Luxray is a rather unique Electric-type that sports high attack, low speed, and Intimidate, which augments his decent bulk. This means that while most other pure Electric types take on a sweeping role, Luxray is best suited to functioning as a wallbreaker. Luxray's offensive movepool is very good.
Wild Charge is Luxray's STAB move of choice. While the recoil does not pair up well with the burn damage, it hits fairly hard after a Guts boost. Superpower decimates most special walls and does good damage to Rock and Steel types. Crunch damages Psychic and Ghost types while having the chance to drop their defense by one stage. There are many options for the final moveslot. Hidden Power Grass and Hidden Power Water both cover Ground types. Hidden Power Grass covers Pokémon with a quad weakness to Grass, such as Quagsire, while Hidden Power Water allows Luxray to eliminate prominent Ground types. Hidden Power Ice is a final option to maintain coverage on Ground types while still having decent coverage against Venusaur.
Flame Orb activates Guts, which is needed to attain the needed Guts boost. Using a Toxic Orb instead will lessen the initial damage, but the net damage will be greater than Flame Orb after the third turn.
Gastrodon is a very reliable defensive Pokémon, thanks to its amazing typing, ability, and access to reliable recovery.
Scald allows Gastrodon to do major damage to Rock and Ground types, and it can cripple potential switch-ins with burn status. Earth Power complements Scald as it hits most offensive Water types super effectively. Earthquake can be used instead to hit physically frail Pokémon harder than Earth Power. Recover allows Gastrodon to keep itself healthy throughout the match. Toxic racks up damage against many of Gastrodon's opponents, as well as generally bulkier Pokémon. Clear Smog can be used over Toxic to dissuade physical sweepers.
Leftovers provides a form of passive recovery. Storm Drain allows Gastrodon to increase its special attack by one stage if hit by a Water-type move, meaning it can reliably switch in and take advantage.
Staraptor, out of all the Pokémon, is perhaps the most fitting personification of an Angry Bird. Intentional pop culture undertones aside, this means that Staraptor is a horrifically powerful threat with one major setback: it frankly doesn't last very long once it actually gets in the field. In a nutshell, Staraptor's typing doesn't bring it many benefits due to very few immunities and resistances, in addition to a weakness to Stealth Rock.
Brave Bird and Double-Edge are Staraptor's strongest STAB attacks; they deal large chunks of damage to even Pokémon that resist them. The third moveslot contains the surprise factor of this set. Final Gambit is usually the best option, allowing Staraptor to sacrifice itself to deal heavy damage to would-be counters such as Skarmory. It also lets a teammate clean up afterward. Close Combat allows Staraptor to handle Tyranitar as well as other Rock and Steel types, whereas Quick Attack lets it pick off a weakened enemy. U-turn is used in the final slot to gain momentum and capitalize on the switches that Staraptor forces.
A Choice Band dramatically increases Staraptor's damage output, allowing it to break past some otherwise good checks such as Heatran. Reckless is used to boost the power of Staraptor's STAB moves.
Magnezone boasts an excellent base 130 special attack stat, a great Electric/Steel typing (which grants a resistance to 13 of the 18 types), and useful moves like Thunderbolt, Flash Cannon, and Explosion.
Thunderbolt is Magnezone's primary STAB move to use against Flying and Water types. When foes that are resistant or immune to it are eliminated, it can do a decent amount of damage thanks to Magnezone's stellar Special Attack. Hidden Power Fire is very important in disposing of the prominent Ferrothorn, a Grass/Steel type. Flash Cannon provides a neutral hit against Ground types while doing a significant amount of damage to other Pokémon. Volt Switch completes the set to allow Magnezone to keep up momentum, provided that it isn't used against an opposing Ground-type Pokémon. Volt Switch is a great move to use in the event that you predict a foe that resists Electric will switch into Magnezone.
Magnet Pull is the preferred ability to prevent opposing Steel types from switching out of Magnezone as well as assisting in fulfilling its role in preventing the opposing Steel type from escaping. The Speed boost from Choice Scarf allows Magnezone to function as a revenge killer against every relevant unboosted Pokémon while still letting it trap Steel types.
Togekiss finds itself in a comfortable place among UU's top threats as it has solidified its role as one of the premier stallbreakers in the tier. Togekiss's Fairy/Flying typing comes with useful tools such as an immunity to Ground and a resistance to Pursuit.
Nasty Plot is Togekiss's main tool for breaking down bulky Pokémon and teams. It instantly doubles its Special Attack, giving it a considerable offensive presence. Heal Bell is an effective tool as it prevents Pokémon from wearing Togekiss down with status conditions. Air Slash is Togekiss's go-to STAB move as Serene Grace boosts the flinch rate to 60 percent. Roost is a necessity for any Togekiss seeking to break stall teams in order to recover any HP that is lost while boosting with Nasty Plot. Roost also allows Togekiss to regain half of its health, increasing its longevity throughout the game. Thunder Wave is a secondary option that Togekiss can employ to bother many of its would-be checks.
Serene Grace is Togekiss's preferred ability as it doubles the chance of moves' secondary effects occurring, giving its Air Slash a 60 percent flinch rate. Leftovers allows Togekiss to gain small portions of its health back when not using Roost.
With a unique typing that's only weak Water- and Ice-type attacks, a large movepool, and well-distributed stats, Gliscor has risen to become a behemoth in battle. Swords Dance boosts Gliscor's attack, making it an immediate threat and capable of beating defensive cores more easily. Earthquake is Gliscor's strongest attack, boasting STAB and a neutral hit on many defensive Pokémon. Knock Off nets a neutral hit on many Flying types and Levitate users such as Skarmory, Landorus-T, and Gengar while providing good utility in depriving the foe of its item. Alternatively, Facade is quite strong when Gliscor is poisoned and deals more damage to certain Flying types and Levitate users than Knock Off does. Another perk Facade has over Knock Off is its ability to hit Pokémon that resist or take little damage from Knock Off. Roost provides Gliscor with reliable recovery, making it extremely hard to wear down, especially in tandem with Poison Heal, which allows it to check and outlive a lot of defensive Pokémon. Ice Fang is an option to deal with the likes of Ground types.
Toxic Orb, in conjunction with Poison Heal, allows Gliscor to heal 12.5% of its HP every turn, giving it access to very strong passive recovery as well as a pseudo-immunity to status.
Weavile's STAB Ice-type attacks allow him to easily OHKO any Dragon-type Pokémon. Icicle Crash is Weavile's strongest STAB move when the foe does not have an item and can also make the foe flinch. It also does not make contact, so it avoids Rocky Helmet, Rough Skin, and Iron Barbs damage. Knock Off is Weavile's best Dark-type STAB move, and it comes with the benefit of removing items such as Eviolite and Leftovers. Ice Shard is used to pick off naturally faster threats than Weavile. Low Kick hits Steel and Rock types for super effective damage. Swords Dance is another option to boost Weavile's damage output, turning it into a late-game cleaner. However, Weavile usually has to be healthy for a late-game sweep, and as keeping Weavile healthy is difficult due to its frailty and poor defensive typing, it's better suited as a revenge killer.
Life Orb increases Weavile's power and allows it to get a lot of KOs that it otherwise wouldn't, such as with Low Kick. Pressure is used over Pickpocket because Weavile might pick up an item it does not want, such as Choice Specs or Black Sludge.
Infernape's high speed and offensive stats make it a perfect sweeper. It can outpace plenty of opponents and utilize its large movepool effectively.
Due to its high base power, Close Combat becomes a lethal STAB move for Infernape. Stone Edge makes this Pokémon much more deadly against Flying types. Mach Punch is a decent option over Stone Edge since it ensures that your team will not be swept. U-turn is really the key as it ensures that the few Pokémon who can safely switch into this set are dealt with by other members of your team. Additionally, max attack U-turn allows Infernape to become a versatile early-game attacker, forcing switches to rack up Stealth Rock damage and scout the opponent's team. Keep in mind that many of the primary switch-ins to Infernape are Flying types; they will take 25% damage from Stealth Rock as you switch to a counter and force them to come in with under 50% health the next time. Overheat is a nuclear option for defensive Pokémon. Just keep in mind that it will drop your attack stat by two stages.
Life Orb is the necessary item as it maximizes Infernape's damage output. Iron Fist is the ability of choice because it boosts Mach Punch's power.
Lucario is one of the top offensive threats in the fourth-generation games. It boasts high attack and special attack stats, decent speed, great STAB attacks in Close Combat and Aura Sphere, and many other useful attacking options.
Swords Dance lets Lucario boost its Attack, setting it up for a sweep. Close Combat serves as a Fighting-type STAB attack that has good coverage and is very powerful when boosted, hitting Steel, Rock, Dark, Normal, and Ice Pokémon. It is very powerful when boosted. Extreme Speed lets Lucario out-prioritize all opposing priorities, even from Pokémon that are faster than it. It also gives Lucario a good option to hit common Choice Scarf users or Pokémon that are naturally faster than it. Bullet Punch is a weaker alternative despite its STAB boost, but it is significant in that it serves as a priority move. Ice Punch hits Ice types hard, while Earthquake hits Fire types, and Crunch hits Ghost types. Iron Tail can also be used in the last moveslot to hit Fairy-type Pokémon, especially when you consider that Bullet Punch may not do enough to KO them even when boosted.
Life Orb is used to increase Lucario's Attack stat to massive levels, making it easier for Lucario to sweep, especially against offensive teams.
Mega Lucario was banned from the start in the competitive scene due to its monstrous attack and good typing. It gains the ability Adaptability, boosting its STAB attacks from 1.5x to 2x.
Garchomp is the pseudo-legendary of the fourth-generation games. Sporting great stat distribution across the board, an amazing typing, and above-average bulk, Garchomp is capable of filling many roles for a team. Garchomp's great attack and speed stats are augmented by powerful STAB moves, such as Outrage and Earthquake, that allow it to hit the majority of the opposing team for major damage with its STAB moves alone. While Ground/Dragon is a very good typing offensively, it cannot be disregarded defensively either. With an immunity to Electric, key resistances to Fire and Rock-type moves, and above-average bulk, Garchomp is capable of checking strong attackers. While Garchomp's Ground/Dragon typing is generally good defensively, it does remove its Water and Grass-type resistances while only amplifying an Ice-type weakness that quite a few common Pokémon can exploit. Regardless, Garchomp is a very serious threat.
Swords Dance boosts Garchomp's Attack greatly, which allows it to muscle through nearly every would-be defensive check barring a few Pokémon with the Unaware ability. Dragon Claw is Garchomp's go-to STAB move that hits everything for neutral damage save for Fairies and Steel types. At the cost of locking Garchomp in for two to three turns, Outrage can be used over Dragon Claw for its significant extra power. Earthquake targets most grounded Pokémon, particularly Steel and Fairy types, as well as anything hit for super effective damage. Fire Fang lets Garchomp easily break through Steel types after a boost or two.
Rough Skin is the ability of choice to punish physical attackers when they use a contact move. A Rocky Helmet can be used to further improve Garchomp's ability to rack up chip damage, but this is best left to the defensive set.
Mega Garchomp exchanges some Speed for a significant increase in Attack and Defense, ensuring its wide coverage receives extra power to take down opponents it wouldn't have in its regular form.
© 2020 Lewis Usher