The Stupendous, Delirious, N' Occult Bazaar Of DD and Zdaman
*Credits to waltdisneyworld2008 *
Rules: 1. Do not spam or make distasteful offers 2. Do not PM us unless we have a trade pending 3. We will give more information upon asking 4. No flaming 5.This is the most important rule. I can redistribute my pokemon, you can not. Meaning, if you get one of my pokemon, you can not clone it and give everyone 10000 copies of. it. I have the right to clone and give the cloner's a copy, but you may not. If you want redistribution rights, tell me in advance. 6. Some pokemon are pokesav'ed, but I have not pokesav'ed or edited any. 7. Most of these are not my OT, so if you receive a hacked pokemon, I did not hack it. 8. When cloning/ big trades, I WILL NOT take eggs. You cannot release them, and therefore, you either have to hatch them or trade them to someone else who are also unhappy to take eggs.
1st Post : Rules, index, Uber/OU Pokemon 2nd Post : Smogon Redistributables/ Breeding/ RNG/ Soft Resetting 3rd Post : Under-Used, Never-Used, and Borderline Pokemon 4th Post : Wants 5th post : Open RNG or Breeding Projects 6th post : Free Spitbacks or Free pokemon
* Pointers* Abbreviations : EQ= Earthqake Sub= Substitute SR= Stealth Rock SE= Stone Edge
All pokemon with shiny sprites are SHINY unless stated otherwise
Services I can now clone by AR cloning. max is 6 copies and I will only clone legit pokemon.
This are not redistributable unless you want to ask me for permission.
Garchomp@ Adamant 329/394/223/167/203/297 SE, EQ, Brick Break, Dragon Claw
This chomp is ready to chomp on anyone in its way. No outrage, so you can sweep. EQ for stabbed attacks, and brick break against those pesky steel types. Stone Edge to hit Raquaza, Latios, or anything flying. Do not be fooled by Garchomp’s previous status as an OU Pokémon, because Garchomp is still a force to be reckoned with in the Uber tier. With Choice Scarf, Garchomp is an excellent revenge killer that can stop sweeps from Rayquaza. With Choice Band, Garchomp is a powerful physical threat that needs not set up time. With Swords Dance, Garchomp is a physical sweeper that even Bold Lugia can fall to. Garchomp can single handedly crumple the Uber metagame with STAB Outrage, as there are very few Pokémon that resist Dragon in the tier. Give Garchomp the chance to sweep, and it will respond quickly with devastation, leaving only dust in its wake.
Summary Courtesy of Flash Skarmory, the iron bird of the SkarmBlissCress trio. On paper, Skarmory may look outclassed by today’s OU metagame legendaries but do not let Skarmory fool you. Skarmory is by far one of the most efficient Scizor counter up to date. This iron bird is capable of setting up spikes, stealth rock, and ruins your opponent’s chances of setting up with whirlwind. With god-like defense, decent attack, and good speed, this is Pokemon is fit for about any team. Get yours today. Skarmory is still a top tier OU Pokemon, even after the physical / special attacking split of DPP. In fact, DPP providing it an instant recovery move and more usable STAB might even have added to its usability. Skarmory can't switch in on quite as much as it has been able to in the past, but it is still able to stop more physical attackers than just about anything else
This Mamoswine is beast. Anything is scared of it. It can get evasion if you or your opponent uses hail, as snow cloak gives 20% evasion chance. One of the most powerful Earthquakes in the game, backed up by a STAB Ice Shard, makes Mamoswine an impressive physical attacker. It's also the only Ice-type to avoid taking damage from Sandstorm with neutrality to Stealth Rock and Stone Edge, which counts for something. It's not all good news though. Mamoswine's defenses are poor, and it has several common weaknesses and only a single immunity and resistance. This can make it difficult to switch in Mamoswine safely. However, once you get it in, its brutal attack power means your opponent will have to predict perfectly to avoid taking a lot of damage, especially from the Choice Band set.
This guy is the lead Mamoswine that everything is afraid of. Protect to detect moves, Ice shard for priority damage, Stealth Rock when your opponent switches and then Earthquake for 394+ life orb + stab. This Mamoswine is beast. Anything is scared of it. It can get evasion if you or your opponent uses hail, as snow cloak gives 20% evasion chance. One of the most powerful Earthquakes in the game, backed up by a STAB Ice Shard, makes Mamoswine an impressive physical attacker. It's also the only Ice-type to avoid taking damage from Sandstorm with neutrality to Stealth Rock and Stone Edge, which counts for something. It's not all good news though. Mamoswine's defenses are poor, and it has several common weaknesses and only a single immunity and resistance. This can make it difficult to switch in Mamoswine safely. However, once you get it in, its brutal attack power means your opponent will have to predict perfectly to avoid taking a lot of damage, especially from the Choice Band set.
Heracross @ Adamant 300/383/178/87/218/269 Megahorn, Close Combat, Stone Edge, Pursuit
This bug is unstoppable with a scarf or choice band. Megahorn and Close Combat for STAB. Stone Edge for flying types. And Pursuit those Cresseilia or Starmie. With his massive Attack stat and high powered STAB moves, Heracross is a huge threat to any team. Several of his counters from the previous generation can be destroyed if they switch in on the wrong move. Salamence and Gyarados only had to worry about the fairly weak Rock Slide, but now they face Stone Edge with its higher base power and high critical hit chance. Skarmory gets 2HKOed by a Choice Banded Close Combat or OHKOed by the same attack after a Swords Dance and with a Life Orb boost. However, Heracross is not invincible. UnSTABed Aerial Aces can bring him down with ease, fairly mediocre Speed, and he has few useful resistances. All things considered, Heracross is one of the most fearsome physical threats in the game and shouldn't be underestimated.
Swamper @ Adamant 404/282/275/169/207/156 Curse, SE, Avalanche, EQ
Gliscor @ Impish 354/227/383/113/186/226 Stealth Rock, Swords Dance, Roost, EQ
Hippowdon @ Impish 420/264/341/143/202/128 EQ, Ice Fang, Stealth Rock, Slack Off
Bronzong @ Sassy 338/243/256/181/330/63 Gyro Ball, EQ, Stealth Rock, Hypnosis
Snorlax @ Adamant 507/254/137/135/312/70 Curse, Rest, EQ, Body Slam
Donphan @ Adamant 321/372/339/140/156/136 Stealth Rock, Rapid Spin, Ice Shard, Earthquake SR your opponents, Spin away other ST, Ice shard for priority move, and earthquake for STAB. Donphan got some very good boosts to his previously barren movepool. Knock Off and Stealth Rock are excellent moves and bulky Donphan has no problem using them effectively. Ice Shard helps make him a decent counter for most physical oriented Dragon-types too. As was mentioned in the Rapid Spin set, Rapid Spin is one of Donphan's most useful moves. With the list of Rapid Spinners being relatively short, and those that can use it effectively shorter still, Donphan should be one of the first Pokémon you consider if you are in need of spin support. Donphan's main flaw as a spinner is that a battler must send him in before or during the turn the opponent is setting up Toxic Spikes. If you fail to do so, Donphan will be poisoned and without a reliable recovery move, he will not be able to Rapid Spin for you much longer. The sturdy elephant is not the most spectacular Pokémon around, but he is a solid and reliable supporter who can also hit hard when the need arises.
Machamp ( Shiny ) @ Jolly Lever 52. 173/189/104/79/109/121 Dynamic Punch, Ice Punch, Thunder Punch, Stone Edge The main reason anyone would use Machamp over its fellow Fighting-types would be to take advantage of its unique ability, No Guard. STAB DynamicPunch that never misses, backed by a monstrous Attack stat, make Machamp very difficult to switch into. Unfortunately, it is generally outclassed by the likes of Heracross and Lucario when it comes to sweeping, as they are much faster. However, Machamp's superior defenses make him a much more reliable check against Pokemon such as Tyranitar and Rhyperior. It also possesses a very wide movepool that not only offers great type coverage but also some interesting support options such as Encore. Overall, Machamp is very useful if you play it to its strengths.
Tyranitar @ Adamant @ Rock Polish Tar 404/403/254/199/237/158 Rock Polish, Crunch, Aerial Ace, Stone Edge
Monstrous, both competitively and aesthetically, Tyranitar is easily one of the most dangerous Pokémon in the game, with its massive Attack stat, good defenses—aided by the Special Defense boost from Sand Stream—and passable Special Attack. Tyranitar's only mediocre stat is Speed, and Dragon Dance and Rock Polish help fix that. Not only does Tyranitar's Sand Stream ability grant it the aforementioned boost, but it negates Leftovers recovery on anything not immune to its effects, making staying alive against Tyranitar an even tougher proposition for many Pokémon. It also makes Tyranitar somewhat of a team player, granting an evasion boost to those with the Sand Veil ability, such as Gliscor. Tyranitar's incredible power is backed up by a huge movepool, with which it can hit anything attempting to counter it very hard. The fact that Tyranitar can also acquit itself well against many in the Uber metagame is testament to just how good this powerhouse of a Pokémon really is.
This is your basic flinch haxer. It makes a good sweeper if your opponent's team isn't ready. It can be very annoying, causing flinch, and when your opponents switches, go for a thunder wave to scrub them over and laugh. Togetic evolved from total obscurity to complete celebrity in the transition to Diamond and Pearl. Whether he is providing support from passing Special Attack boosts or Wish, paralyzing everything in sight or sweeping through teams, Togekiss is a solid choice on any team.
Calm-Minding Cune, except with a weird set. idk where I got this from. Suicune was once the most fearsome tank, but in the transition from ADV to D/P, more powerful attackers and more powerful boosting items were introduced, diminishing Suicune's usefulness. Although it can hit hard with a Calm Mind or two, it has been mostly left behind in the hard-hitting, fast-paced physical metagame of today. However, that is not to say that Suicune isn't still excellent both offensively and defensively, and it manages to stay consistently OU. While other Pokémon perform its main tasks differently, Suicune is still a good addition to a defensive team in particular.
Gliscor@ Impish ( Shiny ) 353/215/382/98/175/224 Cross Poison, Aerial Ace, Roost, EQ This is basically the defensive version of the Gliscor. This can take many physical hits well and roost up when you get damaged. Cross Poison for critical hits. Gliscor is a strong physical tank with good support options, and a great Baton Passer thanks to Taunt. Gliscor can take on a multitude of physical threats and Sand Veil helps it avoid damage when paired up with a Tyranitar or Hippowdon. An Earthquake immunity and Fighting resists are welcome and Gliscor can even buy itself a Rock resist with Roost, albeit only until the end of the turn. Gliscor can also make quite a threatening sweeper with its excellent bulk, access to Swords Dance and good coverage in Earthquake and Stone Edge. The ability to not be affected by Intimidate is also another factor in Gliscor's favor. Gliscor is a strong and solid choice on most OU teams.
Jirachi@ Bold Level 50. 197/106/137/105/116/137 Wish, Psychic, CM, Thunder Wish for support reasons, to heal yourself or someone else on your team. If your opponent can't 3HKO you, wish up, and then Calm Mind, and then sweep. Jirachi was not a bad Pokémon in Advance, but the transition to the latest generation was extremely kind to it. Where it was generally relegated to the role of Calm Mind Sweeper in Advance, a niche often occupied by the powerful Raikou or bulky Suicune, the advent of Choice Scarf, as well as its much improved physical movepool and STAB Flinching moves with Serene Grace, make Jirachi an incredibly versatile Pokémon in the current OU metagame. It can effectively run a ridiculous amount of equally effective sets, from the incredibly efficient Calm Mind sets of Advance, to powerful or speedy Choiced sets hitting from either side of the spectrum, to extremely useful Support sets in the form of Wishpassing, Paralysis support, and Screen Support. Throw in its fantastic Steel/Psychic typing and Jirachi can find itself a niche in almost any part of the metagame, making it a top candidate for any team.
Dusknoir @ Calm 231/208/369/165/405/123 IV's (31/27/31/30/31/28) ThunderPunch, Shadow Sneak, WoW, Pain Split This will give your opponent a big surprise, as most Dusknoir's are Impish, not calm. ThunderPunch for coverage against pesky Gyrados'es. WoW to burn and scrub people over. Shadow Sneak, a priority move to finish off faster enemies, or to deal quick damage. pain Split is there to annoy the heck out of pokemon with higher health.
Jolteon @ Timid 243/134/131/319/226/394 IV's (3/14/6/31/31/31) Shadow Ball, Sub., Thunderbolt, HP HP ice for killing dragons like, Salamence, Dragonite, or Flygon. Thunderbolt for STAB and coverage. Shadow ball for coverage, and substitute, to gain extra damage off a switch. In the massive metagame shifting cause by the changes in Diamond / Pearl, it is nice to see that Jolteon has kept not only its role from ADV, but also its tier placement. Jolteon's improved Volt Absorb, which now restores its HP by 25% of its max if hit with Thunder Wave in addition to every other electric attack, actually grants the rather frail Pokémon more switches than appear possible with its weak Defense and only-decent Special Defense. Jolteon can now switch into Pokémon like Starmie and Magnezone with little risk and set up a Substitute to pass to any team member it wants. The fun part is that Jolteon, used in tandem with Pokémon like Gyarados, Salamence, Gengar and Mismagius, can really open the doors to some fast sweeps. The fact that Blissey is (and has always been) the premier Special Wall in D/P actually plays right into Jolteon's hands, as there are a number of Pokemon in D/P which will avoid having the passed Substitute broken by an Ice Beam or Flamethrower, and set up easily in the extra turn that Blissey takes to break the Substitute. In fact, given both the change to Volt Absorb and the fact that there are many instantly-threatening options Jolteon can pass to, you should probably have something powerful in store for just about any Special wall in the game.
Electivire @ Adamant ( Shiny ) 291/377/156/203/206/289 IV's (31/28/27/31/31/31) EQ, Cross Chop, Ice Punch, Thunder Punch EQ for damage against most pokemon. Ice Punch for great coverage. ThunderPunch for STAB. Great physical sweeper. Electivire is often criticized for being easily walled and relatively useless without a Motor Drive boost. While these criticisms are fair, Electivire is by no means a bad Pokémon. It can pose a serious threat to any offensive team with its fantastic coverage and fair amount of power, though it really can't touch most stall teams. Electivire's problem is that the criticism it receives is fair, and almost every physical wall in the game can bring down its physical set (which, for some reason, is by far its most popular set) fairly easily. While the mixed sweeper isn't walled nearly as badly, there are still plenty of answers to it and its success hinges far too much on a Motor Drive boost.
Salamence @ Modest NN Tiamatria 326/258/188/350/191/299 Hydro Pump, Flamethrower, Draco Meteor, Dragon Pulse This guy is one of the best special sweepers around. With Max Sp. A and MAX speed, this mence is faster then most things without a choice scarf. Hydro Pump and Flamethrower are for coverage against steel and ground types. ( Skarm, Hippo ) Draco meteor for instant kill. Salamence is arguably one of the biggest threats in DPP since it can hit very hard from both ends of the damage spectrum without needing to set up. There is literally no one counter to Salamence until you know its moveset, and even then it can be a challenge to take. Its versatility makes it a fantastic early-, mid- and late-game Pokémon as well, which is not something you can say about a lot of Pokémon. If you use it wisely, Salamence should win you a lot of battles. However, it's not without its faults. You will have to account for both Stealth Rock and sandstream since non-Leftovers Salamence will take a minimum 25% (Stealth Rock) + 6.25% (Sand Stream) + 6.25% (Sand Stream) = 37.5% damage every time it switches in and attacks, and this is assuming it is untouched by your opponent's Pokémon. More often than not, residual damage will be Salamence's worst enemy.
Cresselia @ Bold 432/140/372/198/296/206 CM, Toxic, Moonlight, Psychic This is the CM'ing Version of Cress. Psychic for STAB Damage, Ice Beam for coverage, Moonlight for Heal, and CM to get extra buff, and stall people out. Being a primarily defensive Pokémon, Cresselia's lack of a reliable recovery move is somewhat of a letdown, paired by the fact that it is weak to Pursuit and lacks many important resistances (although the Fighting and Ground resistance are welcome). Still, Cresselia has massive defenses that even Lugia would be proud of and while its attacking power is rather weak, Cresselia's decent movepool allows it to function as a great counter for many of the more potent attacking threats in OU, such as Salamence, Gyarados and Infernape. Cresselia is very tough to take down, making it a solid addition to most OU teams
Azelf @ Naive 285/287/171/349/154/361 Psychic, Flamethrower, Grass Knot, Explosion This guy has great coverage to damage anything hard, and with life orb, it is a beast. When it is almost dead, explode and it is a 2 for 1 deal. Azelf's excellent Speed, massive Special Attack and ability to boost with Nasty Plot make it one of the best special sweepers in the game. If that wasn't enough, it even has a very powerful Explosion to take out Blissey and Cresselia as well as Trick to disable many of its common switch-ins. It is very fragile though, which isn't helped by its weakness to Pursuit. Because of this, its opportunities to safely switch in can be limited, although it is immune to the ever popular Earthquake. Azelf is such a massive threat that it must always be considered when constructing a team. Ignore this harmless looking pixie at your peril.
Credits to Smogon for some of the explanations and credit to Flash for explanations.[/center]
Froslass @ Modest ( Shiny ) 273/156/163/275/158/316 Psychic, Shadow ball, Ice Beam, Thunderbolt This gall was given to me a while ago with all random EV's. I got my buddy Neon_Guitar to do a makeover on it and it turned out decently. This is not the lead, but just a late- game sweeper. Added Choice Specs for extra power to its already awesome STAB'ed moves. While Froslass struggles to find a place outside of a niche role on Hail teams in OU; however, in UU, Froslass makes an excellent lead, supporter, and sweeper. The Suicide Lead nearly guarantees at least one layer of Spikes to ensure some critical OHKOs and 2HKOs for the rest of the team. Froslass has plenty of other useful support options to mess up the opponent’s strategy, namely a speedy Taunt, Thunder Wave, Destiny Bond, and Trick. Despite Froslass’s low base Special Attack, her Speed and fantastic dual STAB coverage go a long way to make her a serious threat to many Special walls. Her unique Ice/Ghost typing has severe drawbacks though. The obvious big downside is Stealth Rock taking off a nasty 25% of health every time Froslass switches in. Froslass will have a tough time switching into attacks, because Ice is a terrific offensive type but horrible defensively, resisting only itself. Regardless, with immunities to Normal and more notably, ubiquitous Fighting moves like Close Combat, Froslass has some opportunities to come in unscathed to threaten the opponent’s team. If you need to soften up your opponent's team with Spikes, thwart your opponent's strategies with a myriad of support options, or just hit hard and fast, then Froslass is your girl.
Charizard @ Modest - THIS IS MY OWN BREED. NOT HALEN/HELEN OT. OT IS RICH - I can redistribute you can not! 294/172/165/333/177/291 Overheat, Flamethrower, Dragon Pulse, Air Slash The fire moves are for damage and stab, air slash is for stab and maybe flinch. You can put Specs on this guy or a life orb. Dragon Pulse for Altaria's. Basically same set as the first charizard with slower speed. Focus Blast for coverage. Charizard is arguably the best Belly Drummer in the game (Smeargle is the other, and it's only good because it can Baton Pass it). It has a decent Special Attack stat to work off of, as well, combined with it great offensive STAB in Fire moves. Its ability, Blaze, turns the main STAB move, Fire Punch, into a true offensive powerhouse by making it 50% stronger than it would be without Blaze activated. Defensively, however, Fire / Flying is a poor typing. Its only practical advantage is that Charizard can switch in on Choice Band or Choice Scarf Earthquakes for free, but in exchange, Charizard takes 50% damage from Stealth Rock and is weak to Thunderbolt, Surf, Rock Slide, and Stone Edge. It takes neutral damage from Return, Tri Attack, Crunch, and Draco Meteor, as well, so it won't be getting many free switches. Despite all of this, the Belly Drummer can still sweep teams if you play your cards right. Charizard can use the threat of the Belly Drum set when it first comes out to surprise them with the Choice Specs set, as many of the counters to one set are 1-2HKOed by the other.
Charizard #2 Modest OT Halen 296/171/177/333/181/289 Air Slash, Dpulse, Flamethower, Focus Blast Basically same set as the first charizard with slower speed. Focus Blast for coverage. Charizard is arguably the best Belly Drummer in the game (Smeargle is the other, and it's only good because it can Baton Pass it). It has a decent Special Attack stat to work off of, as well, combined with it great offensive STAB in Fire moves. Its ability, Blaze, turns the main STAB move, Fire Punch, into a true offensive powerhouse by making it 50% stronger than it would be without Blaze activated. Defensively, however, Fire / Flying is a poor typing. Its only practical advantage is that Charizard can switch in on Choice Band or Choice Scarf Earthquakes for free, but in exchange, Charizard takes 50% damage from Stealth Rock and is weak to Thunderbolt, Surf, Rock Slide, and Stone Edge. It takes neutral damage from Return, Tri Attack, Crunch, and Draco Meteor, as well, so it won't be getting many free switches. Despite all of this, the Belly Drummer can still sweep teams if you play your cards right. Charizard can use the threat of the Belly Drum set when it first comes out to surprise them with the Choice Specs set, as many of the counters to one set are 1-2HKOed by the other.
Charizard @ Jolly 297/267/191/226/204/328 Belly Drum, Substitute, Fire Punch, Earthquake Charizard is arguably the best Belly Drummer in the game (Smeargle is the other, and it's only good because it can Baton Pass it). It has a decent Special Attack stat to work off of, as well, combined with it great offensive STAB in Fire moves. Its ability, Blaze, turns the main STAB move, Fire Punch, into a true offensive powerhouse by making it 50% stronger than it would be without Blaze activated. Defensively, however, Fire / Flying is a poor typing. Its only practical advantage is that Charizard can switch in on Choice Band or Choice Scarf Earthquakes for free, but in exchange, Charizard takes 50% damage from Stealth Rock and is weak to Thunderbolt, Surf, Rock Slide, and Stone Edge. It takes neutral damage from Return, Tri Attack, Crunch, and Draco Meteor, as well, so it won't be getting many free switches. Despite all of this, the Belly Drummer can still sweep teams if you play your cards right. Charizard can use the threat of the Belly Drum set when it first comes out to surprise them with the Choice Specs set, as many of the counters to one set are 1-2HKOed by the other.
Sceptile @ Timid 279/162/161/306/180/358 HP, Dragon Pulse, Leaf Storm, Focus Blast This guy is a absolute beast in UU and OU. It is fast as Electrodes and Neon_Guitar's cloning. It has great coverage and can usually kill 2 for one. The introduction of Shaymin-S in the fourth generation has dethroned Sceptile from its Advance title as the fastest Grass Pokémon in the game and by extension is no longer the fastest user of Substitute and Leech Seed. The shift of a considerable amount of its movepool from special to physical hasn’t dented Sceptile’s efforts that much, thanks to the improved base power of Leaf Blade and the fact that it gained a few more moves. Sceptile is by no means a bad Pokémon but many of its main selling points be it as fast SubSeeder, Choice Specs user, or Swords Dancer are done better by someone else (usually Shaymin-S) and so will struggle to find a place in most teams.
Milotic @ Modest Shiny! 332/140/194/328/349/198 Toxic. Ice Beam, Recover, Surf Toxic and Recover for stalling, Ice beam for dragons, and surf for stab. Milotic's claim to the title "Bulky Water" is now looking a bit suspect. Lack of weakness and good defenses are not always enough to weather the powerful physical assaults in DP. It could handle the threat of Salamence, Tyranitar, and Metagross quite well back in ADV, but all three of them are now capable of 2HKOing Milotic easily. Milotic can't take on the new threats like Lucario with consistent success, and trying to beat many of the special sweepers is also a tough prospect, despite an impressive Special Defense stat. New and more powerful Grass attacks, such as Grass Knot (which hits Milotic with 100 BP) also dents Milotic's staying power, particularly as they are not limited to Grass-types. Milotic didn't make any significant gains in DP. While it got little in the way of improvements, Milotic remains a very sturdy and reliable Pokémon. Hypnosis and Recover are its biggest assets over the fellow "Bulky Waters", Suicune, Vaporeon, and Swampert
Toxiocroak@ Adamant ( Shiny ) 300/342/147/166/144/269 Poison Jab, Brick Break, Sucker Punch, EQ Poison Jab and Brick Break for STAB. Sucker punch, for punching suckers that use attacking moves. EQ for damage to all that are prone. This guy is a great canidate for scarfing aswell. Although his defenses are poor, potential healing from Water attacks and handy resistances to Bug, Fighting, Dark and Rock, as well as the ability to absorb Toxic Spikes, do go some way to compensate for this. His attacking prowess may not quite be up to Lucario proportions, but with his impressive movepool Toxicroak is not to be underestimated. Competition between Fighting-types is fierce, but Toxicroak has some rather unique and useful selling points, which makes him a cool choice to add to your team.
Manectric @ Timid POKESAV IV's (31/31/31/31/31/31) 281/167/156/309/156/339 Flamethrower, TWave, HP, Thunderbolt This guy was chained by a buddy of mine who quit, and it is a beauty. It has amazing speed for a NU pokemon and does good damage to water types and others. Manectric’s great Speed and Special Attack make it a good candidate for Choice Specs and it will hit hard with Overheat and STAB Thunderbolt; the same principle holds for the Life Orb set too. Manectric is an above average special attacker but it is outclassed in many areas by other Electric-types. Its fellow special attackers, like Jolteon and Raikou, have superior offensive stats and almost completely outclass it in OU, so its special attacking prowess only really has a chance to shine in the UU metagame. Other Electric-types such as Raichu, and even Plusle or Minun, have wider movepools, most notably in terms of support options. It is also let down by its very average defenses, which will not allow it to take repeated hits when switching in. If you are using Manectric, focus on its Speed and Special Attack to get a job done. It is outclassed in Support jobs.
Rampardos ( Adamant ) ( Shiny ) 336/471/150/139/127/211 Rock Polish, Crunch, Head Smash, Earthquake
Rampardos is the very essence of the term "glass cannon". Its stats not named Attack are all terrible, and in a metagame that focuses so much on speed, Rampardos just doesn't cut it. It can function when passed Speed, but it is largely outclassed by Marowak, which boasts higher attack with Thick Club attached, as well as passable defenses. That said, access to Rock Polish and Choice Scarf to augment its ailing Speed can use its incredible unparalleled Attack to put a huge dent in any team, something that Marowak cannot do. Its ability, Mold Breaker, also allows it to beat many common walls, such as Bronzong and the Rotom formes, with its powerful Earthquake, as well as useful things like circumventing Rhyperior's Solid Rock ability.