. Psyshock means special walls like Blissey can't wall it, but
    Psychic is slightly stronger. Shadow Ball hits opponent Psychics as well as
    Ghost. Hidden Power Fighting is for Dark types, while HP Fire hits Steels
    especially Scizor.
    
    
    -----------------------[UMBREON]--------------------------
    Type: Dark
    Ability: Synchronize/Inner Focus (Dream World)
    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 and Bug types to switch in
    
    Umbreon @Leftovers
    EVs: 252 HP / 252 Def / 6 SDef
    Bold Nature
    Ability: Synchronize
    -Mean Look
    -Baton Pass
    -Taunt/Charm
    -Wish
    
    Umbreon is another Pokemon that hasn't changed much through the generations. 
    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 Fighters).
    Wish is Umbreon's best healing move and is more useful than Moonlight since 
    it can heal other team members and isn't affected by weather conditions.
    
    Umbreon @Leftovers
    EVs: 252 HP / 6 Def / 252 SDef
    Careful Nature
    Ability: Synchronize
    -Curse
    -Payback
    -Baton Pass
    -Taunt/Wish
    
    Curse is another good move that Umbreon can pass. It can personally benefit
    from this move by increasing its physical stats so it can wall better and hit
    harder with Payback. Of course, if the going gets tough, Baton Pass to
    another teammate who can use the boosts.
    
    
    -----------------------[SLOWKING]-------------------------
    Type: Water/Psychic
    Ability: Oblivious/Own Tempo/Regenerator (Dream World)
    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: 252 HP / 252 SAtk / 6 SDef
    Modest Nature
    Ability: Regenerator
    -Surf
    -Ice Beam / Fire Blast/Psychic
    -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, Fire Blast for Grass (especially enemy
    Ferrothorn), or Psychic for Fighting types. Regenerator and Slack Off restore
    plenty of health to keep you healthy.
    
    Slowking @Leftovers
    EVs: 212 HP / 44 SAtk / 252 SDef
    Calm Nature
    Ability: Regenerator
    -Scald
    -Fire Blast/Ice Beam
    -Thunder Wave
    -Slack Off
    
    This defensive set is practically the same as Slowbro's defensive set, except
    it is geared toward Special Defense instead of Defense. The idea is basically
    the same. Hit opponents with your special moves or cripple them with paralysis
    while using Slack Off to stay healthy.
    
    
    -----------------------[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]
    
    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/Unnerve (Dream World)
    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: 6 HP / 252 Def / 252 SDef
    Bold Nature
    -Counter
    -Mirror Coat
    -Encore
    -Charm/Safeguard
    
    The infamous Wobbuffet. This set is so annoying that it caused Wobbuffet to get
    banned from standard play in Gen 3 and 4. In Gen 5, it's somewhat overshadowed
    by Shadow Tag Chandelure, but it's still effective in its own way. Your
    opponent will feel helpless once it's been trapped with Shadow Tag and Encored
    to use its last move over and over again. Once you've found out what the foe
    is using, use Counter for physical attacks and Mirror Coat for special. Charm
    makes physical sweepers nearly useless while Safeguard prevents nasty status
    effects from crippling you.
    
    
    -----------------------[GIRAFARIG]------------------------
    Type: Normal/Psychic
    Ability: Inner Focus/Early Bird/Sap Sipper (Dream World)
    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
    Ability: Sap Sipper
    -Agility
    -Baton Pass
    -Calm Mind/Substitute
    -Psychic
    
    Girafarig can learn a 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.
    
    
    -----------------------[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 reliable recovery.  
    
    Forretress @Leftovers/Shed Shell
    EVs: 252 HP / 252 Def / 6 SDef
    Impish Nature
    Ability: Sturdy
    -Stealth Rock/Toxic Spikes
    -Spikes
    -Rapid Spin
    -Payback
    
    Forretress hasn't changed much. It's still a good physical wall whose talents
    reside in being able to lay down entry hazards and Rapid Spin opponent entry
    hazards away. Payback hurts Ghost types who come in and try to block its
    Rapid Spin. If you have other entry hazard users on your team, you can put
    another attacking move in this set. Earthquake can hurt Fire types while
    Volt Switch lets you escape from Chandelure and Magnezone if you aren't using
    Shed Shell.
    
    Forretress @Leftovers/Shed Shell
    EVs: 252 HP / 6 Def / 252 SDef
    Careful Nature
    Ability: Sturdy
    -Stealth Rock/Toxic Spikes
    -Spikes
    -Rapid Spin
    -Payback
    
    Almost the same as the set above, except this one focuses on Sp. Defense.
    Since Forretress has such high Defense, most Pokemon will target it with
    special attacks. This set works particularly well in the Ubers tier where
    there are lots of Draco Meteors flying around.
    
    
    -----------------------[DUNSPARCE]------------------------
    Type: Normal
    Ability: Serene Grace/Run Away/Rattled (Dream World)
    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
    -Headbutt
    -Bite/Rock Slide
    -Roost/Coil
    
    The paraflinch set. Paralyze your opponent with Glare. Then make your foe
    flinch with Headbutt. Bite is for Ghost types while Rock Slide can also flinch
    and is effective against Fire, Ice, and Flying. Roost keeps you healthy and
    you can use Coil to boost your physical stats. If you do use Coil, invest in
    more Special Defense EVs.
    
    Dunsparce @Leftovers
    EVs: 252 HP / 252 SAtk / 6 SDef
    Modest Nature
    -Charge Beam
    -Ice Beam
    -Ancientpower/Flamethrower
    -Roost
    
    Special Dunsparce. Charge Beam does damage and will always boost your Sp. 
    Attack due to Serene Grace. Dunsparce learns a lot of moves that have 
    additional side-effects, so choose a couple and have fun! Ice Beam can Freeze
    and goes well with Charge Beam. Ancient Power can boost all your stats which
    can be incredible. Flamethrower hurts Steel and can Burn them.
    
    
    -----------------------[STEELIX]--------------------------
    Type: Steel/Ground
    Ability: Sturdy/Rock Head/Sheer Force (Dream World)
    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, no reliable recovery
    
    Steelix @Leftovers
    EVs: 252 HP / 6 Def / 252 SDef
    Impish/Relaxed Nature
    Ability: Sturdy
    -Stealth Rock
    -Roar/Toxic
    -Earthquake
    -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. Gyro 
    Ball can do tons of damage due to Steelix's slow speed, and Stone Edge covers
    Flying types.
    
    Steelix @Leftovers/Chesto Berry
    EVs: 252 HP / 6 Atk / 252 SDef
    Sassy Nature
    Ability: Sturdy
    -Curse
    -Gyro Ball
    -Earthquake
    -Rest
    
    Curse and Gyro Ball work great together to make Steelix a slow, but powerful
    sweeper. Rest lets you survive longer and you can use Chesto Berry to wake
    up immediately so you can attack right away.
    
    
    -----------------------[GRANBULL]-------------------------
    Type: Normal
    Ability: Intimidate/Quick Feet/Rattled (Dream World)
    Base Stats: 90 HP / 120 Atk / 75 Def / 60 SAtk / 60 SDef / 45 Spd
    Pros: Excellent Attack, good physical movepool
    Cons: Very slow
    
    Granbull @Choice Band
    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. Earthquake and Close Combat deal with Steel and Rock types while Crunch
    is for Ghosts.
    
    Granbull @Toxic Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Quick Feet
    -Facade
    -Crunch
    -Close Combat
    -Fire Punch
    
    With Toxic Orb and Quick Feet, Granbull's Speed is increased to 310. This
    still isn't fast enough to outrun some of the major threats, but it's still
    a vast improvement. With a base power of 210 due to poison and STAB, Facade
    will do huge amounts of damage. Fire Punch is for Steels like Skarmory,
    Scizor, and Bronzong.
    
    
    -----------------------[QWILFISH]-------------------------
    Type: Water/Poison
    Ability: Poison Point/Swift Swim/Intimidate (Dream World)
    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 @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Ability: Swift Swim
    Adamant Nature
    -Waterfall
    -Poison Jab
    -Return/Explosion
    -Swords Dance
    
    A simple and standard Rain sweeper set. Being immune to poison is quite handy,
    since Toxic and Toxic Spikes weaken the sweeping ability of most other Swift
    Swimmers. Use Swords Dance to increase your attack and hit opponents with a
    Rain-boosted Waterfall. Poison Jab is for Grass types. Return is for 
    everything else. You can also use Explosion as a suicide move when you are
    at low health.
    
    Qwilfish @Leftovers/Focus Sash
    EVs: 252 HP / 6 Def / 252 Spd
    Jolly Nature
    Ability: Intimidate
    -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/Light Metal (Dream World)
    Base Stats: 70 HP / 130 Atk / 100 Def / 55 SAtk / 80 SDef / 65 Spd
    Pros: Amazing Attack, good Defense, good variety of resistances
    Cons: 4x Fire weakness
    
    Scizor @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Technician
    -Bullet Punch
    -Bug Bite
    -Brick Break/Roost
    -Swords Dance
    
    Scizor is one of the deadliest 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. Bug Bite is a
    more powerful STABed move for slower opponents like Reuniclus or Vaporeon.
    Roost is useful for staying alive especially after Life Orb damage. Brick Break
    is is a must to hit Steel types, especially Heatran and Magnezone.
    
    Scizor @Leftovers
    EVs: 252 HP / 40 Atk / 216 SDef
    Adamant Nature
    Ability: Technician
    -Bullet Punch
    -Bug Bite
    -Roost
    -Swords Dance/Pursuit
    
    Scizor is often used to counter Dragon, Grass, Ghost, and Psychic types like
    Latios, Gengar, and Reuniclus. However its mediocre Special Defense may make
    it hard to switch into attacks from these powerful sweepers. By investing in
    HP and Sp. Defense EVs, Scizor is a lot bulkier on the special side and has
    an easier time setting up Swords Dance or using Pursuit to KO fleeing foes.
    
    Scizor @Choice Band
    EVs: 248 HP / 252 Atk / 8 Spd
    Adamant Nature
    Ability: Technician
    -Bullet Punch
    -Superpower
    -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 Reuniclus and Celebi into a corner since they'll take 
    major damage whether they stay in or switch out. Superpower is your strongest
    move against Steel types and if you predict well, you can OHKO an incoming
    Heatran or Magnezone. Bullet Punch is there for a strong priority like always.
    
    Scizor @Leftovers
    EVs: 252 HP / 110 Def / 148 Spd
    Impish/Careful Nature
    -Agility
    -Substitute/Swords Dance/Iron Defense
    -Bullet Punch/Roost
    -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.
    
    
    -----------------------[SHUCKLE]--------------------------
    Type: Bug/Rock
    Ability: Sturdy/Gluttony/Contrary (Dream World)
    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, almost no speed or attacking power, no reliable
          recovery, Stealth Rock weakness
    
    Shuckle @Leftovers
    EVs: 252 HP / 252 Def / 4 SDef
    Careful/Impish Nature
    Ability: Sturdy
    -Knock Off
    -Encore
    -Toxic
    -Protect/Rest
    
    Toxic is Shuckle's most reliable form of damage since it can't really attack.
    Knock Off is handy for removing items that your opponents may rely on. Encore
    forces opponents to repeat any non-damaging moves they may have, which prevents
    them from attacking. 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. 
    
    Shuckle @Leftovers
    EVs: 252 HP / 252 Def / 4 SDef
    Bold/Calm Nature
    Ability: Sturdy
    -Power Split
    -Earthquake
    -Toxic
    -Protect/Stone Edge
    
    One problem with the first set is that Steel and Poison types wall it forever.
    Power Split averages the Attack of you and your opponent. With Shuckle's
    Attack being as low as it is, you gain a huge Attack boost while the opponent's
    Attack decreases by nearly half. Now you can use Earthquake to beat Steel
    and Poison types that are immune to Toxic. Stone Edge can also be used to
    take advantage of your Rock STAB and hurt Skarmory.
    
    
    -----------------------[HERACROSS]------------------------
    Type: Bug/Fighting
    Ability: Guts/Swarm/Moxie (Dream World)
    Base Stats: 80 HP / 125 Atk / 75 Def / 40 SAtk / 95 SDef / 85 Spd
    Pros: Excellent Attack, extremely powerful STABed moves
    Cons: 4x Flying weakness, mediocre Speed
    
    Heracross @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Guts
    -Megahorn
    -Close Combat
    -Stone Edge
    -Pursuit
    
    The Choice Band set that makes Heracross such scary force. A STABed Banded
    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.
    
    Heracross @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Moxie
    -Megahorn
    -Close Combat
    -Stone Edge
    -Pursuit
    
    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. Moxie is a pretty good ability for gaining
    extra Attack boosts without worrying about Speed issues that the Choice
    Band set sometimes has.
    
    Heracross @Flame Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Guts
    -Megahorn
    -Close Combat
    -Facade
    -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.
    
    
    -----------------------[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 @Toxic Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Quick Feet
    -Facade
    -Close Combat
    -Crunch
    -Swords Dance
    
    Speed is Ursaring's worst stat, but once Quick Feet is activated due to Toxic
    Orb, it becomes one of Ursaring's best stats. Being poisoned also doubles the
    power of Facade which allows you to hit extra hard. Close Combat deals with
    Rock and Steel types and Crunch is for Ghosts. Swords Dance boosts your Attack
    to astounding levels so you can sweep with ease. 
    
    
    -----------------------[MAGCARGO]-------------------------
    Type: Fire/Rock
    Ability: Flame Body/Magma Armor/Weak Armor (Dream World)
    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
    -Stealth Rock
    -Yawn
    -Recover/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 or Recover if you think you can
    last longer. Lava Plume is used for its high chance of Burn rather than its
    power, since Magcargo can't really hurt much anyways.
    
    
    -----------------------[CORSOLA]--------------------------
    Type: Water/Rock
    Ability: Hustle/Natural Cure/Regenerator (Dream World)
    Base Stats: 55 HP / 55 Atk / 85 Def / 65 SAtk / 85 SDef / 35 Spd
    Pros: Great support movepool
    Cons: 4x Grass weak. Overall stats are unimpressive and rather low.
    
    Corsola @Leftovers
    EVs: 252 HP / 252 Def / 6 SDef
    Bold/Calm Nature
    Ability: Regenerator
    -Scald
    -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. Scald can score a Burn if you are lucky.
    
    
    -----------------------[OCTILLERY]------------------------
    Type: Water
    Ability: Suction Cups/Sniper/Moody (Dream World)
    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
    EVs: 252 HP / 252 SAtk / 6 Spd
    Modest Nature
    Ability: Suction Cups
    -Surf
    -Ice Beam
    -Flamethrower/Fire Blast
    -Energy Ball
    
    Octillery has a very nice special movepool. Surf and Ice Beam are standard
    among Water-types. However it has has the ability to learn Energy Ball and 
    Fire attacks. This gives it coverage against many types of opponents. Energy
    Ball is great for opponent Water Pokemon and Fire attacks prevent Ferrothorn
    from walling you. Its ability Suction Cups mean that its a great Pokemon
    for receiving Speed and Sp. Attack boosts from any Baton Passers on your team.
    
    Octillery @Life Orb
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    -Waterfall
    -Return
    -Bullet Seed
    -Flamethrower/Fire Blast
    
    Octillery's physical movepool isn't as impressive, but it still has a great
    Attack stat. Waterfall and Return have great coverage together. Bullet Seed
    lets you handle Jellicent. A Fire attack is needed to defeat Skarmory and
    Ferrothorn. Again, passing this guy Speed boosts will really help it out.
    
    
    -----------------------[DELIBIRD]-------------------------
    Type: Ice/Flying
    Ability: Hustle/Vital Spirit/Insomnia (Dream World)
    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
    -Ice Punch
    -Seed Bomb
    
    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. While its not going to do tons of
    of damage, its the only notable thing Delibird can do. Ice Shard is a decent
    priority move and Seed Bomb can deal with Rock-types.
    
    Delibird @Focus Sash
    EVs: 6 HP / 252 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. If they haven't been KOed by
    Counter, finish them off with Quick Attack or Seismic Toss. When the next
    opponent switches in, steal their item with Thief before you go down.
    
    
    -----------------------[MANTINE]--------------------------
    Type: Water/Flying
    Ability: Water Absorb/Swift Swim/Water Veil (Dream World)
    Base Stats: 65 HP / 40 Atk / 70 Def / 80 SAtk / 140 SDef / 70 Spd
    Pros: Amazing Sp. Defense
    Cons: Other stats are mediocre, 4x Electric weakness, Stealth Rock weakness
    
    Mantine @Leftovers
    EVs: 252 HP / 6 SAtk / 252 SDef
    Calm Nature
    Ability: Water Absorb
    -Scald
    -Haze
    -Toxic
    -Ice Beam/Protect
    
    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 special sweepers. Haze prevents
    opponents like Volcorona from setting up, Toxic weakens other Water types.
    Ice Beam is good against Grass and Dragon. Protect can stall for a couple
    turns and allow Leftovers to heal you since you don't have any other
    recovery move.
    
    Mantine @Life Orb
    EVs: 148 HP / 252 SAtk / 110 Spd
    Modest Nature
    Ability: Swift Swim
    -Hydro Pump
    -Ice Beam
    -Hidden Power [Electric]
    -Signal Beam
    
    This set takes advantage of its Swift Swim ability and is nothing out of your
    ordinary Rain Dance sweeper set. Because Mantine's Sp. Attack isn't very
    impressive, you should use Hydro Pump over Surf for the extra power.
    Hidden Power Electric takes care of other Water types. Signal Beam is filler,
    but it hurts Psychics like Celebi.
    
    
    -----------------------[SKARMORY]-------------------------
    Type: Steel/Flying
    Ability: Keen Eye/Sturdy/Weak Armor (Dream World)
    Base Stats: 65 HP / 80 Atk / 140 Def / 40 SAtk / 70 SDef / 70 Spd
    Pros: Eexcellent Defense, large number of resistances and support moves
    Cons: Has trouble with powerful Rock and Fighting attacks
    
    Skarmory @Leftovers/Shed Shell
    EVs: 252 HP / 252 Def / 4 Spd
    Impish Nature
    Ability: Sturdy
    -Brave Bird
    -Spikes
    -Roost
    -Whirlwind
    
    Here is what's considered one of the best physical walls 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 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).
    Brave Bird is your best bet for an offensive move and the recoil damage can
    easily be Roosted away. Leftovers provides additionally healing, but Shed
    Shell lets you switch out from Magnezone and Shadow Tag Chandelure.
    
    
    -----------------------[HOUNDOOM]-------------------------
    Type: Fire/Dark
    Ability: Flash Fire/Early Bird/Unnerve (Dream World)
    Base Stats: 75 HP / 90 Atk / 50 Def / 110 SAtk / 80 SDef / 95 Spd
    Pros: Excellent Sp. Attack
    Cons: Frail defenses, Stealth Rock weakness
    
    Houndoom @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Flash Fire
    -Flamethrower/Fire Blast
    -Dark Pulse
    -Nasty Plot
    -Substitute/Hidden Power [Ice/Fighting]
    
    Houndoom can quickly set up and sweep by using Nasty Plot. Choose Flamethrower
    for accuracy or Fire Blast for power. Dark Pulse is your most powerful Dark
    move. The Hidden Power can cover Pokemon that normally give Houndoom trouble.
    Ice for Dragons, and Fighting for Tyranitar/Heatran. Substitute can prevent
    status effects and scouts for counters.
    
    Houndoom @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Flash Fire
    -Overheat
    -Dark Pulse
    -Hidden Power [Ice/Fighting]
    -Flamethrower
    
    Like any special sweeper, Houndoom has the option of going with a hard-hitting 
    Choice sweeper set. With Flash Fire, you can come in on any predicted Fire
    move, grab a boost, and hit back hard with your own Fire attacks.
    
    
    -----------------------[KINGDRA]--------------------------
    Type: Water/Dragon
    Ability: Swift Swim/Sniper/Damp (Dream World)
    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 @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    Ability: Swift Swim
    -Hydro Pump
    -Draco Meteor
    -Dragon Pulse
    -Hidden Power [Fighting]
    
    Kingdra works like most other Swift Swim Rain sweepers in the game. However
    Kingdra's claim to fame is its bulky defenses and only one weakness backed
    up by powerful STAB moves that are resisted by very few Pokemon. Hydro Pump
    will do enormous amounts of damage and even OHKOs Pokemon that normally
    resist it. Draco Meteor deals with almost everything else that resists Water.
    Dragon Pulse is a safer alternative for opponents who have already been
    weakened. Hidden Power Fighting is for Ferrothron and the rare Empoleon.
    
    Kingdra @Life Orb
    EVs: 76 Atk / 252 SAtk / 180 Spd
    Rash/Mild Nature
    Ability: Swift Swim
    -Waterfall
    -Surf/Hydro Pump
    -Draco Meteor
    -Outrage/Hidden Power [Fighting]
    
    If you hate Blissey and Chansey, this set is for you. Waterfall in the rain
    will deal massive damage to special walls and also serves as a powerful attack
    for anything else that doesn't resist Water. Special attacks are always there
    to break through physical walls. Outrage serves as another powerful physical
    attack, but HP Fighting is always there if you dislike Ferrothorn.
    
    Kingdra @Leftovers/Lum Berry
    EVs: 252 Atk / 6 SAtk / 252 Spd
    Adamant Nature
    -Dragon Dance
    -Outrage
    -Waterfall
    -Substitute
    
    Kingdra's Attack is just as good as its physical attack. Outrage and Waterfall
    cover everything except for Ferrothorn, Empoleon, and Shedinja. Use Substitute
    to prevent status and gain an extra turn to Dragon Dance.
    
    
    -----------------------[DONPHAN]--------------------------
    Type: Ground
    Ability: Sturdy/Sand Veil (Dream World)
    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
    Ability: Sturdy
    -Earthquake
    -Ice Shard
    -Rapid Spin
    -Knock Off/Stealth Rock/Roar
    
    Donphan is one of the better Spinners in the game, can switch in easily against
    a lot of physical sweepers, and still packs enough punch to hit many Pokemon
    hard. Earthquake is its best move, of course, and Ice Shard is great for
    Flying and Dragon opponents. It has quite a lot of support options which you
    can choose for your fourth move. Knock Off can remove items from opponents,
    Stealth Rock gives you the ability to lay down some entry hazards, and Roar
    is good for phazing.
    
    Donphan @Choice Band 
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Sturdy
    -Earthquake
    -Ice Shard
    -Stone Edge/Assurance
    -Rapid Spin
    
    Donphan can sweep with Choice Band while still doing a good job of walling
    physical threats. One advantage of an offensive Donphan is that it can
    surprise Ghost-types who switch in expecting a more defensive set. Stone Edge
    works well on this set to hit Flying and Bug Pokemon that resist Earthquake.
    However Assurance is also an option since it can OHKO Ghosts like Mismagius
    and Gengar who are immune to Earthquake. Once the Ghost is gone, you can
    freely Rapid Spin when you switch in again.
    
    
    -----------------------[STANTLER]-------------------------
    Type: Normal
    Ability: Intimidate/Frisk/Sap Sipper (Dream World)
    Base Stats: 73 HP / 95 Atk / 62 Def / 85 SAtk / 65 SDef / 85 Spd
    Pros: Good Attack
    Cons: Other stats are mediocre
    
    Stantler @Choice Band/Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Sap Sipper
    -Return
    -Earthquake
    -Zen Headbutt
    -Wild Charge
    
    If you can grab an Attack boost by switching into any Grass attack, you have
    the potential to do alot of damage with your physical moves. Return is your
    best choice for STAB. Earthquake for Rock and Steel types. Zen Headbutt takes
    care of Fighting while Wild Charge is for Skarmory who would otherwise wall
    you.
    
    Stantler @Leftovers
    EVs: 252 HP / 6 Atk / 252 Spd
    Jolly Nature
    Ability: Intimidate
    -Return/Headbutt
    -Thunder Wave
    -Confuse Ray
    -Disable
    
    With a bit of luck, Stantler can be pretty annoying. Thunder Wave and Confuse
    Ray can prevent your opponent from attacking. Disable provides even more
    annoyance by preventing them from using one of their moves. Return can be used
    for damage, but Headbutt has a high chance of flinching.
    
    
    -----------------------[SMEARGLE]-------------------------
    Type: Normal
    Ability: Own Tempo/Technician/Moody (Dream World)
    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 @Focus Sash
    EVs: 252 HP / 6 Def / 252 Spd
    Jolly Nature
    Ability: Own Tempo
    -Spore
    -Spikes
    -Stealth Rock
    -Magic Coat
    
    Smeargle is a good lead Pokemon since it can put opponents to Sleep then set up
    some entry hazards. Focus Sash saves you from powerful attacks that can KO you.
    Magic Coat is important for Taunt leads like Thundurus as well as Pokemon who
    try to use status moves on you.
    
    Smeargle @Focus Sash
    EVs: 252 HP / 6 Def / 252 Spd
    Jolly Nature
    Ability: Own Tempo
    -Spore
    -Tail Glow/Quiver Dance/Shell Break/Shift Gears/Belly Drum
    -Magic Coat
    -Baton Pass
    
    Smeargle can learn every stat-boosting move in the game and the best ones are
    listed above. Choose which move you want depending on which Pokemon you want
    to pass to. Tail Glow is for special sweepers. Quiver Dance for special
    sweepers who need a Speed boost. Shell Break for either physical or special
    sweepers. Shift Gears for physical sweepers who need a major boost in Speed.
    And Belly Drum for physical sweepers who favor Attack more than Speed
    (usually ones with priority moves).
    
    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 who have other Pokemon
    dedicated to stat-boosting moves. 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.
    
    
    -----------------------[HITMONTOP]------------------------
    Type: Fighting
    Ability: Intimidate/Technician/Steadfast (Dream World)
    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 @ Leftovers
    EVs: 252 HP / 252 Def / 6 SDef
    Adamant Nature
    Ability: Intimidate
    -Close Combat
    -Sucker Punch
    -Rapid Spin
    -Foresight
    
    With Stealth Rock resistance, it makes a great Spinner. Intimidate and good
    defenses allow it to switch in on many opponents, especially Rock types. Use
    Foresight so Ghosts can't block your Rapid Spin or your Fighting moves. You
    can also defeat Ghosts with Sucker Punch if you predict an attack move.
    
    
    -----------------------[MILTANK]--------------------------
    Type: Normal
    Ability: Thick Fat/Scrappy/Sap Sipper (Dream World)
    Base Stats: 95 HP / 80 Atk / 105 Def / 40 SAtk / 70 SDef / 100 Spd
    Pros: Great Defense and Speed
    Cons: Outclassed as a cleric by Blissey and as a tank by Snorlax
    
    Miltank @Leftovers
    EVs: 252 HP / 252 Def / 6 SDef
    Impish Nature
    Ability: Thick Fat
    -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. Body Slam is good because
    it can paralysis opponents. Earthquake for Steel and Rock types.
    
    Miltank @Leftovers
    EVs: 252 HP / 6 Def / 252 SDef
    Careful Nature
    Ability: Scrappy 
    -Return
    -Curse
    -Milk Drink
    -Earthquake/Heal Bell
    
    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. Otherwise, use Heal Bell to prevent status
    like Poison and Burn from ruining your strategy.
    
    
    -----------------------[BLISSEY]--------------------------
    Type: Normal
    Ability: Natural Cure/Serene Grace/Healer (Dream World)
    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, easy to set up on
    
    Blissey @Leftovers
    EVs: 252 HP / 252 Def / 6 SDef
    Bold Nature
    Ability: Natural Cure
    -Seismic Toss
    -Flamethrower
    -Softboiled
    -Aromatherapy/Thunder Wave
    
    The standard set for the most overused special wall 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 Flamethrower. 
    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. 
    
    Blissey @Leftovers
    EVs: 252 HP / 252 Def / 6 SDef
    Bold Nature
    Ability: Natural Cure
    -Seismic Toss
    -Toxic
    -Wish
    -Protect
    
    Wish is only available as an event move. Blissey is great at passing Wish 
    around to heal any injured Pokemon on your team. She has massive HP and will
    pretty much restore all or most of the health of your other party members. Use
    Protect to ensure that Blissey will get healed during the turn Wish activates.
    Protect also goes well with Toxic, which can gradually weaken the opponent.
     
    
    -----------------------[RAIKOU]---------------------------
    Type: Electric
    Ability: Pressure/Volt Absorb (Dream World)
    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
    Ability: Volt Absorb
    -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 Vaporeon are the perfect targets. Calm Mind boosts
    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 @Life Orb/Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Rash Nature
    Ability: Pressure
    -Thunderbolt
    -Aura Sphere
    -Shadow Ball
    -Volt Switch
    
    The shiny event Raikou has Aura Sphere which would make normal Raikous very
    jealous. With Aura Sphere it can handle a much wider range of opponents 
    including Tyranitar, Magnezone, and Ferrothorn. It makes a great sweeper.
    Shadow Ball has perfect coverage with Aura Sphere. Volt Switch is great for
    scouting especially on a Choice set.
     
    
    -----------------------[ENTEI]----------------------------
    Type: Fire
    Ability: Pressure/Flash Fire (Dream World)
    Base Stats: 115 HP / 115 Atk / 85 Def / 90 SAtk / 75 SDef / 100 Spd
    Pros: Excellent HP and Attack
    Cons: Limited movepool, Stealth Rock weakness
    
    Entei @Leftovers/Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Pressure
    -Flare Blitz
    -Extremespeed
    -Stone Edge
    -Howl/Iron Head
    
    Shiny event Entei is the best Entei since it gets two awesome moves that take
    advantage of its excellent Attack stat. The first is Flare Blitz which is its
    strongest physical move and will deal a lot of damage. The second is 
    Extremespeed, which is a great priority move for finishing off weakened foes.
    Stone Edge is also a powerful move for dealing with opponent Fire types.
    You can boost your Attack with Howl or use Iron Head for Rock types.
    
    Entei @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Pressure
    -Flare Blitz
    -Stone Edge
    -Extremespeed
    -Iron Head
    
    Like most powerful Pokemon, Entei's Attack or Speed can be greatly increased
    with the use of a Choice item. Choice Band boosts its Attack stat up to 541
    and from there it can do a lot of damage with its powerful physical moves.
    
    
    -----------------------[SUICUNE]--------------------------
    Type: Water
    Ability: Pressure/Water Absorb (Dream World)
    Base Stats: 100 HP / 75 Atk / 115 Def / 90 SAtk / 115 SDef / 85 Spd
    Pros: Excellent HP and defenses
    Cons: Limited movepool.
    
    Suicune @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    Ability: Pressure
    -Surf
    -Calm Mind
    -Rest
    -Sleep Talk
    
    Unchanged since Gen III, Calm Mind up whenever you have the chance and use 
    Rest to completely heal yourself from any damage or status you take. You will
    be vulnerable during your sleep, so use Sleep Talk to make sure you can still
    attack or set up. With Suicune's huge defenses on both sides, it should be
    pretty easy to rack up a few Calm Minds. Just make sure you defeat any
    opponent who is immune to Water due to their ability (Water Absorb, etc.).
    
    Suicune @Life Orb
    EVs: 4 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Water Absorb
    -Surf
    -Ice Beam
    -Hidden Power [Electric/Fire]
    -Calm Mind
    
    Don't think that Suicune is only good defensively. It can make a fantastic
    sweeper as well and lasts longer than most other sweepers due to its high
    defenses. After one or two Calm Minds, Suicune is ready to sweep. Surf and
    Ice Beam are standard, though Hydro Pump provides more power at the cost of
    some accuracy. Hidden Power Electric is for Water-types like Vaporeon, but
    Fire can be useful for Ferrothorn.
    
    Suicune @Leftovers
    EVs: 252 HP / 172 SAtk / 84 Spd
    Modest/Timid Nature
    -Surf/Scald
    -Ice Beam
    -Substitute
    -Calm Mind
    
    This set isn't as defensive as the first one nor is it as offensive as the
    second. It's a little bit of both and seeks to turn Suicune into a bulky
    sweeper. Substitute blocks status and gives you an extra chance to set up Calm
    Minds. Surf is strong, but Scald can Burn opponents and reduce their Attack,
    which brings you even more chances to set up.
    
    
    -----------------------[TYRANITAR]------------------------
    Type: Rock/Dark
    Ability: Sandstream/Unnerve (Dream World)
    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: 180 HP / 252 Atk / 76 Spd
    Adamant Nature
    Ability: Sandstream
    -Stone Edge
    -Earthquake/Aqua Tail
    -Crunch
    -Pursuit
    
    A STABed Choice Banded Stone Edge from over 600 Attack hits incredibly hard if
    you're not a Steel, Fighting, or Ground. Steel and Fighting types get hit hard
    by Earthquake and Aqua Tail 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 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.
    
    Tyranitar @Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Sandstream
    -Stone Edge
    -Superpower
    -Crunch
    -Pursuit
    
    Speed is always an issue for Tyrantar, however with a Choice Scarf, it can be
    a lot faster. With the speed boost, Tyranitar can defeat many opponents that
    it couldn't before. For instance, with Superpower it can beat Terrakion,
    Lucario, and other Tyranitars. Stone Edge and Crunch are still there for STAB
    and Pursuit hurts any fleeing Psychic or Ghost types.
    
    Tyranitar @Leftovers
    EVs: 252 HP / 180 SAtk / 76 SDef
    Sassy Nature
    Ability: Sandstream
    -Crunch
    -Fire Blast/Flamethrower
    -Ice Beam
    -Stealth Rock/Superpower
    
    While many people expect Tyranitar to be offensive and physical, Tyranitar
    can also be defensive and use special moves to surprise the opponent. A Fire
    attack is great for Steel types that switch in, especially Scizor, Lucario,
    and Excadrill. Ice Beam is for Ground-types like Hippowdon and Gliscor.
    Tyranitar can lay down Stealth Rock, but if you already have a Stealth Rock
    user on your team, you can opt for Superpower to take down Blissey and other
    Tyranitars. The EVs here help buff up Tyranitar's ability to take special hits.
    
    Tyranitar @Leftovers
    EVs: 252 HP / 68 Spd / 188 SAtk
    Quiet Nature
    Ability: Sandstream
    -Focus Punch
    -Substitute
    -Fire Blast
    -Ice Beam/Crunch
    
    This is a classic set frm Gen III which is still usable in Gen V. Protect
    yourself with a sturdy Substitute while hitting opponents with a powerful Focus
    Punch or one of your special attacks. This set helps ease prediction so you
    won't have to worry about using the wrong attack at the wrong time.
    
    Tyranitar @Chople Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Sandstream
    -Stone Edge
    -Dragon Dance
    -Earthquake/Fire Punch
    -Crunch
    
    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. Chople Berry is important for
    survivng Mach Punches from Pokemon like Conkeldurr and Breloom.
    
    
    -----------------------[LUGIA]------------------------
    Type: Psychic/Flying
    Ability: Pressure/Multiscale (Dream World)
    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/Timid 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.
    For an ability, Pressure works great for stalling to drain the enemy's PP.
    But if you can keep Lugia constantly 100% healthy, Multiscale will halve all
    damage it takes which can be a lifesaver.
    
    
    -----------------------[HO-OH]------------------------
    Type: Fire/Flying
    Ability: Pressure/Regenerator (Dream World)
    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
    Ability: Regenerator
    -Sacred Fire
    -Earthquake
    -Brave Bird
    -Thunder
    
    Ho-oh's excellent Attack couples nicely with the powerful Sacred Fire. When
    faced with Dialga or Heatran, hit it with an Earthquake. Punishment works on
    those who like to stat boost. It's particularly effective on Psychic types who
    have at least one Calm Mind boost. Brave Bird is a powerful STAB Flying move
    that can OHKO threats like Kyogre.
    
    
    ----------------------[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 @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Psychic
    -Giga Drain
    -Hidden Power [Fire]/Earth Power/Recover
    -Nasty Plot
    
    Celebi is one of the few Grass-types that learns Nasty Plot (although only
    the movie event Celebi can learn it). With the ability to sharply increase
    its Sp. Attack backed by its bulky defenses, it can be a great sweeper.
    Giga Drain restores health and is your main Grass attack. Psychic covers
    takes advantage of your second STAB. You need a way to deal with Steels
    so choose HP Fire for Scizor and Ferrothorn or Earth Power for Heatran.
    You can also use Recover to heal away the Life Orb damage.
    
    Celebi @Leftovers
    EVs: 252 HP / 220 Def / 36 Spd
    Bold Nature
    -Psychic/Giga Drain
    -Recover
    -Heal Bell
    -Leech Seed/Hidden Power [Fire]
    
    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, Giga Drain is also an option and can
    also restore your health. If you do use Giga Drain, you can try Hidden Power
    Fire to hit Steels like Scizor as well as opponent Grass types.
    
    Celebi @Choice Specs
    EVs: 6 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. Earth Power also hits Steels and OHKOs Heatran. You can also Trick
    your Specs if a wall like Blissey or Ferrothorn tries to switch in.
    
    
    
    ===============================================================================
    [15] MOVESETS - HOENN
    ===============================================================================
    
    -----------------------[SCEPTILE]------------------------
    Type: Grass
    Ability: Overgrow/Unburden (Dream World)
    Base Stats: 70 HP / 85 Atk / 65 Def / 105 SAtk / 85 SDef / 120 Spd
    Pros: Excellent speed, great Sp. Attack, good movepool
    Cons: Rather frail
    
    Sceptile @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid Nature
    Ability: Overgrow
    -Giga Drain
    -Leech Seed
    -Substitute
    -Hidden Power [Fire/Ice]
    
    Sceptile is the fastest non-Uber Pokemon that can use the Substitute + Leech
    Seed combo. SubSeeding can drive your opponents mad by gradually draining their
    HP and restoring yours. Giga Drain will restore even more of your health so
    you can create even more Subs. 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.
    
    Sceptile @Absorb Bulb
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid/Modest Nature
    Ability: Unburden
    -Giga Drain
    -Dragon Pulse
    -Hidden Power [Fire/Rock]
    -Focus Blast
    
    Here's Sceptile's best chance at sweeping that makes it stand out from every
    other Grass-type sweeper. Switch into a Water attack and gain an Sp. Attack
    boost with Absorb Bulb. After you use it up, Unburden will double your Speed
    and make you faster than everything in the game. Use Dragon Pulse for Dragon
    opponents, HP Fire for Bug and Grass, and Focus Blast for Steel types. HP
    Rock can be used over Fire to hit Volcorona and Flying-types harder.
    
    Sceptile @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid Nature
    Ability: Overgrow
    -Leaf Storm
    -Dragon Pulse
    -Focus Blast
    -Hidden Power [Fire/Rock]
    
    The fastest Grass in OU is now ready to hit harder than ever before with this
    set. Leaf Storm is your hit-and-run move and will deal a huge amount of damage
    to most opponents. Dragon Pulse for Dragons, Focus Blast for Steels and
    Blissey, HP Fire for other Grass-types or HP Rock for Fire-types.
    
    Sceptile @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd 
    Jolly Nature
    Ability: Overgrow
    -Leaf Blade
    -Dragon Claw
    -Earthquake/Thunderpunch
    -Swords Dance
    
    A lot of Sceptile's good moves are physical and Leaf Blade is much stronger
    than Giga Drain. 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.
    
    
    ----------------------[BLAZIKEN]------------------------
    Type: Fire/Fighting
    Ability: Blaze/Speed Boost (Dream World)
    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, rather frail defenses
    
    Blaziken @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Speed Boost
    -Flare Blitz/Blaze Kick
    -Hi Jump Kick
    -Stone Edge
    -Protect/Swords Dance/Hone Claws
    
    Speed Boost raises Blaziken's lackluster Speed and makes it the fast, powerful
    sweeper it always wanted to be. Flare Blitz is its strongest physical Fire move
    but the recoil might be too much. Blaze Kick is an alternate Fire attack.
    Hi Jump Kick is Blaziken's strongest Fighting moves and handles most opponents
    resistant to Fire. Stone Edge helps you against Flying-types like Salamence as
    well as things like Chandelure and Volcorona. Protect gives you a free Speed
    Boost, while Swords Dance gives you a massive Attack increase. Hone Claws can
    also be used for extra accuracy, but won't increase your Attack as much.
    
    Blaziken @Life Orb
    EVs: 6 Atk / 252 SAtk / 252 Spd
    Rash/Naive Nature
    Ability: Speed Boost
    -Fire Blast
    -Hidden Power [Ice]
    -Hi Jump Kick
    -Protect/Work Up
    
    Physical Blaziken has trouble with certain physical walls like Gliscor and
    Hippowdon. This set uses its high Special Attack to break through physical
    walls while still retaining some Attack power. Use Fire Blast for a special
    Fire attack. HP Ice will destroy bulky Ground and Dragon opponents. Work Up
    can be used to increase both your Attack and Special Attack at the same time.
    
    
    -----------------------[SWAMPERT]------------------------
    Type: Water/Ground
    Ability: Torrent/Damp (Dream World)
    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: 252 HP / 6 Atk / 252 Def
    Impish Nature
    -Earthquake
    -Waterfall
    -Protect
    -Stealth Rock/Roar
    
    Swampert is a great bulky Water that does a good job at both defense and 
    offense. Earthquake is your main move here and it's also your strongest move.
    Waterfall is good for a second STAB move. Stealth Rock is always a good option
    since Swampert can reliably lay them down when given the opportunity. Protect
    is good for scouting for any Grass moves your opponent may have. It also gives
    you an extra turn of Leftovers recovery. Roar is another choice for phazing.
    
    Swampert @Leftovers
    EVs: 252 HP / 6 SAtk / 252 Def
    Relaxed Nature
    -Earthquake
    -Surf/Hydro Pump/Ice Beam
    -Stealth Rock
    -Protect/Roar
    
    MixPert is an old set from Gen III and uses both physical and special moves.
    The advantage to this set is that it can hit foes like Gliscor, Skarmory, 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.
    Otherwise, this set basically works the same as the above set.
    
    Swampert @Leftovers
    EVs: 252 HP / 6 Def / 252 SDef
    Careful Nature
    -Earthquake
    -Avalanche
    -Curse
    -Rest
    
    Swampert can use a Cursing set if you want to attempt a sweep. Boost up your 
    stats then Rest up if you take too much damage while using Curse. Earthquake
    for STAB. Avalanche works well with this set since going last will double its
    power. It also helps you hit Grass-types which can give you trouble.
    
    
    -----------------------[MIGHTYENA]-----------------------
    Type: Dark
    Ability: Intimidate/Quick Feet/Moxie (Dream World)
    Base Stats: 70 HP / 90 Atk / 70 Def / 60 SAtk / 60 SDef / 70 Spd
    Pros: Good Attack
    Cons: Overall mediocre stats, limited movepool
    
    Mightyena @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Moxie
    -Sucker Punch
    -Return
    -Fire Fang
    -Pursuit/Ice Fang/Thunder Fang
    
    Mightyena is glad to have the Moxie ability since any Attack boosts it gains
    are very valuable. Sucker Punch is a priority move which helps with the fact
    that it has very mediocre Speed. Return is its best bet against Fighting
    types since it doesn't learn Flying or Psychic attacks. Fire Fang covers
    Steels. You can use Pursuit to hit fleeing opponents or another elemental
    Fang for coverage.
    
    Mightyena @Toxic Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Quick Feet
    -Protect/Howl
    -Facade
    -Crunch
    -Fire Fang
    
    This set takes advantage of its Quick Feet ability. Start with a reliable 
    Protect or a helpful Howl to boost your Attack. Toxic Orb will then activate
    and you'll be able to outspeed a lot of Pokemon and hit them hard. Facade 
    takes advantage of the poison by doubling in power and becoming your strongest
    attack. Crunch is for STAB and Fire Fang hits Steel-types.
    
    
    -----------------------[LINOONE]-------------------------
    Type: Normal
    Ability: Pick-Up/Gluttony/Quick Feet (Dream World)
    Base Stats: 78 HP / 70 Atk / 61 Def / 50 SAtk / 61 SDef / 100 Spd
    Pros: High Speed
    Cons: Mediocre Attack, frail defenses, limited movepool
    
    Linoone @Salac Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Gluttony
    -Extremespeed/Return
    -Shadow Claw
    -Seed Bomb
    -Belly Drum
    
    Gluttony is a great ability that really lets the Belly Drumming set take off.
    With one Belly Drum, your Attack will be all maxed out, Salac Berry will
    activate, and you'll be ready to sweep. Extremespeed is what makes this moveset
    shine, unfortunately Extremespeed is only available as a special move from
    Pokemon Box for the Gamecube. If you don't have access to it, you can still
    use Return. It's stronger, but won't have priority. Shadow Claw for Ghost
    types and Seed Bomb hits Rock types.
    
    Linoone @Toxic Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Quick Feet
    -Facade
    -Shadow Claw
    -Rock Smash
    -Protect
    
    A boosted Facade is extremely powerful even if Linoone's Attack is rather
    below average. Toxic Orb also boosts your Speed due to Quick Feet. Shadow
    Claw for Ghost opponents. Rock Smash is your best bet against Steel and Rock
    types. Protect ensures that Toxic Orb will activate.
    
    
    -----------------------[BEAUTIFLY]-----------------------
    Type: Bug/Flying
    Ability: Swarm/Rivalry (Dream World)
    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, 4x Stealth Rock Weakness
    
    Beautifly @Focus Sash/Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Swarm
    -Bug Buzz
    -Shadow Ball
    -Hidden Power [Fire]
    -Quiver Dance 
    
    It has a nice Sp. Attack and Quiver Dance can boost it higher along with its
    terrible Speed and Sp. Defense stats. Bug Buzz is its most powerful move and
    Shadow Ball can handle most things that Bug Buzz can't. Hidden Power Fire is
    for Steels and opponent Bug-types.
     
    
    -----------------------[DUSTOX]--------------------------
    Type: Bug/Poison
    Ability: Shield Dust/Compoundeyes (Dream World)
    Base Stats: 60 HP / 50 Atk / 70 Def / 50 SAtk / 90 SDef / 65 Spd
    Pros: Good Sp. Defense
    Cons: Terrible stats overall, limited movepool, 4x Stealth Rock weakness
    
    Dustox @Leftovers
    EVs: 252 HP / 6 Def / 252 SDef
    Calm Nature
    -Toxic
    -Protect
    -Roost
    -Hidden Power [Ground]
    
    It will be a miracle if you can KO any opponent. The most you can do is Toxic
    an opponent and hope to stall them until they faint from poison. Protect helps
    with stalling and Roost keeps you alive. HP Ground for an offensive move so
    you will be able to do at least some damage to Steel and Poison types.
    
    
    -----------------------[LUDICOLO]-----------------------
    Type: Water/Grass
    Ability: Swift Swim/Rain Dish/Own Tempo (Dream World)
    Base Stats: 80 HP / 70 Atk / 70 Def / 90 SAtk / 100 SDef / 70 Spd
    Pros: High Sp. Defense, unique type combo
    Cons: Limited special movepool
    
    Ludicolo @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    Ability: Swift Swim
    -Hydro Pump/Surf
    -Ice Beam
    -Giga Drain
    -Focus Blast
    
    The Swift Swim sweeper, which obviously needs Drizzle support to work. Get the 
    speed boost from the Rain 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 can be costly, so use Surf if you don't want to risks it.
    For your Grass move, choose Giga Drain to heal recoil damage from Life Orb.
    Ice Beam is for opponent Grass and Dragons. Focus Blast is needed to hit
    Ferrothorn.
    
    Ludicolo @Leftovers
    EVs: 252 HP / 6 SAtk / 252 SDef
    Calm Nature
    Ability: Rain Dish
    -Scald
    -Leech Seed
    -Substitute
    -Toxic/Ice Beam 
    
    The more defensive set which also benefits from the Rain. Scald is used over
    other Water moves for its high chance of Burn. Leech Seed is a key move here
    and you can pair it with Substitute to stall and heal some more HP. You can
    also use Toxic for additional damage. Ice Beam is used to hit Grass-types who
    are immune to Leech Seed.
    
    
    -----------------------[SHIFTRY]-------------------------
    Type: Grass/Dark
    Ability: Early Bird/Chlorophyll/Pickpocket (Dream World)
    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 @Life Orb
    EVs: 48 Atk / 252 SAtk / 204 Spd
    Rash Nature
    Ability: Chlorophyll
    -Giga Drain
    -Brick Break
    -Dark Pulse/Hidden Power [Fire/Ice]
    -Growth
    
    Shiftry has great stats in both offenses so don't waste either of them. Use
    Sunny weather to double your Speed and use Growth to double your Attack and
    Special Attack. Giga Drain is your main Grass move. Solarbeam can be used, but
    it's not advised because of weather changers. Brick Break deals with special
    walls like Blissey and Ferrothorn, as well as Heatran. Dark Pulse can be used
    for a second STAB or you can use a Hidden Power. HP Fire gets a boost in the
    sun, but HP Ice can hit Dragons like Salamence and Dragonite.
    
    Shiftry @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Chlorophyll
    -Swords Dance
    -Sucker Punch
    -Low Kick
    -Seed Bomb
    
    The Swords Dance set can work well with the Sun or without it. Its mediocre
    speed isn't an issue when it has the powerful priority move Sucker Punch.
    Low Kick or Brick Break cover Steel types. Seed Bomb is your best option for
    a physical Grass move.
    
    
    ----------------------[SWELLOW]--------------------------
    Type: Normal/Flying
    Ability: Guts/Scrappy (Dream World)
    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
    
    Guts is what makes Swellow stand out from being just another boring Normal/
    Flying type. Protect on the first turn to activate Flame Orb and check what
    your opponent does. Use your boosted Facade on opponents who aren't resistant
    to Normal, or use Brave Bird if they're a Ghost type. U-Turn out if Swellow
    can't handle something like an opponent Rock or Steel-type.
    
    
    ----------------------[PELIPPER]-------------------------
    Type: Water/Flying
    Ability: Keen Eye/Rain Dish (Dream World)
    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
    Bold Nature
    Ability: Rain Dish
    -Scald
    -Roost
    -Toxic
    -Knock Off/Protect
    
    Pelipper can't do much, but it can try to be a decent bulky Water in the Rain.
    Scald can Burn opponents. Roost will keep your health up. Toxic can help in
    weakening opponents. Knock Off is a useful move for removing items. You can
    also go with Protect to stall with Toxic and gain additional healing from
    Rain Dish and Leftovers.
    
    
    ---------------------[GARDEVOIR]-------------------------
    Type: Psychic
    Ability: Trace/Synchronize/Telepathy (Dream World)
    Base Stats: 68 HP / 65 Atk / 65 Def / 125 SAtk / 115 SDef / 80 Spd
    Pros: Excellent Sp. Attack and Sp. Defense, diverse movepool
    Cons: Low HP and Defense, mediocre Speed
    
    Gardevoir @Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Trace
    -Psychic
    -Thunderbolt
    -Focus Blast
    -Trick
    
    Gardevoir is one of the few Pokemon that gets the Trace ability. This lets
    it copy other useful abilities like Water Absorb, Volt Absorb, Swift Swim,
    and even Wonder Guard. With Choice Scarf, it can outspeed many threats, copy
    their abilities, and defeat them with one of its powerful special attacks.
    Psychic is your main move. Thunderbolt gives you coverage against opponents
    like Starmie and Skarmory. Focus Blast for Steel and Dark types. If you find
    yourself getting walled by Blissey and friends, use Trick to cripple them.
    
    Gardevoir @Leftovers
    EVs: 252 HP / 6 Def / 252 Spd
    Calm Nature
    Ability: Trace
    -Psychic
    -Wish
    -Heal Bell
    -Will-o-wisp/Thunder Wave
    
    Though Gardevoir won't be outclassing Blissey when it comes to Special Defense
    it can still use a support set well especially if it Traces a useful ability
    like Magic Guard. Wish and Heal Bell keep the rest of the team healthy. You
    can also inflict status on the opponent's team.
    
    Gardevoir @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid Nature
    -Psychic
    -Thunderbolt
    -Focus Blast
    -Shadow Ball/Calm Mind
    
    It's not the fastest sweeper around, but it can use Trace to help it switch
    in easier. From there, it can deal major damage to most opponents with its
    vast array of special attacks. Shadow Ball handles opponent Psychics like
    Reuniclus. Calm Mind can also be used to boost your special stats and hit
    even harder.
    
    
    ---------------------[MASQUERAIN]------------------------
    Type: Bug/Flying
    Ability: Intimidate/Unnerve (Dream World)
    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 @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Intimidate
    -Bug Buzz
    -Hydro Pump
    -Air Slash/Ice Beam
    -Quiver Dance
    
    Masquerain learns better special moves than most Bug/Flying Pokemon, but it
    really needs the boost from Quiver Dance. Otherwise it's just too slow and its
    Sp. Attack isn't that great. Bug Buzz is its best Bug move. Hydro Pump is good
    for Rock and Fire types. Air Slash can fill the role of Flying STAB, while
    Ice Beam covers Flying opponents.
    
    Masquerain @Leftovers
    EVs: 252 HP / 6 SAtk / 252 Spd
    Timid Nature
    Ability: Intimidate
    -Quiver Dance
    -Baton Pass
    -Bug Buzz
    -Substitute
    
    Use Quiver Dance and Baton Pass the boosts to a team mate. Heatran and 
    Chandelure are great receivers since they appreciate the Speed boosts above
    anything else. You can also try to pass a Substitute while you're at it.
    
    
    ---------------------[BRELOOM]---------------------------
    Type: Grass/Fighting
    Ability: Effect Spore/Poison Heal/Technician (Dream World)
    Base Stats: 60 HP / 130 Atk / 80 Def / 60 SAtk / 60 SDef / 70 Spd
    Pros: Excellent Attack, learns Spore
    Cons: 4x Flying weakness, mediocre speed
    
    Breloom @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Technician
    -Spore
    -Mach Punch
    -Bullet Seed
    -Swords Dance
    
    With Technician, STAB, and Swords Dance, Breloom can turn normally weak moves
    into extremely powerful attacks. Put an opponent to sleep with Spore, then set
    up with Swords Dance. Mach Punch is a priority move and will help you defeat
    faster opponents despite your mediocre speed. Bullet Seed is sure to deal
    major damage to any opponent not resistant to Grass. Even if it only hits
    twice, it will still have a base power of 112.5 due to Technician and STAB.
    If it hits all five times, it will have an incredible total power of 281.25,
    which will surely KO most opponents you'll face. 
    
    Breloom @Toxic Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Poison Heal
    -Spore
    -Focus Punch
    -Substitute
    -Leech Seed/Stone Edge/Seed Bomb
    
    Breloom can still use its classic Spore + Focus Punch combo. This moveset can
    be quite devastating. Breloom can use Substitute as much as it wants since it
    will heal the HP lost through Poison Heal and Leech Seed. While that is going
    on, Breloom can smack opponents with a powerful Focus Punch. Seed Bomb is 
    useful for a second STAB move to hit Ghost types. Stone Edge will hurt Flying
    opponents.
    
    
    ---------------------[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
    -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. Return is your main attack. Don't use Giga Impact because it
    prevents you from switching after you attack. Earthquake for Steel and Rock
    types. Shadow Claw hits Ghosts and Pursuit nails fleeing opponents. Fire
    Punch is for things like Skarmory and Ferrothorn.
    
    
    ---------------------[NINJASK]---------------------------
    Type: Bug/Flying
    Ability: Speed Boost/Infiltrator (Dream World)
    Base Stats: 61 HP / 90 Atk / 45 Def / 50 SAtk / 50 SDef / 160 Spd
    Pros: Incredible Speed
    Cons: Very frail, 4x Stealth Rock weakness
    
    Ninjask @Leftovers/Liechi Berry
    EVs: 60 HP / 252 Atk / 198 Spd
    Jolly 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. X-Scissor is a
    reliable Bug move and prevents you from being useless if you get Taunted.
    
    
    ---------------------[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: 255 Atk / 255 Spd
    Adamant Nature
    -Shadow Sneak
    -X-Scissor
    -Will-o-wisp
    -Swords Dance/Protect
    
    Use Shedinja at your own risk since even with the awesome Wonder Guard, there
    are still many things that can kill you. Choose Shadow Sneak to bypass your 
    terrible Speed and attack first. X-Scissor is there for Bug STAB. Will-o-wisp
    cripples physical sweepers. For your fourth move, use Swords Dance if you
    want Shedinja to take on an offensive role or go with Protect if you prefer
    defense. Protect also scouts for any supereffective moves the opponent may
    have. As for items, Focus Sash will save you from any hit while Lum Berry
    will cure damaging status effects.
    
    
    ---------------------[EXPLOUD]---------------------------
    Type: Normal
    Ability: Soundproof/Scrappy (Dream World)
    Base Stats: 104 HP / 91 Atk / 63 Def / 91 SAtk / 63 SDef / 68 Spd
    Pros: Good HP, Atk, and great movepool
    Cons: Low speed and frail defenses
    
    Exploud @Life Orb
    EVs: 252 Atk / 104 SAtk / 152 Spd
    Lonely/Naughty Nature
    -Return
    -Earthquake
    -Fire Blast
    -Work Up/Crunch/Ice Beam
    
    Exploud has pretty good offenses on both sides of the attacking spectrum,
    which is further backed up by an extensive list of powerful physical and 
    special moves. A mixed sweeping set is a great way to take advantage of this.
    Return is your main move for STAB. Earthquake will hurt Steel and Rock types.
    Fire Blast hits other Steels like Ferrothorn. You can use Work Up to boost
    both your attacking stats, but you may want another attack for coverage.
    Crunch is for Ghost types while Ice Beam is for bulky physical walls like
    Gliscor or Hippowdon.
    
    Exploud @Choice Band
    EVs: 252 Atk / 6 SAtk / 252 Spd
    Adamant Nature
    Ability: Scrappy
    -Return
    -Earthquake
    -Crunch
    -Overheat
    
    Typical hard hitting Choice Band set. Return is your most powerful move, and
    the other three attacks cover opponents resistant to Normal. Despite being
    a special move, Overheat will deal more damage to walls like Skarmory and
    Ferrothorn than any other physical Fire move you have. Scrappy is the ability
    to choose so that Ghosts won't be immune to your Normal attacks.
    
    Exploud @Choice Specs
    EVs: 6 HP / 252 Atk / 252 Spd
    Modest Nature
    Ability: Scrappy
    -Hyper Voice
    -Shadow Ball
    -Surf
    -Fire 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 Fire Blast for Steels.
    
    
    ---------------------[HARIYAMA]--------------------------
    Type: Fighting
    Ability: Thick Fat/Guts/Sheer Force (Dream World)
    Base Stats: 144 HP / 120 Atk / 60 Def / 40 SAtk / 60 SDef / 50 Spd
    Pros: Amazing HP, excellent Attack, great abilities
    Cons: Low Speed
    
    Hariyama @Leftovers
    EVs: 86 HP / 172 Atk / 252 Def
    Impish Nature
    Ability: Thick Fat
    -Force Palm
    -Stone Edge
    -Knock Off
    -Whirlwind
    
    Hariyama is one of the most defensive Fighting-types in the game and can 
    survive attacks that most other Fighting Pokemon can't. A support based set is
    the best way to take advantage of Hariyama's bulkiness. Force Palm may be
    weak, but it has a high chance of paralysis which is useful due to your low
    Speed. Stone Edge hits Flying opponents. 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 entry hazards like Stealth or 
    Spikes since Hariyama can force a lot of switches.
    
    Hariyama @Leftovers
    EVs: 48 HP / 252 Atk / 208 Def
    Adamant/Impish Nature
    Ability: Thick Fat
    -Substitute
    -Focus Punch
    -Stone Edge
    -Payback
    
    Hariyama has plenty of HP to make a huge Substitute. While it's behind the big
    fat Sub, it can safely use Focus Punch to deal lots of damage. Stone Edge for 
    Flying-types. Payback takes advantage of your low Speed to strike after the
    opponent with double the power while your Sub takes the opponent's hit. For
    an ability, Thick Fat is the way to go since it gives you two additional
    resistances.
    
    Hariyama @Flame Orb/Toxic Orb
    EVs: 252 Atk / 212 Atk / 44 Spd
    Adamant Nature
    Ability: Guts
    -Fake Out
    -Close Combat
    -Stone Edge
    -Bullet Punch
    
    Hariyama can inflict status on itself to make it even stronger. Fake Out will
    always go first and flinch the opponent which gives your status orb a chance
    to activate. From there, you can hit opponents with your boosted Attack. This
    set makes a good lead since Fake Out can break Focus Sashes and Bullet Punch
    can finish off opponent leads.
    
    Hariyama @Choice Band
    EVs: 252 Atk / 212 Def / 44 Spd
    Adamant Nature
    Ability: Guts
    -Close Combat
    -Stone Edge
    -Ice Punch
    -Thunderpunch
    
    Though all out offense may be better left to other Fighting types, Hariyama
    still makes a sturdy Choice Bander and Guts let's it absorb status to make it
    even stronger. Close Combat is the strongest Fighting move for this set.
    While Stone Edge handles most Flying-types, Ice Punch and Thunderpunch can
    handle an even wider variety of opponents like Gyarados and Gliscor.
    
    
    ---------------------[DELCATTY]--------------------------
    Type: Normal
    Ability: Cute Charm/Normalize/Wonder Skin (Dream World)
    Base Stats: 70 HP / 65 Atk / 65 Def / 55 SAtk / 55 SDef / 70 Spd
    Pros: Diverse movepool
    Cons: Overall stats are mediocre or terrible
    
    Delcatty @Leftovers
    EVs: 252 HP / 6 Def / 252 Spd
    Jolly Nature
    Ability: Cute Charm
    -Calm Mind/Work Up
    -Substitute
    -Baton Pass
    -Body Slam
    
    With those stats, it can't do much, but at least it can Baton Pass. Get a few
    boosts with Work Up or Calm Mind, then pass it to a team member who can 
    actually sweep. Use Substitute to block status. Body Slam can paralyze
    opponents which can give you more chances to set up.
    
    Delcatty @Leftovers
    EVs: 252 HP / 6 Def / 252 Spd
    Jolly Nature
    Ability: Normal Skin
    -Thunder Wave
    -Heal Bell
    -Wish
    -Protect/Return/Body Slam
    
    Support Delcatty. Normalize lets you paralyze Ground types with Thunder Wave,
    which is pretty cool. Delcatty can also use Wish or Heal Bell to heal the team
    and keep party members healthy. However many better Normal types can also 
    use those moves. You can try and use an attacking move somewhere, but don't
    expect to do much damage.
    
    
    ---------------------[SABLEYE]---------------------------
    Type: Ghost/Dark
    Ability: Keen Eye/Stall/Prankster (Dream World)
    Base Stats: 50 HP / 75 Atk / 75 Def / 65 SAtk / 65 SDef / 50 Spd
    Pros: No weaknesses, diverse support movepool
    Cons: Overall poor stats
    
    Sableye @Leftovers
    EVs: 252 HP / 128 Def / 128 SDef
    Careful/Impish Nature
    Ability: Prankster
    -Will-o-wisp/Toxic
    -Taunt/Substitute
    -Recover
    -Night Shade
    
    Sableye is one of the more annoying users of Prankster and unlike Whimsicott,
    it has the advantage of having no weaknesses and a reliable recovery move.
    Inflict status with Will-o-wisp and Toxic. Taunt prevents opponents from
    healing or setting up, but you can also use Substitute to stall. Recover is
    essential to keep you healthy. Night Shade lets you deal consistent damage
    so you don't have to worry about having poor offensive stats. Overall this
    set is great at defeating walls like Blissey and Skarmory, but watch out
    for Magic Bounce and Magic Coat.
    
    
    ---------------------[MAWILE]----------------------------
    Type: Steel
    Ability: Intimidate/Hyper Cutter/Sheer Force (Dream World)
    Base Stats: 50 HP / 85 Atk / 85 Def / 55 SAtk / 55 SDef / 50 Spd
    Pros: Diverse movepool
    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, decent 
    Defense, and many resistances let it switch in easily on many physical 
    attackers. Swords Dance up and Baton Pass the boosts to another team member. 
    Taunt prevents it from getting phazed. Iron Head gives you an attacking move
    and Substitute gives you another useful thing to pass.
    
    Mawile @Choice Band
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Sheer Force
    -Iron Head
    -Fire Fang
    -Crunch/Sucker Punch
    -Ice Fang/Brick Break
    
    A simple Choice Bander set. With Sheer Force, Mawile gets a boost in several
    attacks it learns including its main Steel move Iron Head. Fire Fang also gets
    a boost and lets you hit Steels like Scizor and Skarmory. Crunch is also
    boosted by Sheer Force, but Sucker Punch has priority and can finish off
    faster foes. Ice Fang is for Ground types like Gliscor. Brick Break doesn't
    get boosted, but it lets you deal with Heatran.
    
    
    ---------------------[AGGRON]----------------------------
    Type: Steel/Rock
    Ability: Rock Head/Sturdy/Heavy Metal (Dream World)
    Base Stats: 70 HP / 110 Atk / 180 Def / 60 SAtk / 60 SDef / 50 Spd
    Pros: Great Attack and amazing Defense, Head Smash + Rock Head
    Cons: 4x Fighting and Ground weakness, low Speed
    
    Aggron @Choice Band
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Rock Head
    -Head Smash
    -Earthquake
    -Aqua Tail
    -Iron Head/Fire Punch
    
    Aggron is a great sweeper that can still wall a lot of things. The key here
    is a STABed Head Smash which is extremely powerful and won't deal recoil 
    damage due to Rock Head. Head Smash and Earthquake together cover the majority
    of opponents. Aqua Tail covers Ground types like Hippowdon and Gliscor. Iron
    Head is good for a second STAB move. Fire Punch is effective against 
    Ferrothorn.
    
    Aggron @Life Orb
    EVs: 4 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Rock Head
    -Head Smash
    -Earthquake
    -Aqua Tail
    -Rock Polish
    
    Rock Polish boosts Aggron's lowest stat and makes it a fast and powerful 
    sweeper. With one Rock Polish, it can reach up to 348 Speed with a Jolly nature
    which is only a few points slower than Pokemon with base 110 Speed. Head Smash
    is insanely powerful while Earthquake covers Steel and Aqua Tail covers Ground.
    
    Aggron @Custap Berry/Lum Berry
    EVs: 252 HP / 252 Atk / 6 Def
    Brave/Relaxed Nature
    Ability: Sturdy
    -Metal Burst
    -Taunt/Protect
    -Endeavor
    -Stealth Rock
    
    There are plenty of Pokemon with the Sturdy ability, but Aggron is one of only
    a few Pokemon to learn Metal Burst. 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 while Sturdy lets you survive even the strongest hits.
    Afterwards, set up some Stealth Rock or hit them with an Endeavor before
    you go down. Custap Berry activates when you're at low health and lets you
    attack first. Lum Berry can prevent status like Sleep from ruining your
    strategy.
     
    
    ---------------------[MEDICHAM]--------------------------
    Type: Fighting/Psychic
    Ability: Pure Power/Telepathy (Dream World)
    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
    Ability: Pure Power
    -Hi Jump Kick/Drain Punch
    -Zen Headbutt
    -Thunderpunch
    -Ice Punch
    
    Medicham's unique Pure Power ability makes it stand out as a Fighting-type.
    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 Drain Punch if you don't want
    this to happen. Zen Headbutt is another great physical STAB, while 
    Thunderpunch and Ice Punch take care of all the Flying types you'll face. 
    Use Choice Band for a massive power boost or Choice Scarf to increase your
    lackluster Speed stat.
    
    
    ---------------------[MANECTRIC]--------------------------
    Type: Electric
    Ability: Static/Lightning Rod/Minus (Dream World)
    Base Stats: 70 HP / 75 Atk / 60 Def / 105 SAtk / 60 SDef / 105 Spd
    Pros: Good Sp. Atk/Speed
    Cons: Frail defenses, Special movepool is somewhat limited
    
    Manectric @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Lightning Rod
    -Thunderbolt
    -Flamethrower
    -Signal Beam/Charge Beam
    -Hidden Power [Ice]
    
    Switch into any Electric move and grab a Special Attack boost, then sweep
    with your attacks. Flamethrower is a great move that few Electric-types can
    learn and is a great option against Grass opponents. You can use Signal Beam
    for Psychic-types or try to boost your Sp. Attack even further by using Charge
    Beam. Hidden Power Ice covers Dragons and Ground types.
    
    
    ---------------------[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/Focus Sash
    EVs: 252 HP / 6 SAtk / 252 Spd
    Timid Nature
    -Thunderbolt
    -Nasty Plot
    -Baton Pass
    -Substitute/Agility
    
    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 a stat-boosting
    berry. If you want, you can use Agility instead to pass some Speed and use
    Focus Sash as an item.
    
    
    ---------------------[VOLBEAT]----------------------------
    Type: Bug
    Ability: Swarm/Illuminate/Prankster (Dream World)
    Base Stats: 65 HP / 73 Atk / 55 Def / 47 SAtk / 75 SDef / 85 Spd
    Pros: Able to Baton Pass Tail Glow
    Cons: Overall mediocre stats, Stealth Rock weakness
    
    Volbeat @Focus Sash
    EVs: 252 HP / 6 Def / 252 Spd
    Timid Nature
    Ability: Prankster
    -Tail Glow
    -Baton Pass
    -Encore
    -Bug Buzz
    
    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. What makes this set
    stand out from other Baton Passers is the Prankster ability. In fact, it and
    Illumise are the only Baton Passers that get this ability and it makes 
    Baton Passing so much easier since Speed isn't an issue. With just two
    Tail Glows, your Sp. Attack will be completely maxed out. You also have Encore
    which can be used to make opponents repeat non-damaging moves and give you
    more time to set up.
    
    
    ---------------------[ILLUMISE]-------------------------
    Type: Bug
    Ability: Oblivious/Tinted Lens/Prankster (Dream World)
    Base Stats: 65 HP / 47 Atk / 55 Def / 73 SAtk / 75 SDef / 85 Spd
    Pros: Tinted Lens
    Cons: Overall mediocre stats, Stealth Rock weakness
    
    Illumise @Leftovers
    EVs: 252 HP / 6 Def / 252 SDef
    Calm Nature
    Ability: Prankster
    -Thunder Wave
    -Wish
    -Charm/Protect
    -Bug Buzz
    
    Illumise can't learn Tail Glow like Volbeat can, but she can still make a 
    decent support Pokemon with Prankster giving her support moves priority. Start
    by paralyzing foes with Thunder Wave or healing yourself or the rest of the 
    team with Wish. Charm annoys physical attackers while Protect ensures Wish
    will always heal you. Bug Buzz is your best bet for an offensive move.
    
    Illumise @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Tinted Lens
    -Bug Buzz
    -Shadow Ball
    -Thunderbolt
    -Hidden Power [Fire]
    
    Being the special counterpart of Volbeat, Illumise has a decent special 
    movepool to exploit. What makes this set work is Tinted Lens, which means that
    Pokemon normally resistant to her moves will get hit at full power.
    Thunderbolt handles Flying types, Shadow Ball for Ghosts, and Hidden Power Fire
    for Steels.
    
    
    ---------------------[SWALOT]--------------------------
    Type: Poison
    Ability: Liquid Ooze/Sticky Hold/Gluttony (Dream World)
    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 / 6 Def / 252 SDef
    Calm Nature
    Ability: Sticky Hold
    -Yawn
    -Pain Split
    -Stockpile
    -Sludge Bomb/Ice Beam
    
    With high HP and above average defenses, it can survive more assaults than you
    expect. Yawn is great at forcing switches, otherwise the opponent will be put
    to Sleep. Pain Split is Swalot's main method of restoring health when it is
    weak. Stockpile boosts your defenses even further, although you can only use
    it three times maximum. Sludge Bomb is STABed and has a high chance of
    Poison, but Ice Beam can handle Ground types.
    
    Swalot @Leftovers
    EVs: 252 HP / 6 Atk / 252 SDef
    Careful Nature
    Ability: Sticky Hold
    -Gunk Shot
    -Earthquake
    -Curse
    -Pain Split
    
    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 healthy. Gunk Shot is your most
    powerful Poison attack, though it's inaccurate. Earthquake handles Steels that
    are immune to Poison moves.
    
    
    ---------------------[SHARPEDO]------------------------
    Type: Water/Dark
    Ability: Rough Skin/Speed Boost (Dream World)
    Base Stats: 70 HP / 120 Atk / 40 Def / 95 SAtk / 40 SDef / 95 Spd
    Pros: Great Attack and good S. Atk and Speed
    Cons: Very frail defenses
    
    Sharpedo @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Speed Boost
    -Waterfall
    -Crunch
    -Earthquake/Ice Fang
    -Protect
    
    Sharpedo can be a fearsome sweeper with its excellent Attack and good Speed
    increased even further with Speed Boost. Waterfall is its most powerful
    physical Water move and Crunch fills the role of a Dark move. Earthquake
    will destroy most Electric types and is your best move against Ferrothorn.
    Ice Fang can be used to take on Dragons and Grass-types. Since Sharpedo can't 
    take a hit, Protect is used to ensure you gain at least one Speed Boost in 
    order to outrun your opponent.
    
    Sharpedo @Life Orb
    EVs: 6 Atk / 252 SAtk / 252 Spd
    Rash Nature
    Ability: Speed Boost
    -Surf/Hydro Pump
    -Ice Beam
    -Earthquake
    -Protect/Hidden Power [Fire]
    
    Sharpedo's special side is lower than its physical, but it still makes a good
    mixed sweeper since its special attacks are generally more powerful than its
    physical attacks. Water and Ice moves have good coverage together, Earthquake
    is still a reliable physical move, and HP Fire can be used to hurt Ferrothorn.
    
    
    ---------------------[WAILORD]-------------------------
    Type: Water
    Ability: Water Veil/Oblivious/Pressure (Dream World)
    Base Stats: 170 HP / 90 Atk / 45 Def / 90 SAtk / 45 SDef / 60 Spd
    Pros: Incredible HP
    Cons: Slow, very low defenses
    
    Wailord @Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Water Veil
    -Water Spout
    -Ice Beam
    -Hydro Pump
    -Hidden Power [Grass/Fire]
    
    Water Spout is the most powerful Water move in the game, but requires the user
    to be at maximum health to enjoy its full potential. This usually means being
    faster than the opponent before they can hit you. Wailord is pretty slow, so
    it needs Choice Scarf to boost its Speed to hit opponents with a full power
    Water Spout. When your health gets low, use Hydro Pump so you can still have
    a powerful Water move. Ice Beam covers Grass and Dragons. Hidden Power Grass
    handles other Waters while Fire covers Ferrothorn.
    
    
    ---------------------[CAMERUPT]------------------------
    Type: Ground/Fire
    Ability: Magma Armor/Solid Rock/Anger Point (Dream World)
    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 @Air Balloon/Leftovers
    EVs: 252 HP / 252 SAtk / 6 Def
    Quiet Nature
    Ability: Solid Rock
    -Eruption
    -Earth Power
    -Hidden Power [Ice/Electric]
    -Fire Blast
    
    Camerupt has great Sp. Attack and learns the massively powerful Eruption, but
    it's way too slow to use it even with a Choice Scarf. However, it can take 
    advantage of Trick Room conditions to benefit its low Speed. When your HP
    gets low, switch to Fire Blast as an alternate Fire move. Earth Power is your
    Ground move and hits Rocks and other Fire types. HP Ice takes care of Dragons 
    while HP Electric is for Water-types.
    
    Camerupt @Choice Band
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant/Brave Nature
    Ability: Solid Rock
    -Earthquake
    -Stone Edge
    -Overheat
    -Explosion
    
    Camerupt doesn't need to be in a Trick Room to deal lots of damage. A generic, 
    but powerful Choice Band set will still work. Earthquake and Stone Edge
    handle most opponents. Overheat deals with physical walls like Skarmory and
    Ferrothorn. Explosion is a last resort move that can take down an opponent
    when you feel that Camerupt's time is up.
    
    Camerupt @Life Orb
    EVs: 252 Atk / 6 SAtk / 252 Spd
    Naughty/Rash Nature
    -Earthquake
    -Stone Edge
    -Fire Blast
    -Rock Polish
     
    Overcome your low Speed with Rock Polish. By doubling your Speed, you can
    reach 392 Speed, which is even faster than Keldeo. Afterwards, Camerupt
    can be a pretty threatening mixed sweeper with powerful physical and
    special attacks.
    
    
    ---------------------[TORKOAL]-------------------------
    Type: Fire
    Ability: White Smoke/Shell Armor (Dream World)
    Base Stats: 70 HP / 85 Atk / 140 Def / 85 SAtk / 70 SDef / 20 Spd
    Pros: Amazing Defense
    Cons: Very slow, Stealth Rock weakness
    
    Torkoal @Leftovers
    EVs: 252 HP / 252 Def / 6 SDef
    Bold Nature
    Ability: Shell Armor
    -Rapid Spin
    -Stealth Rock
    -Toxic/Yawn
    -Lava Plume
    
    Torkoal does a nice job of taking physical hits, so a defensive set lets it
    last for a while and potentially support the team. Rapid Spin is key here since
    Torkoal is the only Fire-type that learns it. It can also lay down some Stealth
    Rocks. Toxic weakens opponents, especially Water types, while Yawn can force
    switches unless the enemy wants to fall asleep. Lava Plume is nice for a chance
    to Burn and should be used over Flamethrower or Fire Blast for this reason.
    
    
    ---------------------[GRUMPIG]-------------------------
    Type: Psychic
    Ability: Thick Fat/Own Tempo/Gluttony (Dream World)
    Base Stats: 80 HP / 45 Atk / 65 Def / 90 SAtk / 110 SDef / 80 Spd
    Pros: Great Sp. Defense and good Sp. Attack
    Cons: Other stats are lackluster, Pursuit weakness
    
    Grumpig @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    Ability: Thick Fat
    -Psychic
    -Shadow Ball
    -Focus Blast
    -Trick
    
    Grumpig is one of several Psychic types that can hit hard with special moves
    and Trick a Choice item onto any opponent that gives them trouble (especially
    Blissey and Chansey). Psychic is your main move, Shadow Ball hurts other
    Psychics, and Focus Blast deals a lot of damage to enemy Steel and Dark
    Pokemon.
    
    Grumpig @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Thick Fat
    -Psychic
    -Focus Blast
    -Calm Mind
    -Substitute/Shadow Ball
    
    Calm Mind, Thick Fat, and a high Sp. Defense mean Grumpig can take special
    hits very well and use the oppurtunity to set up for a sweep. Substitute 
    prevents status and can give it an extra turn to Calm Mind. Psychic and Focus
    Blast have pretty good coverage together. If you want, you can use Shadow Ball
    for additional coverage versus Psychics.
    
    Grumpig @Leftovers
    EVs: 252 HP / 80 Def / 176 SDef
    Calm Nature
    Ability: Thick Fat
    -Psychic
    -Thunder Wave
    -Magic Coat/Heal Bell
    -Reflect
    
    Grumpig can be a pretty good supporter and special wall if you don't want to
    use something like Blissey. Thunder Wave cripples opponents and greatly 
    lowers their Speed. Magic Coat can deflect status and entry hazards back
    at the opponent. Heal Bell gives you a chance to heal status from the rest
    of the team. Finally, Reflect softens physical attacks that target your
    weaker Defense stat.
    
    
    ---------------------[SPINDA]--------------------------
    Type: Normal
    Ability: Own Tempo/Tangled Feet/Contrary (Dream World)
    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 @Leftovers
    EVs: 252 HP / 6 Def / 252 Spd
    Jolly Nature
    Ability: Own Tempo
    -Substitute
    -Calm Mind
    -Taunt/Magic Coat
    -Baton Pass
    
    Since Spinda can't really hurt anything, it might as well try to support the
    team. Block status with Substitute while you Calm Mind up and Baton Pass
    the boosts. Taunt any attempts to Roar or Whirlwind you away. Magic Coat also
    works against phazing moves and stops opponents from shutting you down with
    Taunt or Encore.
    
    Spinda @Focus Sash
    EVs: 252 HP / 252 Atk / 6 Spd
    Loenly Nature
    Ability: Own Tempo
    -Counter
    -Sucker Punch
    -Magic Coat
    -Flail
    
    Spinda's bad Defense actually comes in handy here. Allow the opponent to hit
    you while you Counter back their attack. If the opponent is still standing,
    finish them off with Sucker Punch. If they try to avoid it by using a status
    move, reflect it back with Magic Coat. Flail is filler, but it has amazing
    power when you're at 1 HP.
    
    
    ---------------------[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 @Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    -Earthquake
    -Outrage
    -U-Turn
    -Fire Punch/Stone Edge
    
    U-Turn and Levitate both set Flygon apart from Garchomp. Although Flygon will
    never reach Garchomp's sheer power, it makes a far better scout. For this set,
    hit things with U-Turn so you can scout the enemy team. When you know what
    Pokemon your opponent is using, you can use your more powerful attacks to
    take them down. Fire Punch is effective against Steels without a Ground
    weakness like Skarmory, Scizor, and Ferrothorn. Stone Edge can hit Flying
    opponents like Gyarados and Zapdos, as well as opponents carrying an Air
    Balloon like Heatran.
    
    Flygon @Life Orb
    EVs: 6 Atk / 252 SAtk / 252 Spd
    Naive Nature
    -Draco Meteor
    -Fire Blast
    -Earthquake
    -Roost
    
    This is a Life Orb set focused towards Special Attack. It's more unexpected 
    since most people won't expect Flygon to have special attacks. This surprise
    can take down physical walls that the opponent switches in. Earthquake is
    needed in order to prevent Blissey and other special walls from stopping you.
    Roost heals off damage including Life Orb recoil.
    
    Flygon @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    -Earthquake
    -Outrage
    -Stone Edge
    -Fire Punch
    
    This set seems very similar to the Choice Scarf set, but it plays the role of a
    powerful sweeper rather than a speedy scout and revenge killer. The combination
    of STAB Earthquake and Outrage can 2HKO just about every thing in the game. A 
    Fire attack is needed again for a quick kill on things like Skarmory and 
    Forretress.
    
    
    ---------------------[CACTURNE]------------------------
    Type: Grass/Dark
    Ability: Sand Veil/Water Absorb (Dream World)
    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/Brightpowder
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Sand Veil
    -Substitute
    -Focus Punch
    -Sucker Punch
    -Swords Dance
    
    Substitute is the key to this set. With a Substitute up, you can safely use 
    Focus Punch without worrying about getting hit in the process. It also forces
    your opponent to attack you to break your Sub, and when that happens, you can
    Sucker Punch them in their face. If your opponent decides not to attack, he 
    will be giving you free chances to use Swords Dance. Use this set on a 
    Sandstorm team because Sand Veil and Brightpowder will greatly reduce the 
    accuracy of your opponent's moves and it can be difficult to take down despite
    its low defenses.
    
    Cacturne @Leftovers/Brightpowder
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Sand Veil
    -Substitute
    -Leech Seed
    -Sucker Punch
    -Focus Punch/Spikes
    
    This set trades offensive power for residual damage. You still need 
    Substitute to block your opponent's moves. Substitute works great with Leech
    Seed to drain your opponent's health while restoring yours. Since Leech Seed
    causes switches, you can lay down some layers of Spikes to damage opponents
    that switch in.
    
    
    ---------------------[ALTARIA]-------------------------
    Type: Dragon/Flying
    Ability: Natural Cure/Cloud Nine (Dream World)
    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, 4x Ice weakness
    
    Altaria @Leftovers
    EVs: 252 HP / 120 Def / 136 SDef
    Calm Nature
    Ability: Natural Cure
    -Dragon Claw
    -Roost
    -Heal Bell
    -Haze/Perish Song
    
    Altaria isn't the most offensive Dragon type, but it does do a good job of 
    supporting the team. Roost keeps it alive and can temporarily reduce its 
    weakness to Ice during the turn you Roost. You can heal yourself and the rest
    of the team with Heal Bell. Haze and Perish Song are both used to stop
    opponents from stat-boosting. Perish Song works well with entry hazards since
    it will force your opponent to switch.
    
    Altaria @Leftovers
    EVs: 252 HP / 6 Def / 252 Spd
    Calm Nature
    -Toxic
    -Roost
    -Cotton Guard
    -Flamethrower
    
    This is Altaria's best set for stalling. Weaken opponents with Toxic, then
    keep yourself healthy with Roost. Cotton Guard gives your Defense a massive
    boost. It takes just two uses of it to fully max out your Defense.
    Flamethrower is needed for the various Steel types that are immune to Toxic.
    
    
    ---------------------[ZANGOOSE]------------------------
    Type: Normal
    Ability: Immunity/Toxic Boost
    Base Stats: 73 HP / 115 Atk / 60 Def / 60 SAtk / 60 SDef / 90 Spd
    Pros: Excellent Attack and good Speed
    Cons: Frail defenses
    
    Zangoose @Toxic Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Toxic Boost
    -Facade
    -Shadow Claw
    -Close Combat
    -Swords Dance/Quick Attack
    
    Zangoose is the only Pokemon that gets the Wild Poison ability. When it gets
    poisoned, its Attack will be boosted and so with Facade's power. This is a
    deadly combination that will destroy everything that doesn't resist Normal. 
    Being Poisoned also means it can't be affected by other status like Burn or 
    Sleep. Shadow Claw covers Ghosts and Close Combat covers Rocks and Steels. If
    you have the chance, you can use Swords Dance to deal even more damage.
    However its always useful to have a priority move like Quick Attack especially
    since Zangoose isn't all that fast.
    
    
    ---------------------[SEVIPER]-------------------------
    Type: Poison
    Ability: Shed Skin/Infiltrator (Dream World)
    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
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Naughty Nature
    Ability: Shed Skin
    -Poison Jab
    -Earthquake
    -Crunch/Flamethrower
    -Glare
    
    Physical sweeping Seviper. Poison Jab is your strongest physical Poison move.
    Earthquake covers Steel and Rock types while Crunch takes care of Ghosts and 
    Psychics. If you want to deal with physical walls like Skarmory and Forretress
    use Flamethrower with a Naughty nature and put some EVs into Sp. Attack. Glare
    is useful for paralysis, which makes up for Seviper's low speed. 
    
    Seviper @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Modest Nature
    Ability: Shed Skin
    -Sludge Wave
    -Flamethrower
    -Giga Drain
    -Dark Pulse/Glare
    
    Seviper has access to several powerful special attacks. Sludge Wave for STAB, 
    Flamethrower for Steel types and Giga Drain takes care of Ground opponents
    while restoring some of your health. Dark Pulse is for Psychics, but you may
    want to go for paralysis anyways.
    
    Seviper @Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Shed Skin
    -Poison Jab
    -Earthquake
    -Sucker Punch
    -Switcheroo/Final Gambit
    
    Choice Scarf boosts Seviper's low Speed and makes it a pretty decent revenge
    killer. Sucker Punch will go first and deal with most Psychic-type opponents.
    You can also use Switcheroo on walls to cripple them with your Scarf. Another
    trick Seviper can use is Final Gambit, a suicide move that deals damage based
    on how much remaining HP you have. It can be useful in taking down a really
    tough opponent, but it won't work on Ghosts.
    
    
    ---------------------[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: 252 HP / 252 Def / 6 Spd
    Bold Nature
    -Calm Mind/Charge Beam
    -Substitute/Cosmic Power
    -Rock Polish
    -Baton Pass
    
    Lunatone can make a really nice Baton Passer since it learns several stat-
    boosting moves that can benefit the team. Calm Mind boosts both your special
    stats, but you can also use Charge Beam with Cosmic Power power to achieve a
    similar effect. Rock Polish doubles your Speed which can make it easier to
    Baton Pass. Substitute protects you from status so you can set up more safely.
    Keep in mind that Baton Pass is only available from Pokemon XD.
    
    Lunatone @Leftovers/Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Psychic
    -Ice Beam
    -Earth Power
    -Shadow Ball/Calm Mind
    
    Lunatone isn't the best Psychic-type special sweeper out there, but it learns
    a few moves that most other Psychics don't get. First is Ice Beam, which has
    great type coverage against many opponents. Earth Power is another nice move
    which deals with Steel-types. In the last slot, you can use Shadow Ball for
    other Psychis, but you can also use Calm Mind to boost your special stats.
    
    
    ---------------------[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 @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def
    Relaxed Nature 
    -Stone Edge
    -Earthquake
    -Stealth Rock
    -Trick Room
    
    Solrock is a great Trick Room user since it can also learn Stealth Rock and 
    lay them down. 
    
    Solrock @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def
    Impish Nature 
    -Stone Edge
    -Substitute/Cosmic Power
    -Rock Polish
    -Baton Pass
    
    Like Lunatone, Solrock can also get Baton Pass from Pokemon XD. It learns
    pretty much the same stat-boosting moves that Lunatone does. The only major 
    difference is that Solrock is bulkier on the physical side.
    
    
    ---------------------[WHISCASH]------------------------
    Type: Water/Ground
    Ability: Oblivious/Anticipation/Hydration (Dream World)
    Base Stats: 110 HP / 78 Atk / 73 Def / 76 SAtk / 71 SDef / 60 Spd
    Pros: High HP, Dragon Dance
    Cons: Overall mediocre stats
    
    Whiscash @Leftovers/Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Hydration
    -Earthquake
    -Waterfall
    -Stone Edge
    -Dragon Dance
    
    Whiscash is the only Water/Ground type that learns Dragon Dance and should use
    it to stand out from Swampert, Quagsire, Gastrodon, and Seismitoad. Dragon 
    Dance boosts your low Speed and mediocre Attack so you can stand a chance of
    sweeping. Earthquake and Waterfall have great coverage and Stone Edge covers
    Flying opponents. Hydration is the best ability since it instantly heals any
    status effects as long as it's raining. This means Whiscash is best used on a
    Rain team.
    
    
    ---------------------[CRAWDAUNT]-----------------------
    Type: Water/Ground
    Ability: Hyper Cutter/Shell Armor/Adaptability (Dream World)
    Base Stats: 63 HP / 120 Atk / 85 Def / 90 SAtk / 55 SDef / 55 Spd
    Pros: Excellent Attack
    Cons: Slow and rather low defenses
    
    Crawdaunt @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Adaptability
    -Crabhammer
    -Crunch
    -X-Scissor/Brick Break
    -Dragon Dance
    
    Like the Whiscash set above, Crawdaunt can also use Dragon Dance. It will have
    an easier time to sweep not only because it has very high Attack, but also
    because of Adaptability which essentially doubles the power of its Water and
    Dark moves. Crabhammer is its most powerful physical Water move and has a
    massive 180 power with Adaptability. Crunch is also strong, reaching 160 
    power. X-Scissor helps you deal with Grass opponents, but Brick Break is 
    needed to stand a chance against Ferrothorn and Empoleon.
    
    Crawdaunt @Choice Band
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Adaptability
    -Crabhammer
    -Crunch
    -X-Scissor
    -Superpower
    
    Crawdaunt won't always have the chance to set up with Dragon Dance, so a
    Choice Band set can help you deal damage right away. Superpower is your most
    powerful move against Ferrothorn and Empoleon and can potentially OHKO both.
    
    
    ---------------------[CLAYDOL]-------------------------
    Type: Ground/Psychic
    Ability: Levitate
    Base Stats: 60 HP / 70 Atk / 105 Def / 70 SAtk / 120 SDef / 75 Spd
    Pros: Great support movepool, great defenses
    Cons: Pursuit weakness
    
    Claydol @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    -Rapid Spin
    -Stealth Rock
    -Shadow Ball
    -Earth Power
    
    Claydol does a great job of supporting the team. It is one of the better Rapid
    Spinners in the game since it resists Stealth Rock and is immune to both 
    Spikes and Toxic Spikes. Claydol can also lay down some entry hazards of its
    own. If a Ghost-type switches in to block your Rapid Spin, hit it with a
    Shadow Ball. Earth Power is there for STAB.
    
    Claydol @Light Clay
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    -Reflect
    -Light Screen
    -Earth Power
    -Stealth Rock/Rapid Spin
    
    Light Clay seems to have been made with Claydol in mind since Claydol does
    a great job of setting up dual screens to reduce damage to the rest of the
    team. You can also use Stealth Rock or Rapid Spin on this set if you don't
    have any other Pokemon that can use those moves. 
     
    
    ---------------------[CRADILY]-------------------------
    Type: Grass/Rock
    Ability: Suction Cups/Storm Drain (Dream World)
    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 / 164 Def / 94 SDef
    Careful/Impish Nature
    Ability: Suction Cups
    -Stone Edge/Rock Slide
    -Stockpile
    -Toxic
    -Recover
    
    Cradily makes a nice special wall and it does this even better in the
    Sandstorm. The sand boosts its Sp. Defense to well over 400. It can boost both
    of its defenses even further with Stockpile and it won't have to worry about
    phazing moves because of its Suction Cups ability. While it's doing this, it
    can use Toxic to stall and weaken opponents. Use Recover to keep it alive and
    healthy for a long time. Rock attacks give you a damaging move. Use Stone
    Edge for more power or Rock Slide for more PP.
    
    Cradily @Leftovers
    EVs: 252 HP / 6 Atk / 252 SDef
    Careful Nature
    Ability: Suction Cups
    -Rock Slide
    -Curse
    -Rest
    -Sleep Talk
    
    Despite this set having only one attack, it can actually sweep an unprepared 
    team. The goal is to set up Curse to boost your physical Attack and Defense
    while your high Sp. Defense fends off special attacks. When you're low on
    health, use Rest and continue to set up or attack with Sleep Talk. Rest is
    used over Recover because it prevents status like Toxic from ruining you. 
    After enough boosts, you'll be doing a lot of damage with Rock Slide while
    taking very little damage in return.
    
    Cradily @Leftovers/Life Orb
    EVs: 252 HP / 252 Atk / 6 SDef
    Adamant Nature
    Ability: Suction Cups
    -Stone Edge
    -Earthquake/Seed Bomb
    -Swords Dance
    -Recover
    
    This is the most offensive Cradily set. Although Cradily doesn't seem like
    much of a sweeper, it can deal a lot of damage after a Swords Dance boost.
    Stone Edge is your most powerful STAB move while Earthquake and Seed Bomb
    both provide good coverage along side. Recover away any damage you take.
    
    
    ---------------------[ARMALDO]-------------------------
    Type: Bug/Rock
    Ability: Battle Armor/Swift Swim (Dream World)
    Base Stats: 75 HP / 125 Atk / 100 Def / 70 SAtk / 80 SDef / 45 Spd
    Pros: High Attack, good Defense
    Cons: Very slow, Stealth Rock weakness
    
    Armaldo @Life Orb
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Battle Armor
    -Stone Edge
    -X-Scissor
    -Earthquake
    -Swords Dance
    
    The goal is simple. Swords Dance to boost your Attack, then sweep. Stone Edge 
    is your most powerful move against most opponents. X-Scissor takes advantage
    of your Bug STAB. Earthquake hits the Steel-types that resist both Rock and
    Bug. Use this in a Sandstorm team so that your Sp. Defense will be buffed up.
    With bulky defenses on both sides and Battle Armor shielding it from critical
    hits, Armaldo won't be easy to take down.
    
    Armaldo @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Swift Swim
    -Stone Edge
    -X-Scissor
    -Earthquake
    -Swords Dance
    
    Here's a set that can be used on a Rain team. Swift Swim doubles Armaldo's
    worst stat. With a Speed in the upper 300s or lower 400s, it will be able
    to outrun a lot of opponents that would usually give it trouble. With STAB
    Bug and Rock moves, Armaldo can fend off other weather changers like Ninetales,
    Tyranitar, and Abomasnow. Hippowdon is the only weather Pokemon that can
    stand up to Armaldo's fierce physical assaults.
    
    Armaldo @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def 
    Impish Nature
    Ability: Battle Armor
    -Rock Blast
    -Stealth Rock
    -Rapid Spin
    -Knock Off
    
    Don't think that Armaldo can only be offensive. It does pretty well with a
    defensive set, especially as a lead. Lay down some Stealth Rock, then Rapid
    Spin away your opponent's entry hazards. Knock Off can remove any items your
    opponent relies on. Rock Blast is used to break through Substitutes and
    Focus Sashes.
    
    
    --------------------[MILOTIC]---------------------------
    Type: Water
    Ability: Marvel Scale/Cute Charm (Dream World)
    Base Stats: 95 HP / 60 Atk / 79 Def / 100 SAtk / 125 SDef / 81 Spd
    Pros: Great defensive stats, unique ability
    Cons: Shallow movepool
    
    Milotic @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    Ability: Marvel Scale
    -Scald
    -Ice Beam
    -Recover
    -Toxic/Haze/Dragon Tail
    
    Milotic is a very durable Pokemon. Its high HP, good defenses, and ability to
    Recover means it can last quite a while. Scorch opponents with Scald and 
    hopefully you'll be able to inflict a Burn. Ice Beam can take down Grass and
    Dragon opponents. Toxic is useful for weakening opponents especially other 
    Water types. Haze removes stat boosts and prevents sweepers from setting up.
    Dragon Tail does the same thing, except it also deals damage and makes foes
    switch out.
    
    Milotic @Leftovers
    EVs: 252 HP / 252 Def / 6 SDef
    Calm Nature
    Ability: Marvel Scale
    -Scald
    -Dragon Tail
    -Rest
    -Sleep Talk
    
    Marvel Scale is activated when Milotic puts itself to sleep, so this set is
    capable of lasting extremely long. However you don't want to be vulnerable
    when you're sleeping, so be sure to use Sleep Talk so you can still attack
    while you slumber.
     
    
    --------------------[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 @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    -Weather Ball
    -Thunder
    -Solarbeam
    -Blizzard
    
    Unlike some weather Pokemon who are reliant on only one type of weather,
    Castform can change forms and adapt to any weather. Weather Ball is its main
    move and can change type just like Castform can. Your other three moves are
    used depending on the current weather condition. Thunder always hits in the
    Rain, Blizzard always hits in the Hail, and Solarbeam needs no charging when
    the weather is Sunny. Although Castform has no Sandstorm form, Weather Ball
    still becomes a Rock-type.
    
    
    --------------------[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 @Leftovers
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    -Focus Punch
    -Sucker Punch
    -Magic Coat
    -Snatch
    
    Kecleon is really slow, but has a lot of moves based on priority so its Speed
    doesn't really matter. Focus Punch and Sucker Punch have great coverage
    together and are especially effective if you're good at prediction. Sucker 
    Punch your opponent if they try to attack you or Focus Punch them if they
    don't. If any status or entry hazards are coming your way, bounce them back
    with Magic Coat. And if they try to set up with stat-boosting moves or 
    Substitute, Snatch will steal those moves and use them for your own benefit.
    
    Kecleon @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def
    Careful Nature
    -Stealth Rock
    -Thunder Wave
    -Return
    -Recover
    
    Kecleon is a pretty decent support Pokemon with high Sp. Defense and a
    reliable recovery move. It can lay down entry hazards with Stealth Rock, then
    paralyze opponents with Thunder Wave. Return is good for a STAB move, but
    don't rely on it since your type is likely to change throughout the battle.
    Recover lets you stay healthy.
    
    
    --------------------[BANETTE]--------------------------
    Type: Ghost
    Ability: Insomnia/Frisk/Cursed Body (Dream World)
    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
    Ability: Insomnia
    -Will-o-wisp/Thunder Wave
    -Knock off
    -Destiny Bond
    -Shadow Sneak
    
    Banette has a limited movepool and though it looks like it should be a 
    physical sweeper, it's more of a support Pokemon because it can't learn enough
    good physical moves. Inflict status with Thunder Wave or Will-o-wisp, Knock 
    Off items, and use Destiny Bond to bring tough oppponents down with you. 
    Shadow Sneak ignores your low Speed and always hits first.
    
    Banette @Focus Sash
    EVs: 252 HP / 252 Atk / 6 Def
    Brave Nature
    Ability: Insomnia
    -Trick Room
    -Shadow Claw
    -Magic Coat
    -Destiny Bond
    
    Banette is a good user of Trick Room since it is slow and immune to Sleep. If
    opponents try to shut you down with Taunt or set up entry hazards, reflect it
    back with Magic Coat. Otherwise Focus Sash should save you from most Attacks.
    Once you have Trick Room started, you can attack with Shadow Claw or bring 
    opponents down with Destiny Bond if you're low on health.
    
    
    --------------------[TROPIUS]--------------------------
    Type: Grass/Flying
    Ability: Chlorophyll/Solar Power/Harvest (Dream World)
    Base Stats: 99 HP / 68 Atk / 83 Def / 72 SAtk / 87 SDef / 51 Spd
    Pros: Good HP, Harvest ability
    Cons: Poor speed, mediocre offenses, 4x Ice weakness, Stealth Rock weak
    
    Tropius @Sitrus Berry
    EVs: 252 HP / 252 Def / 6 SDef
    Bold Nature
    Ability: Harvest
    -Leech Seed
    -Substitute
    -Air Slash
    -Protect/Giga Drain/Toxic
    
    Tropius and Exeggutor are the only two Pokemon in the game with the Harvest
    ability. This means that they can restore health with Sitrus Berry over and
    over again everytime they fall below half HP. Combine this with Leech Seed
    and you have a combination that will last as long as you still have PP.
    Unlike Exeggutor, Tropius has better defenses, fewer weaknesses, and can hit
    Grass types with a STAB Air Slash. For your last slot, use Protect for more
    stalling, Giga Drain for a second attack, or Toxic to weaken your opponent
    more quickly.
    
    Tropius @Lum Berry
    EVs: 6 HP / 252 SAtk / 252 Spd
    Jolly Nature
    Ability: Harvest
    -Leaf Blade
    -Earthquake
    -Return/Rest
    -Dragon Dance
    
    Tropius doesn't have to stall, it can also sweep after a couple of Dragon
    Dances. With Harvest, you are practically immune to status since Lum Berry
    will cure you and then regenerate afterwards. Leaf Blade is your best physical
    move and Earthquake will handle Steel, Fire, and Poison opponents. You can
    use Return for additional coverage against Flying and Grass foes. Or you can
    use Rest to fully heal yourself and instantly wake up.
     
    
    ---------------------[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
    -Wish
    -Thunder Wave/Reflect/Light Screen
    
    Chimecho makes a nice support Pokemon that can cure your teammate's status
    problems and restore their lost health. Thunder Wave is a reliable move for
    paralysis while Reflect or Light Screen can soften blows from the physical or
    special sides.
    
    Chimecho @Leftovers
    EVs: 252 HP / 252 SAtk / 6 Def
    Modest Nature
    -Psychic/Psyshock
    -Hidden Power [Fighting]/Shadow Ball
    -Calm Mind
    -Recover
    
    Chimecho is one of the few Psychic-types that can learn both Calm Mind and a
    reliable recovery move. Unlike Alakazam, it can actually take a hit which helps
    it set up. Psyshock can be used to hit special walls like Blissey harder than
    Psychic. Hidden Power Fighting hurts Darks and Steels while Shadow Ball hits
    other Psychic types.
    
    
    ---------------------[ABSOL]---------------------------
    Type: Dark
    Ability: Pressure/Super Luck/Justified (Dream World)
    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 @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly/Adamant Nature
    Ability: Super Luck
    -Sucker Punch
    -Superpower
    -Psycho Cut
    -Swords Dance
    
    Absol should be proud to have the strongest priority move in the game. STAB
    Sucker Punch backed by 130 base Attack will wipe out any frail sweeper that
    tries to get a jump on Absol. Superpower works wonderfully alongside Sucker
    Punch to destroy any Steel and Dark types that get in the way. Psycho Cut
    deals with the many Fighting types in the game. Of course, you can boost
    your Attack with Swords Dance to hit even harder
    
    Absol @Leftovers
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Super Luck
    -Night Slash
    -Swords Dance
    -Baton Pass
    -Taunt/Substitute/Magic Coat
    
    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. Substitute and Magic Coat deal with status users that can screw you
    up. Substitute can also be Baton Passed to your teammate.
    
    Absol @Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Super Luck
    -Night Slash/Sucker Punch
    -Psycho Cut
    -Superpower
    -Pursuit
    
    Absol makes a good revenge-killer and Choice Scarf boosts its unimpressive
    Speed. Night Slash will gain a critical hit very often, but Sucker Punch lets 
    you hit opponents who are even faster than you. Use Pursuit if you predict 
    that your opponent will try to switch out. Pursuit should be able to OHKO most
    Psychic and Ghost types that flee.
     
     
    ---------------------[GLALIE]--------------------------
    Type: Ice
    Ability: Inner Focus/Ice Body/Moody (Dream World)
    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 @Focus Sash
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Inner Focus
    -Spikes
    -Taunt
    -Ice Shard
    -Super Fang/Explosion
    
    Spikes is the only real thing Glalie has going for it and even then, its
    female counterpart Froslass does the job a whole lot better. Lay down as many
    layers of Spikes as you can. Taunt prevents opponents from setting up their
    own entry hazards. Ice Shard is a useful priority move. Use Super Fang to deal
    damage to any non-Ghost opponents or use Explosion when you're finished.
    
    
    ---------------------[WALREIN]---------------------------
    Type: Water/Ice
    Ability: Thick Fat/Ice Body/Oblivious (Dream World)
    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/Toxic
    -Blizzard/Surf/Super Fang
    
    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. Super Fang lets it do major damage to
    everything that's not a Ghost.
    
    
    --------------------[HUNTAIL]----------------------------
    Type: Water
    Ability: Swift Swim/Water Veil (Dream World)
    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 @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Swift Swim
    -Waterfall
    -Ice Fang
    -Return/Crunch
    -Shell Smash
    
    After a Shell Smash, Huntail's Attack skyrockets up into the upper 600s while
    its low Speed reaches a more respectable number in the lower 400s. Afterwards
    you can slam opponents with your powerful physical moves. You can also use
    this set on a Rain Dance team to boost your Speed even higher and increase the
    power of your Waterfall.
    
    Huntail @Focus Sash/White Herb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Swift Swim
    -Waterfall
    -Ice Fang
    -Shell Smash
    -Baton Pass
    
    Huntail can Baton Pass the boosts it gains through Shell Smash to any other
    sweeper on the team. Focus Sash will allow you to survive at least one hit,
    but you may want to restore your lowered stats with White Herb so the
    reciever doesn't suffer from lowered defenses.
    
    
    --------------------[GOREBYSS]---------------------------
    Type: Water
    Ability: Swift Swim/Hydration (Dream World)
    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 @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    Ability: Swift Swim
    -Surf/Hydro Pump
    -Ice Beam
    -Hidden Power [Electric]
    -Shell Smash
    
    Gorebyss actually makes a better Shell Smash sweeper than Huntail since its
    Sp. Attack stat is higher than Huntail's Attack stat. Whether you use this on
    a Rain team or not, Surf or Hydro Pump will deal a tremendous amount of damage
    after a Shell Smash. Ice Beam destroys Grass and Dragon opponents. Use HP 
    Electric to hit Water types, who would otherwise have no problem countering 
    this set.
    
    Gorebyss @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    Ability: Hydration
    -Surf
    -Ice Beam/Substitute
    -Shell Smash
    -Baton Pass
    
    This is similar to Huntail's Shell Smash + Baton Pass moveset, however, 
    Gorebyss's Dream World ability helps protect it from all the major status
    effects as long as it's Raining. Substitute can be used if you're not using
    this on a Rain team.
     
    
    ----------------------[RELICANTH]------------------------
    Type: Water/Rock
    Ability: Rock Head/Swift Swim/Sturdy (Dream World)
    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
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    Ability: Rock Head
    -Head Smash
    -Waterfall/Aqua Tail
    -Earthquake
    -Double-Edge
    
    Relicanth gets no recoil from using Head Smash due to Rock Head. That means
    the fish can use the strongest Rock attack in the game every turn with no 
    negative effects (except for Head Smash's low accuracy and PP). A Water attack
    covers Ground types while Earthquake handles Electrics. Double-Edge will also
    give you no recoil and though it's mostly filler, it can take on Water/Ground
    Pokemon like Swampert or Quagsire.
    
    Relicanth @Leftovers
    EVs: 252 HP / 252 Atk / 6 Spd
    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 fully healthy due to Rest.
    
    
    ----------------------[LUVDISC]--------------------------
    Type: Water
    Ability: Swift Swim/Hydration (Dream World)
    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 @Leftovers/Brightpowder
    EVs: 252 HP / 6 SDef / 252 Spd
    Timid Nature
    -Attract
    -Sweet Kiss
    -Toxic
    -Protect/Substitute
    
    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. Attract and Sweet Kiss should hopefully make your opponent
    immobile while their health gets depleted by Toxic.
    
    
    ----------------------[SALAMENCE]------------------------
    Type: Dragon/Flying
    Ability: Intimidate/Moxie (Dream World)
    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
    Jolly/Naive 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
    Naive/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 Chansey. Fire Blast
    hits bulky Steels like Ferrothorn. 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/Light Metal (Dream World)
    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: 60 HP / 252 Atk / 196 Spd
    Adamant Nature
    -Meteor Mash
    -Earthquake
    -Thunderpunch
    -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. Meteor Mash is your most powerful move and even
    better is that it has a high chance of boosting your Attack. Earthquake works
    wonderfully alongside Meteor Mash to combat Fire, Steel, and Electric foes.
    Thunderpunch is useful since it prevents Skarmory and Gyarados from walling 
    you and can also be used against other Water-types. 
    
    Metagross @Choice Band
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    -Meteor Mash
    -Earthquake
    -Thunderpunch
    -Pursuit/Bullet Punch
    
    Another popular set. Meteor Mash and Earthquake cover most of the threats in
    competitive battling. Thunderpunch for Flying and Water-types, Pursuit 
    prevents foes from fleeing unscathed, and Bullet Punch is a nice surprise for
    weakened opponents who are faster than you.
    
    Metagross @Occa Berry/Lum Berry
    EVs: 252 HP / 252 Atk / 4 Def
    Adamant Nature
    -Stealth Rock
    -Bullet Punch
    -Earthquake
    -Meteor Mash/Explosion
    
    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 Fire-types like Heatran. Meanwhile, Lum Berry
    gives you insurance against Sleep leads like Smeargle or Roserade. You can
    also choose to explode and potentially take out an opponent after you've laid
    down Stealth Rock.
    
    Metagross @Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Meteor Mash
    -Earthquake
    -Thunderpunch/Ice Punch/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 an elemental punch for more coverage against a wider
    variety of opponents. 
    
    
    ------------------------[REGIROCK]------------------------
    Type: Rock
    Ability: Clear Body/Sturdy (Dream World)
    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 / 6 Def / 252 SDef
    Careful Nature
    Ability: Clear Body
    -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 
    Steels, and won't reduce your Speed. Hammer Arm is more effective against 
    Ice, Normal, and Dark types. Thunder Wave paralysis opponents and makes them
    even slower than you. Stealth Rock is a good entry hazard as always.
    
    Regirock @Choice Band
    EVs: 252 HP / 252 Atk / 6 SDef
    Adamant Nature
    Ability: Clear Body
    -Stone Edge
    -Earthquake
    -Superpower
    -Ice Punch
    
    Choice Band takes advantage of Regirock's high Attack. Most opponents won't
    like taking a STAB Stone Edge. Steels are hurt by Earthquake or Superpower.
    Ice Punch is used against Ground types like Hippowdon, Gliscor, and Garchomp.
    
    Regirock @Leftovers
    EVs: 252 HP / 6 Atk / 252 SDef
    Careful Nature
    Ability: Clear Body
    -Stone Edge/Rock Slide
    -Curse
    -Rest
    -Sleep Talk
    
    Having only a Rock move may not seem like a great idea, but keep in mind that
    nothing is immune to Rock. Use this set in the sandstorm so your Sp. Defense
    will be greatly increased. Curse can boost your physical stats and make you
    very hard to take down. Rest keeps Regirock alive to be able to take even
    more hits. With Sleep Talk, you can attack or Curse while you slumber.
    
    
    ------------------------[REGICE]--------------------------
    Type: Ice
    Ability: Clear Body/Ice Body (Dream World)
    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 / 252 Def / 6 SAtk
    Bold/Calm Nature
    Ability: Ice Body
    -Ice Beam/Blizzard
    -Protect
    -Substitute
    -Toxic
    
    Take advantage of Regice's Dream World ability and make sure Hail weather is
    activated when you use this set. While Hail damages your opponent, it will
    restore a bit of your health every turn. Prevent opponents from hitting you
    with Protect and Substitute. Toxic is very effective with this set to deal
    even more damage while you stall. While Walrein is arguably better at using
    this sort of moveset, Regice has way better Special Defense and doesn't have
    an Electric or Grass weakness.
    
    Regice @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold/Calm 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/Light Metal (Dream World)
    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/Careful Nature
    -Seismic Toss/Iron Head
    -Ice Punch
    -Thunder Wave
    -Stealth Rock
    
    Registeel makes a nice wall on both ends. Seismic Toss is for consistent
    damage since Registeel's offenses are weak. However, Iron Head is good for
    STAB. Ice Punch is for Dragons and Ground-types. Thunder Wave is always a
    reliable status move that can cripple opposing sweepers. It can also reliably
    set down some Stealth Rock. If you want Registeel to defend against Special
    Attacks, move the Defense EVs into its Special Defense.
    
    
    ------------------------[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
    Timid Nature
    -Draco Meteor
    -Surf
    -Thunderbolt/Hidden Power [Fire]
    -Trick
    
    Choice Specs Latios is strong, but not as much as her brother. Draco Meteor
    will overwhelm most opponents. Surf handles Heatran and Tyranitar. Thunderbolt
    provides more coverage, but HP Fire is needed if you want to take on
    Ferrothorn. Trick screws over special walls like Blissey and Chansey. 
    
    Latias @Soul Dew (Ubers Only)
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    -Ice Beam
    -Thunder
    -Calm Mind
    -Recover
    
    Soul Dew is essentially a free Calm Mind in Ubers and you can gain even more
    special boosts with this set. Ice Beam cover most of the ubers out there,
    especially Groudon and all the Dragons. Thunder is for Kyogre and Manaphy.
    Recover helps keep you alive. 
    
    Latias @Soul Dew (Ubers Only)
    EVs: 252 HP / 6 SDef / 252 Spd
    Timid Nature
    -Dragon Pulse
    -Grass Knot
    -Wish
    -Protect
    
    Of the two Dragon twins, Latias is the more defensive one and she also learns
    Wish. This makes here a nice supporter for keeping the team healthy. 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, 
          (in Ubers), better offenses than his sister
    Cons: Pursuit weakness
    
    Latios @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Draco Meteor
    -Surf
    -Thunderbolt/Hidden Power [Fire]
    -Trick
    
    Choice Specs Latios is so amazingly powerful. Draco Meteor will overwhelm
    most opponents. Even Steel-types that have low Sp. Defense will take a lot
    of damage. Surf handles Heatran and Tyranitar. Thunderbolt provides more
    coverage, but HP Fire is needed if you want to take on Ferrothorn. Trick
    screws over special walls like Blissey and Chansey.
    
    Latios @Life Orb/Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Dragon Pulse
    -Surf
    -Calm Mind
    -Recover/Thunderbolt/Hidden Power [Fire]
    
    This is similar to Latias's Calm Mind set, except Latio's high Special Attack
    means it can deal more damage. You can also use Recover to restore health, but
    you will sacrifice type coverage. You can always choose another offensive move
    to handle more opponents.
    
    Latios @Soul Dew (Ubers only)
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Dragon Pulse
    -Thunder
    -Calm Mind
    -Recover
    
    Soul Dew is essentially a free Calm Mind in Ubers and you can gain even more
    special boosts with this set. Ice Beam cover most of the ubers out there,
    especially Groudon and all the Dragons. Thunder is for Kyogre and Manaphy.
    Recover helps keep you alive.  
    
    
    ------------------------[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, walled by Shedinja, Ferrothorn, and Lanturn
    
    Kyogre @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    -Surf
    -Ice Beam
    -Thunder
    -Water Spout
    
    Choice Specs Kyogre is insanely powerful. Kyogre can absolutely devastate 
    opponents with a STABed Rain boosted Water Spout, which can even 2HKO Blissey. 
    However, Water Spout is only effective when Kyogre has near max HP. When it
    starts to get low on health, use Surf as your main Water attack. Thunder is
    always accurate in the rain and deals with other Water-types. Ice Beam hits
    Dragons and Grass types including Latios, Latias, and Shaymin-S. With these
    four powerful moves, only Shedinja and Lanturn resist all of them.
    
    Kyogre @Choice Scarf
    EVs: 4 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    -Water Spout
    -Ice Beam
    -Thunder
    -Surf 
    
    A fantastic Scarf sweeper and revenge killer for any uber team. With the 
    ability to outspeed all non-Choice Scarfed opponents except Deoxys-S, Kyogre
    can destroy opponents with Water Spout without worrying about losing health
    by getting hit before it attacks. The other attacks are still there for
    coverage.
    
    Kyogre @Leftovers
    EVs: 252 HP / 252 SAtk / 6 Spd
    Modest Nature
    -Surf
    -Ice Beam
    -Thunder/Substitute
    -Calm Mind
    
    Kyogre can also sweep with a Calm Mind set. Due to the rain, Surf is powerful
    even without any Calm Minds. This Kyogre set favors defense over Speed, which
    helps it set up Calm Mind more easily. You can also use Substitute as an
    option over Thunder or Ice Beam, which helps you block status and lets you
    set up against Blissey and Chansey, who only have Seismic Toss as a damaging
    move.
    
    Kyogre @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    -Surf/Scald
    -Calm Mind
    -Rest
    -Sleep Talk
    
    This is the most defensive Kyogre set, meant to take hits while setting up.
    Although it doesn't have the type coverage that the other sets have, it can
    still be a dangerous set due to how bulky it is. Rest and Sleep Talk mean you
    don't have to worry about status and can Calm Mind or attack even while you
    sleep. Surf can be used for power, but Scald can give opponents a Burn which
    deals additional damage.
    
    
    ------------------------[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/Jolly Nature
    -Earthquake
    -Dragon Claw
    -Stone Edge/Rock Polish
    -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.
    You can even use Rock Polish as another stat-boosting move, which boosts your
    medicore Speed and makes you even more of a threatening sweeper.
    
    Groudon @Choice Band
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    -Earthquake
    -Stone Edge
    -Dragon Claw
    -Fire Punch
    
    A Choice Banded Groudon can be a very scary opponent since it can hit you right
    away with a massive 657 Attack. Even a bulky wall like Giratina will be afraid
    of a STAB Choice Banded Earthquake. Fire Punch is reserved for Steel-types 
    that are immune to Earthquake, including Skarmory and Bronzong.
    
    Groudon @Leftovers/Lum Berry
    EVs: 252 HP / 6 Atk / 252 SDef
    Impish Nature
    -Earthquake
    -Stealth Rock
    -Thunder Wave
    -Dragon Tail
    
    This set takes advantage of Groudon's defensive abilities and makes it a good 
    counter against physical attacking ubers. Even a powerful STAB Outrage won't
    hurt Groudon too much. Since it can stick around for a while, it can lay down
    entry hazards with Stealth Rock. A status move like Thunder Wave will cripple
    opponent sweepers who rely on their Speed. Dragon Tail deals damage and
    prevents opponents from setting up on you. Use Lum Berry if you use this set
    as a lead since it can counter Darkrai and its Dark Void.
    
    
    ------------------------[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, Stealth Rock weakness
    
    Rayquaza @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Outrage
    -Earthquake
    -Overheat/Extremespeed/Stone Edge
    -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 Dragon-type wrath. Those 
    Pokemon are taken care of by Earthquake or Overheat. Extremespeed is also a
    good option due to its high priorty, which can deal with faster opponents like
    Ninjask and Deoxys-S. Stone Edge is another option mainly for Lugia, who is
    bulky enough to survive one Outrage.
    
    Rayquaza @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    -Outrage
    -Earthquake
    -Extreme Speed
    -Overheat
    
    If you don't like stat boosting, you can always go with the Choice sweeper 
    set. You can smash through all sorts of opponents with your brute force
    without having to worry about stat boosts. Extremespeed makes up for 
    Rayquaza's less than stellar speed and is good for revenge-killing.
    
    Rayquaza @Life Orb
    EVs: 6 Atk / 252 SAtk / 252 Spd
    Adamant/Jolly Nature
    -Draco Meteor
    -Fire Blast
    -Outrage/Brick Break
    -Extremespeed
    
    Don't neglect Rayquaza's Special Attack stat, which is just as amazing as its
    physical Attack. Draco Meteor will slam any physical walls like Groudon who
    expect a physical move. Fire Blast deals with Steels like Skarmory and
    Forretress. The rest of the attacks are physical to ensure that Blissey and
    Chansey won't wall you. Outrage or Brick Break will deal with two pink eggs,
    while Extremespeed can finish off any weakened opponent.
    
    
    ------------------------[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: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Iron Head
    -Trick
    -Stealth Rock
    -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 couple options for your last move. A well 
    timed U-Turn can prevent Magnezone or Chandelure from trapping you. Fire Punch
    handles Scizor and Ferrothron very well.
    
    Jirachi @Leftovers
    EVs: 240 HP / 56 Atk / 76 Def / 136 Spd 
    Impish Nature
    -Iron Head
    -U-Turn
    -Wish
    -Reflect
    
    Jirachi makes a great supporter. Sturdy defenses make it a very effective
    Wish passer and it can also protect the team from physical sweepers by using
    Reflect. Iron Head is useful for flinching and using U-Turn lets you 
    escape from Magnezone and Chandelure, since both are able to trap you with
    their abilities.
    
    Jirachi @Leftovers
    EVs: 252 HP / 6 SAtk / 252 Spd
    Timid Nature
    -Psychic/Psyshock
    -Thunderbolt
    -Calm Mind
    -Substitute/Wish
    
    Calm Mind Jirachi. Choose Psychic for its higher base power or go with
    Psyshock to deal more damage to special walls. Thunderbolt has good coverage
    and handles many opponents that resist Psychic. Substitute prevents
    you from getting statused and with max HP, it means Blissey, Chansey, and
    Dusclops can't break your Subs with one Seismic Toss. Wish is still useful
    for healing while you set up.
    
    Jirachi @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def
    Impish Nature
    -Iron Head
    -Thunder Wave/Body Slam
    -Substitute
    -Wish
    
    This Jirachi is bent on taking down opponents with the sheer power of luck.
    Paralyze your opponent with Thunder Wave or Body Slam, then use Iron Head
    over and over again until the enemy faints. Substitute protects you from
    status and gives opponents another obstacle to deal with on top of
    paralysis and flinch. Wish keeps you healthly.
    
    
    ------------------------[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
    -Ice Beam
    -Superpower
    -Thunder
    
    Deoxys-A can rip apart teams with its amazing offenses. Its diverse movepool
    helps in covering just about every opponent it will face. Shadow Ball and Ice
    Beam hurt the majority of Ubers who are either Psychic-type or Dragon-type.
    Superpower covers the Dark and Steel types that resist it. However, Low Kick
    is also effective since most Ubers are big and heavy and it won't lower your
    stats. Thunder will destroy Kyogre and other Water-types.
    
    Deoxys-A @Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd 
    Naughty/Naive Nature
    -Superpower
    -Thunderpunch
    -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 Dark and Steel types out
    there, Thunderpunch for Waters, 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 which can potentially
    OHKO most opponents. If you don't choose Psycho Boost, then go with Ice Beam
    to destroy Groudon and Dragons.
    
    
    ------------------------[DEOXYS-D]------------------------
    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, Pursuit weakness
    
    Deoxys-D @Leftovers
    EVs: 252 HP / 98 Def / 160 SDef
    Careful/Bold Nature
    -Spikes
    -Knock Off
    -Recover
    -Stealth Rock/Reflect/Light Screen/Toxic
    
    The defensive form of Deoxys is an awesome support Pokemon. Deoxys is the
    only Psychic-type that learns Spikes, so use that to your advantage. Knock Off 
    cripples Pokemon that rely on their items. 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 for you and
    the rest of the team, and Toxic weakens opponent walls.
     
    
    ------------------------[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
    
    Deoxys-S @Focus Sash
    EVs: 252 HP / 6 SAtk / 252 Spd
    Timid Nature
    -Stealth Rock/Spikes
    -Taunt
    -Magic Coat
    -Shadow Ball
    
    Deoxys-S is the fastest non-Choice Scarfed Pokemon and works fantastically as
    a lead for any 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. 
    Taunt prevents other leads from setting up Stealth Rock or other hazards.
    Prankster users are some Pokemon that can cause you trouble due to their
    ability, so you can use Magic Coat to reflect their attacks back at them.
    Shadow Ball is for Magic Bounce Espeon and Xatu, who can also screw up this
    moveset.
    
    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. Taunt and Stealth Rock are still there for extra
    support.
    
    Deoxys-S @Life Orb
    EVs: 6 Atk / 252 SAtk / 252 Spd
    Naive Nature
    -Psychic
    -Ice Beam
    -Superpower
    -Shadow Ball
    
    Everyone expects Deoxys-S to be a support Pokemon, but most overlook its above
    average Sp. Attack and Attack stats. It makes an excellent revenge killer
    since it can outspeed even most Choice Scarfers. The moves listed give you
    perfect coverage against every Pokemon in the game.
    
    
    ===============================================================================
    [15] MOVESETS - SINNOH
    ===============================================================================
    
    ------------------------[TORTERRA]------------------------
    Type: Grass/Ground
    Ability: Overgrow/Shell Armor (Dream World)
    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: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    -Earthquake
    -Wood Hammer
    -Stone Edge
    -Superpower
    
    Torterra has the highest Attack stat of any Grass starter in the game and also
    has great Defense. It can switch in on many physical sweepers including
    Tyranitar, Landorous, and Excadrill. Once it's in, it can deal some major
    damage with its powerful STABed Attacks. Earthquake and Wood Hammer are strong
    and have good coverage against most Pokemon except for Grass and Flying.
    Stone Edge is for Flying types. Superpower deals with Ferrothorn.
    
    Torterra @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Wood Hammer
    -Earthquake
    -Stone Edge
    -Swords Dance
    
    Rock Polish allows you the freedom of switching moves while boosting your
    terrible Speed. After a Rock Polish, you'll achieve up to 422 Speed which is
    enough to outrun most opponents as long as they aren't carrying a Choice
    Scarf. From there, you can hit opponents with your powerful physical moves.
    
    Torterra @Leftovers 
    EVs: 252 HP / 6 Atk / 252 Def
    Impish Nature
    -Leech Seed
    -Stealth Rock
    -Earthquake/Wood Hammer
    -Stone Edge
    
    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/Iron Fist (Dream World)
    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: 4 Atk / 252 SAtk / 232 Spd
    Naive Nature
    -Fire Blast
    -Close Combat
    -Grass Knot
    -Hidden Power [Ice]
    
    This is the mixed sweeping Infernape, a popular set that shows off Infernape's
    versatility on both sides of the offensive spectrum. Fire Blast and Close
    Combat are very powerful and have great coverage together. Grass Knot hits 
    hard against bulky Water types like Swampert and Suicune. Hidden Power Ice is
    important for Dragons like Salamence, Garchomp, and Dragonite. 
    
    Infernape @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Iron Fist
    -Close Combat
    -Flare Blitz/Fire Punch
    -Stone Edge/Thunderpunch/Mach Punch
    -Swords Dance
    
    Infernape has one of the most diverse physical movepools of any Fire Pokemon.
    and works great as a Swords Dancer. In fact, it's difficult to choose only
    three moves when Infernape learns so many. Close Combat and Flare Blitz can do
    a ton of damage to anything not resistant. However, the recoil from Flare
    Blitz and Life Orb can take its toll, so Fire Punch is an alternative.
    Stone Edge and Thunderpunch both handle Flying-types. Stone edge is better for
    Salamence while Thunderpunch is better for Gyarados and other Water types.
    Mach Punch can also be used to revenge kill faster opponents. If you're using
    more than one punch attack, use Iron Fist as an ability to increase the power
    of these moves.
    
    Infernape @Focus Sash
    EVs: 6 HP / 252 SAtk / 252 Spd
    Naive Nature
    Ability: Blaze
    -Fake Out
    -Stealth Rock
    -Fire Blast/Overheat
    -Close Combat 
    
    This set is another example of one of those "suicide leads" meant to lay down
    Stealth Rock as quickly as possible. What makes Infernape special is that it 
    gets Fake Out to break the Focus Sashes of other leads like Azelf or Deoxys.
    Afterwards, you can hit them with a powerful Close Combat or Fire attack. 
    
    
    -----------------------[EMPOLEON]------------------------
    Type: Water/Steel
    Ability: Torrent/Defiant (Dream World)
    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
    Ability: Torrent
    -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 to lower
    your health down until you activate both Petaya Berry and Torrent, then sweep
    with a boosted STAB Surf that is powerful enough to destroy most opponents in
    the game. Choose Ice Beam for Dragons and Grass foes, or Grass Knot for
    opponent Water-types. Make sure your HP stat is divisible by 4 or else this
    strategy won't fully work.
    
    Empoleon @Leftovers
    EVs: 252 HP / 6 SAtk / 252 SDef
    Calm Nature
    Ability: Torrent
    -Scald
    -Stealth Rock
    -Roar/Yawn
    -Ice Beam/Grass Knot
    
    Empoleon makes a good special wall and support Pokemon all in one. The ability
    to learn Stealth Rock lets it stand out from other special defensive Water
    types like Milotic and Jellicent. After setting up Stealth Rock, it can force
    switches with Roar or Yawn. Ice Beam or Grass Knot gives you additional
    coverage against opponents.
    
    Empoleon @Choice Specs
    EVs: 252 HP / 252 SAtk / 6 Spd
    Modest Nature
    -Surf
    -Ice Beam
    -Grass Knot
    -Hidden Power [Fire]
    
    Choice Specs Empoleon can hit very hard with its high Sp. Attack and needs
    no time to set up like the Agility set does. Hidden Power Fire is needed
    to take care of Ferrothorn.
    
    
    -----------------------[STARAPTOR]------------------------
    Type: Normal/Flying
    Ability: Intimidate/Reckless(Dream World)
    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/Jolly Nature
    -Brave Bird
    -Return/Double-Edge
    -Close Combat
    -U-Turn
    
    Staraptor is a pretty standard Normal/Flying bird, but it is still the best of
    the bunch with the ability to learn Close Combat to take care of Rock and
    Steel-types. Its Brave Bird is extremely powerful especially if you choose
    Reckless as an ability. Return is your best bet for a second STAB move, 
    however you can go with Double-Edge for another attack to take advantage of
    Reckless. U-Turn lets you escape from opponents you can't beat while still
    dealing damage to them. Quick Attack lets you revenge-kill and finish off
    weakened opponents.
    
    Staraptor @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Brave Bird
    -Return/Double-Edge
    -Close Combat
    -Roost
    
    Staraptor will take major recoil damage from Life Orb and Brave Bird/Double-
    Edge. Fortunately it can learn Roost to heal off any damage it takes. This set
    gives Staraptor greater freedom in being able to switch moves to handle a 
    variety of opponents.
    
    
    ------------------------[BIBAREL]-------------------------
    Type: Normal/Water
    Ability: Unaware/Simple/Moody (Dream World)
    Base Stats: 79 HP / 85 Atk / 60 Def / 55 SAtk / 60 SDef / 71 Spd 
    Pros: Unique abilities
    Cons: Poor stats overall
    
    Bibarel @Liechi Berry/Leftovers
    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.  
    
    
    ----------------------[KRICKETUNE]------------------------
    Type: Bug
    Ability: Swarm/Technician (Dream World)
    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 @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Technician
    -Bug Bite
    -Brick Break
    -Aerial Ace
    -Swords Dance
    
    Kricketune can't do much, so at least take advantage of its rather decent 
    Attack and it's Technician ability. Bug Bite gets a fairly significant boost
    with Technician. Brick Break for Steels. Aerial Ace for enemy Bugs and also
    gets a boost from Techician. You probably won't have time to use Swords Dance,
    but it's there if you need it.
    
    
    ----------------------[LUXRAY]----------------------------
    Type: Electric
    Ability: Intimidate/Rivalry/Guts (Dream World)
    Base Stats: 80 HP / 120 Atk / 79 Def / 95 SAtk / 79 SDef / 70 Spd
    Pros: Excellent Attack
    Cons: Below average speed
    
    Luxray @Flame Orb/Toxic Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly/Adamant Nature
    Ability: Guts
    -Wild Charge
    -Ice Fang
    -Fire Fang
    -Facade
    
    Luxray's mighty Attack can be boosted even further with the help of a status
    orb. Wild Charge is its best physical Electric attack despite the recoil. Ice
    Fang is great for Ground and Grass types. Fire Fang for Steels like 
    Ferrothorn, Steelix, and Excadrill. Facade doubles in power when you're 
    statused and can deal more damage that your elemental fang attacks.
    
    
    --------------------[ROSERADE]----------------------------
    Type: Grass/Poison
    Ability: Natural Cure/Poison Point/Technician (Dream World)
    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
    -Leaf Storm
    -Hidden Power [Fire/Ice]
    -Toxic Spikes
    -Sleep Powder
    
    This set provides a great lead for the team. Roserade has the advantage over
    most other leads with Sleep Powder to put any counters to sleep. It can also
    lay down Toxic Spikes whenever it has the chance and can usually afford to lay
    down one layer due to Focus Sash. Leaf Storm deals heavy damage to opposing
    leads like Hippowdon and Tyranitar. HP Fire is for Steel leads like Jirachi
    and Metagross, but Ice can let you handle Dragons.
    
    Roserade @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Natural Cure
    -Leaf Storm
    -Sludge Bomb/Shadow Ball
    -Hidden Power [Fire/Ice]
    -Sleep Powder
    
    It can do incredible amounts of damage with Leaf Storm thanks to its high 
    Sp. Attack and STAB on Grass moves. Sludge Bomb gives it a second STAB move. 
    Shadow Ball hits Ghosts and HP Fire or Ice is for Grass resists like Steel and
    Dragon opponents. Sleep Powder may seem odd on a Choice set, but it is very
    useful especially on the Scarf set which outspeeds most opponents. 
    
    
    -------------------[RAMPARDOS]----------------------------
    Type: Rock
    Ability: Mold Breaker/Sheer Force (Dream World)
    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
    -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 with its incredibly high Attack stat. Use Stone Edge as your
    main Rock move and Head Smash only as a last resort. If you use Head Smash too
    much, you'll end up KOing yourself with the massive recoil. Earthquake takes
    care of Steel-types while Pursuit hits fleeing opponents.
    
    Rampardos @Focus Sash
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    -Stone Edge
    -Earthquake
    -Head Smash/Crunch
    -Rock Polish
    
    Rampardos is slow, but with this set 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: Sturdy/Soundproof (Dream World)
    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/Relaxed Nature
    Ability: Sturdy
    -Metal Burst
    -Stone Edge
    -Curse
    -Taunt
    
    Bastiodon would be a good wall if it didn't have quadruple weaknesses to two
    of the most common types in the game. Well, at least it gets the pretty cool
    Metal Burst move. Taunt opponents into attacking you then hit them back with
    Metal Burst. Sturdy will help you survive any attack so you can pull this
    strategy off at least once. Protect and Toxic go well together to weaken 
    opponents who don't attack you directly.
    
    
    ---------------------[WURMADAM]------------------------
    Type: Bug/Steel, Grass, or Ground
    Ability: Anticipation/Overcoat (Dream World)
    
    Steel form: 60 HP / 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 Grass-types. Shadow Ball for Ghosts and the
    last slot is basically filler.
    
    
    ---------------------[MOTHIM]--------------------------
    Type: Bug/Flying
    Ability: Anticipation/Tinted Lens (Dream World)
    Base Stats: 70 HP / 94 Atk / 50 Def / 94 SAtk / 50 SDef / 66 Spd
    Pros: Good Sp. Attack
    Cons: 4x Stealth Rock weakness, low speed, frail defenses
    
    Mothim @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Tinted Lens
    -Bug Buzz
    -Air Slash
    -Hidden Power [Ground]
    -Quiver Dance
    
    Mothim is one of several Bugs that learn Quiver Dance. However, it is totally
    outclassed by Volcarona and even Venomoth who also gets Tinted Lens. Still
    Quiver Dance is the best reason to even consider using Mothim. Bug Buzz and
    Air Slash are for STAB and are an unresisted combination when used with 
    Tinted Lens. Hidden Power Ground can hit certain Pokemon harder including
    Heatran.
    
    
    ---------------------[VESPIQUEN]-----------------------
    Type: Bug/Flying
    Ability: Pressure/Unnerve (Dream World)
    Base Stats: 70 HP / 80 Atk / 102 Def / 80 SAtk / 102 SDef / 40 Spd
    Pros: Good defenses
    Cons: Very slow, 4x Stealth Rock weakness, limited movepool
    
    Vespiquen @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def
    Impish Nature
    Ability: Pressure
    -Attack Order
    -Defend Order
    -Toxic
    -Roost
    
    Vesiquen would make a pretty decent wall if it didn't have so many weaknesses
    to common types like Fire, Ice, and Rock. These weaknesses make it harder to
    set up and that's what this moveset is all about. Boost your defenses with
    Defend Order and use Toxic to weaken the opponent. Roost keeps you healthy
    and is better than Heal Order because it will temporarily remove some of
    your weaknesses during the turn you use it. Attack Order is a strong Bug
    move and is your best bet for an offensive attack.
    
    
    --------------------[PACHIRISU]-----------------------
    Type: Electric
    Ability: Pick Up/Run Away/Volt Absorb (Dream World)
    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: 252 HP / 6 Def / 252 Spd
    Timid Nature
    Ability: Volt Absorb
    -Super Fang
    -Substitute
    -Thunder Wave
    -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/Water Veil (Dream World)
    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 @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Swift Swim
    -Waterfall
    -Ice Fang
    -Brick Break
    -Crunch/Aqua Jet
    
    Floatzel can hit hard and fast with this set, and will hit even faster with
    Rain doubling its already high Speed. Waterfall has excellent power in the 
    rain and the chance of flinch certainly doesn't hurt. Ice Fang hits Grass and
    Dragon opponents. Brick Break is for Empoleon and Ferrothorn, who can both
    wall Floatzel. Crunch can deal decent damage to enemy Starmie and Slowbro.
    You can also use Aqua Jet as a STABed priority move to finish off weakened
    opponents.
    
    Floatzel @Leftovers
    EVs: 40 HP / 252 Def / 216 Spd
    Jolly Nature
    -Substitute
    -Bulk Up
    -Baton Pass
    -Waterfall 
    
    Floatzel doesn't have to be a sweeper. It is also quite good at Baton Passing.
    Set up a Substitute for protection while buffing up Floatzel's Defense and
    Attack with Bulk Up. If Skarmory or something comes in to force you to switch,
    prevent it from doing so with Taunt. Use Waterfall as an offensive move on
    frail enemies or those weak to Water. Otherwise, transfer your boosts 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]
    -Protect
    
    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. Protect wards off enemy attacks so you can survive
    for at least one more turn.
    
    
    ---------------------[GASTRODON]-------------------------
    Type: Water/Ground
    Ability: Storm Drain/Sticky Hold/Sand Force (Dream World)
    Base Stats: 111 HP / 83 Atk / 68 Def / 92 SAtk / 82 SDef / 39 Spd
    Pros: Excellent HP, good Sp. Attack
    Cons: 4x Grass weakness
    
    Gastrodon @Leftovers
    EVs: 252 HP / 6 Def / 252 SDef
    Calm Nature
    Ability: Storm Drain
    -Scald
    -Earth Power
    -Recover
    -Ice Beam/Toxic
    
    Gastrodon's Storm Drain ability gives it a very useful immunity to Water
    and lets it wall most opponent Water-types with its hefty HP and defenses.
    Scald and Earth Power are for STAB and can be pretty powerful after a boost
    from Storm Drain. Recover is needed to stay healthy. Ice Beam can deal with
    the Grass-types that give you trouble, as well as Dragon and Flying-types.
    Toxic can also be used to weaken opponents while you stall with Recover.
    
    Gastrodon @Leftovers
    EVs: 252 HP / 6 Atk / 252 SDef
    Careful Nature
    Ability: Sand Force
    -Earthquake
    -Stone Edge
    -Curse
    -Recover
    
    Gastrodon is the one of the few Pokemon to get the Sand Force ability and it's
    the only one that isn't weak to Water. It can take most special attacks with
    ease while its buffs up its physical stats with Curse. With a boost from
    Curse, Sand Force, and STAB, it's Earthquake will be extremely strong. Stone
    Edge covers what Earthquake doesn't and also gets a Sand Force boost.
    
    
    ---------------------[AMBIPOM]---------------------------
    Type: Normal
    Ability: Pick Up/Technician/Skill Link (Dream World)
    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/Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Technician
    -Fake Out
    -U-Turn
    -Double Hit
    -Low Kick/Payback
    
    Ambipom is a very fun Pokemon to use and while its moves may not seem too
    strong, most of this set relies on Techician to increase the power of its
    attacks. Fake Out your opponent during your first turn, then determine if a
    Double Hit will KO it. If it can't, use U-Turn to do a bit more damage before
    switching to  a teammate. Low Kick for Rock and Steel Pokemon who tend to be
    pretty heavy especially in the OU tier. Payback is for Ghosts. 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
    -Double Hit
    -U-Turn
    -Payback/Pursuit
    -Low Kick/Switcheroo
    
    If you do want to deal lots of damage, try the Choice Bander. Like any Choice
    Band set, it requires you to have good prediction skills especially since
    Ambipom is frail. U-Turn is particularly effective on this set for scouting
    the opponent's team. You can mess up walls by using Switcheroo and giving them
    your Choice Band.
    
    Ambipom @Leftovers/Focus Sash
    EVs: 252 HP / 6 Atk / 252 Spd
    Jolly Nature
    -Nasty Plot/Work Up/Hone Claws
    -Agility
    -Baton Pass
    -Substitute/Taunt
    
    Another one of Ambipom's talents is Baton Passing. Special Attack, Attack,
    Speed, and even Accuracy are all great stat boosts to pass. Substitute and
    Taunt can both prevent status moves from affecting you, but only Taunt will
    protect you from Roar, Whirlwind, and Haze.
     
    
    ------------------------DRIFBLIM------------------------
    Type: Ghost/Flying
    Ability: Unburden/Aftermath/Flare Boost (Dream World)
    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
    -Substitute
    -Calm Mind
    -Magic Coat
    -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/Cute Charm/Limber (Dream World)
    Base Stats: 65 HP / 76 Atk / 84 Def / 54 SAtk / 96 SDef / 105 Spd
    Pros: Great Speed and Sp. Defense, good support moves
    Cons: Mediocre offensive stats
    
    Lopunny @Lagging Tail/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Klutz
    -Switcheroo
    -Encore
    -Magic Coat
    -Thunder Wave/Return
    
    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, while Choice Scarf messes up walls.
    Encore is a neat move that can mess with opponents who rely on setup moves,
    like Baton Passers. Magic Coat reflects status and entry hazards back at the
    opponent. Thunder Wave is a reliable status move, but Return can be used to
    actually cause damage.
    
    Lopunny @Flame Orb
    EVs: 252 HP / 6 Def / 252 Spd
    Jolly Nature
    Ability: Klutz
    -Agility
    -Baton Pass
    -Switcheroo
    -Substitute/Magic Coat
    
    Lopunny is an unusual Baton Passer, but it can be a very effective one. With
    Klutz, it doesn't have to worry about opponents screwing it up by Tricking
    Choice items onto it. In fact, if they do so they will get a nasty burn from
    the Flame Orb they receive. The general idea is to use Agility and pass it to
    a teammate. If you suspect the opponent will use Taunt or a status move, 
    bounce it back with Magic Coat.
     
    
    ------------------------[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
    Cons: Low HP and Defensesm, Pursuit weakness
    
    Mismagius @Leftovers
    Evs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Shadow Ball
    -Hidden Power [Fighting]/Thunderbolt
    -Nasty Plot
    -Will-o-wisp/Substitute
    
    Mismagius faces stiff competition from Gengar as a special sweeper, but it
    does have something Gengar doesn't - a stat-boosting move in the form of Nasty
    Plot. With a couple of boosts, Mismagius can be a terrific special sweeper.
    Shadow Ball and Hidden Power Fighting provide perfect coverage against every
    opponent in the game. You can use Will-o-wisp to cover your rather low Defense
    or Substitute to prevent status effects.
    
    Mismagius @Leftovers
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Shadow Ball
    -Hidden Power [Fighting]
    -Substitute
    -Calm Mind
    
    Calm Mind is another way Mismagius can boosts its Special Attack. Although
    it takes a bit longer to set up, the Special Defense boosts ensure that you
    can set up against special attackers. Substitute is needed on this set to
    prevent status conditions from ruining your strategy. It also helps you avoid
    attacks like Sucker Punch that would otherwise KO you.
    
    Mismagius @Leftovers
    EVs: 252 HP / 6 Def / 252 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. After the countdown reaches 1, switch out to prevent being KOed
    while your opponent will be unable to switch. Taunt is useful to prevent 
    Whirlwind/Roar from messing with your plan. 
    
    Mismagius @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Shadow Ball
    -Hidden Power [Fighting]
    -Thunderbolt
    -Trick
    
    As a special sweeper, Mismagius can use a Choice set quite effectively. Since
    many people expect Mismagius to be a setup sweeper, they will get a surprise
    with the power or speed boost that this set has. Thunderbolt covers the many
    Water and Flying opponents in the game. Trick is also a nice move that can
    cripple any walls that switch into Mismagius including Blissey, Chansey,
    and Snorlax.
    
    
    -----------------------HONCHKROW------------------------
    Type: Dark/Flying
    Ability: Insomnia/Super Luck/Moxie (Dream World)
    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 @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Insomnia
    -Brave Bird
    -Superpower
    -Sucker Punch
    -Roost
    
    Despite Honchkrow's frailty, its high Attack combined with its powerful
    moves means it can do a lot of damage to a variety of opponents. Brave Bird is
    its strongest Attack and hits many Pokemon hard. Superpower handles the Steel
    and Rock-types that resist Flying. Sucker Punch can be very powerful and makes
    up for Honchkrow's rather low Speed. Since Honchkrow will be racking up a lot
    of recoil damage, Roost can let it stick around longer. For an ability,
    Insomnia is preferred to help you switch in against Sleep attacks especially
    Breloom and Smeargle's Spore. 
    
    Honchkrow @Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Insomnia
    -Night Slash
    -Brave Bird
    -Superpower
    -Sucker Punch
    
    This set tries to resolve one of Honckrow's problems - its mediocre Speed.
    With a Choice Scarf, you can achieve nearly 400 Speed and outrun many
    opponents who can normally defeat you, like Terrakion. Night Slash can be used
    as your main Dark move, but Sucker Punch is still useful for faster Choice
    Scarfers like Azelf and Chandelure.
    
    
    -----------------------[PURUGLY]---------------------------
    Type: Normal
    Ability: Thick Fat/Own Tempo/Defiant (Dream World)
    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 @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Thick Fat
    -Return
    -Fake Out
    -Sucker Punch
    -U-Turn
    
    Purugly is very similar to Persian and not just because they're both cats.
    They're both fast and frail Normal-types that learn similar moves. Persian may
    have the upper hand with Technician, but Purugly gets a second priority move
    with Sucker Punch. Thick Fat gives it two extra resistances and it's also
    stronger than Persian. Fake Out is used to dent your opponent during your
    first turn. If they're too tough to handle with Return, dent them again
    with U-Turn before switching out.
    
    
    --------------------[SKUNTANK]------------------------
    Type: Poison/Dark
    Ability: Aftermath/Stench/Keen Eye (Dream World)
    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 @Life Orb
    EVs: 252 Atk / 6 Atk / 252 Spd
    Adamant/Lonely Nature
    Ability: Aftermath
    -Sucker Punch
    -Poison Jab
    -Fire Blast
    -Explosion
    
    Skuntank's movepool isn't very extensive and it can't do much against Steel-
    types. Sucker Punch is a good Dark move and having a priority move is useful
    considering Skuntank's mediocre Speed. Poison Jab takes advantage of your
    second type. Fire Blast works off your lower Sp. Attack, but it is your best
    bet against Steels like Skarmory and Ferrothorn. Use Explosion when you've
    done as much as you can and hopefully deal a lot of damage to the opponent.
    
    
    --------------------[BRONZONG]------------------------
    Type: Steel/Psychic
    Ability: Levitate/Heatproof/Heavy Metal (Dream World)
    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: No reliable recovery move
    
    Bronzong @Leftovers
    EVs: 252 HP / 84 Atk / 80 Def / 94 SDef
    Relaxed/Sassy Nature
    Ability: Levitate
    -Gyro Ball
    -Stealth Rock
    -Earthquake
    -Hypnosis/Reflect/Light Screen
    
    Bronzong makes a great support Pokemon due to its stats and type combination. 
    It is an excellent user of Stealth Rock and can usually survive most attacks
    in order to lay them down. Gyro Ball combined with Bronzong's low speed can
    hurt fast opponents and is your best choice for an offensive move. Earthquake
    is another attack good against other Steels, especially Magnezone and Heatran.
    Hypnosis can be used to put something to Sleep, but it's not very accurate.
    Reflect or Light Screen can further help support the team.
    
    Bronzong @Light Clay
    EVs: 252 HP / 84 Atk / 80 Def / 94 SDef
    Relaxed/Sassy Nature
    Ability: Levitate
    -Gyro Ball
    -Reflect
    -Light Screen
    -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 your team members
    to pull off risky strategies that might not otherwise work. Light Clay extends
    the duration of both screens to eight turns, which should be plenty of time
    to get the task done.
    
    Bronzong @Leftovers/Macho Brace
    EVs: 252 HP / 84 Atk / 80 Def / 94 SDef
    Relaxed/Sassy Nature
    Ability: Levitate
    -Gyro Ball
    -Trick Room
    -Earthquake
    -Reflect/Light Screen
    
    People who run a Trick Room team should seriously consider including a 
    Bronzong because it is one of the best users of Trick Room in the game. With
    very low Speed, good defenses, and great resistances, Bronzong can reliably
    set up Trick Room again and again.
    
    
    ----------------------[CHATOT]---------------------------
    Type: Normal/Flying
    Ability: Keen Eye/Tangled Feet/Big Pecks (Dream World)
    Base Stats: 76 HP / 65 Atk / 45 Def / 92 SAtk / 42 SDef / 91 Spd
    Pros: Good Sp. Attack and Speed
    Cons: Limited movepool, very frail defenses, Stealth Rock weakness
    
    Chatot @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Keen Eye
    -Hyper Voice
    -Heat Wave/Hidden Power [Fighting]
    -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 
    Steel types by this point. If not, you can hope that Hidden Power Fighting or
    Heat Wave will do the job.
    
    
    ----------------------[SPIRITOMB]------------------------
    Type: Ghost/Dark
    Ability: Pressure/Infiltrator (Dream World)
    Base Stats: 50 HP / 92 Atk / 108 Def / 92 SAtk / 108 SDef / 35 Spd
    Pros: Type combo gives it no weaknesses, great defenses
    Cons: Very slow, limited offensive movepool, low HP
    
    Spiritomb @Leftovers
    EVs: 252 HP / 144 Atk / 112 SDef
    Careful/Impish Nature
    Ability: Pressure
    -Sucker Punch
    -Pursuit
    -Taunt
    -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. Taunt prevents non-damaging moves from working and
    limits your opponent's options. Pain Split keeps it alive while Will-o-wisp
    takes care of any physical sweepers.
    
    Spiritomb @Leftovers
    EVs: 252 HP / 252 Def / 6 SDef
    Bold Nature
    Ability: Pressure
    -Shadow Ball
    -Hidden Power [Fighting]
    -Calm Mind
    -Pain Split/Rest
    
    Spiritomb can also go on the offensive. Calm Mind boosts your special stats,
    letting Spiritomb wall and sweep at the same time. Shadow Ball and HP Fighting
    take care of every Pokemon in the game. Pain Split can do a decent job of
    healing if you are at low health, but it's not always reliable. Rest can cure
    you of all damage and status, but gives your opponent a couple of free turns.
    
    Spiritomb @Leftovers
    EVs: 252 HP / 252 Def / 6 SDef
    Bold Nature
    Ability: Pressure
    -Dark Pulse
    -Calm Mind
    -Rest 
    -Sleep Talk
    
    This is similar to the previous set in that it uses Calm Mind to boosts its
    stats. However, it relies more heavily on recovery to stay healthy. Sleep Talk
    lets you attack or set up even when you sleep. Dark Pulse is used because
    nothing is immune to it, so it works well as your only attack.
    
    
    ----------------------[GARCHOMP]-----------------------
    Type: Ground/Dragon
    Ability: Sand Veil/Rough Skin (Dream World)
    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
    -Outrage
    -Earthquake
    -Swords Dance
    -Fire Fang
    
    After a Swords Dance, Garchomp can rip teams to shreds with its powerful 
    moves. Outrage 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 both OU and Uber tiers. 
    
    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 is amazingly strong 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 mostly 
    filler, but is good against things that carry Balloon like Heatran.
    
    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/Justified (Dream World)
    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/Jolly Nature
    -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. Since Lucario isn't all that fast,
    Extremespeed can be very valuable in defeating faster foes or finishing off
    weakened opponents. Lucario's Dream World ability is great for grabbing a
    free Attack boost when switching into a Dark attack, but keep in mind you
    can't have Ice Punch and Justified on the same set.
    
    Lucario @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    -Aura Sphere
    -Shadow Ball
    -Vacuum Wave/Hidden Power [Ice]
    -Nasty Plot
    
    Lucario is one of those Pokemon who can go special as well as physical.
    A Nasty Plot-boosted 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 quickly fall to a Shadow Ball. Vacuum Wave is the only
    special priority move in the game and works well with Lucario's Fighting STAB.
    It is very helpful in taking down faster opponents. However you can use HP Ice
    as an alternative for Ground-types like Gliscor.
    
    Lucario @Life Orb
    EVs: 252 Atk / 6 SAtk / 252 Spd
    Hasty/Naive Nature
    -Close Combat
    -Crunch
    -Hidden Power [Ice]
    -Agility
    
    This set focuses on boosting Speed rather than offenses. Since Lucario often
    has problems with faster opponents like Salamence and Gliscor, gaining a speed
    boost can help it defeat them. With an Agility boost, you can even outspeed
    some Chlorophyll and Swift Swim Pokemon. Use both physical and special moves
    on this set to make you harder to wall.
    
    Lucario @Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    -Close Combat
    -Crunch
    -Stone-Edge
    -Ice Punch
    
    Another way of boosting Lucario's Speed is to give it a Choice Scarf. This
    turns Lucario into more of a revenge-killer than an all-out sweeper. With
    Lucario's many resistances, it can find plenty of opportunities to switch in
    and beat opponents with its diverse arsenal of attacks.
    
    
    ----------------------[HIPPOWDON]-----------------------
    Type: Ground
    Ability: Sandstream/Sand Force (Dream World)
    Base Stats: 108 HP / 112 Atk / 118 Def / 68 SAtk / 72 SDef / 47 Spd
    Pros: Excellent HP, Attack, and Defense, 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
    -Stealth Rock
    -Roar/Ice Fang
    
    Hippowdon makes a great physical wall, especially with Slack Off to keep it
    constantly healthy. The ability to heal itself lets it stand out from most
    other bulky Ground-types. Hippowdon is most often used as a lead to set up
    Stealth Rock and get the sandstorm started. Earthquake is your most powerful
    move and takes advantage of your high Attack stat. Roar gives you the chance
    to phaze and stop opponents from setting up. However, Ice Fang is also
    important to hit Flying-types like Gliscor or Pokemon with Air Balloon like
    Excadrill and Heatran.
    
    
    ----------------------[DRAPION]--------------------------
    Type: Poison/Dark
    Ability: Sniper/Battle Armor/Keen Eye (Dream World)
    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 @Life Orb/Scope Lens
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Sniper
    -Night Slash
    -Fire Fang
    -Earthquake/Aqua Tail
    -Swords Dance
    
    This is a fairly standard Swords Dance set. Night Slash provides STAB and 
    because of your Sniper ability, can deal a lot of damage if it critical hits.
    Fire Fang hits Steel Pokemon that resist Dark moves. Earthquake also hits 
    Steel-types and is a stronger choice against some like Heatran. If you want
    to combat Ground-types that get in your way, then go with Aqua Tail.
    
    Drapion @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def
    Impish Nature
    Ability: Battle Armor
    -Toxic Spikes
    -Whirlwind
    -Knock Off
    -Taunt/Crunch
    
    This set takes advantage of Drapion's high Defense in order to set up some
    Toxic Spikes. Whirlwind can let you force the opponent to switch in order to
    poison the rest of the team. Knock Off can be a very handy move that ruins
    foes who rely on their items. Taunt can be used to stop status moves and
    prevent your opponent from healing, but Crunch is also a good choice if you
    just want an offensive move.
    
    
    ----------------------[TOXICROAK]-----------------------
    Type: Poison/Fighting
    Ability: Anticipation/Dry Skin/Poison Touch (Dream World)
    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 @Leftovers
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Dry Skin
    -Drain Punch
    -Sucker Punch
    -Substitute
    -Bulk Up
    
    Toxicroak loves the rain so use this on the same team as Politoed so the two
    frogs can help one another. Get behind a Substitute, then boost your stats
    with Bulk Up. The health you restore from Dry Skin and Leftovers will let you
    set up more Substitutes. Drain Punch will also restore some of your HP and
    after a few Bulk Ups, it will do a lot of damage. Sucker Punch hits Ghost
    and Psychic types and works well with a Substitute up since it forces
    opponents to attack you directly.
    
    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. Sleep Powder is useful for disabling an opponent
    so you can buy some time to set up. Crunch deals with most opponents
    resistant to Grass, but can't handle Steels.
    
    
    ----------------------[LUMINEON]------------------------
    Type: Water
    Ability: Swift Swim/Storm Drain/Water Veil (Dream World)
    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 @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Ability: Swift Swim
    Modest Nature
    -Surf
    -Ice Beam
    -Hidden Power [Electric/Grass]
    -Signal Beam
    
    A thoroughly uninteresting fish. You might as well take advantage of Swift
    Swim. Use with Drizzle support from Politoed. 
    
    
    ----------------------[ABOMASNOW]------------------------
    Type: Grass/Ice
    Ability: Snow Warning/Soundproof (Dream World)
    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, Stealth Rock weakness
    
    Abomasnow @Choice Scarf
    EVs: 6 Atk / 252 SAtk / 252 Spd 
    Naive Nature
    -Wood Hammer
    -Blizzard
    -Earthquake
    -Hidden Power [Fire]
    
    Abomasnow is the only Pokemon that can automatically set up Hail, but it faces
    competition from other Pokemon with auto-weather abilities. With a Scarf set,
    it can outspeed them and defeat them with its powerful moves. Wood Hammer
    will destroy Politoed and Tyranitar. Blizzard hits Hippowdon harder due to
    its lower Special Defense. Earthquake is for Ninetales and most Steel-types.
    Hidden Power Fire handles Ferrothron, Scizor, and other Abomasnow.
    
    Abomasnow @Leftovers
    EVs: 252 HP / 6 Def / 252 SDef
    Calm/Sassy Nature
    -Substitute
    -Leech Seed
    -Blizzard
    -Focus Punch/Protect
    
    Substitute is the key to this moveset. You can plant a Leech Seed on the 
    enemy and annoy them with the SubSeed combo while they also take additional
    damage from the hail. If a Steel or Rock type shows up, you can welcome them
    with a Focus Punch to the face. Protect can be used to stall for at least
    one more turn, which may allow you to restore enough health to create another
    Substitute.
    
    
    ------------------------[WEAVILE]------------------------
    Type: Dark/Ice
    Ability: Pressure/Pickpocket (Dream World)
    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
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Ice Shard
    -Pursuit
    -Ice Punch/Night Slash
    -Low Kick
    
    With high Speed and high Attack, Weavile is one of the better revenge-killers
    in the game. Anything with a weakness to Ice or Dark will fear this moveset.
    Ice Shard beats Dragon and Flying foes like Salamence, Garchomp, and Landorus
    no matter how much they boost their Speed. Pursuit is extremely useful for
    Psychic and Ghost types, dealing major damage and doubling in power if they
    switch out. Frail Pokemon like Gengar and Alakazam will often be OHKOed even
    if they don't switch. Ice Punch and Night Slash are more powerful STAB moves
    useful against more defensive Pokemon. Low Kick is absolutely essential to
    beat Steel-types. Most of the Steels in OU are big and heavy, so this attack
    will deal a lot of damage to them.
    
    Weavile @Life Orb/Expert Belt
    6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Night Slash
    -Ice Shard/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 and any counters have been eliminated. 
     
    
    ---------------------[MAGNEZONE]------------------------
    Type: Electric/Steel
    Ability: Magnet Pull/Sturdy/Analytic (Dream World)
    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/Air Balloon
    Timid Nature
    EVs: 40 HP / 252 SAtk / 216 Spd
    Ability: Magnet Pull
    -Thunderbolt
    -Hidden Power [Ice/Fire]
    -Charge Beam
    -Substitute
    
    Magnezone is well known for its ability to trap and kill most of the popular
    Steel-types in the game including Skarmory, Scizor, and Ferrothorn. Its high
    defense and large number of resistances let it switch in easily and set up a
    Substitute. Thunderbolt will hit opponents very hard, while Discharge can make
    up forMagnezone'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 @Choice Specs/Choice Scarf
    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 item user.
    Choice Specs gives you a huge boost in power, while Choice Scarf fixes
    Magnezone's below average Speed and can turn it into a decent revenge
    killer especially against Steel-types.
    
    
    ----------------------[LICKILICKY]-----------------------
    Type: Normal
    Ability: Own Tempo/Oblivious/Cloud Nine (Dream World)
    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/Reckless (Dream World)
    Base Stats: 115 HP / 140 Atk / 130 Def / 55 SAtk / 55 SDef / 40 Spd
    Pros: Amazing Attack and Defense, Excellent HP, Solid Rock
    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, but
    slow, physical sweeper. Megahorn hurts bulky Psychic-types like Uxie, 
    Cresselia, and Bronzong, who may not mind your first two moves. Avalanche is
    for Ground-types like Gliscor as well as Dragon types. Substitute can protect
    you from status moves like Will-o-wisp and gives you a free chance to set up.
    Use this set in the Sandstorm so you can get a Special Defense boost. 
    
    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/Regenerator (Dream World)
    Base Stats: 100 HP / 100 Atk / 125 Def / 110 SAtk / 50 SDef / 50 Spd
    Pros: HP/Attack/Defense/Sp. Attack, great support movepool
    Cons: Low Speed and Sp. Defense
    
    Tangrowth @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def
    Impish/Relaxed Nature
    Ability: Regenerator
    -Leech Seed
    -Sleep Powder
    -Knock Off
    -Power Whip/Giga Drain
    
    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. Power Whip is your most powerful physical Grass move and will hurt
    most opponents who aren't resistant to Grass. However, if you don't think
    Leech Seed and Regenerator are enough, you can use Giga Drain for even more
    healing potential.
    
    Tangrowth @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Naughty/Rash Nature
    Ability: Chlorophyll
    -Power Whip/Giga Drain
    -Hidden Power [Fire]
    -Earthquake/Rock Slide
    -Growth
    
    This revolves around Tangrowth's Chlorophyll ability. Tangrowth can learn
    Growth like many other Chlorophyll sweepers, however it can also learn
    Earthquake and Rock Slide. Earthquake is great against Fire opponents while
    Rock Slide hits Flying and Dragon foes. Choose a Grass move depending on
    whether you want power or healing ability. HP Fire gets a boost in the Sun and
    helps against Steel and enemy Grass types. Sleep Powder can be used over
    Growth if you don't care about setting up. It can disable anything that tries
    to counter you.
    
    
    ---------------------[ELECTIVIRE]-----------------------
    Type: Electric
    Ability: Motor Engine/Vital Spirit (Dream World)
    Base Stats: 75 HP / 123 Atk / 67 Def / 95 SAtk / 85 SDef / 95 Spd
    Pros: Diverse movepool for an Electric type, excellent Attack
    Cons: Base speed lowered upon evolving from Electabuzz
    
    Electivire @Life Orb/Expert Belt
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Motor Drive
    -Wild Charge
    -Ice Punch
    -Earthquake
    -Cross Chop/Fire Punch
    
    Electivire has a supereffective move against most of the common opponents
    you'll face. Wild Charge is your most powerful move and can take down Flying
    and Water opponents with ease. Ice Punch has good coverage with Electric
    moves and is needed to combat Ground, Grass, and Dragon-types. Earthquake
    hits the Electric types that you can easily switch into. Cross Chop and Fire
    Punch are both useful for Ferrothorn. Cross Chop also covers any Dark or
    Normal Pokemon you'll face.
    
    Electivire @Life Orb
    EVs: 40 HP / 252 SAtk / 216 Spd
    Mild/Rash Nature
    Ability: Motor Drive
    -Thunderbolt
    -Hidden Power [Ice]
    -Flamethrower
    -Cross Chop
    
    Electivire's Sp. Attack is lower than its physical Attack, but this set can
    work just as well. This is because many of the opponents Electivire will face
    have high Defense, but lower Special Defense. For instance, Gliscor will take
    more damage from HP Ice than Ice Punch, despite Ice Punch being slightly
    stronger. Cross Chop is useful on this set to take down special walls like
    Chansey and Blissey.
    
    
    ---------------------[MAGMORTAR]-----------------------
    Type: Fire
    Ability: Flash Fire/Vital Spirit (Dream World)
    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 @Life Orb
    EVs: 40 Atk / 252 SAtk / 216 Spd
    Timid/Hasty Nature
    -Flamethrower/Fire Blast
    -Thunderbolt
    -Focus Blast/Cross Chop
    -Hidden Power [Ice/Grass]
    
    Magmortar is a heavy Special hitter with a diverse arsenal of moves. A STABed
    Flamethrower or Fire Blast will do a lot of damage especially when backed by
    Life Orb. The ability to learn Thunderbolt lets it stand out from other Fire-
    types. Focus Blast is an option, but Magmortar will do more damage with Cross
    Chop to special walls like Blissey, Chansey, or Snorlax than it can with
    Focus Blast. Ground types like Garchomp or Swampert are handled by a
    supereffective Hidden Power of your choice.
    
    Magmortar @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Mild Nature
    -Flamethrower/Fire Blast
    -Thunderbolt
    -Hidden Power [Grass/Ice]
    -Cross Chop
    
    A Choice set is a standard option for most sweepers. Choice Scarf is especially
    recommended since Magmortar's base Speed isn't that impressive. Again, use
    Cross Chop for special walls. 
    
    
    -----------------------[TOGEKISS]------------------------
    Type: Normal/Flying
    Ability: Serene Grace/Hustle/Super Luck (Dream World)
    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 / 188 Def / 68 SDef
    Modest Nature
    Ability: Serene Grace
    -Air Slash
    -Thunder Wave
    -Aura Sphere
    -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. Aura Sphere has great
    coverage against Rock and Steel types. Roost keeps it healthy and can also
    remove its Rock, Ice, and Electric weaknesses for one turn.
    
    Togekiss @Leftovers
    EVs: 252 HP / 4 SAtk / 252 Spd
    Calm/Timid 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 Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    Ability: Serene Grace
    -Air Slash
    -Flamethrower
    -Aura Sphere
    -Tri-Attack/Trick
    
    Like any Pokemon with good Sp. Attack and a diverse special movepool, Togekiss 
    works great as a Choice sweeper. This lets Togekiss spam Air Slash without
    having to slow opponents down with Thunder Wave. It also gives it more variety
    of attacks for better coverage.
    
    
    -----------------------[YANMEGA]-------------------------
    Type: Bug/Flying
    Ability: Speed Boost/Tinted Lens/Frisk (Dream World)
    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 @Focus Sash/Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    Ability: Speed Boost
    -Protect
    -Bug Buzz
    -Air Slash
    -Hidden Power [Fire/Ground]
    
    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 
    Azelf. HP Fire is handy for things like Ferrothorn and Forretress. Ground is 
    better for Heatran and other Fire-types. A Focus Sash will allow to to
    survive any attack so you can handle more opponents, but a Life Orb will
    allow you to sweep more easily after boosting your Speed.
    
    Yanmega @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid/Modest Nature
    Ability: Tinted Lens
    -Bug Buzz
    -Air Slash
    -Hidden Power [Fire/Ground]
    -Shadow Ball/Giga Drain
    
    Tinted Lens doubles the power of an attack if the opponent resists it. This
    means most Pokemon who can normally counter the Speed Boost set won't work
    as well against this set. Shadow Ball is one of Yanmega's stronger attacks
    and hits Ghost types hard. Giga Drain is effective against Rock opponents
    that often give Yanmega trouble. It can also heal damage taken from Stealth
    Rock, since this set will force you to switch around a lot.
    
    
    -----------------------[LEAFEON]--------------------------
    Type: Grass
    Ability: Leaf Guard/Chlorophyll (Dream World)
    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 / 6 Atk / 252 Spd
    Jolly Nature
    Ability: Leaf Guard
    -Leaf Blade
    -Swords Dance
    -Baton Pass
    -Wish
    
    Leafeon excels at Baton Passing Swords Dance. It has great Speed to pull it off
    and unlike certain other Swords Dance passers (i.e. Ninjask) it can take plenty 
    of physical hits with its great Defense. Wish keeps it alive and can also be
    transfered to a teammate.
    
    Leafeon @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Chlorophyll 
    -Leaf Blade
    -X-Scissor
    -Return
    -Swords Dance 
    
    Leafeon has great Attack power, but a bad movepool. Still, you can make some
    use of a Chlorophyll set for sweeping in the sun. X-Scissor takes care of 
    enemy Grass types, Return is just a general filler for everything else. 
    It's also your best choice against Flying and Poison types. Leafeon can't
    learn Growth like many Grass-types, but a boost from Swords Dance works
    just as well since you wouldn't be using special moves anyways.
    
    Leafeon @Leftovers
    EVs: 252 HP / 6 Atk / 252 Def
    Impish Nature
    Ability: Leaf Guard
    -Leaf Blade
    -Wish
    -Protect
    -Heal Bell/Yawn
    
    Leafeon is a good physical wall for a Sun team, able to wall opponent Water
    types without worrying about status due to Leaf Guard. It can act as a cleric
    to pass Wish or cure team members with Heal Bell. You can also use Yawn to 
    either put foes to sleep or force a switch.
    
    
    -----------------------[GLACEON]--------------------------
    Type: Ice
    Ability: Snow Cloak/Ice Body (Dream World)
    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 [Fighting]
    -Wish
    -Fake Tears
    
    Ice Beam and HP Fighting together provide great coverage, though they are
    pretty much the only good moves it learns. Fighting hits the Steel and Ice
    types that are resistant to Ice moves. Wish is good for support for both 
    Glaceon and the rest of the team. Fake Tears lets Glaceon hit harder by
    sharply reducing the opponent's Special Defense. Even a special wall like
    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 Eeveelution cousins, Glaceon doesn't have the most diverse movepool
    when it comes to offensive attacks. But its amazing Sp. Attack stat 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 and will surely do a great deal
    of damage.
    
    
    -----------------------[GLISCOR]-------------------------
    Type: Ground/Flying
    Ability: Sand Veil/Hyper Cutter/Poison Heal (Dream World)
    Base Stats: 75 HP / 95 Atk / 125 Def / 45 SAtk / 75 SDef / 95 Spd
    Pros: Excellent Defense, good physical and support movepool, reliable counter
          against Excadrill and most Fighting-types
    Cons: 4x Ice weakness
    
    Gliscor @Toxic Orb
    EVs: 252 HP / 184 Def / 72 Spd
    Impish Nature
    Ability: Poison Heal
    -Earthquake
    -Fling
    -Acrobat
    -Protect/Taunt
    
    As one of the only two Pokemon with Poison Heal, Gliscor can use it to its
    adavantage by restoring plenty of HP each turn while becoming immune to all
    other status conditions. Wear your opponent down with poison by Flinging
    your Toxic Orb to badly poison them. When your item is gone, Acrobat doubles
    in power and is your main weapon against Fighting-types. Protect lets you
    stall and give you an extra turn of recovery. Taunt shuts down walls and 
    prevents them from healing.
    
    Gliscor @Toxic Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Poison Heal
    -Earthquake
    -Ice Fang
    -Swords Dance
    -Taunt/Protect/Facade
    
    Gliscor has above average Attack and Speed, so don't overlook its potential
    to sweep. Earthquake is your main attack and Ice Fang handles the Pokemon that
    resist Ground. Facade is an interesting alternative since it becomes
    incredibly strong when you are poisoned and is even stronger than a
    supereffective Ice Fang. Taunt prevents phazers like Skarmory from forcing
    you to switch and also stops opponents from recovering or setting up. Protect
    lets Poison Heal restore some more health and is good for scouting. 
    
    Gliscor @Yache Berry
    EVs: 252 HP / 196 SDef / 60 Spd
    Jolly/Timid Nature
    Ability: Hyper Cutter
    -Rock Polish
    -Swords Dance
    -Taunt
    -Baton Pass
    
    Gliscor also makes a great Baton Passer. It doesn't fear most phazers since it
    is fast and has Taunt to stop Roar/Whirlwind. Find an oppurtunity to boost
    your Attack and Speed, then transfer those boosts to a physical attacking 
    teammate. Hyper Cutter is the ability to go with since it prevents opponents
    with Intimidate from messing you up. A Yache Berry can save you from Ice
    attacks to give you a chance to stat boost or Baton Pass.
    
    
    -----------------------[MAMOSWINE]-----------------------
    Type: Ground/Ice
    Ability: Snow Cloak/Oblivious/Thick Fat (Dream World)
    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, mediocre Speed
    
    Mamoswine @Life Orb/Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Thick Fat
    -Earthquake
    -Icicle Crash
    -Ice Shard
    -Stone Edge
    
    Mamoswine is incredibly powerful and gains STAB on two great types of moves.
    Earthquake is an excellent attack as well as its strongest attack. Icicle
    Crash fulfills its Ice STAB and is also a very powerful move. Ice Shard is
    another good move that has priority and will be a sure OHKO on most Dragon
    opponents (as well as other Pokemon with 4x Ice weakness). Stone Edge is for
    Flying-types without Ice weaknesses, like Gyarados. This set works best with
    the Thick Fat ability, reducing its Fire-type weakness and giving it a
    resistance to Ice moves.
    
    Mamoswine @Focus Sash
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Thick Fat
    -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.
    
    Mamoswine @Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Thick Fat
    -Earthquake
    -Icicle Crash
    -Stone Edge
    -Superpower
    
    Mamoswine's Speed is only average, so most people don't expect it to be very
    fast. By giving it a Choice Scarf, you can surprise your opponents and outrun
    them. Superpower is there to do major damage to walls like Ferrothorn
    and Porygon2. This set is great for those who want a powerful and
    unconventional revenge killer on their team.
    
    
    -----------------------[PORYGON-Z]-----------------------
    Type: Normal
    Ability: Download/Adaptability/Analytic (Dream World)
    Base Stats: 85 HP / 80 Atk / 70 Def / 135 SAtk / 75 SDef / 90 Spd
    Pros: Amazing Sp. Attack, diverse movepool
    Cons: Lackluster Speed and no priority moves
     
    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
    
    With a Nasty Plot and Life Orb, Porygon-Z will have an incredibly high Special
    Attack. Combine this with its wide special movepool and Adapatability
    doubling the power of its Tri-Attack and you have an extremely powerful
    sweeper. The question is, what other moves do you choose to provide the
    best coverage? Thunderbolt and Ice Beam are strong moves that are only
    resisted by a few Pokemon. Dark Pulse and Hidden Power Fighting are weaker,
    but provide better coverage and are supereffective against the types
    resistant to Normal (Ghost, Steel, and Rock).
    
    Porygon-Z @Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    Ability: Adaptability
    -Tri-Attack
    -Thunderbolt
    -Ice Beam
    -Dark Pulse
    
    Porygon-Z's biggest issue is that its Speed isn't that high and it lacks any
    sort of priority move to make up for it. A Choice Scarf fixes this issue
    and can turn it into a speedy revenge-killer with powerful special attacks
    to KO most opponents. If you encounter something trying to wall you, you can
    give it a surprise by Tricking your Scarf onto it.
    
    
    -----------------------[GALLADE]-------------------------
    Type: Psychic/Fighting
    Ability: Steadfast/Justified (Dream World)
    Base Stats: 68 HP / 125 Atk / 65 Def / 65 SAtk / 115 SDef / 80 Spd
    Pros: Excellent Attack and Sp. Defense, diverse movepool
    Cons: Mediocre Speed, frail Defense
    
    Gallade @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Steadfast
    -Close Combat
    -Ice Punch
    -Shadow Sneak
    -Swords Dance
    
    Gallade is a pretty special Fighting type. It has a great physical movepool, 
    it can take plenty of special hits, and it isn't weak to Psychic attacks. The 
    combination of Fighting, Ice, and Ghost moves in this set cover every Pokemon
    in the game. Swords Dance boosts its Attack to massive levels and from there
    you can sweep with Close Combat. Ice Punch covers Flying opponents as well
    as all those Dragons. Shadow Sneak is a nice priority move that strikes speedy
    Ghost and Psychic foes like Gengar and Alakazam.
    
    Gallade @Leftovers
    EVs: 252 HP / 6 Atk / 252 SDef
    Careful Nature
    Ability: Steadfast
    -Drain Punch
    -Ice Punch
    -Shadow Sneak
    -Bulk Up
    
    Gallade has excellent Attack, but it also excels in Special Defense. It's
    Defense stat is lacking, however it can boost it with Bulk Up. By investing
    EVs into your Special Defense while buffing up your Defense and Attack,
    Gallade can be a bulky physical sweeper that can be difficult to take down.
    With Drain Punch, Gallade can heal itself while dealing damage to the
    opponent at the same time.
    
    
    -----------------------[PROBOPASS]-----------------------
    Type: Rock/Steel
    Ability: Magnet Pull/Sturdy/Sand Force (Dream World)
    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
    -Earth Power
    -Thunder Wave
    
    Probopass makes a decent trapper for any Steel type that don't carry Ground
    or Fighting moves (such Magnezone, Skarmory, or Jirachi). Thunder takes care of 
    Skarmory while Taunt prevents it from Whirlwinding you away. Earth Power for
    other Steel-types. Once you've disposed of them, your job is basically done.
    You can use Thunder Wave to paralyze as many opponents as you can before you
    go down.
    
    
    -----------------------[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
    -Earthquake
    -Will-o-wisp
    -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. 
    Earthquake is important for countering Steels and also hits Tyranitar. 
    Will-o-wisp cripples physical attackers, including the ones most threatening
    to Dusknoir like Weavile and Tyranitar. 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 @Leftovers
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    -Substitute
    -Focus Punch
    -Thunderpunch
    -Ice Punch
    
    Dusknoir has surprisingly good Attack for a wall and it can take advantage of
    that with the less expected, but still effective SubPunch set. This works
    because pretty much all of Dusknoir's initial counters are Dark or Steel-types
    who would hate to eat a Focus Punch. Ice Punch and Thunderpunch pair nicely
    together, hitting the many types of opponents including Ground, Grass, Water,
    and Dragon types that are resistant.
    
    
    -----------------------[FROSLASS]------------------------
    Type: Ice/Ghost
    Ability: Snow Cloak/Cursed Body (Dream World)
    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 @Focus Sash
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Ice Beam
    -Thunderbolt
    -Spikes
    -Taunt
    
    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 if you want some offensive moves to use.
    Since Froslass is fast, it can usually get the chance to Taunt other setup
    leads before they have the time to act.
    
    Froslass @Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Ice Beam
    -Thunderbolt
    -Spikes
    -Trick
    
    This set can also be used as a lead, but it focuses on the Speed boost from
    Choice Scarf. This makes you faster than pretty much every lead out there,
    including Deoxys-S. You can Trick your Choice Scarf onto the opponent when
    ever you want to cripple your opponent for the rest of the battle.
    
    Froslass @Brightpowder
    EVs: 252 HP / 6 Def / 252 Spd
    Timid Nature
    -Substitute
    -Thunder Wave
    -Confuse Ray
    -Blizzard
    
    This Froslass wants to be as annoying as possible, but it only works during
    Hail weather. You'll gain an automatic evasion boost due to Snow Cloak and
    another due to Brightpowder. This means you'll have a 28% chance of avoiding
    all attacks. When the combination of paralysis and confusion, your opponent
    will have an even fewer chance of landing a hit. And with a Substitute, you
    can survive attacks if they do hit.
    
    
    -----------------------[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
    -Substitute
    -Will-o-wisp/Pain Split
    
    With a unique type combination, Rotom has several key resistances to common
    attacks including Fighting, Ground, and Electric. Thunderbolt and Shadow
    Ball take advantage of your two types and offer decent coverage together.
    Substitute can be used to block status and scout your opponent's team. If
    a physical sweeper shows up, give them a nasty Burn with Will-o-wisp. If
    you prefer longevity, you can use Pain Split when you are low on health
    in order to heal yourself.
    
    Rotom @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Thunderbolt
    -Shadow Ball
    -Hidden Power [Ice/Fire]
    -Trick
    
    Fire away with your special attacks and if a wall like Blissey shows up, mess
    it up by Tricking it your Choice Specs or Choice Scarf. Hidden Power Ice is
    for Ground types and also takes care of Dragons. However without Hidden Power
    Fire, you'll have trouble taking down Ferrothorn.
    
    
    -----------------------[ROTOM-FREEZE]---------------------------
    Type: Electric/Ice
    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
    Cons: Poor HP, Stealth Rock weakness
    
    Rotom-F @Leftovers
    EVs: 252 HP / 168 Def / 88 Spd
    Modest/Timid Nature
    -Thunderbolt
    -Blizzard
    -Hidden Power [Ground]
    -Will-O-wisp
    
    This is the standard set if you want to use Rotom-F as a bulky sweeper.
    Thunderbolt and Blizzard are both powerful moves that take advantage of your
    dual STABs and provide great coverage together. Will-o-wisp serves to Burn
    opponents and lower the amount of damage that physical sweepers can do to you.
    Hidden Power Ground or Fighting are your best bets against Steel and Rock
    type. Ground is better against Fire-types like Heatran while Fighting will
    do more damage to Tyranitar. Use this in a Hail team with Abomasnow if you
    want to improve Blizzard's accuracy.
    
    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 @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. Paralysis can be useful in giving your
    team members an easier time to set up.
    
    
    -----------------------[ROTOM-WASH]---------------------------
    Type: Electric/Water
    Ability: Levitate
    Base Stats: 50 HP / 50 Atk / 106 Def / 105 SAtk / 106 SDef / 86 Spd
    Pros: Only one weakness, good Sp. Attack, great defenses
    Cons: Poor HP
    
    Rotom-W @Leftovers
    EVs: 128 HP / 252 SAtk / 128 Spd
    Modest/Timid Nature
    -Thunderbolt
    -Hydro Pump
    -Will-O-wisp
    -Hidden Power [Fire]
    
    This is the standard set if you want to use Rotom-W as a bulky sweeper.
    Thunderbolt and Hydro Pump are both powerful moves that take advantage of your
    dual STABs and provide good coverage together. Will-o-wisp serves to Burn
    opponents and lower the amount of damage that physical sweepers can do to you.
    Without any Ice or Fire moves, Hidden Power Fire is your best bet against
    Grass-type especially Ferrothorn.
    
    Rotom-W @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SpA / 252 Spd
    Modest/Timid Nature
    -Thunderbolt
    -Hydro Pump
    -Hidden Power [Fire]
    -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 @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. Paralysis can be useful in giving
    your team members an easier time to set up.
    
    
    -----------------------[ROTOM-HEAT]---------------------------
    Type: Electric/Fire
    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, good Steel counter
    Cons: Poor HP, Stealth Rock weakness
    
    Rotom-W @Leftovers
    EVs: 252 HP / 168 Def / 88 Spd
    Modest/Timid Nature
    -Thunderbolt
    -Overheat
    -Hidden Power [Ice]
    -Will-O-wisp
    
    This is the standard set if you want to use Rotom-H as a bulky sweeper.
    Thunderbolt and Overheat are both powerful moves that take advantage of your
    dual STABs and provide good coverage together. Will-o-wisp serves to Burn
    opponents and lower the amount of damage that physical sweepers can do to you.
    Hidden Power Ice is your best bet against Dragons like Garchomp.
    
    Rotom-H @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SpA / 252 Spd
    Modest/Timid Nature
    -Thunderbolt
    -Overheat
    -Hidden Power [Ice]
    -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 @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. Paralysis can be useful in giving
    your team members an easier time to set up.
    
    
    -----------------------[ROTOM-CUT]---------------------------
    Type: Electric/Grass
    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
    
    Rotom-C @Leftovers
    EVs: 252 HP / 168 Def / 88 Spd
    Modest/Timid Nature
    -Thunderbolt
    -Leaf Storm
    -Hidden Power [Fire]
    -Will-O-wisp/Reflect
    
    This is the standard set if you want to use Rotom-C as a bulky sweeper.
    Thunderbolt and Leaf Storm are both powerful moves that take advantage of your
    dual STABs and provide good coverage together. Will-o-wisp serves to Burn
    opponents and lower the amount of damage that physical sweepers can do to you.
    Hidden Power Fire is your best bet against Steels and opponent Grass-types.
    
    Rotom-C @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SpA / 252 Spd
    Modest/Timid Nature
    -Thunderbolt
    -Leaf Storm
    -Hidden Power [Fire]
    -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 @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. Paralysis can be useful in giving
    your team members an easier time to set up.
    
    
    -----------------------[ROTOM-SPIN]---------------------------
    Type: Electric/Flying
    Ability: Levitate
    Base Stats: 50 HP / 50 Atk / 106 Def / 105 SAtk / 106 SDef / 86 Spd
    Pros: Good Sp. Attack, great defenses, learns Air Slash
    Cons: Poor HP, Useless ability, outclassed by other Rotoms
    
    Rotom-S @Leftovers
    EVs: 252 HP / 168 Def / 88 Spd
    Modest Nature
    -Discharge/Thunder Wave
    -Confuse Ray
    -Air Slash
    -Hidden Power [Ground]
    
    Poor Rotom-Spin got the short end of the stick. Not only is Air Slash the
    weakest move that Rotom can learn, but its Levitate ability is useless since
    it's already a Flying-type. A parafusion set is the most effective set Rotom
    can use. Paralyze your opponents, then inflict them with confusion. Air Slash
    can also make them flinch, reducing their ability to attack even more. 
    Hidden Power Ground hits Steel and other Electric types.
    
    Rotom-S @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SpA / 252 Spd
    Modest/Timid Nature
    -Thunderbolt
    -Air Slash
    -Hidden Power [Ground]
    -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 @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. Paralysis can be useful in giving
    your team members an easier time to set up.
    
    
    -----------------------[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: Pursuit weakness, lack of reliable recovery
    
    Uxie @Choice Scarf
    EVs: 252 HP / 80 Def / 172 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 and with the Speed boost from Choice Scarf,
    you can usually use it before the opponent has a chance to Taunt you. Choice
    Scarf can also be Tricked onto the opponent which can cripple any walls that
    Uxie meets, like Hippowdon or Ferrothorn. Reflect and Thunder Wave are both
    support useful options. U-Turn is used for scouting and breaking Focus Sashes
    that some leads may carry.
    
    Uxie @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    -U-Turn
    -Stealth Rock
    -Yawn
    -Heal Bell/Magic Coat
    
    This set features moves that set Uxie apart from Cresselia, who has a similar
    role as a bulky, levitating Psychic-type. Stealth Rock is for general support
    and Yawn combines nicely with it, forcing opponents to switch or else they'll
    fall asleep. U-Turn lets you scout and escape from tough opponents. You can
    also use Heal Bell to rid the team of any status ailments. If you don't need
    a cleric or already have another Pokemon that fills the role, you can go
    with Magic Coat to bounce status and Taunt back at the opponent. 
    
    Uxie @Light Clay
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    -Reflect
    -Light Screen
    -U-Turn
    -Memento
    
    A sturdy Dual Screen set. Use Reflect and Light Screen to boost the defenses
    of your team for several turns. U-Turn can let you freely switch to another
    team member. When Uxie is low on health, it can use Memento to sacrifice 
    itself and decrease the opponent's Attack and Special Attack. With Reflect,
    Light Screen, and Memento all in effect, your opponent's attacks will do
    barely any damage to your Pokemon.
    
    
    -----------------------[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
    Cons: Pursuit weakness, lack of reliable recovery
     
    Mesprit @Leftovers/Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    -Psychic
    -Thunderbolt
    -Ice Beam
    -Calm Mind
    
    Mesprit's advantage over the other two pixies is that it can learn Calm Mind
    and back it up with a good Special Attack stat as well as a diverse special
    movepool. Boost your special stats then fire away with your attacks. Psychic
    for STAB while Thunderbolt and Ice Beam provide great coverage against all
    sorts of opponents. 
    
    Mesprit @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    -Psychic
    -Thunderbolt
    -Ice Beam
    -Grass Knot
    
    If you don't care about setting up, a special Choice set will let you attack
    right away. Choose Specs for a significant power boost or Scarf to increase
    your mediocre Speed and turn you into a potent revenge killer. Grass Knot is
    for the ever threatening Tyranitar as well as other Pokemon with major Grass
    weaknesses. 
    
    Mesprit @Leftovers
    EVs: 252 HP / 180 Def / 76 SDef
    Bold Nature
    -Psychic
    -Thunderbolt/Ice Beam
    -Thunder Wave/Reflect
    -Stealth Rock
    
    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.
    Paralyzing opponents with Thunder Wave makes them easier to take down. Setting
    up a Reflect can support the rest of the team. Finally Stealth Rock is always
    a useful entry hazard to have.
    
    Mesprit @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    -Zen Headbutt
    -Fire Punch
    -Ice Punch
    -U-Turn/Trick
    
    Mesprit's Attack power is often overlooked since its special moves are
    generally stronger. However it works well from the physical side as well.
    Zen Headbutt is a reliable physical Psychic move and Fire Punch handles the
    Steel-types that like to get in your way. Ice Punch defeats Dragon opponents
    and U-Turn damages Dark types while making a quick getaway. You can also
    choose to use Trick to ruin any walls that try to stop you.
    
    
    -----------------------[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
    -U-Turn
    -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 Ferrothorn. When you have your rocks set up,
    it's generally a good time to U-Turn to another member on your team. However
    if the opponent is weak to one of your moves, feel free to attack. Fire
    Blast is for common Steel leads like Metagross or Jirachi, while Psychic
    gives you a strong STAB move and is useful against Fighting leads like
    Mienshao.
    
    Azelf @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Psychic/Psyshock
    -Fire Blast
    -Hidden Power [Fighting]
    -Nasty Plot  
    
    Azelf can be a very dangerous special sweeper if you let it set up a Nasty
    Plot or two. Even Blissey is threatened if Azelf chooses to use Psyshock
    instead of Psychic to hit her weaker Defense stat. Fire Blast takes care of
    Steel types as well as Weavile. HP Fighting covers other Dark types like
    Tyranitar, and also Heatran.
    
    Azelf @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid/Modest Nature
    -Psychic/Psyshock
    -Fire Blast
    -Hidden Power [Fighting]
    -Thunderbolt/Trick
    
    A special Choice set opens up your last move slot for another offensive move. 
    Since you no longer have Nasty Plot, this is the move to counter whatever
    Pokemon you may have trouble with. Thunderbolt can take care of Water-types
    like Starmie or Slowbro who resist your other moves. Trick will mess up walls
    like Blissey, making them much less useful for the rest of the battle.
    Physical sweepers also won't enjoy receiving a Choice Specs.
    
    Azelf @Choice Band/Choice Scarf
    EVs: 4 HP / 252 Atk / 252 Spd
    Jolly/Adamant Nature
    -Zen Headbutt
    -Fire Punch
    -Ice Punch
    -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. Zen
    Headbutt is your main move and has a decent chance to flinch. Fire Punch is
    your move to hit Steel opponents. Ice Punch handles those pesky Dragon-types.
    For your last slot, use U-Turn to scout or Trick to cripple a wall or a 
    special attacker.
    
    
    -----------------------[DIALGA]--------------------------
    Type: Dragon/Steel
    Ability: Pressure/Telepathy (Dream World)
    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 reliable recovery, can't boost its Special stats
    
    Dialga @Lum Berry
    EVs: 252 HP / 140 SAtk / 116 SDef
    Modest Nature
    -Stealth Rock
    -Thunder Wave
    -Draco Meteor
    -Fire Blast
    
    Dialga is a versatile Pokemon with several different movesets to choose from.
    This set is listed first because it is meant to be used as a lead for your
    Uber team. Dialga is bulky and can take hits quite easily, so it is a reliable
    user of Stealth Rock. Thunder Wave is used to paralysis other leads,
    especially faster ones like Deoxys-S and Darkrai. With a Lum Berry, you
    don't have to worry about Darkrai's Dark Void. Draco Meteor is a powerful
    move used to damage opponents once you've finished setting up. Fire Blast
    takes care of Steel-types like Forretress and Ferrothorn.
    
    Dialga @Life Orb/Expert Belt
    EVs: 136 Atk / 252 SAtk / 120 Spd
    Mild/Quiet Nature
    -Draco Meteor
    -Fire Blast
    -Thunder
    -Brick Break/Outrage
    
    Mixed Dialga has extremely high offensive stats and is very difficult to wall
    due to how much damage it can deal. Draco Meteor is your most powerful move
    and will destroy most opponents except for Steel-types. Fire Blast easily
    deals with most Steels and has good coverage overall. If it's raining,
    Thunder is a good choice against Kyogre, Lugia, and Ho-oh. It can also cause
    paralysis, which is good considering Dialga's mediocre Speed. Brick Break
    is used to prevent Blissey and Chansey from walling you. You can also use
    Outrage, which is even more powerful than Brick Break despite the negative
    side effects.
    
    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 them. Thunder is for Kyogre while Dragon Pulse is a more reliable 
    Dragon move for opponents who have already been weakened. 
    
    Dialga @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.
    
    
    -----------------------[PALKIA]--------------------------
    Type: Dragon/Water
    Ability: Pressure/Telepathy (Dream World)
    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: Can't boost its Special Attack
    
    Palkia @Lustrous Orb
    EVs: 6 HP / 252 SpAtk / 252 Spd  
    Hasty Nature
    -Spacial Rend
    -Surf/Hydro Pump
    -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. Hydro Pump 
    from HG/SS has less accuracy, but is a much more powerful attack. 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 @Choice Scarf
    EVs: 6 Atk / 252 SpAtk / 252 Spd
    Hasty Nature
    -Surf/Hydro Pump
    -Spacial Rend/Draco Meteor
    -Outrage
    -Thunder/Fire Blast
    
    Palkia's good Speed stat combined with a Choice Scarf lets it outrun and
    revenge kill most of the Pokemon in ubers. It is very versatile and can OHKO
    or 2HKO most opponents with its arsenal of powerful moves.
    
    Palkia @Choice Specs
    EVs: 6 Atk / 252 SpAtk / 252 Spd
    Timid/Modest Nature
    -Draco Meteor
    -Surf/Hydro Pump
    -Thunder
    -Spacial Rend
    
    With a Choice Specs, Palkia is ridiculously powerful and its Draco Meteor will
    deal a huge amount of damage. If you don't mind sacrificing some Speed, you 
    can use a Modest nature for maximum damage potential.
    
    Palkia @Lustrous Orb
    EVs: 6 HP / 252 Atk / 252 Spd 
    Jolly Nature
    -Outrage
    -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. Outrage and Aqua Tail for STAB and Earthquake 
    is there for Steels like Dialga and Metagross.
     
    
    -----------------------[HEATRAN]-------------------------
    Type: Fire/Steel
    Ability: Flash Fire/Flame BOdy (Dream World)
    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: 6 HP / 252 SAtk / 252 Spd
    Timid/Modest Nature
    -Flamethrower/Fire Blast/Overheat
    -Dragon Pulse
    -Earth Power
    -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. HP Electric is for Gyarados and other Water
    types. Choice Scarf doesn't give you a SpAtk boost, but it allows you to 
    outspeed and revenge kill 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/Air Balloon
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Stealth Rock
    -Fire Blast
    -Earth Power
    -Dragon Pulse
    
    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. Shuca Berry lets you survive most non-STAB Earthquakes 
    as well as Earth Powers from enemy Heatran. Air Balloon makes you immune to
    Ground, but breaks if you take any sort of direct damage. Shuca Berry will
    always stay in tact until you get hit by a Ground move.
    
    Heatran @Leftovers
    EVs: 244 HP / 40 SDef / 224 Spd
    Calm Nature
    -Lava Plume
    -Substitute
    -Protect
    -Torment
    
    Torment is a rarely used moved, but Heatran can show just how effective it can
    be. Send Heatran in on something that can't hurt it then set up a Substitute.
    Your opponent will probably switch to something with a Fighting, Ground, or 
    Water move. Use Torment while they break your Sub then use Substitute again 
    while your opponent is forced to use a different move. Most Pokemon, like 
    Salamence or Blaziken, only carry one move effective against Heatran while the
    rest are resisted. Use Protect when your opponent attempts to use the super-
    effective move again. Then attack with Lava Plume. Repeat this process over and
    over again until your opponent is defeated. Toxic Spikes is needed before you 
    use this set. Some Pokemon like Gyarados or Swampert can defeat this set because
    they carry two supereffective moves.
     
    
    -----------------------[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/Telepathy (Dream World)
    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 HP / 252 Def / 6 SDef
    Impish Nature
    -Dragon Tail
    -Will-o-wisp
    -Rest
    -Sleep Talk
    
    Giratina is one of the sturdiest physical walls in the game and makes a great
    team member for any Ubers stall team. Being a Ghost type means it can block
    Rapid Spin and prevent your entry hazards from being removed. Dragon Tail
    can force your opponents to switch, which prevents setup and also makes them
    rack up entry hazard damage. Will-o-wisp gives physical attackers something
    to fear and is very useful against opponents like Groudon and Zekrom. Rest
    is Giratina's only form of healing, so you might as well take advantage of it.
    Sleep Talk lets it attack even while sleeping.
    
    Giratina @Leftovers
    EVs: 252 Def / 6 SAtk / 252 SDef
    Bold Nature
    -Dragon Pulse
    -Calm Mind
    -Rest
    -Sleep Talk
    
    With Giratina's massive HP and Defense stats protecting it against physical
    attacks, it can use Calm Mind to boost its special stats. Dragon Pulse is the
    only attack you need on this set since no opponent is immune to Dragon. Like
    the previous set, Rest is needed to heal any damage it takes while setting up
    and Sleep Talk lets you attack during your slumber.
    
    
    -----------------------[GIRATINA-ORIGIN]----------------------
    Type: Ghost/Dragon
    Ability: Levitate/Telepathy (Dream World)
    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 @Griseous Orb
    EVs: 252 Atk / 252 SAtk / 6 Spd
    Lonely/Naughty Nature
    -Draco Meteor
    -Hidden Power [Fire]
    -Shadow Sneak
    -Aura Sphere/Magic Coat/Outrage
    
    Giratina-O is a fantastic sweeper from both sides of the spectrum. It's
    slightly less defensive than its alternate form Giratina, but it is still very
    bulky. Draco Meteor is your most powerful move and will destroy most
    opponents. Hidden Power [Fire] takes care of Steels like Forretress and
    Ferrothorn. Shadow Sneak is great priority move in the Ubers tier since many
    fast threats like Deoxys, Mewtwo, and Latios are weak to Ghost. For your
    last move, you can choose Aura Sphere to defeat foes like Dialga and Tyranitar.
    However if you choose to use this set as a lead, you can use Magic Coat to
    bounce back Darkrai's Dark Void as well as any sort of entry hazards.
    Finally, Outrage can be used to better handle Blissey and special defensive
    Kyogre who would otherwise wall this set.
    
    Giratina-O @Griseous Orb
    EVs: 6 HP / 252 Def / 252 SAtk
    Modest Nature
    -Dragon Pulse/Shadow Ball
    -Aura Sphere
    -Substitute
    -Calm Mind
    
    Rack up a few Calm Minds and unleash your special attacks on the opposing team.
    Dragon Pulse and Shadow Ball are both good special attacks that gain STAB. 
    Dragon Pulse is slightly stronger, but Shadow Ball is more effective against
    certain opponents like Mewtwo and Lugia. Either way, Aura Sphere is needed
    to counter the Steel-types that resist both Dragon and Ghost. Substitute can
    be used to block status moves like Toxic from ruining your sweep.
    
    
    -----------------------[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
    -Psychic/Thunder Wave
    -Reflect
    -Moonlight/Rest
    
    Cresselia makes such a great wall for both physical and special attacks. 
    Ice Beam lets Cresselia easily counter Dragons like Garchomp and Salamence.
    Psychic is for all those Fighting types out there like Conkeldurr and Blaziken.
    However, a Dark or Steel type is more than likely to switch in to counter
    Cresselia so you can use Thunder Wave to cripple them with paralysis.
    Reflect lets Cresselia survive even more physical hits and helps out the rest
    of the team as well. Moonlight helps Cresselia stay alive, but Sandstorm will
    more often than not mess it up. So you can use Rest for a more reliable
    healing move, but watch out for opponents who like to set up while you sleep.
    
    Cresselia @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold/Modest Nature
    -Psychic
    -Hidden Power [Fighting]
    -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 most Fighting-types hard. HP
    Fighting for Steel and Dark types. You can Moonlight to stay healthy, but as
    mentioned above, Sandstorm will make it ineffective. So you can use Rest
    instead for instant recovery and curing any status effects.
    
    Cresselia @Light Clay
    EVs: 252 HP / 252 Def / 6 SDef
    Bold Nature
    -Reflect
    -Light Screen
    -Lunar Dance
    -Thunder Wave
    
    The Dual Screen strategy boosts your team's defenses, which allow your team
    members to take more hits and set up more easily. Light Clay means Reflect and
    Light Screen will last for a total of 8 turns after you use them. Use Lunar
    Dance when Cresselia is at low health. This move will sacrifice Cresselia in
    order to fully heal a team mate, which can proceed to set up for a sweep.
    
    
    -----------------------[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 two Tail Glows, Manaphy can reach max Sp. Attack and even defeat Blissey 
    with ease, especially in the Rain. This is a testament to its power and why 
    it's banned to Ubers. Ice Beam kills off all those Dragon types in that tier
    and Grass Knot can take down Kyogre and Groudon with no problem. Use this
    set on the same team as Kyogre so the rain can activate Hydration and prevent
    status moves from ever becoming a problem.
    
    Manaphy @Leftovers
    Evs: 252 HP / 6 SAtk / 252 Spd
    Timid Nature
    -Surf
    -Ice Beam/Grass Knot
    -Tail Glow/Calm Mind
    -Rest
    
    A more defensive set. Use this on the same team as a Kyogre. Using Hydration, 
    the rain will instantly awaken you and you can sweep with a rain-boosted Surf. 
    Blissey will have a hard time taking you down since any status effects she uses 
    can be instantly cleared away.
    
    
    -----------------------[DARKRAI]------------------------
    Type: Dark
    Ability: Bad Dreams
    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/Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd  
    Timid Nature
    -Dark Void
    -Dark Pulse
    -Substitute/Focus Blast
    -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. Both of these moves give you 
    time to Nasty Plot up and fire away boosted Dark Pulses. Focus Blast takes care
    of Steel and other Dark Pokemon.
    
    Darkrai @Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd  
    Timid Nature
    -Dark Pulse
    -Dark Void
    -Trick
    -Focus Blast/Nasty Plot
    
    Of course, any special sweeper does well with a Choice Scarf set and Darkrai
    is no different. You can outspeed virtually every Pokemon in the game and put
    them to sleep. Walls get crippled by Trick and you can set up Nasty Plot after
    you've Tricked your Scarf or you can continue attacking.
    
    
    -----------------------[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
    
    Shaymin @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Seed Flare
    -Earth Power
    -Hidden Power [Fire/Ice]
    -Rest/Leech Seed
    
    This set takes an offensive approach to Shaymin. Its well-rounded stats
    and powerful special attacks make it a great sweeper. Seed Flare is the
    move that lets it stand out from other Grass-types. Its high power and chance
    of lowering opponents' Special Defense mean even its counters may have trouble
    defeating it. Earth Power is effective against Steel and Fire types. Fire
    away with Hidden Power Fire for Ferrothorn, Scizor, and friends or go with
    Ice for Dragons and other Grass-types. When your health gets low you can Rest
    and switch out to fully cure yourself of Sleep. You can also choose Leech
    Seed to gradually gain health back throughout the battle.
    
    Shaymin @Leftovers
    EVs: 252 HP / 76 SAtk / 180 Spd
    Timid Nature
    -Seed Flare
    -Substitute/Aromatherapy
    -Leech Seed
    -Earth Power
    
    Shaymin is very good at healing itself and annoying the opponent by using
    Leech Seed to sap health from opponents. Leech Seed can also be combined with
    Substitute for the SubSeed strategy. While that's going on, you can hit the
    opponent with a powerful Seed Flare or use Earth Power/Hidden Power if the
    opponent resists Grass attacks.
    
    
    -----------------------[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, signature move 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 Steels like Ferrothorn, while HP Ice is for
    Dragons. Shaymin-S can choose from a variety of items to help it sweep. Choice
    Specs gives you a huge Sp. Attack boost, while Life Orb offers versatility.
    Choice Scarf may seem redudant on something already so fast, but it lets you
    outspeed Deoxys-S and other Choice Scarfers.
    
    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 @Life Orb/Silk Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Extremspeed
    -Earthquake
    -Shadow Claw/Shadow Force
    -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, like Life Orb or Silk Scarf for the boost in power. With the Swords
    Dance set, you can quickly boost your Attack while hitting enemies with a 
    powerful Extremespeed. Since Extremespeed always goes first, it will destroy
    opponents who don't resist it. Beware of it's low PP though. Since many Ubers
    have the Pressure ability, they can quickly drain Extremespeed's PP until it
    becomes unuseable. Earthquake is for the various Steel-types in Ubers such
    as Dialga and Metagross. Shadow Claw hits Ghosts like Giratina. You can also
    use Shadow Force, which is far stronger, but is easier to counter.
    
    Arceus @Draco Plate 
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Outrage
    -Earthquake
    -Extremspeed
    -Swords Dance
    
    Similar idea to the Normal-type moveset, except this one is Dragon-type. With
    the Draco Plate, Arceus becomes the fastest Dragon in the game. It also does
    not have a 4x weakness to Ice like Rayquaza and Garchomp. After a Swords Dance
    you can demolish the opposing team with Outrage. Earthquake hits any Steels
    who try to counter you. Extremespeed finishes off weakened opponents or
    faster, frail opponents like Deoxys and Shaymin-S.
    
    Arceus @Dread Plate/Draco Plate/Insect Plate/Iron Plate
    EVs: 252 HP / 6 SAtk / 252 Spd
    Timid Nature
    -Judgement 
    -Calm Mind
    -Recover
    -Substitute/Earth Power
    
    Arceus's signature move Judgement is powerful and best used on a Calm Mind set.
    The four specific plates are chosen because there is nothing in the game that
    is immune to Dark, Dragon, Bug, or Steel. Furthermore, many ubers are Psychic
    or part Psychic, so becoming a Dark or Bug type will hit them where it hurts.
    Steel also has the benefit of being resistant to several different types
    commonly seen in Ubers. Recover lets you stay healthy while Substitute blocks
    status. By investing in HP EVs, you can ensure that Blissey and Chansey can't
    break your Subs with one Seismic Toss which lets you set up more easily. If
    you want additional coverage, you can use Earth Power since it is super
    effective against the Steel Pokemon that resist all four types.
    
    Arceus @Zap Plate
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Thunder 
    -Ice Beam
    -Calm Mind
    -Recover
    
    Zekrom is a powerful Electric Uber, but Arceus has the advantage in being
    faster, bulkier, has a better movepool, and only one weakness. This set is
    best used on a Rain team with Kyogre. This makes Thunder an extremely powerful
    attack that will always hit and has a good chance of causing paralysis. Ice
    Beam complements Thunder by hitting the Ground and Dragon types that resist
    it. Recovers keeps you healthy.
    
    
    
    ===============================================================================
    [16] MOVESETS - UNOVA
    ===============================================================================
    
    -----------------------[VICTINI]---------------------------
    Type: Fire/Psychic
    Ability: Victory Star
    Base Stats: 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spd 
    Pros: Great base stats overall with extremely powerful signature move
    Cons: Stealth Rock weakness, Pursuit weakness
    
    Victini @Choice Scarf/Choice Band
    EVs: 4 HP / 252 Atk / 252 Spd
    Jolly/Adamant Nature
    -V-Create
    -Zen Headbutt
    -Wild Charge
    -U-Turn
    
    When V-Create gets released, there would be no reason not to use it on a
    physical Victini. 180 base power is ridiculously powerful, factor in STAB
    and you have 270 power which is stronger than an Explosion. Under the sun,
    it has a massive 405 power which can even OHKO Water-types. This move does
    lower your stats which is why it should only be used on a Choice set so you
    can hit and run. Its other moves are for coverage, but nothing can much up
    to V-Create's power.
    
    Victini @Choice Scarf/Choice Specs
    EVs: 4 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Fire Blast
    -Focus Blast
    -Psychic
    -U-Turn/Final Gambit
    
    A special set takes advantage of Victini's unique ability by boosting Fire
    Blastand Focus Blast's accuracy. They can still miss, just not as often.
    Psychic forasecond STAB and U-Turn for a quick escape. Final Gambit is a
    suicide move thatcantake out an opponent you may be having trouble with,
    like a Reuniclus spamming Calm Minds.
    
    
    -----------------------[SERPERIOR]---------------------------
    Type: Grass
    Ability: Overgrow/Contrary (Dream World)
    Base Stats: 75 HP / 75 Atk / 95 Def / 75 SAtk / 95 SDef / 113 Spd 
    Pros: High Speed, good defenses, Perversity is a fantastic ability
    Cons: Very small offensive movepool
    
    Serperior @Life Orb/Leftovers
    EVs: 4 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Contrary
    -Leaf Storm
    -Hidden Power [Rock/Fire/Ice]
    -Substitute
    -Glare/Leech Seed/Taunt
    
    Contrary + Leaf Storm is the only real reason to use Serperior, but it's a
    match made in heaven. With every use, your mediocre Sp. Attack doubles in power.
    Hidden Power is a difficult choice. Rock is generally the best since it's 
    supereffective versus Fire, Flying, and Bug while being neutral vs. Grass. Fire
    has an advantage against Scizor and Ferrothorn, while Ice is supereffective 
    against Grass, Dragon, and Flying. Substitute and the fourth move are mostly
    filler, but can be useful at times.
    
    Serperior @Light Clay
    EVs: 252 HP / 16 Def / 240 Spd
    Timid Nature
    -Light Screen
    -Reflect
    -Taunt/Glare
    -Giga Drain
    
    If you don't have access to a Dream World Snivy, your best bet for a non-
    Contrary Serperior is a dual screener. It can make a pretty decent team
    supporter and Giga Drain can keep it healthy.
    
    -----------------------[EMBOAR]---------------------------
    Type: Fire/Fighting
    Ability: Blaze/Reckless (Dream World)
    Base Stats: 110 HP / 123 Atk / 65 Def / 100 SAtk / 65 SDef / 65 Spd 
    Pros: Excellent Attack, powerful moves
    Cons: Below-average Speed and defenses
    
    Emboar @Choice Band
    EVs: 252 HP / 252 Atk / 4 Spd
    Adamant Nature
    Ability: Reckless
    -Flare Blitz
    -Head Smash
    -Wild Charge
    -Superpower
    
    Reckless seems to have been made for Emboar since it learns three powerful
    recoil moves. Combine this with Choice Band and you'll be able to deal a 
    huge amount of damage to most opponents. Superpower won't get boosted by
    Reckless, but it's still Emboar's most powerful Fighting attack.
    
    Emboar @Life Orb/Leftovers/Balloon
    EVs: 4 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Reckless
    -Flare Blitz
    -Head Smash
    -Wild Charge
    -Flame Charge
    
    If you want Emboar to actually be a fast sweeper, use Nitro Charge. You
    will outrun all Pokemon with 120 base Speed or less after you get a Speed
    boost. From there, just smash away with your other attacks.
    
    
    -----------------------[SAMUROTT]---------------------------
    Type: Water
    Ability: Torrent/Shell Armor (Dream World)
    Base Stats: 95 HP / 100 Atk / 85 Def / 108 SAtk / 70 SDef / 70 Spd 
    Pros: Good Attack and Special Attack
    Cons: Below-average Speed, small physical movepool
    
    Samurott @Life Orb
    EVs: 4 HP / 252 Atk / 252 Spd
    Adamant Nature
    -Swords Dance
    -Aqua Jet
    -Megahorn
    -Waterfall
    
    Swords Dance is the only stat-boosting move Samurott can get, but it works
    well with Aqua Jet, which bypasses its mediocre Speed to hit first. Megahorn
    is a great move that hits Grass-types for major damage.
    
    Samurott @Choice Specs
    EVs: 4 HP / 252 Atk / 252 Spd
    Timid Nature
    -Surf
    -Ice Beam
    -Hidden Power [Electric]
    -Grass Knot
    
    Use Choice Specs combined with Samurott's high Sp. Attack to inflict 
    damage. Ice Beam for Grass and Dragons, HP Electric and Grass Knot for 
    enemy Water-types.
    
    -----------------------[WATCHOG]---------------------------
    Type: Normal
    Ability: Keen Eye/Illuminate/Analyze (Dream World)
    Base Stats: 60 HP / 85 Atk / 69 Def / 60 SAtk / 69 SDef / 77 Spd 
    Pros: Super Fang, some support moves,...that's about it.
    Cons: Bad abilities, below average stats all around
    
    Watchog @Leftovers
    EVs: 252 HP / 4 Def / 252 Spd
    Jolly Nature
    Ability: Keen Eye
    -Swords Dance/Work Up
    -Baton Pass
    -Hypnosis/Substitute
    -Super Fang
    
    Being able to Baton Pass saves Watchog from being useless. It can boost
    its Attack then pass to any teammate. Hypnosis can buy you some time, but
    don't rely on its accuracy.
    
    Watchog @Leftovers
    EVs: 252 HP / 252 Def / 4 SDef
    Impish Nature
    Ability: Keen Eye
    -Super Fang
    -Thunder Wave
    -Confuse Ray
    -Light Screen
    
    Watchog just happens to learn two status moves that work great together,
    maybe even defeat an opponent if you are lucky. Paralyze and confuse stuff,
    hope you don't get hit, and Super Fang their health down.
    
    
    -----------------------[STOUTLAND]---------------------------
    Type: Normal
    Ability: Intimidate/Sand Rush/Scrappy (Dream World)
    Base Stats: 85 HP / 100 Atk / 90 Def / 45 SAtk / 90 SDef / 80 Spd 
    Pros: Good Attack, Sand Rush is a good ability
    Cons: Mediocre Speed outside of sand, rather limited movepool
    
    Stoutland @Life Orb
    EVs: 4 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Sand Rush
    -Return
    -Crunch
    -Fire Fang
    -Wild Charge/Work Up
    
    Stoutland is the only non-Ground type to get Sand Rush and can use it to 
    its advantage since sandstorm is so common. The speed boost gives it great
    potential as a revenge killer and even as a sweeper if it can get in a few
    boosts from Work Up.
    
    Stoutland @Choice Band
    EVs: 4 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Sand Rush
    -Retaliate
    -Crunch
    -Fire Fang
    -Pursuit
     
    Did your opponent KO one of your Pokemon? Make them pay! Retaliate 
    backed by Choice Band and STAB will do a huge amount of damage to any
    opponent that doesn't resist it. Pursuit takes down opponents that try to
    escape.
    
    -----------------------[LIEPARD]---------------------------
    Type: Dark
    Ability: Limber/Unburden/Prankster (Dream World)
    Base Stats: 64 HP / 88 Atk / 50 Def / 88 SAtk / 50 SDef / 106 Spd 
    Pros: High Speed, Prankster ability
    Cons: Terrible defenses, mediocre attack stats, bad movepool
    
    Liepard @Focus Sash
    EVs: 4 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Prankster
    -Fake Out
    -Sucker Punch
    -Taunt
    -Thunder Wave/Encore
    
    Prankster is the only real reason to use Liepard as it allows the cat to
    be a good lead for the team. All of the attacks on this set will have 
    priority. Fake Out and Sucker Punch can take down frail opponents that try
    to attack you, while Taunt stops foes that try to use defensive moves. Taunt
    and Encore is also a nice combo. Force an opponent to repeat a non-damaging
    move then Taunt them and they'll be forced to Struggle.
    
    
    -----------------------[SIMISAGE]---------------------------
    Type: Grass
    Ability: Gluttony/Overgrow (Dream World)
    Base Stats: 75 HP / 98 Atk / 63 Def / 98 SAtk / 63 SDef / 101 Spd 
    Pros: High Speed
    Cons: Terrible defenses, mediocre attack stats, bad movepool
    
    Simisage @Life Orb
    EVs: 4 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Energy Ball/Grass Knot
    -Focus Blast
    -Hidden Power [Ice]
    -Nasty Plot
    
    Nasty Plot can turn Simisage into a decent special sweeper. Focus Blast
    is for Steel types while Hidden Power Ice hits Flying and Dragons.
    
    Simisage @Life Orb
    EVs: 4 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Seed Bomb
    -Rock Slide
    -Brick Break
    -Hone Claws
    
    If you want to get physical, Simisage can certainly have a moveset that
    boosts its Attack stat. Hone Claws not only boosts your Attack, but also
    your accuracy so Rock Slide won't miss.
    
    
    -----------------------[SIMISEAR]---------------------------
    Type: Fire
    Ability: Gluttony/Blaze (Dream World)
    Base Stats: 75 HP / 98 Atk / 63 Def / 98 SAtk / 63 SDef / 101 Spd 
    Pros: High Speed
    Cons: Stealth Rock weakness, outclassed by most other Fire-types
    
    Simisear @Life Orb
    EVs: 4 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Fire Blast
    -Focus Blast
    -Hidden Power [Ice]
    -Nasty Plot/Grass Knot
    
    There's no way it can outshine the other fire monkey Infernape, but this
    set uses the strongest moves it can learn and has pretty decent coverage.
    
    
    -----------------------[SIMIPOUR]---------------------------
    Type: Fire
    Ability: Gluttony/Torrent (Dream World)
    Base Stats: 75 HP / 98 Atk / 63 Def / 98 SAtk / 63 SDef / 101 Spd 
    Pros: High Speed
    Cons: Terrible defenses, mediocre attack stats, bad movepool
    
    Simipour @Life Orb
    EVs: 4 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Hydro Pump/Surf
    -Ice Beam
    -Grass Knot
    -Nasty Plot
    
    Simipour can use a Nasty Plot set like its cousins, but it's actually pretty
    unique since it's the only Water type besides Slowking that can learn Nasty
    Plot. Plus it learns enough moves for good coverage on a variety of foes.
    
    
    -----------------------[MUSHARNA]---------------------------
    Type: Psychic
    Ability: Forewarn/Sychronize/Telepathy (Dream World)
    Base Stats: 116 HP / 55 Atk / 85 Def / 107 SAtk / 95 SDef / 29 Spd 
    Pros: High HP, good Special Attack and defenses, one of the few Unova 
          Pokemon that learns Sleep Talk
    Cons: Pursuit weakness, lack of reliable recovery
    
    Musharna @Leftovers
    EVs: 252 HP / 252 Def / 6 SDef
    Bold Nature
    Ability: Synchronize
    -Psychic/Psycho Shock
    -Calm Mind
    -Baton Pass
    -Magic Coat
    
    While Musharna has high Sp. Attack, it's better team support than special
    sweeping. Baton Passing is one of its skills. Boost your special stats
    with Calm Mind then transfer them to a team mate. Magic Coat reflects
    status and phazing moves that can mess you up.
    
    
    -----------------------[UNFEZANT]---------------------------
    Type: Normal/Flying
    Ability: Big Pecks/Super Luck/Rivalry (Dream World)
    Base Stats: 80 HP / 105 Atk / 80 Def / 65 SAtk / 55 SDef / 93 Spd 
    Pros: Good Attack
    Cons: Stealth Rock weakness, very low movepool
    
    Unfezant @Choice Band/Choice Scarf
    EVs: 4 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Super Luck
    -Return
    -Aerial Ace
    -U-Turn
    -Steel Wing/Quick Attack
    
    Unfezant's Attack is pretty good, it just doesn't learn any interesting
    moves so it will never be something like Staraptor. It doesn't even learn
    Brave Bird so its most powerful move is Return.
    
    
    -----------------------[ZEBSTRIKA]---------------------------
    Type: Electric
    Ability: Lightning Rod/Motor Drive/Sap Sipper (Dream World)
    Base Stats: 75 HP / 100 Atk / 63 Def / 80 SAtk / 63 SDef / 116 Spd 
    Pros: High Speed and good Attack
    Cons: Frail defenses, low movepool
    
    Zebstrika @Life Orb
    EVs: 252 Atk / 4 SAtk / 252 Spd
    Hasty Nature
    Ability: Motor Drive/Sap Sipper
    -Wild Charge
    -Return
    -Overheat
    -Quick Attack/Volt Change
    
    Zebstrika is one of those Pokemon that has nice stats where it counts, but
    it has a very shallow movepool. However, it has two nice abilities that can
    boosts its stats if it switches into a certain type of attack.
    
    
    -----------------------[GIGALITH]---------------------------
    Type: Rock
    Ability: Sturdy/Sand Force (Dream World)
    Base Stats: 85 HP / 135 Atk / 130 Def / 60 SAtk / 70 SDef / 25 Spd 
    Pros: Excellent Attack and Defense, Sturdy ability
    Cons: Frail defenses, low movepool
    
    Gigalith @Custap Berry
    EVs: 252 HP / 252 Atk / 4 Def
    Adamant Nature
    Ability: Sturdy
    -Stealth Rock
    -Stone Edge
    -Earthquake
    -Explosion
    
    Being one of the few Unova Pokemon that learns Stealth Rock is one of the
    advantages of using Gigalith. With Sturdy, you can survive any attack and 
    be able to set up some Stealth Rock. On your next turn, Custap Berry should
    activate and allow you to attack first or go out with a bang.
    
    Gigalith @Life Orb
    EVs: 252 HP / 252 Atk / 4 Def
    Brave Nature
    Ability: Sand Force
    -Stone Edge
    -Earthquake
    -Explosion
    -Return
    
    If you want to turn Gigalith into a sweeper, you'll need to provide it some
    support with Trick Room and Sandstorm. Once those conditions are met, this
    Pokemon can be a terrific sweeper with its massive Attack backed by Sand
    Force boosting the power of its moves.
    
    
    -----------------------[SWOOBAT]---------------------------
    Type: Psychic/Flying
    Ability: Unaware/Klutz/Simple (Dream World)
    Base Stats: 67 HP / 57 Atk / 55 Def / 77 SAtk / 55 SDef / 114 Spd 
    Pros: High Speed
    Cons: Frail defenses, Stealth Rock weakness, Pursuit weakness
    
    Swoobat @Leftovers
    EVs: 4 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Simple
    -Calm Mind
    -Assist Power
    -Air Slash/Hidden Power [Fighting]
    -Roost
    
    Simple is a great ability. With one Calm Mind, you will double your mediocre
    special stats. Assist Power grows more and more powerful with each boost you
    accumulate. Use Air Slash or HP Fighting for coverage and Roost to keep you
    healthy.
    
    
    -----------------------[EXCADRILL]---------------------------
    Type: Ground/Steel
    Ability: Sand Rush/Sand Force/Mold Breaker (Dream World)
    Base Stats: 110 HP / 135 Atk / 60 Def / 50 SAtk / 65 SDef / 88 Spd 
    Pros: Excellent attack, great type combination, lots of resistances, very
          deadly in the Sandstorm
    Cons: Weakness to Fighting priority like Mach Punch
    
    Excadrill @Balloon
    EVs: 252 Atk / 4 Def / 252 Spd
    Jolly/Adamant Nature
    Ability: Sand Rush
    -Earthquake
    -Rock Slide
    -X-Scissor/Brick Break
    -Swords Dance
    
    Excadrill is the most terrifying physical sweeper in Gen V as long as Sandstorm 
    is activated. Capable of reaching over 600 Speed and over 700 Attack after a 
    Swords Dance, very few Pokemon will stand in its way. Earthquake and Rock Slide 
    provide excellent coverage, while your third move is up to you. X-Scissor is 
    for bulky Grass and Psychic types like Celebi and Slowbro, but Brick Break is 
    needed for enemys who often carry a Balloon like Heatran, Terrakion, or even 
    enemy Excadrills.
    
    
    -----------------------[AUDINO]---------------------------
    Type: Normal
    Ability: Healer/Regenerator/Klutz (Dream World)
    Base Stats: 103 HP / 60 Atk / 86 Def / 60 SAtk / 86 SDef / 50 Spd 
    Pros: Decent defenses, good range of support moves
    Cons: Bad offenses, outclassed by Chansey/Blissey
    
    Audino @Leftovers
    EVs: 252 HP / 252 Def / 4 SDef
    Bold Nature
    Ability: Regenerator
    -Wish
    -Heal Bell
    -Thunder Wave/Toxic
    -Protect/Reflect/Light Screen
    
    One look at this guys stats should tell you it's not an offensive Pokemon, so
    don't give it attack moves. Audino is all about team support with moves like
    Wish and Heal Bell to keep your team healthly. Status moves and screens round
    out its supportive abilities.
    
    
    -----------------------[CONKELDURR]---------------------------
    Type: Fighting
    Ability: Guts/Sheer Force/Iron Fist (Dream World)
    Base Stats: 105 HP / 140 Atk / 95 Def / 55 SAtk / 65 SDef / 45 Spd 
    Pros: Highest attack of any Fighting type, great physical defense
    Cons: Low Speed
    
    Conkeldurr @Leftovers
    EVs: 120 HP / 252 Atk / 136 SDef
    Adamant Nature
    Ability: Guts/Iron Fist
    -Drain Punch
    -Mach Punch
    -Payback/Stone Edge
    -Bulk Up
    
    Conkeldurr already has huge Attack and Defense, but it can boost them even
    higher with Bulk Up. With Drain Punch, it can restore any health lost while
    setting up and the stronger it gets, the more HP it will heal. Mach Punch is 
    another great move that bypasses it's low Speed and can finish off faster
    opponents. Payback is for Ghosts and Psychics, while Stone Edge lets you hit
    Flying-types. Guts is a great ability since anyone who tries to cripple it
    with status will only make it stronger. Iron Fist is also a nice ability that
    can power up your punching attacks even further.
    
    Conkeldurr @Leftovers
    EVs: 252 HP / 252 Atk / 4 Def
    Adamant Nature
    Ability: Iron Fist
    -Substitute
    -Focus Punch
    -Mach Punch
    -Payback/Stone Edge
    
    With Iron Fist, Conkeldurr has the strongest Focus Punch in the game. Use
    Substitute to block status and allow you the chance to use Focus Punch to
    hit extremely hard.
    
    
    -----------------------[SEISMITOAD]---------------------------
    Type: Water/Ground
    Ability: Swift Swim/Poison Hand/Water Absorb (Dream World)
    Base Stats: 105 HP / 85 Atk / 75 Def / 85 SAtk / 75 SDef / 74 Spd 
    Pros: High HP, only one weakness
    Cons: Mediocre offenses, outclassed by most other Water/Ground types
    
    Seismitoad @Life Orb
    EVs: 128 Atk / 252 SAtk / 124 Spd
    Mild Nature
    Ability: Swift Swim
    -Surf
    -Sludge Wave
    -Grass Knot
    -Earthquake
    
    Swift Swim is Seismitoad's way of standing out from the many other Water/Ground 
    Pokemon in the game. With rain support, it can be a pretty good mixed sweeper 
    despite its average offenses. Sludge Wave is its main weapon against Grass-
    types, who resist all its other moves.
    
    
    -----------------------[THROH]---------------------------
    Type: Fighting
    Ability: Guts/Inner Focus/Mold Breaker (Dream World)
    Base Stats: 120 HP / 100 Atk / 85 Def / 30 SAtk / 85 SDef / 45 Spd 
    Pros: Excellent HP and good defenses
    Cons: Low Speed, lack of powerful Fighting moves
    
    Throh @Leftovers
    EVs: 6 HP / 252 Atk / 252 Def
    Impish/Careful Nature
    Ability: Guts
    -Circle Throw
    -Payback
    -Body Slam
    -Bulk Up
    
    Throh has a move called Circle Throw, which forces opponents to switch
    out. This can be a handy move for opponents who try to set up, especially
    Baton Passers. Payback takes care of Ghosts and Psychics. Body Slam can
    paralyze opponents which can be a nice thing considering your low speed.
    Bulk Up boosts your physical stats so you can take even more hits and
    deal even more damage.
    
    
    -----------------------[SAWK]---------------------------
    Type: Fighting
    Ability: Sturdy/Inner Focus/Mold Breaker (Dream World)
    Base Stats: 75 HP / 125 Atk / 75 Def / 30 SAtk / 75 SDef / 85 Spd 
    Pros: Very high Attack
    Cons: Mediocre Speed, small movepool
    
    Sawk @Salac Berry
    EVs: 4 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Sturdy
    -Close Combat
    -Stone Edge
    -Earthquake
    -Reversal
    
    Since Sturdy acts like an automatic Focus Sash, Sawk can use a moveset
    based around Reversal. At full health, you can use Close Combat as your
    main Fighting move. The defense drops let enemy attacks deal more damage
    and bring you to 1 HP quicker. At that stage, Salac Berry kicks in and
    Reversal reaches its full power of 200. Stone Edge and Earthquake provide
    coverage against things resistant to Fighting.
    
    
    -----------------------[LEAVANNY]---------------------------
    Type: Grass/Bug
    Ability: Swarm/Chlorophyll/Overcoat (Dream World)
    Base Stats: 75 HP / 103 Atk / 80 Def / 70 SAtk / 70 SDef / 92 Spd 
    Pros: Good Attack
    Cons: 4x Fire weakness, Stealth Rock weakness, small movepool
    
    Leavanny @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Chlorophyll
    -Leaf Blade
    -X-Scissor
    -Shadow Claw
    -Swords Dance
    
    Leavanny can be a pretty strong Swords Dance sweeper, especially on a Sun 
    team. However, the lack of any Fighting or Ground moves means it will always 
    be walled by Steel types.
    
    Leavanny @Leftovers
    EVs: 252 HP / 6 SDef / 252 Spd
    Jolly Nature
    Ability: Chlorophyll
    -Agility
    -Swords Dance/Hone Claws
    -Baton Pass
    -Leaf Blade/X-Scissor
    
    Leavanny can also play the role of team support by passing Speed and Attack
    boosts to another team member.
    
    
    -----------------------[SCOLIPEDE]---------------------------
    Type: Bug/Poison
    Ability: Swarm/Poison Point/Quick Feet (Dream World)
    Base Stats: 60 HP / 90 Atk / 89 Def / 55 SAtk / 69 SDef / 112 Spd 
    Pros: The fastest Pokemon to learn both Spikes and Toxic Spikes
    Cons: Frail defenses, Stealth Rock weakness
    
    Scolipede @Focus Sash
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Swarm
    -Spikes
    -Toxic Spikes
    -Megahorn
    -Earthquake
    
    While most spikers are bulky and slow, Scolipede is quite the opposite. With
    its Speed, it can usually set up a few layers before it faints. It also has
    decent attack and some powerful physical moves to damage other leads.
    
    
    -----------------------[WHIMSICOTT]---------------------------
    Type: Grass
    Ability: Prankster/Infiltrator/Chlorophyll (Dream World)
    Base Stats: 60 HP / 67 Atk / 85 Def / 77 SAtk / 75 SDef / 116 Spd 
    Pros: Very fast, great support movepool, the fastest user of Prankster
    Cons: Below average offenses
    
    Whimsicott @Leftovers
    EVs: 252 HP / 252 Def / 6 Spd
    Bold Nature
    Ability: Prankster
    -Leech Seed
    -Substitute
    -Taunt
    -Encore/Stun Spore/Toxic
    
    With an arsenal full of non-damaging moves, it will move first pretty much
    all the time and can be very annoying to face. Priority Leech Seed + 
    Substitute is the highlight of this set. Taunt shuts down walls and entry
    hazard leads. Encore forces opponents to repeat a move and buy some time to
    set up a Sub. A priority status move can cripple opponents.
    
    
    -----------------------[LILLIGANT]---------------------------
    Type: Grass
    Ability: Chlorphyll/Own Tempo/Leaf Guard (Dream World)
    Base Stats: 70 HP / 60 Atk / 75 Def / 110 SAtk / 75 SDef / 90 Spd 
    Pros: Good Sp. Attack, fantastic Sun sweeper
    Cons: Very limited movepool
    
    Lilligant @Life Orb/Lum Berry
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    Ability: Chlorophyll
    -Giga Drain
    -Hidden Power [Fire/Rock]
    -Sleep Powder
    -Quiver Dance
    
    Lilligant loves the Sun and also happens to be the only non-Bug type to get
    the fantastic move Quiver Dance. Put an enemy to sleep, then set up with
    Quiver Dance. Giga Drain restores health you lost. HP Fire gets a boosts
    in the Sun and KOs Steel and Grass types, but Rock handles Flying and Fire
    opponents better.
    
    Lilligant @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    Ability: Own Tempo
    -Petal Dance
    -Hidden Power [Fire/Rock]
    -Sleep Powder
    -Quiver Dance
    
    Lilligant can be used outside of the sunlight since Quiver Dance will
    usually give it all the Speed it needs. By using Own Tempo, you will
    never be confused after using Petal Dance. Petal Dance will hit
    extremely hard, but many opponents resist Grass so you still need
    a Hidden Power for coverage.
    
    
    -----------------------[BASCULIN]---------------------------
    Type: Water
    Ability: Adaptability/Reckless/Mold Breaker (Dream World)
    Base Stats: 70 HP / 92 Atk / 65 Def / 80 SAtk / 55 SDef / 98 Spd 
    Pros: Good Speed, Adaptability
    Cons: Very limited movepool, frail defenses
    
    Basculin @Life Orb/Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Adaptability
    -Aqua Tail
    -Aqua Jet
    -Return/Double-Edge
    -Crunch
    
    Adapatability is an awesome ability, turning Aqua Tail into a base 180 move
    and Aqua Jet into a base 80 priority move. Unfortunately, that's the only
    thing Basculin has going for it. Its Attack isn't that amazing and it 
    doesn't learn a lot of good moves.
    
    
    -----------------------[KROOKODILE]---------------------------
    Type: Ground/Dark
    Ability: Intimidate/Moxie/Anger Point (Dream World)
    Base Stats: 95 HP / 117 Atk / 70 Def / 65 SAtk / 70 SDef / 92 Spd 
    Pros: High Attack, good physical movepool, good abilities
    Cons: Lack of good Attack-boosting moves
    
    Krookodile @Choice Scarf/Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Moxie
    -Earthquake
    -Stone Edge
    -Crunch
    -Pursuit
    
    Send Krookodile in against a weakened opponent or one that you know you can
    defeat. After KOing it, your Attack will be boosted and allow you to sweep
    even easier. For natures, Adamant is better with Choice Scarf and Jolly is
    better with Choice Band.
    
    Krookodile @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Intimidate
    -Earthquake
    -Stone Edge
    -Crunch
    -Bulk Up
    
    Krookodile doesn't get a cool stat-booster like Swords Dance or Dragon Dance,
    but it does learn Bulk Up. Use Intimidate to weaken physical attacks to 
    allow you the oppurtunity to use a Bulk Up or two before sweeping.
    
    
    -----------------------[DARMANITAN]---------------------------
    Type: Fire
    Ability: Sheer Force/Zen Mode (Dream World)
    Base Stats: 105 HP / 140 Atk / 55 Def / 35 SAtk / 55 SDef / 95 Spd 
    Pros: Amazing Attack, good Speed and HP
    Cons: Terrible defenses, Stealth Rock weakness
    
    Darmanitan @Choice Band/Life Orb
    EVs: 252 Atk / 6 Def / 252 Spd
    Jolly Nature
    Ability: Sheer Force
    -Flare Blitz
    -U-Turn
    -Rock Slide
    -Earthquake/Superpower
    
    Sheer Force is a great ability. Flare Blitz is already strong at 120 base
    power, but will get boosted even higher to an astounding 156 power! This
    combined with its massive Attack means even bulky Waters like Vaporeon will
    get 2HK0ed from this move. Its other moves are also pretty strong, handling
    Rock and Fire opponents like Heatran and Tyranitar, while U-Turn is great 
    for scouting. Also, Sheer Force negates Life Orb recoil which is great since
    Flare Blitz's recoil can really take its toll.
    
    Darmanitan @Choice Scarf
    EVs: 252 Atk / 6 Def / 252 Spd
    Adamant Nature
    Ability: Sheer Force
    -Flare Blitz
    -U-Turn
    -Rock Slide
    -Earthquake/Superpower
    
    Almost the same set, but the extra boost in Speed makes Darmanitan a great
    offensive lead as well as a revenge killer.
    
    
    -----------------------[MARACTUS]---------------------------
    Type: Grass
    Ability: Water Absorb/Chloropyll/Storm Drain (Dream World)
    Base Stats: 75 HP / 86 Atk / 67 Def / 106 SAtk / 67 SDef / 60 Spd 
    Pros: Good Special Attack
    Cons: Every other stat is mediocre, limited movepool
    
    Maractus @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest Nature
    Ability: Chlorophyll
    -Giga Drain
    -Hidden Power [Fire/Rock]
    -Growth
    -Synthesis
    
    Maractus is outclassed by other Sun sweepers like Venusaur and Lilligant, but
    this set can still do well in the lower tiers. Growth doubles your Special 
    Attack so you can attempt to sweep. Synthesis heals a large amount of your
    HP in the Sun.
    
    
    -----------------------[CRUSTLE]---------------------------
    Type: Bug/Rock
    Ability: Sturdy/Shell Armor/Weak Armor (Dream World)
    Base Stats: 70 HP / 95 Atk / 125 Def / 65 SAtk / 75 SDef / 45 Spd 
    Pros: Excellent defense, one of the few Unova Pokemon to learn
          Stealth Rock
    Cons: Low Speed
    
    Crustle @Lum Berry/Mental Herb
    EVs: 252 HP / 252 Atk / 6 Spd 
    Adamant Nature
    Ability: Sturdy
    -Stealth Rock
    -Spikes
    -X-Scissor
    -Stone Edge
    
    Skarmory, Forretress, and Crustle all have the Sturdy + Spikes/Stealth Rock 
    combo, but Crustle is the most offensive out of all of them. Its dual STAB 
    moves can put a large dent in many common leads including Aerodactyl and 
    Deoxys-S. Crustle can also handle Magic Mirror Espeon and Xatu better than 
    most other spikers. Mental Herb blocks Taunt for a turn, allowing you at least
    one layer.
    
    Crustle @Custap Berry
    EVs: 6 HP / 252 Atk / 252 Spd 
    Jolly Nature
    Ability: Sturdy
    -Shell Smash
    -X-Scissor
    -Stone Edge
    -Earthquake
    
    Shell Smash turns Crustle into a speedy, extremely powerful physical sweeper.
    X-Scissor, Stone Edge, and Earthquake provide perfect coverage that hits every
    Pokemon for at least neutral damage.
    
    
    -----------------------[SCRAFTY]---------------------------
    Type: Dark/Fighting
    Ability: Shed Skin/Moxie/Weak Armor (Dream World)
    Base Stats: 65 HP / 90 Atk / 115 Def / 65 SAtk / 115 SDef / 45 Spd 
    Pros: Excellent defenses, great offensive type-combination
    Cons: Low Speed and Fighting weakness
    
    Scrafty @Leftovers/Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd 
    Jolly Nature
    Ability: Moxie/Shed Skin
    -Dragon Dance
    -Crunch
    -Drain Punch/Hi Jump Kick
    -Taunt/Ice Punch
    
    Dragon Dance is one way that Scrafty can sweep. Its high defenses lets it take
    hits while it boosts its Attack and low Speed. Hi Jump Kick is extremely 
    powerful, but will hurt you if you miss. Drain Punch is an  alternative and can
    restore lost health. Taunt prevents opponents from phazing or using status 
    moves. Ice Punch is for Gliscor and other Fliers.
    
    Scrafty @Leftovers
    EVs: 252 HP / 6 Atk / 252 SDef
    Careful Nature
    Ability: Shed Skin
    -Bulk Up
    -Drain Punch
    -Crunch
    -Rest
    
    Bulk Up Scrafty focuses more on defense than Speed. Shed Skin is great for
    this set since it can heal you from Burn and other nasty status, as well as
    waking you up from Rest early. Drain Punch provides additional healing.
    
    
    -----------------------[SIGILYPH]---------------------------
    Type: Psychic/Flying
    Ability: Wonder Skin/Magic Guard/Tinted Lens (Dream World)
    Base Stats: 72 HP / 58 Atk / 80 Def / 103 SAtk / 80 SDef / 97 Spd 
    Pros: Magic Guard, good special and support movepool
    Cons: Pursuit weakness
    
    Sigilyph @Flame Orb
    EVs: 252 HP /  
    Timid Nature
    Ability: Magic Guard
    -Cosmic Power
    -Stored Power
    -Roost
    -Psycho Shift
    
    Sigilyph may look weird, but it can be unstoppable after setting up. Flame Orb
    protects it from any other status and works well with Psycho Shift, allowing
    you transfer your Burn to any physical sweeper including Tyranitar and Scizor.
    Cosmic Power boosts your defenses so you can survive longer. It also powers
    up Assist Power, which gets stronger with every stat boost you have. After 6
    Cosmic Powers, Assist Power has a massive 260 base power!
    
    
    -----------------------[COFAGRIGUS]---------------------------
    Type: Ghost
    Ability: Mummy
    Base Stats: 58 HP / 50 Atk / 145 Def / 95 SAtk / 105 SDef / 30 Spd 
    Pros: Highest Defense of any Ghost, unique ability
    Cons: Low HP, no instant recovery move
    
    Cofagrigus @Leftovers
    EVs: 252 HP / Def / SDef
    Bold Nature
    -Will-o-wisp
    -Shadow Ball/Hex
    -Rest
    -Sleep Talk
    
    Cofagrigus is great at walling physical sweepers and can Burn them with
    Will-o-wisp. Hex doubles in power if the opponent is statused and can deal a 
    lot of damage with Cofagrigus's high Special Attack. Rest is its only good 
    recovery move.
    
    Cofagrigus @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    -Shadow Ball
    -Calm Mind
    -Rest
    -Sleep Talk/Hidden Power [Fighting]
    
    You can use a Calm Mind set to turn Cofagrigus into a bulky sweeper. HP
    Fighting gives you coverage against Dark, Steel, and Normal Pokemon, but
    without Sleep Talk, you will be helpless when you are sleeping.
    
    
    
    -----------------------[CARRACOSTA]---------------------------
    Type: Water/Rock
    Ability: Sturdy/Solid Rock/Swift Swim (Dream World)
    Base Stats: 74 HP / 108 Atk / 133 Def / 83 SAtk / 65 SDef / 32 Spd 
    Pros: Excellent Defense, Great Attack
    Cons: Very slow
    
    Carracosta @Life Orb/Salac Berry
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Sturdy
    -Shell Smash
    -Waterfall
    -Stone Edge
    -Aqua Jet/Earthquake
    
    Carracosta has the highest Attack of any Shell Smash user, unfortunately it
    is also one of the slowest. Even then, it will still be able to outrun 
    anything with base 110 Speed or less. Aqua Jet can be used hit faster 
    opponents, who usually happen to be frail. Earthquake is your main weapon
    against foes like Ferrothorn and Toxicroak.
    
    Carracosta @Leftovers
    EVs: 252 HP / 6 Atk / 252 SDef
    Careful Nature
    Ability: Solid Rock
    -Curse
    -Aqua Jet
    -Stone Edge
    -Earthquake
    
    You can go the defensive route with a Curse set. With Sandstorm support and
    Solid Rock ability, you should be able to take most non-Grass special attacks
    while you boost your Defense and Attack. Aqua Jet ignores the Speed drops and
    lets you attack first.
    
    Carracosta @Choice Band
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    Ability: Solid Rock
    -Waterfall/Aqua Tail
    -Stone Edge
    -Aqua Jet
    -Earthquake
    
    If setting up isn't your style, you can attack head on with a Choice Band set.
    With Water, Rock, and Ground moves at your disposal, you'll be able to cover
    just about every opponent in the game.
    
    
    -----------------------[ARCHEOPS]---------------------------
    Type: Rock/Flying
    Ability: Defeatist
    Base Stats: 75 HP / 140 Atk / 65 Def / 112 SAtk / 65 SDef / 110 Spd 
    Pros: Amazing Attack, great Sp. Attack and Speed
    Cons: Bad ability, Stealth Rock weak
    
    Archeops @Flying Gem
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Acrobatics
    -Stone Edge
    -Earthquake
    -Hone Claws
    
    Archeops needs to deal as much damage as possible while it is still above
    half health. Flying Gem and Acrobatics is a great combo, since the gem powers
    up Acrobatics and is used up before you attack. This means Acrobatics will
    double in power while still gaining the power boost, turning into a 165 base
    power move. Stone Edge and Earthquake handle opponents resistant to Flying.
    Hone Claws increases your Attack and also boosts Stone Edge's accuracy.
    
    Archeops @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Stone Edge
    -Earthquake
    -U-Turn
    -Dragon Claw
    
    Archeops can use a Choice set very well. U-Turn is great for scouting and 
    Dragon Claw takes down Dragon opponents. You need to make sure you can clear
    away Stealth Rock from your field or else it will take chunks off of it's HP
    which makes Defeatist kick in.
    
    
    -----------------------[GARBODOR]---------------------------
    Type: Poison
    Ability: Stench/Weak Armor/Aftermath (Dream World)
    Base Stats: 80 HP / 95 Atk / 82 Def / 60 SAtk / 82 SDef / 75 Spd 
    Pros: Good Attack
    Cons: Mostly mediocre stats, bad physical movepool
    
    Garbodor @Focus Sash
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Weak Armor
    -Toxic Spikes
    -Spikes
    -Gunk Shot
    -Explosion
    
    Garbodor is an interesting Pokemon to say the least. This may look like a
    typical entry hazard lead. However its Weak Armor ability increases its Speed
    when attacked. This Speed boost can be helpful, allowing it to lay down one
    more layer of entry hazards or go out with a bang.
    
    
    -----------------------[ZOROARK]---------------------------
    Type: Dark
    Ability: Illusion
    Base Stats: 60 HP / 105 Atk / 60 Def / 120 SAtk / 60 SDef / 105 Spd 
    Pros: Great Speed, excellent Sp. Attack, unique ability
    Cons: Low defenses, Illusion is easily broken
    
    Zoroark @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Night Daze
    -Focus Blast
    -Flamethrower/Extrasensory
    -Nasty Plot
    
    When using Zoroark, always have the last Pokemon in your party be a Psychic,
    Fighting, Ghost, or Poison type. This will trick opponents into using attacks
    that Zoroark resists. The Nasty Plot sweeper is its most effective set, taking
    advantage of its highest stat. Flamethrower for Bug-types or Extrasensory for
    Fighting-types.
    
    Zoroark @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Naive Nature
    -Sucker Punch/Night Slash
    -Low Sweep
    -Flamethrower
    -Swords Dance
    
    Zoroark has good Attack and learns Swords Dance as well. Low Sweep is weak,
    but it's the best physical Fighting attack it learns. Flamethrower prevents
    physical walls like Skarmory and Ferrothorn from stopping you.
    
    Zoroark @Choice Scarf
    EVs: 6 Atk / 252 SAtk / 252 Spd
    Naive/Timid Nature
    -Night Daze
    -Flamethrower
    -Focus Blast
    -U-Turn
    
    With a Choice Scarf, Zoroark can keep up the Illusion a bit longer by 
    switching in to attack and then fleeing. U-Turn is good for scouting and
    easing prediction.
    
    
    -----------------------[CINCINNO]---------------------------
    Type: Normal
    Ability: Cute Charm/Technician/Skill Link (Dream World)
    Base Stats: 75 HP / 95 Atk / 60 Def / 65 SAtk / 60 SDef / 115 Spd 
    Pros: Great Speed, excellent Sp. Attack, unique ability
    Cons: Low defenses
    
    Cincinno @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Technician/Skill Link
    -Tail Slap
    -Bullet Seed
    -Rock Blast
    -Wake-Up Slap
    
    Cincinno focuses on moves that hit multiple times. All of its moves can hit
    five times in a row except for Wake-Up Slap, which is needed for Steels.
    The real question is which ability to use. Skill Link ensures you get 5 hits
    everytime, which is 125 base power for all three multi-hit moves. However
    Technician's power boost makes these moves stronger if you can get 4 or more
    hits in. It's really a question of reliability vs power.
    
    
    -----------------------[GOTHITHELLE]---------------------------
    Type: Psychic
    Ability: Frisk/Shadow Tag (Dream World)
    Base Stats: 70 HP / 55 Atk / 95 Def / 95 SAtk / 110 SDef / 65 Spd 
    Pros: Great Sp. Defense, good support movepool, Shadow Tag
    Cons: Low Speed, lack of reliable recovery
    
    Gothithelle @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    Ability: Shadow Tag
    -Psychic/Psyshock
    -Thunderbolt
    -Substitute/Rest
    -Calm Mind
    
    Trap an opponent that can't hurt you much then begain setting up Calm Minds.
    Substitute blocks status while you set up. Rest lets you stay healthy and
    you won't have to worry about your opponent switching while you sleep.
    
    Gothithelle @Leftovers
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    Ability: Shadow Tag
    -Psyshock
    -Tickle
    -Calm Mind
    -Substitute/Rest
    
    This set revolves around Tickle to reduce your opponent's Attack and Defense.
    Psyshock deals more damage the lower your opponent's Defense is. Another
    thing you can do is switch to a team member with Pursuit and use it on
    the opponent as they flee. With their Defense lowered a few times, Pursuit
    will usually OHKO them.
    
    Gothithelle @Light Clay
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold Nature
    Ability: Shadow Tag
    -Psychic/Psyshock
    -Reflect
    -Light Screen
    -Thunder Wave
    
    Gothithelle can set up dual screens quite easily without having to worry 
    about being countered. While you are at it, you can paralyze opponents with
    Thunder Wave to give your teammates an easier time to sweep.
    
    
    -----------------------[REUNICLUS]---------------------------
    Type: Psychic
    Ability: Magic Guard/Overcoat (Dream World)
    Base Stats: 110 HP / 65 Atk / 75 Def / 125 SAtk / 85 SDef / 30 Spd 
    Pros: Excellent Sp Attack, great HP, Magic Guard
    Cons: Pursuit weakness
    
    Reuniclus @Life Orb
    EVs: 252 HP / 252 Def / 6 SAtk
    Bold/Modest Nature
    Ability: Magic Guard
    -Psychic/Psyshock
    -Focus Blast
    -Calm Mind/Shadow Ball
    -Recover
    
    It's slow, but bulky and extremely powerful with an amazing ability in Magic
    Guard. After a couple boosts of Calm Mind, it can destroy entire times. If you
    want some extra coverage, you can use Shadow Ball for opponent Psychic-types,
    but the ability to set up Calm Mind, Recover off damage, and not worry about
    residual damage is the best reason to use Reuniclus.
    
    Reuniclus @Life Orb
    EVs: 252 HP / 252 Def / 6 SAtk
    Quiet Nature
    Ability: Magic Guard
    -Psychic/Psyshock
    -Focus Blast
    -Shadow Ball
    -Trick Room
    
    Turn the tables on fast sweepers by using Trick Room and using your low Speed
    to your advantage for the next four turns. Your three attack moves have perfect 
    coverage against every opponent you will face.
    
    
    -----------------------[SWANNA]---------------------------
    Type: Water/Flying
    Ability: Big Pecks/Keen Eye/Hydration (Dream World)
    Base Stats: 75 HP / 87 Atk / 63 Def / 87 SAtk / 63 SDef / 98 Spd 
    Pros: High Speed
    Cons: Stealth Rock weakness, 4x Electric weakness, poor defenses
    
    Swanna @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Quiet Nature
    Ability: Hydration
    -Surf
    -Hurricane
    -Ice Beam
    -Hidden Power [Electric]
    
    If you want to bring the most out of Swanna (which isn't much), use it on a
    Rain team so you can take advantage of Hydration and the super strong
    Hurricane. HP Electric is for things like Empoleon.
    
    
    -----------------------[VANILLUXE]---------------------------
    Type: Ice
    Ability: Ice Body/Weak Armor (Dream World)
    Base Stats: 71 HP / 95 Atk / 85 Def / 110 SAtk / 95 SDef / 79 Spd 
    Pros: High Sp. Attack
    Cons: Stealth Rock weakness, mediocre Speed, terrible movepool
    
    Vanilluxe @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid/Modest Nature
    -Ice Beam
    -Hidden Power [Ground/Fighting]
    -Flash Cannon
    -Automotize
    
    You either love or hate Vanilluxe's design, but one thing is indisputable -
    its movepool is terribly shallow. Ice Beam is its only good move, the rest is
    just filler. Automotize doubles your Speed like an Agility.
    
    
    -----------------------[SAWSBUCK]---------------------------
    Type: Grass/Normal
    Ability: Chloropyll/Sap Sipper/Serene Grace (Dream World)
    Base Stats: 80 HP / 100 Atk / 70 Def / 60 SAtk / 70 SDef / 95 Spd 
    Pros: High Attack, good Speed
    Cons: Weak to Fighting and Ice priority
    
    Sawsbuck @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd 
    Adamant Nature
    Ability: Chlorophyll
    -Horn Leech
    -Return
    -Jump Kick/Nature Power
    -Swords Dance
    
    Sawsbuck is a fantastic sweeper in the sun, especially after it sets up
    a Swords Dance. Horn Leech and Return are your main moves due to STAB. Jump
    Kick is for Steels, but might be fatal if you miss. In Wi-Fi, Nature Power
    always turns into Earthquake so it's a good alternative.
    
    Sawsbuck @Leftovers
    EVs: 252 HP / 6 Atk / 252 Spd 
    Jolly Nature
    Ability: Sap Sipper
    -Horn Leech
    -Swords Dance/Work Up
    -Agility
    -Baton Pass
    
    Sawsbuck is a cool Baton Passer because it is completely immune to Spore and
    Sleep Powder. It can grab an Attack boost from these moves and boost its
    Attack even further along with its Speed before Baton Passing to an ally.
    
    
    -----------------------[EMOLGA]---------------------------
    Type: Electric/Flying
    Ability: Static/Motor Drive (Dream World)
    Base Stats: 55 HP / 75 Atk / 60 Def / 75 SAtk / 60 SDef / 103 Spd 
    Pros: High Speed
    Cons: Frail defeneses, Stealth Rock weakness, poor movepool
    
    Emolga @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid Nature
    Ability: Motor Drive
    -Thunderbolt
    -Air Slash
    -Hidden Power [Ground]
    -Volt Switch
    
    Grab a Speed boost by switching into an Electric attack, then try your best
    at hurting the opponent. Hidden Power Ground is for enemy Electrics like
    Magnezone and Jolteon. Volt Switch for damage and a quick escape.
    
    Emolga @Focus Sash
    EVs: 252 HP / 6 SAtk / 252 Spd 
    Timid Nature
    Ability: Motor Drive
    -Charge Beam
    -Agility
    -Encore
    -Baton Pass
    
    Use Encore on a non-damaging move to force your opponent to repeat it. Then
    you can boost your Speed or Sp. Attack for the next few turns before Baton
    Passing to another team member.
    
    
    -----------------------[ESCAVALIER]---------------------------
    Type: Bug/Steel
    Ability: Swarm/Shell Armor/Overcoat (Dream World)
    Base Stats: 70 HP / 135 Atk / 105 Def / 60 SAtk / 105 SDef / 20 Spd 
    Pros: Excellent Attack, good defenses
    Cons: Extremely slow, 4x Fire weakness, poor movepool
    
    Escavalier @Choice Band
    EVs: 252 HP / 252 Atk / 6 Spd 
    Adamant Nature
    Ability: Shell Armor
    -Megahorn
    -Iron Head
    -Pursuit
    -Rock Smash
    
    A Megahorn from this thing hits incredibly hard. Even Pokemon resistant to
    Bug will take a lot of damage. Iron Head for a second STAB and Pursuit to hit
    Psychics and Ghosts who try to flee. Rock Smash is weak, but it's your only
    hope against Steels like Heatran.
    
    
    -----------------------[AMOONGUSS]---------------------------
    Type: Grass/Poison
    Ability: Effect Spore/Regenerator (Dream World)
    Base Stats: 114 HP / 85 Atk / 70 Def / 85 SAtk / 80 SDef / 30 Spd 
    Pros: Great HP, learns Spore
    Cons: Mediocre offenses, no reliable recovery
    
    Amoonguss @Leftovers
    EVs: 252 HP / 48 Atk / 204 SDef
    Calm Nature
    Ability: Regenerator
    -Spore
    -Giga Drain
    -Clear Smog
    -Stun Spore/Toxic/Hidden Power [Fire]
    
    It may not look like much, but Amoonguss is a very bulky Grass type. Spore
    is its best move and shuts down an opponent for a few turns. Giga Drain keeps
    you healthy and Clear Smog stops any stat boosters in their tracks. You can
    inflict additional status with Stun Spore or Toxic. HP Fire is for Steels like
    Scizor or Ferrothorn.
    
    
    -----------------------[JELLICENT]---------------------------
    Type: Water/Ghost
    Ability: Water Absorb/Cursed Body/Damp (Dream World)
    Base Stats: 100 HP / 60 Atk / 70 Def / 85 SAtk / 105 SDef / 60 Spd 
    Pros: Great HP and Sp. Defense, unique type combo
    Cons: Pursuit weakness, medioce Defense
    
    Jellicent @Leftovers
    EVs: 252 HP / Def / SDef
    Calm Nature
    Ability: Water Absorb
    -Scald
    -Recover
    -Toxic/Will-o-wisp
    -Taunt/Protect/Ice Beam
    
    Having good overall defenses and being one of the few Water-types to learn
    Recover, Jellicent is a great bulky Water. Scald and Will-o-wisp can cripple
    an opponent physical sweeper. You can also use Toxic for gradual damage.
    Taunt prevents opponents from healing or setting. Protect for an extra round of 
    stalling, or choose Ice Beam for Grass and Dragon types.
    
    
    -----------------------[ALOMOMOLA]---------------------------
    Type: Water
    Ability: Healer/Hydration/Regenerator (Dream World)
    Base Stats: 165 HP / 75 Atk / 80 Def / 40 SAtk / 45 SDef / 65 Spd 
    Pros: Massive HP
    Cons: Mediocre offenses, terrible Sp. Defense, small movepool
    
    Alomomola @Leftovers
    EVs: 104 HP / Def / SDef
    Impish Nature
    Ability: Regenerator
    -Waterfall/Aqua Jet
    -Wish
    -Toxic
    -Protect
    
    With an enormous HP stat, Alomomola excels at Wish passing to keep the rest
    of the team at full health. With Toxic, Wish, and Protect, it can also stall
    out opponents. Waterfall and Aqua Jet are your only good Water moves since its
    Special Attack is terrible.
    
    
    -----------------------[GALVANTULA]---------------------------
    Type: Bug/Electric
    Ability: Compoundeyes/Unnerve/Swarm (Dream World)
    Base Stats: 70 HP / 77 Atk / 60 Def / 97 SAtk / 60 SDef / 108 Spd 
    Pros: High Speed, good SAtk
    Cons: Frail defenses, Stealth Rock weakness
    
    Galvantula @Life Orb/Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd 
    Timid Nature
    Ability: Compoundeyes
    -Thunder
    -Bug Buzz
    -Energy Ball
    -Hidden Power [Ice/Fire]/Volt Switch
    
    Compoundeyes + Thunder is Galvantula's claim to fame, with Compoundeyes
    boosting Thunder's accuracy to 91%. Bug Buzz takes advantage of your second
    STAB. Energy Ball is for Ground types. Choose HP Ice for Dragons like Garchomp
    or HP Fire for Steels like Ferrothorn and Excadrill. Volt Switch is good
    for scouting.
    
    
    -----------------------[FERROTHORN]---------------------------
    Type: Grass/Steel
    Ability: Iron Barbs
    Base Stats: 74 HP / 95 Atk / 131 Def / 54 SAtk / 116 SDef / 20 Spd 
    Pros: Excellent defenses, unique type combo with lots of resistances
    Cons: 4x Fire weakness, no reliable recovery
    
    Ferrothorn @Leftovers/Shed Shell/Rocky Helmet
    EVs: 252 HP / Def / SDef
    Relaxed/Sassy Nature
    -Spikes
    -Stealth Rock/Leech Seed
    -Power Whip
    -Gyro Ball/Thunder Wave/Protect
    
    With high defeneses on both ends and plenty of resistances, Ferrothorn is
    one of the best walls in the game. It excels at laying down entry hazards
    and can drain the foe's health with Leech Seed. Power Whip is its main attack
    and Gyro Ball is also very strong due to its low speed. Thunder Wave cripples
    sweepers while Protect is for stalling as well as scouting for any Fire moves.
    As for items, Shed Shell lets you escape from Chandelure and Magnezone. Rocky
    Helmet goes well with Iron Barbs to deal major recoil damage to any physical
    sweeper.
    
    
    -----------------------[KLINKLANG]---------------------------
    Type: Steel
    Ability: Plus/Minus/Clear Body (Dream World)
    Base Stats: 60 HP / 100 Atk / 115 Def / 70 SAtk / 85 SDef / 90 Spd 
    Pros: Good Attack and Defense
    Cons: Small movepool, in-game abilities useless in 1vs1 battles
    
    Klinklang @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant Nature
    Ability: Clear Body
    -Gear Grind
    -Return
    -Volt Switch
    -Shift Gear
    
    Shift Gear is an amazing stat-boosting move. Every other physical sweeper
    would kill for a move that boosts Attack 1 stage and Speed TWO stages. But
    Klinklang would kill for a move that wasn't Steel, Normal, or Electric. With
    only Gear Grind and Return as physical moves, it is wall by Steel types.
    
    
    -----------------------[EELEKTROSS]---------------------------
    Type: Electric
    Ability: Levitate
    Base Stats: 85 HP / 115 Atk / 80 Def / 105 SAtk / 80 SDef / 50 Spd 
    Pros: High Attack, no weaknesses
    Cons: Low Speed, limited physical movepool
    
    Eelektross @Life Orb
    EVs: 252 Atk / 252 SAtk / 4 Spd
    Naughty/Rash Nature
    -Wild Charge/Thunderbolt
    -Flamethrower
    -Grass Knot
    -Brick Break/Hidden Power [Ice]
    
    Eelektross has good stats in both offeneses and learns some nice moves in
    both departments. Since you're so slow anyways, you don't have to worry about
    Speed EVs that most other mixed sweepers do. That means you can focus on your
    offenses. Flamethrower and Grass Knot are the best moves to handle opponents
    resistant to Electric. HP Ice is for Dragons like Haxorus while Brick Break
    handles Blissey and Chansey.
    
    Eelektross @Leftovers
    EVs: 252 HP / 6 Atk / 252 SDef
    Careful Nature
    -Coil
    -Wild Charge
    -Brick Break
    -Dragon Claw
    
    A more defensive set because its defenses are decent and it has no weaknesses
    to worry about. Coil is a great move learned by few Pokemon and Eelektross
    can put it to good use to make its high Attack even higher.
    
    
    -----------------------[BEEHEYEM]---------------------------
    Type: Psychic
    Ability: Telepathy/Synchronize/Analytic (Dream World)
    Base Stats: 75 HP / 75 Atk / 75 Def / 125 SAtk / 95 SDef / 40 Spd 
    Pros: Excellent Sp. Attack
    Cons: Slow, outclassed by Reuniclus
    
    Beeheyem @Leftovers
    EVs: 252 HP / 252 SAtk / 6 SDef
    Quiet Nature
    Ability: Analytic
    -Psychic/Psyshock
    -Focus Blast
    -Shadow Ball
    -Recover
    
    Its stats, moves, and attacks seem so similar to Reuniclus, who is better at 
    special sweeping. But at least it as Analytic, which acts like a free Life Orb 
    boost if you move last. Thanks to its poor Speed, Beeheyem will usually move 
    after the opponent.
    
    
    -----------------------[CHANDELURE]---------------------------
    Type: Ghost/Fire
    Ability: Flash Fire/Flame Body/Shadow Tag (Dream World)
    Base Stats: 60 HP / 55 Atk / 90 Def / 145 SAtk / 90 SDef / 80 Spd 
    Pros: Incredible Sp. Attack, Shadow Tag
    Cons: Mediocre Speed, Stealth Rock weakness, Pursuit weakness
    
    Chandelure @Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Shadow Tag
    -Overheat/Fire Blast/Flamethrower
    -Shadow Ball
    -Energy Ball
    -Hidden Power [Ice/Fighting]
    
    Because of its amazing Shadow Tag ability, Chandelure is one of the best
    revenge-killers in the game. Choice Scarf boosts your mediocre Speed so you
    can beat most opponents. Anything with a weakness to Fire, Ghost, Grass, or
    Ice is easy prey for Chandelure. HP Fighting can be used over Ice if you
    don't like Heatran or Tyranitar.
    
    Chandelure @Leftovers/Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Shadow Tag
    -Shadow Ball
    -Hidden Power [Fighting]
    -Substitute
    -Calm Mind
    
    Switch in on a wall like Blissey, Chansey, or Ferrothorn, and set up a Sub
    immediately to block their status moves. Then you can use up to 6 Calm Minds
    while they are helpless and can't do anything. Shadow Ball and HP Fighting have
    perfect coverage against all opponents. You can use a Fire attack somewhere,
    but you sacrifice either coverage or immunity to status. This set absolutely 
    destroys stall teams.
    
    
    -----------------------[HAXORUS]---------------------------
    Type: Dragon
    Ability: Rivalry/Mold Breaker/Unnerve (Dream World)
    Base Stats: 76 HP / 147 Atk / 90 Def / 60 SAtk / 70 SDef / 97 Spd 
    Pros: Incredible Attack, good Speed
    Cons: Poor movepool with no good Fire attack, mediocre defenses
    
    Haxorus @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Mold Breaker
    -Outrage
    -Earthquake
    -Dragon Dance
    -Taunt
    
    Dragon Dance is Haxorus's best stat boosting move, allowing it to outrun the
    majority of opponents and hit incredibly hard from its massive Attack stat.
    Dragon and Ground together have great coverage. Unfortunately, it doesn't get
    a good Fire move, so bulky Steels can give it trouble. Taunt stops opponents
    from messing up your sweep with status or phazing moves.
    
    Haxorus @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly/Adamant Nature
    Ability: Mold Breaker
    -Outrage
    -Earthquake
    -Brick Break
    -Dragon Claw
    
    A Choice item is great on a Pokemon with such incredible power. Brick Break is 
    your best bet against Ferrothorn. You can use Dragon Claw at times when getting 
    stuck in Outrage would put you at a disadvantage.
    
    
    -----------------------[BEARTIC]---------------------------
    Type: Ice
    Ability: Snow Cloak/Swift Swim (Dream World)
    Base Stats: 95 HP / 110 Atk / 80 Def / 70 SAtk / 80 SDef / 50 Spd 
    Pros: Good Attack
    Cons: Poor Speed, Stealth Rock weakness, rather poor movepool
    
    Beartic @Choice Band
    EVs: 252 HP / 252 Atk / 6 Spd
    Adamant Nature
    -Icicle Crash
    -Brick Break/Superpower
    -Stone Edge
    -Night Slash/Shadow Claw
    
    Beartic can learn several stat-boosting moves, but its too slow to sweep
    after setting up so a Choice Band set is its best bet at dealing lots of
    damage. Icicle Crash is its most powerful move. A Fighting attack is needed
    for Steel and Rock types. Stone Edge hurts Fire opponents. Night Slash and
    Shadow Claw are mostly filler.
    
    
    -----------------------[CRYOGONAL]---------------------------
    Type: Ice
    Ability: Levitate
    Base Stats: 70 HP / 50 Atk / 30 Def / 95 SAtk / 135 SDef / 105 Spd 
    Pros: Good Speed, excellent Sp. Defense
    Cons: Poor Defense, Stealth Rock weakness, terrible movepool
    
    Cryogonal @Leftovers
    EVs: 252 HP / 6 SAtk / 252 SDef
    Calm Nature
    -Ice Beam
    -Recover
    -Rapid Spin
    -Toxic
    
    Cryogonal has good Sp. Attack, but it doesn't learn enough good moves to
    sweep so it is best used as a special wall. It is one of the few Unova Pokemon
    to learn Rapid Spin and can stall special sweepers with a combination of
    Toxic and Recover.
    
    Cryogonal @Light Clay
    EVs: 252 HP / 6 SDef / 252 Spd
    Timid Nature
    -Ice Beam
    -Reflect
    -Light Screen
    -Rapid Spin/Recover
    
    Cryogonal can use a dual screen set and has enough special bulk to take a few
    hits while setting it up.
    
    
    -----------------------[ACCELGOR]---------------------------
    Type: Bug
    Ability: Hydration/Sticky Hold/Unburden (Dream World)
    Base Stats: 80 HP / 70 Atk / 40 Def / 100 SAtk / 60 SDef / 145 Spd 
    Pros: Amazing Speed, good Sp. Attack
    Cons: Poor defenses, Stealth Rock weakness
    
    Accelgor @Focus Sash
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Sticky Hold
    -Bug Buzz
    -Spikes
    -Final Gambit
    -U-Turn/Encore
    
    Accelgor is FAST. It's the fastest Spiker after Deoxys so it makes a great
    entry hazard lead. With Sticky Hold, you don't have to worry about Choice
    Scarf users like Jirachi Tricking you. Besides laying down Spikes, you can 
    also attack with Bug Buzz. Final Gambit is a suicide move that can take down 
    an opponent with less HP than you, although you might want to invest in max
    HP EVs to make it more effective. U-Turn for scouting and Encoring a non-
    damaging move allows you time to set up some more Spikes.
    
    Accelgor @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    Ability: Hydration
    -Bug Buzz
    -Focus Blast
    -Giga Drain
    -Hidden Power [Rock]
    
    High Speed and Sp. Attack makes it a good special sweeper. Focus Blast for
    Steel types, Giga Drain for Rocks, and Hidden Power Rock for Flying and Bug
    opponents.
    
    
    -----------------------[STUNFISK]---------------------------
    Type: Ground/Electric
    Ability: Static/Limber/Sand Veil (Dream World)
    Base Stats: 109 HP / 66 Atk / 84 Def / 81 SAtk / 99 SDef / 32 Spd 
    Pros: High HP and Sp. Defense
    Cons: Low Speed, mediocre offenses
    
    Stunfisk @Leftovers
    EVs: 252 HP / 252 Def / 6 SDef
    Bold Nature
    Ability: Sand Veil/Static
    -Discharge
    -Toxic
    -Earth Power/Protect
    -Pain Split
    
    Stunfisk is interesting to say the least. It's a pretty bulky Pokemon and
    can cripple the opponent's team with status like paralysis and poison. Protect
    for stalling or Earth Power to hit Steels and Poisons like Excradrill and
    Nidoking. Pain Split is your main method of healing, though it's not always
    reliable.
    
    
    -----------------------[MIENSHAO]---------------------------
    Type: Fighting
    Ability: Inner Focus/Regenerator/Reckless (Dream World)
    Base Stats: 65 HP / 125 Atk / 60 Def / 95 SAtk / 60 SDef / 105 Spd 
    Pros: Excellent Attack, great Speed and Sp. Atk
    Cons: Frail defenses
    
    Mienshao @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Regenerator
    -Fake Out
    -U-Turn
    -Hi Jump Kick
    -Stone Edge
    
    Unlike most sweepers, Mienshao doesn't have to worry about Life Orb recoil
    due to its awesome Regenerator ability restoring its health when it switches
    out. It can rack up plenty of damage with Fake Out and U-Turn, switching in 
    and out while staying healthy. Hi Jump Kick is its strongest move and will
    do tons of damage. Even if it misses, Mienshao can recover most of the
    recoil damage by switching. Stone Edge for Flying opponents.
    
    Mienshao @Leftovers
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Regenerator
    -Swords Dance
    -Hi Jump Kick
    -Stone Edge
    -Baton Pass
    
    Swords Dance can boost its high Attack even higher, allowing it to sweep.
    However, it can also use Baton Pass to transfer those Attack boosts to other
    members on the team.
    
    Mienshao @Choice Scarf
    EVs: 252 Atk / 6 SAtk / 252 Spd
    Naive Nature
    Ability: Regenerator
    -Hi Jump Kick
    -Stone Edge
    -U-Turn
    -Hidden Power [Ice]
    
    Mienshao is fast and can outspeed most Choice Scarfers, allowing it to be
    an effective revenge killer. HP Ice is there to KO Gliscor.
    
    
    -----------------------[DRUDDIGON]---------------------------
    Type: Dragon
    Ability: Rough Skin/Sheer Force/Mold Breaker (Dream World)
    Base Stats: 77 HP / 120 Atk / 90 Def / 60 SAtk / 90 SDef / 48 Spd 
    Pros: Great Attack
    Cons: Low Speed, outclassed by other Dragons
    
    Druddigon @Life Orb/Choice Band
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    Ability: Rough Skin/Sheer Force
    -Outrage
    -Superpower/Earthquake
    -Sucker Punch
    -Fire Fang
    
    When you have high Attack, but are slow and can't boost your stats, an all
    out attacking set is really the only thing you can do. Outrage for a
    powerful STAB move. Superpower or Earthquake to take care of Steels. Fire
    Fang for Skarmory, Forretress, and the like. Sucker Punch is actually a
    pretty good move since most Dragons don't learn a priority move.
    
    
    -----------------------[GOLURK]---------------------------
    Type: Ghost/Ground
    Ability: Iron Fist/Klutz/No Guard (Dream World)
    Base Stats: 89 HP / 124 Atk / 80 Def / 55 SAtk / 80 SDef / 55 Spd 
    Pros: Excellent Attack
    Cons: Low Speed
    
    Golurk @Choice Band
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    Ability: Iron Fist
    -Earthquake
    -Shadow Punch
    -Hammer Arm
    -Stone Edge
    
    This is Golurk's best moveset for dealing lots of damage. Earthquake is its
    strongest move and will hurt a lot of opponents. Shadow Punch is weaker, but
    it gets STAB and is boosted by Iron Fist. Hammer Arm is also powered up by
    Iron Fist and handles opponents that resist Shadow Punch. Stone Edge hits
    Flying-types hard.
    
    Golurk @Life Orb
    EVs: 6 HP / 252 Atk / 252 Def
    Adamant Nature
    Ability: No Guard
    -Earthquake
    -Dynamicpunch
    -Stone Edge 
    -Rock Polish
    
    Tired of going last? Boost your Speed with Rock Polish. Since Hammer Arm 
    isn't good for this set, use Dyanamicpunch along with No Guard for perfect
    accuracy. No Guard also boosts the accuracy of Stone Edge.
    
    
    -----------------------[BISHARP]---------------------------
    Type: Steel/Dark
    Ability: Inner Focus/Defiant/Pressure (Dream World)
    Base Stats: 65 HP / 125 Atk / 100 Def / 60 SAtk / 70 SDef / 70 Spd 
    Pros: Excellent Attack
    Cons: Mediocre Speed, 4x Fighting weakness
    
    Bisharp @Life Orb/Leftovers
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    Ability: Defiant
    -Sucker Punch
    -Brick Break
    -Swords Dance
    -Substitute/Iron Head
    
    Bisharp is powerful, but rather slow. However it possesses one of the strongest
    priority moves in the game - Sucker Punch. After a Swords Dance, it will KO
    the majority of opponents faster than it. Brick Break deals with opponents
    resistant to Dark. Substitute protects you from status and works well with 
    Sucker Punch by forcing opponents to attack you. Iron Head can be used as a
    second STAB move.
    
    
    -----------------------[BOUFFALANT]---------------------------
    Type: Normal
    Ability: Reckless/Sap Sipper/Soundproof (Dream World)
    Base Stats: 95 HP / 110 Atk / 95 Def / 40 SAtk / 95 SDef / 55 Spd 
    Pros: Great Attack, good defenses
    Cons: Low Speed
    
    Bouffalant @Choice Band
    EVs: 252 HP / 252 Atk / 6 Def
    Adamant Nature
    Ability: Sap Sipper/Reckless
    -Head Charge
    -Wild Charge
    -Earthquake
    -Megahorn/Payback
    
    Choice Band is this afro bull's best set. Head Charge is its signature
    move and does a huge amount of damage to anything not resistant to Normal.
    Wild Charge and Earthquake are other powerful moves it learns. Megahorn
    can be used for bulky Grass types like Celebi, but Payback is generally
    better for Ghost opponents. While Bouffalant can learn Work Up and Swords Dance 
    its low Speed and lack of priority moves means it won't be able to sweep after 
    setting up. As for abilities, Reckless powers up its recoil moves, but Sap
    Sipper gives it an extra immunity. 
    
    
    -----------------------[BRAVIARY]---------------------------
    Type: Normal/Flying
    Ability: Keen Eye/Sheer Force/Defiant (Dream World)
    Base Stats: 100 HP / 123 Atk / 75 Def / 57 SAtk / 75 SDef / 80 Spd 
    Pros: Excellent Attack, good defenses
    Cons: Mediocre Speed, Stealth Rock weakness
    
    Braviary @Choice Scarf/Choice Band
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Defiant 
    -Brave Bird
    -Superpower
    -Return
    -U-Turn
    
    Braviary is powerful, but its mediocre Speed and lack of any stat
    boosting moves means all it can really do is attempt to sweep with a
    Choice set. Brave Bird can do a huge amount of damage to most foes,
    while Superpower is always a great move for Steel and Rock opponents.
    Return for a strong second STAB move and U-Turn is standard for most
    Flying types as it allows them to switch while scouting.
    
    
    -----------------------[MANDIBUZZ]---------------------------
    Type: Dark/Flying
    Ability: Big Pecks/Overcoat/Weak Armor (Dream World)
    Base Stats: 110 HP / 65 Atk / 105 Def / 55 SAtk / 95 SDef / 80 Spd 
    Pros: Excellent Attack, good defenses
    Cons: Poor offenses, Stealth Rock weakness
    
    Mandibuzz @Leftovers
    EVs: 252 HP / Def/ SDef
    Impish Nature
    Ability: Overcoat
    -Toxic
    -Whirlwind
    -Roost
    -Protect/Taunt/Knock Off
    
    Mandibuzz is very bulky, but she can't do much in the way of team support
    like setting up entry hazards or dual screens. Toxic is her main weapon for
    weakening opponents. Whirlwind to force opponents out and Roost is for healing.
    Protect can stall for a turn while Toxic goes to work. Taunt prevents foes 
    from healing or setting up. Knock Off to remove items and prevents you from 
    being useless against Xatu and Espeon with Magic Bounce.
    
    
    -----------------------[HEATMOR]---------------------------
    Type: Fire
    Ability: Flash Fire/Gluttony/White Smoke (Dream World)
    Base Stats: 85 HP / 97 Atk / 66 Def / 105 SAtk / 66 SDef / 65 Spd 
    Pros: Good Sp. Attack
    Cons: Poor Speed, Stealth Rock weakness, poor movepool
    
    Heatmor @Choice Specs
    EVs: 252 HP / 6 Atk / 252 SAtk 
    Modest/Quiet Nature
    Ability: Flash Fire
    -Fire Blast/Overheat
    -Focus Blast
    -Hidden Power [Ice/Grass]
    -Sucker Punch
    
    If Heatmor had some way of boosting its Speed, it wouldn't be so bad, but it
    can't. The only real way for it to do much damage is to use a Choice Specs
    set with whatever its strongest moves are. It can also learn Sucker Punch,
    which is actually a pretty decent priority move
    
    
    -----------------------[DURANT]---------------------------
    Type: Bug/Steel
    Ability: Hustle/Swarm/Truant (Dream World)
    Base Stats: 58 HP / 109 Atk / 112 Def / 48 SAtk / 48 SDef / 109 Spd 
    Pros: Great Speed, Attack, and Defense
    Cons: 4x Fire weakness, terrible Sp. Defense
    
    Durant @Life Orb
    EVs: 252 Atk / 6 Def / 252 Spd
    Jolly Nature
    Ability: Hustle
    -X-Scissor
    -Stone Edge
    -Iron Head/Thunder Fang/Baton Pass
    -Hone Claws
    
    Hustle can be a great ability for a physical sweeper like Durant, but the
    lowered accuracy can be a real downer. Fortunately it learn Hone Claws to
    boost its Accuracy as well as its Attack. After that, its attacks will deal
    a lot of damage without worrying about missing. You can use Iron Head for
    a second STAB. Thunder Fang deals with Skarmory and bulky Waters better. You
    can also pass the boosts from Hone Claws to a team member.
    
    Durant @Choice Scarf
    EVs: 252 Atk / 6 Def / 252 Spd
    Jolly Nature
    Ability: Truant
    -Entrainment
    -X-Scissor
    -Stone Edge
    -Iron Head/Thunder Fang
    
    Truant is a terrible ability. But you can use Entrainment to give your
    opponent Truant, then switch to a Chandelure with Shadow Tag, Protect, and
    Calm Mind. Since the opponent can't switch, they'll be stuck with Truant
    while Chandelure can Protect on the turns they attack and Calm Mind on the
    turns they don't move.
    
    
    -----------------------[HYDREIGON]---------------------------
    Type: Dragon/Dark
    Ability: Levitate
    Base Stats: 92 HP / 105 Atk / 90 Def / 125 SAtk / 90 SDef / 98 Spd 
    Pros: Great stats overall including excellent Sp. Attack, diverse movepool
    Cons: Speed is slightly low compared to other Dragons
    
    Hydreigon @Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Modest/Timid Nature
    -Draco Meteor
    -Flamethrower/Fire Blast
    -Surf
    -Dark Pulse/U-Turn
    
    Hydreigon has great offenses, but its Speed is just a tad underwhelming 
    compared to many other Dragons who have at least 100 base Speed or can boost
    it with Dragon Dance. Choice Scarf solves Hydreigon's Speed issue and makes
    it a fast and powerful sweeper and revenge killer. Dragon and Fire attacks
    cover every opponent except Heatran, who is destroyed by Surf. Dark Pulse is
    for a second STAB move and deals with bulky Ghosts like Dusclops and Jellicent.
    U-Turn is an option for scouting.
    
    Hydreigon @Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Draco Meteor
    -Flamethrower/Fire Blast
    -Surf
    -Dark Pulse/U-Turn
    
    Choice Specs lets Hydreigon focus on power over speed. Draco Meteor boosted
    by STAB and Choice Specs will to a ton of damage to most opponents and you
    still have your other moves for coverage
    
    Hydreigon @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid/Modest Nature
    -Draco Meteor
    -Flamethrower/Fire Blast
    -Surf
    -Taunt
    
    Even though it's powerful, Hydreigon can still be stopped by special walls
    like Blissey, Chansey, and Jellicent. Taunt shuts them down and prevents
    them from healing or using status moves on you. This set also works for other
    walls that rely on recovery or status.
    
    
    -----------------------[VOLCARONA]---------------------------
    Type: Bug/Fire
    Ability: Flame Body/Swarm (Dream World)
    Base Stats: 85 HP / 60 Atk / 65 Def / 135 SAtk / 105 SDef / 100 Spd 
    Pros: Excellent Sp. Attack, great Sp. Defense and Speed
    Cons: 4x Stealth Rock weakness
    
    Volcorona @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid/Modest Nature
    -Quiver Dance
    -Fiery Dance
    -Bug Buzz
    -Hidden Power [Ground/Rock]
    
    Volcorona is an incredible Pokemon and Quiver Dance is one of the best moves
    for any special sweeper. After a Quiver Dance, it's not only stronger and
    faster, but it's also harder to defeat with special attacks. Fiery Dance is
    its signature move and while it isn't as strong as Flamethrower or Fire
    Blast, the 50% chance of gaining another Sp. Attack boost makes it worthwhile.
    Bug Buzz is another powerful STAB move. Hidden Power Ground hits Fire-types
    especially Heatran, but Rock is more effective against Gyarados, Dragonite,
    and Salamence.
    
    Volcorona @Leftovers
    EVs: 248 HP / 252 SAtk / 20 Spd
    Timid Nature
    -Quiver Dance
    -Fiery Dance
    -Bug Buzz
    -Morning Sun
    
    Volcorona loves Sunny weather, but hates Stealth Rock. Morning Sun is the
    answer to both. It can recover any health it loses to set up Quiver Dance
    more easily. This set is more defensive than the first one and trades power
    for longevity.
    
    
    -----------------------[COBALION]---------------------------
    Type: Fighting/Steel
    Ability: Justified
    Base Stats: 91 HP / 90 Atk / 129 Def / 90 SAtk / 72 SDef / 108 Spd 
    Pros: Excellent Defense, great Speed, 4x Stealth Rock resistance
    Cons: Rather limited movepool
    
    Cobalion @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Close Combat/Sacred Sword
    -Stone Edge
    -X-Scissor
    -Swords Dance
    
    Cobalion's Attack isn't impressive, but it can boost it with Swords Dance.
    Close Combat is its strongest move here, but Sacred Sword can be used to
    preserve Cobalion's excellent Defense stat. Stone Edge covers Flying and
    Bug opponents. X-Scissor is for bulky Psychics like Celebi and Reuniclus.
    
    Cobalion @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Focus Blast
    -Flash Cannon
    -Hidden Power [Ice]
    -Calm Mind
    
    Cobalion's Sp. Attack is equal to its Attack and it can use Calm Mind to
    boost it, as well as its weaker Sp. Defense. A special set can be more of a 
    surprise for opponents, though Cobalion's special movepool isn't as good.
    Focus Blast and Flash Cannon fill the role of STAB. HP Ice takes down Gliscor
    and other Flying foes.
    
    
    -----------------------[TERRAKION]---------------------------
    Type: Fighting/Rock
    Ability: Justified
    Base Stats: 91 HP / 129 Atk / 90 Def / 72 SAtk / 90 SDef / 108 Spd 
    Pros: Excellent Attack, great Speed, great offensive type combo
    Cons: Weak to Fighting and Water priority moves
    
    Terrakion @Life Orb/Air Balloon
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    -Close Combat
    -Stone Edge
    -Swords Dance
    -Rock Polish
    
    Attack and Speed are Terrakion's best qualities, but it can double those
    stats and become almost unstoppable. Close Combat and Stone Edge are
    powerful STAB moves that are a great offensive combination. Furthermore
    Terrakion's good defenses allow it to stat boost quite easily and you
    can use the Ground immunity provided by Air Balloon for more chances to
    set up.
    
    Terrakion @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Close Combat
    -Stone Edge
    -X-Scissor
    -Earthquake
    
    If setting up isn't your style, you can hit hard right away with a Choice
    set. Close Combat and Stone Edge are there as usual. Your other two moves
    cover opponents resistant to Fighting and Rock. X-Scissor is for Claydol
    and other Psychic-types while Earthquake hits Nidoqueen, Nidoking, and
    Toxicroak.
    
    
    -----------------------[VIRIZION]---------------------------
    Type: Fighting/Grass
    Ability: Justified
    Base Stats: 91 HP / 90 Atk / 72 Def / 90 SAtk / 129 SDef / 108 Spd 
    Pros: Excellent Sp. Defense, great Speed
    Cons: Rather limited movepool
    
    Virizion @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Giga Drain
    -Focus Blast
    -Calm Mind
    -Hidden Power [Ice]/Taunt
    
    Virizion's type combination makes it a great weapon against all the Water,
    Ground, and Rock opponents you'll face. Calm Mind makes it a good special
    sweeper. Giga Drain is its best option for a Grass attack since it restores
    lost health. Focus Blast is inaccurate, but its the only option for a special
    Fighting move. HP Ice is for Flying and Dragon foes, but Taunt can shut down
    walls like Blissey and prevent them from crippling you with status.
    
    Cobalion @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Close Combat/Sacred Sword
    -Stone Edge
    -Leaf Blade
    -Swords Dance
    
    Like the other two members of the trio, Virizion can use a Swords Dance
    set for physical sweeping. The one advantage that Virizion has is that it
    isn't walled by bulky Waters like Suicune and Swampert since it can learn 
    Leaf Blade.
    
    
    -----------------------[TORNADUS]---------------------------
    Type: Flying
    Ability: Prankster/Defiant (Dream World)
    Base Stats: 79 HP / 115 Atk / 70 Def / 125 SAtk / 80 SDef / 111 Spd 
    Pros: Excellent Sp. Attack, Attack, and Speed
    Cons: Stealth Rock weakness, strongest moves are inaccurate
    
    Tornadus @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Hurricane/Air Slash
    -Focus Blast
    -Hidden Power [Ice]/U-Turn
    -Taunt
    
    Hurricane and Focus Blast are very powerful coming off of its Special Attack,
    but they are inaccurate. Rain weather fixes Hurricane's accuracy. If you're
    not using Tornadus on a Rain team, you can use Air Slash instead. HP Ice is
    for Zapdos, Thunderus, and enemy Tornadus. U-Turn can be used for scouting.
    Taunt takes advantage of Prankster and shuts down walls and set-up sweepers.
    
    Tornadus @Life Orb
    EVs: 32 Atk / 232 SAtk / 244 Spd
    Naive/Hasty Nature
    -Hurricane
    -Hammer Arm
    -Hidden Power [Ice]
    -Taunt/U-Turn
    
    Tornadus has great Attack as well and this moveset takes advantage of it.
    Hammer Arm is reserved for Blissey and Chansey. The Speed drop is bad, but two
    hits are all you need to defeat them. Hammer Arm also works better against
    Tyranitar.
    
    
    -----------------------[THUNDURUS]---------------------------
    Type: Electric/Flying
    Ability: Prankster/Defiant (Dream World)
    Base Stats: 79 HP / 115 Atk / 70 Def / 125 SAtk / 80 SDef / 111 Spd 
    Pros: Excellent Sp. Attack, Attack, and Speed, priority Nasty Plot
    Cons: Stealth Rock weakness
    
    Thundurus @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Thunderbolt
    -Grass Knot
    -Hidden Power [Ice]
    -Nasty Plot
    
    Having a priority Nasty Plot lets Thundurus stand out from Tornadus and 
    Zapdos. Very few Pokemon can handle a sweeper with almost 700 Sp. Attack.
    Thunderbolt is your main move, Grass Knot hits Ground types, and Hidden
    Power Ice is for Grass, Dragons, and Gliscor.
    
    Thundurus @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Thunderbolt/Volt Switch
    -Hidden Power [Ice]
    -Taunt
    -Thunder Wave
    
    This set takes better advantage of Thundurus's Prankster ability and makes
    a great lead that can shut down other leads like Jirachi and Deoxys-S. Priority 
    Taunt prevents any sort of set up while Thunder Wave can stop opponents from
    trying to sweep. Volt Switch is great for dealing damage while scouting and
    Hidden Power Ice provides good coverage. 
    
    Thundurus @Life Orb
    EVs: 32 Atk / 232 SAtk / 244 Spd
    Naive/Hasty Nature
    -Thunderbolt
    -Hammer Arm
    -Hidden Power [Ice]
    -Taunt/U-Turn
    
    Like Tornadus, Thundurus can run a mixed sweeping set to destroy Blissey and
    Chansey.
    
    
    -----------------------[RESHIRAM]---------------------------
    Type: Dragon/Fire
    Ability: Turboblaze
    Base Stats: 100 HP / 120 Atk / 100 Def / 150 SAtk / 120 SDef / 90 Spd 
    Pros: Outstanding Sp. Attack, powerful STAB moves
    Cons: Stealth Rock weakness, rather low Speed
    
    Reshiram @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid/Modest Nature
    -Blue Flare
    -Dragon Pulse
    -Focus Blast
    -Flame Charge
    
    Reshiram is powerful, but its Speed is its lowest stat and that's not a good
    thing. With Flame Charge, its Speed issues can be fixed and allows it to
    outrun most opponents. Blue Flare is its signature move and it is extremely
    powerful, especially when backed by Groudon's Drought. Dragon Pulse is its
    other STAB move and provides great coverage with Blue Flare. Focus Blast hits
    Heatran and also does a lot of damage against Chansey and Blissey.
    
    Reshiram @Choice Specs/Choice Scarf
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid/Modest Nature
    -Blue Flare
    -Dragon Pulse
    -Draco Meteor
    -Focus Blast/Flamethrower
    
    Choice sets are always a good option for powerful sweepers like Reshiram.
    Draco Meteor is now your strongest attack and will OHKO or 2HKO anything that
    doesn't resist it. Dragon Pulse and Flamethrower are there to provide more
    accurate alternatives once the opposing team has been weakened by your 
    stronger attacks.
    
    Reshiram @Life Orb
    EVs: 6 Atk / 252 SAtk / 252 Spd
    Hasty Nature
    -Blue Flare
    -Dragon Pulse/Draco Meteor
    -Outrage
    -Flame Charge
    
    Don't ignore Reshiram's Attack stat, which is also very high. Any special wall
    that tries to switch into this set will be greeted with a powerful Outrage.
    
    
    -----------------------[ZEKROM]---------------------------
    Type: Dragon/Electric
    Ability: Teravolt
    Base Stats: 100 HP / 150 Atk / 120 Def / 120 SAtk / 100 SDef / 90 Spd 
    Pros: Outstanding Attack, powerful STAB moves
    Cons: Small movepool, rather low Speed
    
    Zekrom @Life Orb
    EVs: 252 Atk / 6 SAtk / 252 Spd
    Lonely/Naughty Nature
    -Bolt Strike
    -Outrage
    -Draco Meteor
    -Focus Blast
    
    Zekrom's best moves are extremely powerful, but it doesn't learn a wide
    variety of moves. Still Dragon and Electric will prove to be more than enough
    for most opponents in Ubers. Bolt Strike and Outrage are amazingly strong
    and will take down pretty much all enemies except for defensive Groudon and 
    Ferrothorn. Draco Meteor can hit Groudon's weaker Sp. Defense and Focus Blast
    is useful for Ferrothorn.
    
    Zekrom @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    -Bolt Strike
    -Outrage
    -Dragon Claw
    -Volt Switch
    
    Zekrom is an ideal candidate for a Choice set, with Band boosting its
    Attack to epic levels or Scarf increasing its rather low Speed. Dragon Claw
    is there as an alternative to Outrage for times when being stuck in a move
    would be a bad thing. Volt Switch allows you to scout and is particularly
    effective on a Scarf set.
    
    
    -----------------------[LANDORUS]---------------------------
    Type: Ground/Flying
    Ability: Sand Force/Sheer Force (Dream World)
    Base Stats: 89 HP / 125 Atk / 90 Def / 115 SAtk / 80 SDef / 101 Spd 
    Pros: Excellent Attack, high Speed and Sp. Attack
    Cons: 4x Ice weakness
    
    Landorus @Life Orb
    EVs: 252 Atk / 6 SAtk / 252 Spd
    Naive/Naughty Nature
    Ability: Sand Force
    -Earthquake
    -Stone Edge
    -Hidden Power [Ice]
    -Rock Polish
    
    Landorous is very powerful, especially in a Sandstorm. Sand Force turns both
    Earthquake and Stone Edge into 130 base power moves. Landorus is also pretty
    fast, but having more Speed is always a good thing and that's where Rock 
    Polish comes in. With the ability to hit 660 Speed, you will outspeed even
    Sand Rush Excadrill. Hidden Power Ice is for Gliscor, who would wall your
    other attacks.
    
    Landorus @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Sand Force
    -Earthquake
    -Stone Edge
    -Brick Break/U-Turn
    -Swords Dance
    
    This Landorus set favors power over Speed. With a Swords Dance and Sand Force
    boost, Hidden Power Ice isn't needed as Stone Edge will always 2HKO Gliscor.
    Brick Break is there to hit opponents who carry Air Balloon, especially
    Terrakion, Excadrill, Tyranitar, and Heatran. U-Turn can be used to hit bulky
    Grass types like Celebi, but you will lose your boosts when you switch.
    
    Landorus @Choice Scarf
    EVs: 252 Atk / 6 SAtk / 252 Spd
    Naive Nature
    Ability: Sand Force
    -Earthquake
    -Stone Edge
    -U-Turn
    -Hidden Power [Ice]
    
    Choice Scarf is always an option for people who don't like setting up. 
    Scarf Landorus is a great revenge-killer for any offensive Sandstorm team. 
    U-Turn is especially useful on this set since it will do quite a bit of damage
    and allow you to scout.
    
    
    -----------------------[KYUREM]---------------------------
    Type: Dragon/Ice
    Ability: Pressure
    Base Stats: 125 HP / 130 Atk / 90 Def / 130 SAtk / 90 SDef / 95 Spd 
    Pros: Excellent offenses and HP
    Cons: Stealth Rock weakness, poor movepool
    
    Kyurem @Choice Specs/Choice Scarf/Life Orb
    EVs: 252 SAtk / 6 SDef / 252 Spd
    Timid Nature
    -Draco Meteor
    -Ice Beam
    -Focus Blast
    -Hidden Power [Fire]
    
    Kyurem doesn't have a wide variety of moves like most other Dragons, but it
    can still hit hard with what it has. Its Draco Meteor is among the strongest
    in OU, tied with Latios. Ice Beam works off of its Ice STAB and is also
    powerful. Focus Blast is for Steel types that resist both Dragon and Ice.
    Hidden Power Fire for Steels with 4x Fire weaknesses like Ferrothorn, Scizor,
    and Forretress. If you're using Kyurem on a Hail team, feel free to replace
    Ice Beam with Blizzard.
    
    Kyurem @Lum Berry
    EVs: 252 SAtk / 6 SDef / 252 Spd
    Modest Nature
    -Glaciate
    -Draco Meteor
    -Ice Beam
    -Focus Blast/Hidden Power [Fire]
    
    Kyurem is not very fast and it doesn't have a way of boosting its Speed. But
    it can lower the opponent's Speed instead with its signature move Glaciate.
    Once the opponent is slower, it can finish it off with its other more powerful
    moves. This works well as an offensive lead.
    
    
    -----------------------[KELDEO]---------------------------
    Type: Water/Fighting
    Ability: Justified
    Base Stats: 91 HP / 72 Atk / 90 Def / 129 SAtk / 90 SDef / 108 Spd 
    Pros: Excellent Sp. Attack and Speed
    Cons: Rather shallow movepool
    
    Keldeo @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Surf/Hydro Pump
    -Focus Blast/Secret Sword
    -Hidden Power [Electric]
    -Calm Mind
    
    Keldeo has the highest Special Attack of any non-Uber Water Pokemon. It's
    also fast and this makes it a great special sweeper with Calm Mind. Choose
    Surf for accuracy or Hydro Pump for power. Focus Blast is your strongest
    move, though it is inaccurate. Secret Sword is its signature move and is more
    accurate, but it is unreleased as of now. Hidden Power Electric is for
    Pokemon like Gyarados and Starmie.
    
    Keldeo @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Aqua Tail
    -Close Combat
    -X-Scissor/Stone Edge
    -Swords Dance
    
    Don't laugh at physical Keldeo. Even though its Attack isn't that good, one
    Swords Dance boosts it to a respectable 489 Attack. Its physical movepool is
    also slightly better than its special. Aqua Tail and Close Combat are your
    main moves for STAB. Choose X-Scissor for Grass and Psychic-types or Stone
    Edge for Flying-types.
    
    
    -----------------------[MELOETTA]---------------------------
    Type: Normal/Psychic (Aria Form), Normal/Fighting (Pirouette Form)
    Ability: Serene Grace
    Base Stats (A): 100 HP / 77 Atk / 77 Def / 128 SAtk / 128 SDef / 90 Spd 
    Base Stats (P): 100 HP / 128 Atk / 90 Def / 77 SAtk / 77 SDef / 128 Spd
    Pros: Aria form has excellent Sp. Attack and Sp. Defense, Pirouette form
          has excellent Attack and Speed.
    Cons: Can't switch between forms without special move, Aria form has
          Pursuit weakness.
    
    Meloetta @Life Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    -Relic Song
    -Close Combat
    -Shadow Claw
    -Return/Quick Attack
    
    As far as forms go, Meloetta's Pirouette form is its best form for sweeping.
    While the Aria form has unimpressive Speed, the Pirouette form has the highest
    Speed of any Normal or Fighting type. Relic Song is mandatory if you want to
    change into this form. Close Combat is its strongest move, while Shadow Claw
    hits Ghosts and Psychics. Return is for Normal STAB and Quick Attack can
    finish off weakened foes.
    
    Meloetta @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Psyshock/Psychic
    -Shadow Ball
    -Focus Blast
    -Calm Mind
    
    Changing forms can be a hassle, but Meloetta still works well in its Aria
    form. Calm Mind boosts its high special stats even higher. Psychic is strong,
    but Psyshock is more effective against special walls like Blissey. Shadow Ball
    and Focus Blast have perfect coverage against all other enemies.
    
    
    -----------------------[GENESECT]---------------------------
    Type: Bug/Steel
    Ability: Download
    Base Stats: 71 HP / 120 Atk / 95 Def / 120 SAtk / 95 SDef / 99 Spd 
    Pros: Great Special Attack and Attack, diverse special movepool
    Cons: 4x Fire weakness, bad physical movepool
    
    Genesect @Choice Scarf/Choice Specs
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Bug Buzz
    -Flamethrower
    -Ice Beam
    -Thunderbolt/U-Turn
    
    Genosect has a really nice arsenal of Special Attacks. Bug Buzz is its main
    attack due to STAB. Flamethrower hits Steels, Ice, and other Bugs. Ice Beam for
    Flying, Ground, and Dragon. Thunderbolt for Water-types. Overall, Genesect
    has an attack that is supereffective against most opponents it will face.
    You can always use U-Turn over Thunderbolt for scouting. U-Turn also takes
    advantage of Download if you get a boost in Attack instead of Sp. Attack.
    
    Genesect @Life Orb
    EVs: 6 HP / 252 SAtk / 252 Spd
    Timid Nature
    -Bug Buzz
    -Flamethrower
    -Ice Beam/Thunderbolt
    -Rock Polish
    
    Genesect has another way of boosting its Speed without Choice Scarf. Rock
    Polish makes it super fast after you get a Special Attack boost with Download.
    From there, you can sweep with your other moves.
    
    
    ===========================FAQ===============================
    
    Q: Hey, you don't have any Pokemon from 3rd/4th generation!
    A: Be patient, they will come in the following weeks. Check back for
       updates!
    
    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. 
       
    
    
    ===============================================================================
    [17] 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.
    
    -Serebii.net for having one of the most thorough B/W 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
    
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    Youtube: http://www.youtube.com/user/arkeisvid
    
    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
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    LEGAL INFO
    
    This document is copyright 2011 aragornbird of www.arkeis.com
    
    You may not copy, reproduce, modify, or distribute this document in any way 
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