=========================MOVESET GUIDE==============================
--------------------Pokemon Diamond/Pearl---------------------------

VERSION 1.0 - 

TABLE OF CONTENTS
Part 1: Overview
Part 2: Format
Part 3: The Movesets
Part 4: Frequently Asked Questions
Part 5: Closing Remarks (Credits, Contact Info, Legal Info)
Part 6: Version History


                         PART 1
========================OVERVIEW==============================

This all started back in September 2006, shortly after the release of 
Diamond/Pearl in Japan. I realized that the 4th generation would be the first
chance for most people to get into competitive battling. The one thing that
many people new to battling ask is "What moves should I use for my Pokemon?"
So I decided to use my experience in battling and teambuilding to create a 
comprehensive guide of movesets in order to help everyone who is stuck in this
area. 

This guide has gone under a lot of revisions over the months before the 
English release and it was all very interesting to see everything unfold.
The effects of new moves and abilities were discovered and new changes 
in old moves caused a lot of stir. There was a lot of hype over which new
Pokemon would dominate the battle scene and many strategies were created,
theorized, tested, and approved (or disapproved). Such was the D/P world
before the English version came out and the guide you are reading now
looked very different back then. It will continue to change as people battle
and the metagame evolves over time. I'll be sure to keep you updated with 
what works and what's popular in the world of 4th generation competitive
battling.

                        PART 2
========================FORMAT================================

This is the format that all the Pokemon entries in this guide will be in.

---------------------POKEMON'S NAME---------------------------

Type: The Pokemon's type or types.
Ability: The ability or abilites that this Pokemon can have.

Base Stats: HP / Atk / Def / SAtk / SDef / Spd

Pros: What makes this Pokemon stand out. It could be that it has excellent
      stats or a really useful ability or learns a wide variety of moves, or 
      even a combination of all of the above. 
Cons: The weak points of this Pokemon. Whether it has a 4x weakness to a 
      certain type or has a low stat in a certain area, these are the things
      you should watch out for when using this Pokemon in battle.

Pokemon's Name @Item
EVs: The EV spread that would work best for this Pokemon. 
Nature: The best nature or natures for this moveset.
Ability: If a Pokemon has two abilities, the most useful one for that set is
         shown here. If a Pokemon has only one ability, this space is blank. 
-Move 1
-Move 2
-Move 3
-Move 4

Brief summary of how the moveset works and when the moves should be used.


------------------------------------------------------------

And just for your reference, here is a mini-glossary with some the most 
common words that I'll be using in this guide.

BL        Borderline. These Pokemon can perform well in battle, but are often
          underpowered or don't compare with stronger OU Pokemon. Out of all 
          the tiers, BL is the most controversial one.
          BL Pokemon include Typhlosion, Flygon, Gardevoir, and Scizor.

Counter   A Pokemon that can switch in safely on an opponent and either defeat
          it or force it to switch out.

          Example of a counter:
          Gliscor is a Heracross counter. Gliscor resists Heracross's most 
          powerful attacks (Close Combat and Megahorn), does not take much
          damage from Heracross's secondary attacks (Stone Edge, Pursuit,
          Night Slash, etc.), and can defeat it with one Aerial Ace.    

          Example of not a counter:  
          Jolteon is NOT a Gyarados counter because even though Jolteon is
          faster than Gyarados and can easily kill it with a Thuderbolt, it 
          can not switch in on Gyarados's Earthquake (and will take a ton of
          damage from Waterfall too)

Movepool  The diversity of all the moves that a Pokemon can learn. This can
          be further broken down into three categories: Physical, Special,
          and Support. Examples of Pokemon with large movepools include
          Gengar, Mew, and Arceus. 

NU        Never Used. Pokemon with bad stats and/or movepools that you will
          almost never see since they don't perform well in battle and there
          are much better choices. 
          NU Pokemon include Beedrill, Spinda, Delibird, and Lumineon

OU        Over Used. This is considered the standard tier for competitive 
          battling. Pokemon that gain the title of OU perform their roles 
          extremely well.
          OU Pokemon include Salamence, Tyranitar, Blissey, and Skarmory.

Scout     To find out what moves or Pokemon your opponent is using without
          taking much damage in the process. Moves that are good for scouting
          include Protect, Substitute, and U-Turn. 

STAB      Same Type Attack Bonus. If a Pokeon uses an attack that matches its
          type, it becomes 50% stronger. 

Support   A Pokemon whose job is to help the rest of the team. This can be 
          done through moves like Heal Bell, Wish, Reflect, Light Screen,
          Rapid Spin, status moves, and many more.

Sweeper   A Pokemon whose job is to attack. Can be physical (uses physical 
          attacks), special (uses special attacks), or mixed (uses both
          physical and special attacks)

Uber      These are Pokemon that are considered too strong for standard (OU)
          competitive battling: Mew, Mewtwo, Lugia, Ho-oh, Latios, 
          Latias, Kyogre, Groudon, Rayquaza, Deoxys, Palkia, Dialga
          Giratina, Darkrai, Arceus, Manaphy, and Wobbuffet. 

UU        Under Used. Pokemon that can perform decently in competitive 
          battles, but are not strong or useful enough to compete in OU, 
          or are otherwise overshadowed by better Pokemon. Pokemon considered 
          UU include Golem, Quagsire, Primeape, and Blastoise.

Wall      A Pokemon whose job is to defend. They can be defend against physical 
          sweepers, defend against special sweepers, or defend against both 
          physical and special sweepers.


                          PART 3
========================THE MOVESETS====================

A couple more notes before we start:

**Pokemon are listed in National Dex order.

**To find a specific Pokemon without lots of scrolling, use the search 
  function on your web browser (Ctrl+F or Apple+F) and type the 
  Pokemon's name with a dash in front of it (like -Venusaur or -Mewtwo)

**The EVs provided assume your Pokemon's IVs in those stats are at 31

*******And last but not least, remember this*******

None of these movesets are mandatory. You can adjust the moves, items, natures,
and EVs to your own liking. You can even create your own moveset if you like. 
However these movesets provide a solid starting point, especially if you've
never battled competitively before.

And without further adieu, here are the movesets.


------------------------VENUSAUR------------------------
Type: Grass/Poison
Ability: Overgrow
Base Stats: 80 HP / 82 Atk / 83 Def / 100 SAtk / 100 SDef / 80 Spd
Pros: Good support movepool, overall solid stats
Cons: Limited offensive movepool, lacks Ground resistance

Venusaur @Black Sludge
EVs: 252 HP / 108 Def / 148 SDef
Calm Nature
-Energy Ball/Grass Knot
-Sludge Bomb/Hidden Power [Fire]
-Leech Seed
-Sleep Powder

It can be very annoying with Leech Seed and Sleep Powder. Sludge Bomb is good
for STAB, but HP Fire hits Steels and other Grass types.

------------------------CHARIZARD------------------------
Type: Fire/Flying
Ability: Blaze
Base Stats: 78 HP / 84 Atk / 78 Def / 109 SAtk / 85 SDef / 100 Spd
Pros: High Sp. Attack and Speed
Cons: 4x Stealth Rock weakness, can't boost its Sp. Attack

Charizard @Leftovers/Expert Belt
EVs: 6 HP / 252 Atk / 252 Spd
Adamant/Jolly Nature
-Flare Blitz
-Earthquake
-Dragon Claw
-Swords Dance/Dragon Dance

Boost your Attack up to sweep. Fire + Dragon hits every Pokemon for at least
neutral damage except for Heatran, who is taken care of by Earthquake.

Charizard @Salac Berry
EVs: 120 HP / 252 Atk / 136 Spd
Adamant Nature
-Belly Drum
-Fire Punch
-Dragon Claw
-Earthquake

You can actually use Stealth Rock to your advantage. Make sure your HP is an
odd number and switch in against something that can't hurt you (i.e. Ground 
attack). SR takes away 50%, Belly Drum takes away another half, and you'll 
still have 1 HP left to activate Salac. Very risky, but payoff is great.

Charizard @Salac Berry
EVs: 116 HP / 252 Atk / 140 Spd
Adamant Nature
-Belly Drum
-Fire Punch
-Dragon Claw/Earthqauke
-Substitute

This is a much safer alternative to the above set. Sub + Belly Drum bring your
health down to the level where Salac can activate (make sure your HP is 
divisible by 4!). However, you lack the type coverage that the previous set
gives you. 

Charizard @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Hasty/Mild Nature
-Flamethrower/Fire Blast/Overheat
-Dragon Pulse
-Focus Punch
-Air Slash/Hidden Power [Grass/Electric]

Utilizes the higher of Charizard's offensive stats. Focus Punch hits Blissey,
Air Slash can flinch, HP Grass takes care of Swampert, and HP Electric is
for Gyarados. 

------------------------BLASTOISE------------------------
Type: Water
Ability: Torrent
Base Stats: 79 HP / 83 Atk / 100 Def / 85 SAtk / 105 SDef / 78 Spd
Pros: High defenses, great support movepool 
Cons: Overshadowed by many better Water types, stats are rather mediocre,
      poor special movepool

Blastoise @Leftovers
EVs: 252 HP / 148 Def / 106 SDef
Bold Nature
-Surf
-Rapid Spin
-Roar/Haze
-Toxic/Yawn/Counter/Mirror Coat/Ice Beam

Blastoise is great as a support Pokemon. Choose any of the above moves to suit
the needs of your team.

Blastoise @Leftovers
EVs: 252 HP / 252 Def / 6 SDef
Bold Nature
-Surf
-Toxic
-Rest
-Sleep Talk

A typical Rest+Sleep Talk set. Good for UU, but is otherwise outclassed by
Milotic. 

----------------------BUTTERFREE------------------------
Type: Bug/Flying
Ability: Compoundeyes
Base Stats: 60 HP / 45 Atk / 50 Def / 80 SAtk / 80 Spd / 70 Spd
Pros: Ability gives it accurate status moves
Cons: 4x Stealth Rock weakness, stats are mediocre at best

Butterfree @Focus Sash
EVs: 252 HP / 6 SAtk / 252 Spd
Timid Nature
-Sleep Powder
-Stun Spore
-Bug Buzz
-Tail Wind

Use your ability to sleep something and inflict paralysis on something 
else. Tail Wind is for team support before Butterfree goes down.

Butterfree @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Bug Buzz
-Shadow Ball
-Energy Ball
-Hidden Power [Fire]/Sleep Powder

Butterfree's special attack is somewhat decent, but its poor speed kills it.

----------------------BEEDRILL---------------------------
Type: Bug/Poison
Ability: Swarm
Base Stats: 65 HP / 80 Atk / 40 Def / 45 SpA / 80 SpD / 75 Spd
Pros: Its Attack is decent at least
Cons: Low Speed limits sweeping potential, every other stat is poor

Beedrill @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
-Poison Jab
-X-Scissor/U-Turn
-Brick Break
-Aerial Ace

Typical Choice sweeper. 

Beedrill @Salac Berry
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
-Substitute/Endure
-X-Scissor
-Endeavor
-Poison Jab

Get yourself down to 1 HP and use Endeavor. Too bad Beedrill has no way of 
dealing with Ghosts.

Beedrill @Focus Sash
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
-Agility
-Baton Pass
-X-Scissor
-Swords Dance/Poison Jab

Agility and Baton Pass away. You can Swords Dance if you have the chance, but
you probably won't. 

------------------------PIDGEOT--------------------------
Type: Normal/Flying
Ability: Keen Eye/Tangled Feet
Base Stats: 83 HP / 80 Atk / 75 Def / 70 SAtk / 70 SDef / 91 Spd
Pros: Gets stronger moves in D/P 
Cons: Mediocre stats, completely outclassed by Staraptor and other birds

Pidgeot @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Brave Bird
-Return/Double-Edge
-Steel Wing
-U-Turn

The standard moveset for Normal/Flying bird Pokemon. U-Turn scouts for counters
and can get you out of trouble.

----------------------RATICATE--------------------------
Type: Normal
Ability: Guts/Run Away
Base Stats: 55 HP / 81 Atk / 60 Def / 50 SAtk/ 70 SDef / 97 Spd
Pros: Super Fang, Guts can come in handy 
Cons: Mediocre Attack, poor defenses

Raticate @Flame Orb
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Guts
-Protect
-Facade
-Crunch
-Super Fang/U-Turn

Protect to scout for attacks and let Flame Orb burn yourself, then hit things
with a Guts boosted 140-power Facade. 

Raticate @Focus Sash
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Guts
-Counter
-Reversal
-Endeavor
-Quick Attack/Crunch

Survive a powerful physical attack, then Counter it back. Once you're at low
HP, use Reversal or Endeavor depending on what works better against the 
opponent you're facing. 

----------------------FEAROW----------------------------
Type: Normal/Flying
Ability: Keen Eye
Base Stats: 65 HP / 90 Atk / 65 Def / 61 SAtk / 61 SDef / 100 Spd
Pros: Above average Attack and Speed
Cons: Can't learn Brave Bird, outclassed by several other Normal/Flyers

Fearow @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Drill Peck
-Double-Edge
-U-Turn
-Quick Attack/Pursuit

Fearow is near the lower end of Normal/Flying birds, but it's slightly better 
than Pidgeot with its nice Attack and Speed stats. It's a shame it doesn't get 
Brave Bird.

----------------------ARBOK-----------------------------
Type: Poison
Ability: Intimidate/Shed Skin
Base Stats: 60 HP / 85 Atk / 69 Def / 65 SAtk / 79 SDef /  80 Spd
Pros: Pretty good physical movepool, makes a decent Fighting counter
Cons: Bad stats

Arbok @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Intimidate
-Gunk Shot
-Crunch
-Earthquake
-Ice Fang

The only real set for Arbok. Its defenses are bad and its Attack and Speed 
aren't anything special either, so you might as well hit things as hard as 
you can while you're still alive.

----------------------PIKACHU---------------------------
Type: Electric
Ability: Static
Base Stats: 35 HP / 55 Atk / 30 Def / 50 SAtk / 40 SDef / 90 Spd
Pros: Attack AND Special Attack are doubled with Light Ball, Surf is a bonus
Cons: Extremely low defenses, can't take a hit and has trouble switching into
      anything

Pikachu @Light Ball
EVs: 6 Atk / 252 SAtk / 252 Spd
Timid/Hasty Nature
-Thunderbolt
-Focus Punch/Brick Break
-Grass Knot/Hidden Power [Ice]/Surf
-Substitute

With Light Ball boosting both your offenses, it can strike hard with its 
special attacks while hitting Blissey with Fighting moves. Surf is only 
available from Pokemon Battle Revolution.

----------------------RAICHU----------------------------
Type: Electric
Ability: Static
Base Stats: 60 HP / 90 Atk / 55 Def / 90 SAtk / 80 SDef / 100 Spd
Pros: Good movepool for an Electric type
Cons: Low HP and Defense

Raichu @Leftovers
EVs: 6 Atk / 252 SAtk / 252 Spd
Hasty Nature
-Thunderbolt
-Substitute/Nasty Plot
-Focus Punch
-Hidden Power [Ice]/Surf/Grass Knot

Standard Raichu set, which can deal good damage on both special and physical
fronts. There's a SubPunch combo in there, but if you're good at predicting, 
you don't need Sub and can use the chance to Nasty Plot. Keep in mind that
there's no way to get Nasty Plot and Surf on the same set.

Raichu @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Mild/Hasty Nature
-Thunderbolt
-Hidden Power [Ice]
-Grass Knot/Surf
-Focus Punch

This Raichu just wants to go all out special attacking and uses prediction to
beat Blissey with Focus Punch.

----------------------SANDSLASH-------------------------
Type: Ground
Ability: Sand Veil
Base Stats: 75 HP / 100 Atk / 110 Def / 45 SAtk / 55 SDef / 65 Spd
Pros: Good Attack and Defense
Cons: Limited movepool, outclassed by many other Ground types

Sandslash @Leftovers
EVs: 252 HP / 252 Atk / 6 Def
Adamant Nature
-Earthquake
-Stone Edge
-Swords Dance
-X-Scissor/Counter

It's a simple Swords Dance moveset. Not very special, but unfortunately, 
Sandslash doesn't have many moves that make it stand out. X-Scissor is for 
Grass-types, while Counter is great as a surprise.

Sandslash @Leftovers
EVs: 252 HP / 6 Atk / 252 Def
Impish Nature
-Earthquake
-Stone Edge
-Rapid Spin
-Stealth Rock

A more defensive set. Sandslash is a solid Spinner, though it is outclassed
by Donphan and Claydol. 

----------------------NIDOQUEEN-------------------------
Type: Ground/Poison
Ability: Poison Point/Rivalry
Base Stats: 90 HP / 82 Atk / 87 Def / 75 SAtk / 85 SDef / 76 Spd
Pros: Makes a nice Fighting-type counter, higher defenses than Nidoking.
      diverse movepool
Cons: Offensive stats are rather mediocre

Nidoqueen @Leftovers
EVs: 252 HP / 252 Atk / 6 Def
Adamant Nature
-Earthquake
-Stone Edge
-Counter
-Fire Punch

Earthquake and Stone Edge covers most opponents, while Fire Punch helps against
Bronzong and Skarmory. Nidoqueen's nice HP and Defense makes Counter a good
choice against opponents who think they can get an easy KO with a physical 
attack.

Nidoqueen @Choice Band/Choice Scarf
EVs: 90 HP / 252 Atk / 168 Spd
Adamant Nature
-Earthquake
-Stone Edge
-Poison Jab
-Fire Punch

A set that would work better on the more offensive Nidoking, but Nidoqueen can
still do some damage. 

Nidoqueen @Choice Specs/Choice Scarf
EVs: 90 HP / 252 SAtk / 168 Spd
Modest Nature
-Earth Power
-Thunderbolt
-Ice Beam
-Sludge Bomb/Flamethrower/Focus Punch

Sludge Bomb can be used for additional STAB, but Focus Punch nails Blissey.

----------------------NIDOKING--------------------------
Type: Ground/Poison
Ability: Poison Point/Rivalry
Base Stats: 81 HP / 92 Atk / 77 Def / 85 SAtk / 75 SDef / 85 Spd
Pros: Diverse movepool, good offensive stats
Cons: Rather frail with weaknesses to common types

Nidoking @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Earthquake
-Stone Edge
-Poison Jab
-Megahorn

Nidoking's higher Attack and ability to learn Megahorn makes him a far better
physical sweeper than Nidoqueen.

Nidoking Choice Specs/Choice Scarf
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Earth Power
-Thunderbolt
-Ice Beam
-Sludge Bomb/Flamethrower/Focus Punch

With an impressive array of special moves, Nidoking can use a special sweeping
moveset as well.

Nidoking @Leftovers/Life Orb
EVs: 132 Atk / 240 SAtk / 136 Spd
Lonely Nature
-Earthquake
-Stone Edge
-Ice Beam
-Thunderbolt

If the restrictions of Choice items aren't your thing, Nidoking makes a nice
mixed sweeper with attacks that can hurt most of the Pokemon in the game.

----------------------CLEFABLE--------------------------
Type: Normal
Ability: Cute Charm/Magic Guard
Base Stats: 95 HP / 70 Atk / 73 Def / 85 SAtk / 90 SDef / 60 Spd
Pros: Awesome new ability in Magic Guard, very diverse movepool and great
      variety of support moves
Cons: Besides HP and SDef, its stats are rather lackluster

Clefable @Leftovers
EVs: 252 HP / 160 Def / 98 SAtk
Bold Nature
Ability: Magic Guard
-Thunderbolt
-Ice Beam
-Calm Mind
-Softboiled

The standard set for Clefable, featuring BoltBeam as your offensive combo, Calm
Mind to boost those two moves, and Softboiled to heal your lost HP. Clefable's
unique Magic Guard ability is what makes it stand out from other Pokemon with
a similar moveset.

Clefable @Leftovers
EVs: 252 HP / 80 Atk / 176 SAtk
Brave Nature
Ability: Magic Guard
-Focus Punch
-Substitute
-Thunderbolt
-Ice Beam

If you want the BoltBeam combo, but still want to hurt Blissey, then this 
mixed sweeping set is for you.

Clefable @Choice Specs
EVs: 252 HP / 6 Def / 252 SAtk  
Modest Nature
Ability: Magic Guard
-Ice Beam
-Thunderbolt
-Flamethrower/Fire Blast
-Grass Knot

Clefable is not built like your standard special sweeper, but it can still 
hurt a variety of opponents with its large special movepool.

Clefable @Leftovers
EVs: 252 HP / 80 Def / 178 SDef
Bold Nature
Ability: Magic Guard
-Counter
-Wish/Softboiled
-Light Screen
-Seismic Toss

Most people underestimate Clefable's defensive abilities and Counter punishes
them for their oversight. Light Screen forces opponents to hit you with 
physical moves that you can Counter and afterwards, you can use a healing move
to recover lost HP.

Clefable @Leftovers
EVs: 252 HP / 80 Def / 178 SDef
Bold Nature
Ability: Magic Guard
-Encore
-Wish
-Thunder Wave/Ice Beam
-Seismic Toss

Encore is such a fun move on Clefable since it can switch into virtually any 
non-damaging move and Encore it. Once your opponent is stuck repeating its 
move, do whatever you want. You can heal the team with Wish, paralyze the foe
with Thunder Wave, or take them down with Ice Beam or Seismic Toss.

----------------------NINETALES-------------------------
Type: Fire
Ability: Flash Fire
Base Stats: 73 HP / 76 Atk / 75 Def / 81 SAtk / 100 SDef / 100 Spd
Pros: Has a more diverse movepool than in Advance, good Speed
Cons: Outclassed by Infernape and other Fire types with better Sp. Attack

Ninetales @ Leftovers
EVs: 6 HP / 252 SAtk / 252 Spd 
Timid Nature
-Nasty Plot
-Hypnosis
-Flamethrower
-Energy Ball

Put an opponent to sleep, then Nasty Plot and sweep with your two special
moves. Energy Ball covers all of Ninetales's weaknesses - Water, Rock, and
Ground. 

----------------------WIGGLYTUFF------------------------
Type: Normal
Ability: Cute Charm
Base Stats: 140 HP / 70 Atk / 45 Def / 75 SAtk / 50 SDef / 45 Spd
Pros: High HP, diverse movepool
Cons: The rest of its stats range from average to terrible

Wigglytuff @Leftovers
EVs: 6 HP / 252 Def / 252 SDef
Impish Nature
-Counter
-Wish
-Light Screen
-Seismic Toss/Double-Edge

Counter is perfect on Wigglytuff, who has massive HP but pathetic Defense. Wish
heals you after you take damage and Light Screen forces foes to use physical
attacks. Seismic Toss has consistent damage, but Double-Edge is also nice. 
Since you have such high HP and a healing move, the recoil doesn't matter.

Wigglytuff @Choice Specs
EVs: 148 Def / 252 SAtk / 110 SDef
Modest Nature
-Hyper Voice
-Ice Beam
-Thunderbolt
-Focus Blast

Wigglytuff learns a ton of special attacks and since its Sp. Attack stat is
higher than its Attack, you can put it to good use with a Choice Specs set.

Wigglytuff @Choice Band
EVs: 252 Atk / 148 Def / 110 SDef
Brave Nature
-Double-Edge/Return
-Gyro Ball
-Ice Punch
-Focus Punch

Gyro Ball makes Wigglytuff an interesting Choice Bander and it can learn a 
variety of other physical moves for this set. 

----------------------VILEPLUME-------------------------
Type: Grass/Poison
Ability: Chlorophyll
Base Stats: 75 HP / 80 Atk / 85 Def / 100 SAtk / 90 SDef / 50 Spd
Pros: Good SAtk and SDef, nice selection of support and status moves
Cons: Very slow, small offensive movepool

Vileplume @Heat Rock/Lum Berry
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
-Sunny Day
-Solarbeam
-Sleep Powder
-Sludge Bomb/Hidden Power [Fire/Ice]

Goes along well with Vileplume's ability. Sludge Bomb works as a second STAB
move, but HP Fire is the better choice since it also covers Steel types. HP Ice
hits Dragon and Flying opponents. 

Vileplume @Leftovers
EVs: 252 HP / 100 Def / 158 SDef
Calm Nature
-Sludge Bomb/Energy Ball/Grass Knot
-Sleep Powder
-Aromatherapy
-Moonlight/Stun Spore

A more defensive set. Choose an attacking move depending on what you want to
hit. Sleep Powder disables counters, Aromatherapy rids the team of status 
moves, and Moonlight keeps you alive. Stun Spore is an option that gives you
a chance at double status. 

----------------------PARASECT--------------------------
Type: Bug/Grass
Ability: Effect Spore/Dry Skin
Base Stats: 60 HP / 95 Atk / 80 Def / 60 SAtk / 80 SDef / 30 Spd
Pros: Learns Spore, 4x Ground resistance, Water immunity with Dry Skin
Cons: Many weaknesses including a 4x Flying and Fire weakness, terribly slow

Parasect @Leftovers
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
Ability: Dry Skin
-Spore
-X-Scissor
-Swords Dance/Aromatherapy
-Stun Spore/Brick Break

Spore is the most obvious reason to use Parasect, since it's one of the few 
Pokemon that gets this move. Support yourself with Swords Dance or support the
team with Aromatherapy. Stun Spore for a chance at double status or use Brick 
Break to hit Rocks and Steels. 

Parasect @Choice Band
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
Ability: Dry Skin
-X-Scissor
-Brick Break
-Pursuit/Aerial Ace
-Spore

It's slow, but it has a nice Attack stat to take advantage of with Choice Band.
Spore is still there to inflict a hit-and-run Sleep.   

----------------------VENEMOTH--------------------------
Type: Bug/Poison
Ability: Shield Dust/Color Glasses
Base Stats: 70 HP / 65 Atk / 60 Def / 90 SAtk / 75 SDef / 90 Spd
Pros: Good Sp. Attack and Speed
Cons: Frail defenses

Venemoth @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd 
Timid Nature
Ability: Color Glasses
-Bug Buzz
-Sludge Bomb
-Psychic
-Hidden Power [Fire]/Sleep Powder

Good Sp. Attack and Speed means it can make a decent UU/NU special sweeper.

Venemoth @Focus Sash
EVs: 252 HP / 6 SAtk / 252 Spd 
Timid Nature
Ability: Color Glasses
-Bug Buzz
-Sleep Powder
-Agility
-Baton Pass

Agility up and put something to sleep (or the other way around) and then pass
to something that likes the Speed boost.

----------------------DUGTRIO---------------------------
Type: Ground
Ability: Arena Trap/Sand Veil
Base Stats: 35 HP / 80 Atk / 50 Def / 50 SAtk / 70 SDef / 120 Spd
Pros: The only fully-evolved Pokemon with Arena Trap, excellent Speed
Cons: Attack is mediocre and is dependant on an item boost

Dugtrio @Choice Band/Life Orb
EVs: 6 HP / 252 Atk / 252 Spd
Adamant/Jolly Nature
Ability: Arena Trap
-Earthquake
-Stone Edge
-Aerial Ace
-Shadow Claw

Hasn't changed much from Advance besides getting Shadow Claw and a stronger
Rock move. The main decision comes down to Choice Band or Life Orb. Dugtrio's
Attack is only mediocre, so a big boost from CB is very important. But LO
gives you diversity, where as CB lets enemies switch in and set up 
on you after you kill something. However, LO's power boost is too low compared
to CB and you'll fail to OHKO or 2HKO many things. 
The choice is yours to make.

----------------------PERSIAN---------------------------
Type: Normal
Ability: Technician/PickUp
Base Stats: 65 HP / 70 Atk / 60 Def / 65 SAtk / 65 SDef / 115 Spd
Pros: Very fast, learns Hypnosis, Technician
Cons: Besides Speed, all its other stats are poor

Persian @Life Orb
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Technician
-Return
-Bite
-Aerial Ace
-Hypnosis

One of the main reasons to use Persian is that it learns Hypnosis. With its
high speed, it is one of the fastest sleepers in the game. 

Persian @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Technician
-Return
-Fake Out
-Bite
-Aerial Ace/U-Turn

With Technician, Fake Out becomes much stronger and Bite gains more power
than Crunch. Use Aerial Ace for Fighting types or U-Turn to escape from
tough opponents. 

Persian @Life Orb
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
Ability: Technician
-Swift
-Water Pulse
-Hypnosis
-Nasty Plot

Special sweeping Persian may seem unusual, but a Technicianed Swift is pretty
strong. It can also put counters to sleep and use Nasty Plot to boost its
Sp. Attack. Water Pulse for Rock types. 

----------------------GOLDUCK---------------------------
Type: Water
Ability: Damp/Cloud Nine
Base Stats: 80 HP / 82 Atk / 78 Def / 95 SAtk / 80 SDef / 85 Spd
Pros: Good Sp. Attack, unique Cloud Nine ability
Cons: Other stats are mediocre, limited movepool

Golduck @Leftovers
EVs: 30 HP / 252 SAtk / 228 Spd
Modest Nature
Ability: Cloud Nine
-Surf
-Ice Beam
-Calm Mind
-Hypnosis

Not much has changed for special-attacking Golduck. Put counters to sleep,
Calm Mind up, and sweep.

----------------------PRIMEAPE--------------------------
Type: Fighting
Ability: Vital Spirit/Anger Nerve
Base Stats: 65 HP / 105 Atk / 60 Def / 60 SAtk / 70 SDef / 95 Spd
Pros: One of the fastest Fighting types (second only to Infernape)
Cons: Frail defenses

Primeape @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Jolly/Adamant Nature
Ability: Vital Spirit
-Close Combat
-Stone Edge
-Ice Punch/Thunderpunch
-U-Turn

Primeape can hit a lot of types supereffectively with the variety of moves it
learns. U-Turn is handy for hitting Psychics and scouting for switch ins.

Primeape @Salac Berry
EVs: 82 HP / 252 Atk / 176 Spd
Adamant Nature
Ability: Anger Point
-Reversal
-Substitute
-Stone Edge
-Ice Punch

Set up a Sub and hope that your enemy critical hits you while you're behind it.
This will instantly max out your Attack for Reversal. With Sub, you have 4 
chances of this happening.
 
----------------------ARCANINE--------------------------
Type: Fire
Ability: Flash Fire/Intimidate
Base Stats: 90 HP / 110 Atk / 80 Def / 100 SAtk / 80 SDef / 95 Spd
Pros: Overall good stats, improved physical movepool
Cons: Movepool is still rather shallow and it is easily countered by
      a variety of standard opponents.

Arcanine @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Intimidate
-Flare Blitz
-Extremespeed
-Crunch
-Thunder Fang

Arcanine has a lot more physical options then in previous generaions. Flare 
Blitz is obviously its best move, and now it has Thunder Fang to take on
some Water types. Extremespeed strikes first and can finish off weakened 
opponents who are usually faster than you. You don't need this much on the
Choice Scarf set though. 

Arcanine @Choice Specs/Choice Scarf
EVs: 6 HP / 252 SAtk / 252 Spd
Rash Nature
Ability: Intimidate
-Overheat
-Dragon Pulse
-Hidden Power [Ground/Grass]
-Extremespeed

Arcanine's Sp. Attack is great as well so a special sweeping set is also
effective. Fire and Dragon cover everything except Heatran, which is where
HP Ground comes in. You can also choose Grass for Swampert and Rhyperior. 
Extremespeed is there again, since Arcanine's special movepool isn't quite 
that diverse. 

Arcanine @Leftovers
EVs: 6 HP / 252 SAtk / 252 Spd
Adamant Nature
Ability: Intimidate
-Flare Blitz
-Extremespeed
-Howl
-Thunder Fang

If you want to boost your Attack, but still want the diversity of attacks, then
use the Howl set. 

----------------------POLIWRATH-------------------------
Type: Water/Fighting
Ability: Water Absorb/Damp
Base Stats: 90 HP / 85 Atk / 95 Def / 70 SAtk / 90 SDef / 70 Spd
Pros: Good counter to Tyranitar and most Water-types
Cons: Overall stats are rather mediocre

Poliwrath @Leftovers
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
Ability: Water Absorb
-Focus Punch
-Waterfall/Ice Punch
-Substitute
-Hypnosis

Set up a Sub, then Focus Punch anything that isn't resistant to Fighting. If 
it's too tough to beat, put it to sleep. Waterfall is for a second STAB, but
Ice Punch hits Flying and Grass foes.

Poliwrath @Salac Berry
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Water Absorb
-Belly Drum
-Brick Break
-Waterfall
-Substitute/Rock Slide

Much more risky to use. Make sure you have an HP number divisible by 4, then
Sub and Drum to bring yourself down to exactly 75% health and prepare to sweep
with your maxed out Attack. If you're feeling extra brave, you don't even need
Sub and simply hope that your enemy won't do more than 50% damage when you use
Belly Drum. 

----------------------ALAKAZAM--------------------------
Type: Psychic
Ability: Inner Focus/Synchronize
Base Stats: 55 HP / 50 Atk / 45 Def / 135 SAtk / 85 SDef / 120 Spd
Pros: Excellent Special Attack and Speed make it a great special sweeper
Cons: Can't take a physical hit with low HP and Defense, Pursuit is 
      especially effective

Alakazam @Choice Specs
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
Ability: Synchronize
-Psychic
-Focus Blast
-Shadow Ball/Grass Knot/Hidden Power [Fire]
-Trick

STABed Choice Specs Psychic hurts a lot. Focus Blast for Steels, Darks, and 
Blissey. Grass Knot is a more accurate alternative for Tyranitar as well as 
Pokemon 4x weak to Grass. Shadow Ball hits other Psychics. HP Fire for 
Steel/Psychics (Metagross, Bronzong, Jirachi). Trick screws up everything that
tries to wall this set.

Alakazam @Life Orb/Expert Belt/Lum Berry
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
Ability: Synchronize
-Psychic
-Focus Blast
-Grass Knot/Shadow Ball/Hidden Power [Fire]
-Calm Mind

Starts off slower, but has the potential to hit harder with Calm Mind.

Alakazam @Focus Sash
EVs: 252 HP / 6 SAtk / 252 Spd
Hasty Nature
Ability: Inner Focus
-Psychic
-Focus Blast
-Grass Knot/Shadow Ball/Hidden Power [Fire]
-Counter

CounterSash is a fun combo on frail Pokemon that can certainly surprise 
physical sweepers. 

----------------------MACHAMP---------------------------
Type: Fighting
Ability: Guts/No Armor
Base Stats: 90 HP / 130 Atk / 80 Def / 65 SAtk / 85 SDef / 55 Spd
Pros: Amazing Attack, two great abilities, solid HP and defenses
Cons: Slow Speed

Machamp @Leftovers
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
Ability: No Armor
-Cross Chop/Dynamicpunch
-Stone Edge
-Ice Punch
-Thunderpunch/Bulk Up

This set takes advantage of its new ability to boost the accuracy of its
attacks. Cross Chop is preffered for its critical hit chance, but 
Dynamicpunch's confusion can be handy. 

Machamp @Choice Band
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
Ability: Guts
-Close Combat
-Stone Edge
-Ice Punch
-Thunderpunch/Facade

Guts is preffered on the CBer so it can absorb status inflictions. Flying types
won't stand a chance when Machamp has up to three supereffective moves against
them. Facade can be used against Weezing if it tries to burn you.

Machamp @Leftovers
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
-Cross Chop
-Stone Edge
-Rest
-Sleep Talk

The RestTalker lasts longer than the other versions. For the ability, choose
Guts if you want boosted Attack while you sleep or No Guard so that its attacks
will always hit.

----------------------VICTREEBEL------------------------
Type: Grass/Poison
Ability: Chlorophyll
Base Stats: 80 HP / 105 Atk / 65 Def / 100 SAtk / 60 SDef / 70 Spd
Pros: Good offensive stats
Cons: No strong physical moves to take advantage of its higher Attack, frail
      defenses

Victreebel @Hot Rock/Lum Berry
EVs: 122 HP / 252 SAtk / 136 Spd 
Modest Nature
-Solarbeam
-Sludge Bomb/Hidden Power [Fire]
-Sunny Day
-Sleep Powder

A simple Sunny Day set. Sludge Bomb is good for STAB, but HP Fire provides 
more coverage. Sleep Powder anything you can't handle.

Victreebel @Black Sludge
EVs: 252 Spd
Timid Nature
-Energy Ball/Sludge Bomb
-Knock Off
-Sleep Powder
-Stun Spore

Less sweeper oriented, and more focused on messing up the enemy through status
and the removal of their items.

----------------------TENTACRUEL------------------------
Type: Water/Poison
Ability: Liquid Ooze/Clear Body
Base Stats: 80 HP / 70 Atk / 65 Def / 80 SAtk / 120 SDef / 100 Spd
Pros: High Speed, excellent Sp. Defense, diverse support and special movepool
Cons: Mediocre offensive stats

Tentacruel @Black Sludge
EVs: 68 HP / 252 Atk / 188 Spd
Jolly Nature
Ability: Clear Body
-Poison Jab
-Waterfall
-Swords Dance
-Knock Off/Substitute

Simply Swords Dance up and sweep. Sub prevents status effects from messing you
up while Knock Off is very handy for disabling items.

Tentacruel @Choice Specs/Life Orb
EVs: 68 HP / 252 SAtk / 188 Spd
Timid Nature
-Surf/Hydro Pump
-Ice Beam
-Sludge Bomb
-Giga Drain

Its Sp. Attack is higher and it learns stronger special moves. However, it has
no way of boosting its mediocre Sp. Attack stat without items. 

----------------------GOLEM-----------------------------
Type: Rock/Ground
Ability: Sturdy/Rock Head
Base Stats: 80 HP / 110 Atk / 130 Def / 55 SAtk / 65 SDef / 45 Spd
Pros: Good Attack, Defense, and physical movepool
Cons: Completely outclassed by Rhyperior

Golem @Choice Band
EVs: 252 HP / 252 Atk / 6 Def
Adamant Nature
Ability: Rock Head
-Stone Edge
-Earthquake
-Double-Edge/Fire Punch
-Explosion

A simple CBer set. This set can hit every opponent except for Bronzong, which 
is why Fire Punch can be useful.

----------------------RAPIDASH--------------------------
Type: Fire
Ability: Flash Fire
Base Stats: 65 HP / 100 Atk / 70 Def / 80 SAtk / 80 SDef / 105 Spd
Pros: Great Speed and Attack, gains excellent new physical moves in D/P
Cons: Movepool is still limited

Rapidash @Leftovers/Life Orb
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
-Flare Blitz
-Megahorn
-Hypnosis
-Will-o-wisp

This set can both sweep and inflict double status on the opponent. 

Rapidash @Leftovers
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
-Flare Blitz
-Agility
-Baton Pass
-Hypnosis

Put counters to sleep to buy you time to Agility and pass to a recipient.

----------------------SLOWBRO---------------------------
Type: Water/Psychic
Ability: Own Tempo/Oblivious
Base Stats: 95 HP / 75 Atk / 110 Def / 100 SAtk / 80 SDef / 30 Spd
Pros: Good combination of defensive and offensive power, now gains Slack Off
Cons: Slow, of course. Bug and Dark weakness 

Slowbro @Leftovers
EVs: 212 HP / 252 Def / 44 SAtk
Bold Nature
Ability: Own Tempo
-Ice Beam
-Hidden Power [Electric]
-Surf/Calm Mind
-Slack Off

Slowbro's great Defense and Special Attack make up for its slowness. It has 
many useful moves and not enough room to fit them all on. Ice Beam and HP
Electric are important against the big physical attackers like Garchomp and
Gyarados. Use Surf if you really want a STAB move since it will hurt Tyranitar
and Rhyperior more than your other attacks.

----------------------FARFETCH'D------------------------
Type: Normal/Flying
Ability: Keen Eye/Inner Focus
Base Stats: 52 HP / 65 Atk / 55 Def / 58 SAtk / 62 SDef / 60 Spd
Pros: Uh...it looks cool?
Cons: Terrible stats all around, limited movepool, bad abilities

Farfetch'd @Salac Berry
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Inner Focus
-Flail
-Night Slash/Steel Wing
-Endure/Substitute
-Swords Dance

The bird below does this way better.

----------------------DODRIO----------------------------
Type: Normal/Flying
Ability: Run Away/Early Bird
Base Stats: 60 HP / 110 Atk / 70 Def / 60 SAtk / 60 SDef / 100 Spd
Pros: Great Attack and Speed
Cons: Frail defenses, limited physical movepool, outclassed by Staraptor

Dodrio @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Jolly/Adamant Nature
Ability: Early Bird
-Brave Bird
-Return
-Steel Wing
-Quick Attack

Dodrio is a great CB Bird. Fast and strong, but Staraptor does this a lot 
better.

Dodrio @Liechi Berry
EVs: 122 HP / 252 Atk / 136 Spd
Adamant Nature
Ability: Early Bird
-Flail
-Endeavor/Drill Peck
-Substitute/Endure
-Agility

Dodrio can do one thing Staraptor can't, and that is Flail. Agility when you 
can, Sub or Endure, get that Liechi boost, and then kill things with Flail. 
Endeavor Steels/Rocks that get in the way or use Drill Peck on Ghosts.

----------------------DEWGONG---------------------------
Type: Water/Ice
Ability: Thick Fat/Hydration
Base Stats: 90 HP / 70 Atk / 80 Def / 70 SAtk / 95 SDef / 70 Spd
Pros: Hydration is a nifty new ability
Cons: Mediocre stats, very limited movepool

Dewgong @Leftovers
EVs: 252 HP / 252 SAtk / 6 SDef
Modest Nature
Ability: Hydration
-Surf
-Ice Beam/Encore
-Rest
-Rain Dance

Taking advantage of Hydration is the only real thing it can do. Rain Dance and
keep yourself healthy with Rest. Surf and Ice Beam for STAB, but Encore can
annoy certain opponents. 

----------------------MUK-------------------------------
Type: Poison
Ability: Stench/Sticky Hold
Base Stats: 105 HP / 105 Atk / 75 Def / 65 SAtk / 100 SDef / 50 Spd
Pros: Great HP, Attack, and Sp. Defense, makes a nice UU special tank
Slow: Slow, lack of a really useful ability, has major trouble handling 
      Ground types 

Muk @Black Sludge
EVs: 212 HP / 252 Atk / 44 SDef
Adamant Nature
Ability: Sticky Hold
-Focus Punch
-Substitute
-Gunk Shot/Poison Jab
-Shadow Punch

SubPunch is the name of the game and Muk has plenty of HP and Attack to pull
it off. Choose Gunk Shot for Power or Poison Jab for accuracy. Shadow Punch
hits Ghosts.

Muk @Black Sludge
EVs: 252 HP / 108 Atk / 150 SDef
Careful Nature
Ability: Sticky Hold
-Curse
-Gunk Shot/Poison Jab
-Fire Punch/Brick Break/Ice Punch
-Explosion

Muk can already take special hits, so beef up its lower Defense while boosting
your Attack at the same time. Muk has no real healing move, so when you're 
getting low on health, just explode. Fire Punch and Brick Break hurt Steels,
but Ice is useful for Grounds.

Muk @Choice Band
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
Ability: Sticky Hold
-Gunk Shot/Poison Jab
-Explosion
-Shadow Punch/Ice Punch
-Focus Punch/Fire Punch

Unlike the previous two sets, this needs no set up and simply allows Muk to
hit as hard as it can.

----------------------CLOYSTER--------------------------
Type: Water/Ice
Ability: Shell Armor/Skill Link
Base Stats: 50 HP / 95 Atk / 180 Def / 85 SAtk / 45 SDef / 70 Spd
Pros: Amazing Defense, gets both Rapid Spin and Spikes
Cons: Stealth Rock weakness, terrible HP and Sp. Defense, Fighting and Rock
      weakness make it a less successful physical wall

Cloyster @Leftovers
EVs: 252 HP / 58 Def / 200 SDef
Impish Nature
Ability: Shell Armor
-Ice Shard/Ice Beam/Avalanche
-Explosion
-Spikes
-Rapid Spin

Spikes and Rapid Spin are your two most important moves, so use them when 
appropriate. You have no recovery move (besides Rest) so simply explode when
you are done. Ice Shard can take care of faster Dragons like Salamence, or use
Ice Beam/Avalanche if you don't care about going first.

----------------------GENGAR----------------------------
Type: Ghost/Poison
Ability: Levitate
Base Stats: 60 HP / 65 Atk / 60 Def / 130 SAtk / 75 SDef / 110 Spd
Pros: Amazing Sp. Attack and great Speed, incredibly diverse movepool, 
      3 Immunities (Normal, Fighting, Ground) 
Cons: Frail defenses, weakness to Pursuit

Gengar @Life Orb/Black Sludge
EVs: 6 HP / 252 SAtk / 252 Spd
Modest/Timid Nature
-Shadow Ball
-Thunderbolt
-Hypnosis
-Focus Blast/Hidden Power [Ice/Fire]

Gengar has a ton of choices for moves, but Shadow Ball and Thunderbolt will
always be a constant. Hypnosis is great for disabling potential counters. 
Focus Blast OHKOs Darks like Weavile/Tyranitar, HP Ice kills Dragons, and HP
Fire is for Metagross/Bronzong.

Gengar @Choice Specs/Choice Scarf
EVs: 6 HP / 252 SAtk / 252 Spd
Hasty Nature
-Shadow Ball
-Thunderbolt
-Explosion/Hidden Power [Ice]/Energy Ball
-Focus Punch/Focus Blast/Hypnosis

Diversity is good, but Gengar can use Choice items if you have good prediction
skills. Physical moves like Explosion and Focus Punch are very effective
against Blissey.

Gengar @Black Sludge
EVs: 160 HP / 96 SAtk / 252 Spd
Timid Nature
-Hypnosis
-Will-o-wisp
-Shadow Ball
-Thunderbolt

Double status is the goal. Disable as many opponents as you can with Burn and
Sleep.

Gengar @Black Sludge
EVs: 200 Atk / 98 SAtk / 212 Spd
Mild/Hasty Nature
-Shadow Ball
-Thunderbolt
-Substitute
-Focus Punch

An old moveset from Advance can still work in D/P. Substitute makes prediction
easier and can scout your enemy's attacks.

Gengar @Focus Sash
EVs: 6 HP / 252 Atk / 252 Spd
Hasty Nature
-Counter
-Hypnosis
-Shadow Ball
-Explosion

A pretty fun set. Counter all those physical attackers who think they can beat 
you with one hit. Then put the next enemy to sleep and explode to take out 
another one. You can screw over multiple opponents with this set.

--------------------- HYPNO-----------------------------
Type: Psychic
Ability: Insomnia/Forewarn
Base Stats: 85 HP / 73 Atk / 70 Def / 73 SAtk / 115 SDef / 67 Spd
Pros: High Special Defense, a great UU Special wall

Hypno @Leftovers
EVs: 252 HP / 80 Def / 176 Spd
Calm Nature
Ability: Insomnia
-Psychic
-Shadow Ball/Hidden Power [Fighting]
-Nasty Plot
-Baton Pass/Wish

Hypno is built defensively, but can still hurt things after it uses Nasty Plot.
After boosting your Special Attack, you can pass the benefits along with Baton
Pass (only from XD) or heal yourself with Wish (only from NYPC)

Hypno @Leftovers
EVs: 252 HP / 80 Def / 176 Spd
Calm Nature
Ability: Insomnia
-Seismic Toss
-Wish
-Reflect
-Thunder Wave

A set unchanged from the Advance games. It can be really hard to kill with Wish
constantly healing it. However, Wish is only an NYPC move, so good luck getting
it.

Hypno @Choice Specs
EVs: 134 HP / 252 SAtk / 124 Spd
Modest Nature
Ability: Insomnia
-Psychic
-Shadow Ball
-Hidden Power [Fighting]
-Switcheroo

A more offensive Hypno. It has nice type coverage with the first three moves 
and can screw up anything else with Switcheroo.

----------------------KINGLER---------------------------
Type: Water
Ability: Hyper Cutter
Base Stats: 55 HP / 130 Atk / 115 Def / 50 SAtk / 50 SDef / 75 Spd
Pros: Amazing Attack, finally gets some good physical moves in D/P
Cons: Rather slow, HP and Sp. Defense are terrible, physical movepool is small

Kingler @Leftovers
EVs: 16 HP / 252 Atk/ 240 Spd
Jolly Nature
-Crabhammer
-X-Scissor
-Rock Slide/Knock Off
-Swords Dance

Swords Dance up and pound stuff with Crabhammer. X-Scissor hits Grass and Rock
Slide covers Gyarados/Mantine. Knock Off is also an option that can be pretty 
annoying for your opponent.

Kingler @Salac Berry
EVs: 16 HP / 252 Atk/ 240 Spd
Jolly Nature
-Crabhammer
-Flail
-Substitute/Endure
-Swords Dance

Standard Flail set. Boost your Attack, get yourself to low HP to activate your
Berry, and sweep with Flail while hitting opponents resistant to that move with
Crabhammer. 

----------------------ELECTRODE-------------------------
Type: Electric
Ability: Soundproof/Static
Base Stats: 60 HP / 50 Atk / 70 Def / 80 SAtk / 80 SDef / 140 Spd
Pros: Extremely fast
Cons: Very limited movepool, Attack is too low to take full advantage of 
      Explosion

Electrode @Liechi Berry
EVs: 46 Atk / 252 SAtk / 212 Spd
Hasty Nature
Ability: Soundproof
-Thunderbolt
-Explosion
-Substitute
-Hidden Power [Grass/Ice]

The only real set viable on Electrode. Hit stuff with special moves if they 
are effective. Substitute to prevent status, scout for attacks and to 
activate Liechi when you are at low health to prepare for an Explosion.  

----------------------EXEGGUTOR-------------------------
Type: Grass/Psychic
Ability: Chlorophyll
Base Stats: 95 HP / 95 Atk / 85 Def / 125 SAtk / 65 SDef / 55 Spd
Pros: Amazing Sp. Attack, ability offsets its low Speed
Cons: Type combo gives it a ton of weaknesses, including 4x Bug weak; slow 
      without Sunny Day and has bad Sp. Defense

Exeggutor @Hot Rock/Lum Berry
EVs: 34 HP / 252 SAtk / 224 Spd
Modest Nature
-Solarbeam
-Sunny Day
-Psychic/Hidden Power [Fire]/Sleep Powder
-Explosion

Sunny Day + Solarbeam is the basic strategy. Psychic is supereffective against
Heracross, but so is HP Fire, which also hurts Weavile and Steels. Sleep Powder
can disable almost any counter they bring out. Explosion when Exeggutor has
finished its job.

Exeggutor @Choice Specs
EVs: 252 HP / 252 SAtk / 6 Spd
Modest Nature
-Leaf Storm
-Psychic
-Explosion
-Hidden Power [Fire/Ice]/Grass Knot

A Choice Specs Leaf Storm can put a major dent in many things. Psychic for 
Heracross and as a second STAB. Explosion takes out Blissey. HP Fire for Steels
or Ice for Dragons. You can also use Grass Knot if you want a Grass move that
doesn't lower your SAtk.

----------------------MAROWAK---------------------------
Type: Ground
Ability: Rock Head/Lightning Rod
Base Stats: 60 HP / 80 Atk / 110 Def / 50 SAtk / 80 SDef / 45 Spd
Pros: Unique item doubles its Attack, making it extremely powerful 
Cons: Despite high Defense, low HP and Spd limit its sweeping ability

Marowak @Thick Club
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Rock Head
-Bonemerang/Earthquake
-Stone Edge
-Double-Edge
-Swords Dance/Fire Punch

Bonemerang hits through Subs, but Earthquake has the same power and is more
accurate. You can boost your Attack with Swords Dance if you have time, but
Fire Punch prevents you from getting walled by Bronzong.

----------------------HITMONCHAN------------------------
Type: Fighting
Ability: Keen Eye/Iron Fist
Base Stats: 50 HP / 105 Atk / 79 Def / 35 SAtk / 110 SDef / 76 Spd
Pros: Elemental punches are now physical, gains a useful new ability
Cons: Very low HP and rather slow

Hitmonchan @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd 
Adamant Nature
Ability: Iron Fist
-Close Combat
-Ice Punch
-Mach Punch
-Thunderpunch

It doesn't matter that Sky Uppercut gets an Iron Fist boost, because Close
Combat is still stronger. Ice Punch for Flying foes and Mach Punch for speedy
opponents. Thunderpunch gives further coverage and hits Mantine/Gyarados.

Hitmonchan @Leftovers
EVs: 58 HP / 252 Atk / 224 Spd 
Adamant Nature
Ability: Iron Fist
-Focus Punch
-Substitute
-Mach Punch
-Ice Punch/Thunderpunch/Stone Edge

Focus Punch is super strong after the Iron Fist boost. Your last slot takes
care of Flying types and depends on what you want to hit. 

----------------------HITMONLEE-------------------------
Type: Fighting
Ability: Limber/Reckless
Base Stats: 50 HP / 120 Atk / 53 Def / 35 SAtk / 110 SDef / 87 Spd
Pros: Highest Attack and Speed of the Hitmons
Cons: Very low HP and Defense

Hitmonlee @Choice Band/Choice Scarf/Life Orb
EVs: 6 HP / 252 Atk / 252 Spd
Adamant/Jolly Nature
Ability: Limber
-Close Combat
-Stone Edge
-Blaze Kick
-Mach Punch

Close Combat is stronger and more accurate than any of Hitmonlee's kicking
moves. Stone Edge for Flyers, Blaze Kick for Heracross, and Mach Punch to hit
faster foes.

Hitmonlee @Salac Berry/Focus Sash
EVs: 6 HP / 252 Atk / 252 Spd
Adamant/Jolly Nature
Ability: Limber
-Reversal
-Stone Edge
-Substitute/Endure/Counter
-Bulk Up

There are two ways to prepare for a Reversal. The first is the traditional
Sub/Endure + Salac method. The second relies on Counter + Focus Sash. The first
way is more reliable since you'll get an automatic speed boost, but the second
lets you kill a physical attacking opponent before you even use Reversal. Both
fail in OU due to the popular Sandstream ability, so use this in UU.  

----------------------WEEZING---------------------------
Type: Poison
Ability: Levitate
Base Stats:  65 HP / 90 Atk / 120 Def / 85 SAtk / 70 SDef / 60 Spd
Pros: Levitate removes its Ground weakness, excellent Defense, great counter
      against Fighting types
Cons: Lack of many physical resistances (compared to Steel types)

Weezing @Black Sludge
EVs: 252 HP / 252 Def / 6 SDef
Bold Nature
-Sludge Bomb
-Fire Blast/Thunderbolt/Will-o-wisp
-Haze
-Pain Split

This is the defensive Weezing set. Haze is its specialty and it can keep itself
alive with Pain Split. Fire Blast hits Steels and Thunderbolt hits Gyarados,
who would otherwise Taunt and shut down most of Weezing's moves. W-o-w is for
a crippling Burn, but watch out for Guts Pokemon (especially Heracross!)

Weezing @Black Sludge
EVs: 252 HP / 80 Atk / 176 SAtk
Relaxed/Quiet Nature
-Sludge Bomb
-Fire Blast
-Thunderbolt/Shadow Ball
-Explosion

This is the more offensive set. Choose Thunderbolt for Gyarados or Shadow Ball
for Ghosts/Psychics. Explosion when you are done and it can also KO Blissey.

----------------------KANGASKHAN------------------------
Type: Normal
Ability: Early Bird/Scrappy
Base Stats:  105 HP / 95 Atk / 80 Def / 40 SAtk / 80 SDef / 90 Spd
Pros: Overall solid stats, Scrappy is a useful new ability
Cons: Outclassed by faster or stronger Normal sweepers like Tauros

Kangaskhan @Leftovers
EVs: 212 HP / 252 Atk / 46 Spd
Adamant Nature
-Return
-Focus Punch
-Sucker Punch
-Substitute

It looks like a typical SubPunch set, but Sucker Punch makes this set even 
more effective. Substitute forces your opponent to break it with an attacking
move which is when they will get Sucker Punched in the face. 

Kangaskhan @Salac Berry
EVs: 42 HP / 252 Atk / 216 Spd
Adamant Nature
Ability: Scrappy
-Reversal
-Endeavor
-Return
-Substitute/Endure

Scrappy means you no longer need a Dark/Ghost move to take care of Ghost types.

Kangaskhan @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Scrappy
-Return
-Earthquake
-Focus Punch
-Fake Out/Sucker Punch

A CB set. Easy to use, as most CB sets are.

----------------------SEAKING---------------------------
Type: Water
Ability: Swift Swim/Water Veil
Base Stats: 80 HP / 92 Atk / 65 Def / 65 SAtk / 80 SDef / 68 Spd
Pros: Good Attack
Cons: Other stats are rather low, limited movepool

Seaking @Liechi Berry
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Agility
-Substitute/Endure
-Flail
-Waterfall

A Flail set. Seaking can't boost its Attack, so simply boost its Speed and give
it a Liechi Berry. At least it now has Waterfall as a second physical attack.

Seaking @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Waterfall
-Megahorn
-Double-Edge
-Flail/Hydro Pump

Its limited movepool is apparent in this set. Waterfall and Megahorn are good,
but the other two slots are just filler.

----------------------STARMIE---------------------------
Type: Water/Psychic
Ability: Natural Cure/Illuminate
Base Stats: 60 HP / 75 Atk / 85 Def / 100 SAtk / 85 SDef / 115 Spd
Pros: Excellent Speed, great Sp. Attack, diverse special movepool, a very good 
      Rapid Spinner
Cons: Pursuit weakness, low HP

Starmie @Leftovers
EVs: 236 HP / 56 SAtk / 216 Spd  
Timid Nature
Ability: Natural Cure
-Surf
-Thunderbolt/Ice Beam
-Rapid Spin
-Recover

Starmie is one of the better Spinners in the game and will save you a lot of
trouble from annoying Spikes and Stealth Rock. You need Surf for STAB and can
choose whether to use Thunderbolt for enemy Water types or Ice Beam for Grass
and Dragons. Thunderbolt is usually preffered since it prevents Gyarados from
setting up on you and is supereffective against Skarmory, the most common
Spiker.

Starmie @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd 
Timid Nature
Ability: Natural Cure
-Surf
-Thunderbolt
-Ice Beam
-Grass Knot/Psychic

An all out attack set if you don't care about Rapid Spin. Psychic gets STAB,
but Grass Knot is more useful against bulky Waters like Swampert and Milotic.

----------------------MR. MIME--------------------------
Type: Psychic
Ability: Soundproof/Filter
Base Stats:  40 HP / 45 Atk / 65 Def / 100 SAtk / 120 SDef / 90 Spd
Pros: Great support movepool, Filter means no weaknesses!
Cons: Terrible HP and low Defense

Mr. Mime @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd 
Timid Nature
Ability: Filter
-Psychic
-Thunderbolt
-Trick
-Focus Blast/Shadow Ball

Mr. Mime has a special Trick up its sleeve for any non-special attacker that
tries to counter it. Focus Blast for Dark types or Shadow Ball for Ghosts and
enemy Psychics.

Mr. Mime @Leftovers
EVs: 252 HP / 6 SDef / 252 Spd
Timid Nature
Ability: Soundproof
-Psychic
-Calm Mind
-Substitute/Hypnosis
-Baton Pass

Baton Passing is one of Mr. Mime's strong points. Pass Calm Minds to your team
mates, along with Subs if you wish. However, Hypnosis disables counters and
could buy you time for an extra Calm Mind.

----------------------SCYTHER---------------------------
Type: Bug/Flying
Ability: Swarm/Technician
Base Stats: 70 HP / 110 Atk / 80 Def / 55 SAtk / 80 SDef / 105 Spd
Pros: Great Attack and Speed, both of its abilities are rather useful
Cons: 4x Stealth Rock weakness

Scyther @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Jolly/Adamant Nature
Ability: Technician
-Aerial Ace
-Night Slash
-X-Scissor/U-Turn
-Brick Break

Standard Choice sweeper set. The EV spread is just a general one. Scyther
does not need so much speed when it has a Choice Scarf, so feel free to shift
some Speeds EVs into HP or Defense.

Scyther @Salac Berry
EVs: 42 HP / 252 Atk / 216 Spd
Adamant Nature
-Endure/Substitute
-Swords Dance
-Reversal
-Night Slash/Aerial Ace/X-Scissor

Reversal set number 1 is the standard method for setting up a Reversal.  

Scyther @Focus Sash
EVs: 6 HP / 252 Atk / 252 Spd
Hasty Nature
-Counter
-Reversal
-Aerial Ace
-X-Scissor/Swords Dance

Reversal set number 2, which relies on surviving a big physical hit and 
striking back with Counter, then pummeling other opponents with Reversal.

Scyther @Leftovers
EVs: 252 HP / 6 Atk / 252 Spd
Jolly Nature
Ability: Technician
-Swords Dance
-Agility/Substitute
-Baton Pass
-Aerial Ace

Scyther can Baton Pass as well with Attack boosts, Speed boots, and Subs.

----------------------JYNX------------------------------
Type: Ice/Psychic
Ability: Oblivious/Forewarn
Base Stats: 65 HP / 50 Atk / 35 Def / 115 SAtk / 95 SDef / 95 Spd
Pros: Excellent sp. attack, learns Lovely Kiss
Cons: Low HP and terrible Defense, Stealth Rock and Pursuit weakness

Jynx @Leftovers
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
Ability: Forewarn
-Ice Beam
-Lovely Kiss
-Calm Mind
-Substitute

A classic Jynx moveset. Put your foes to sleep with Lovely Kiss, then boost 
your special stats with Calm Mind. Set up a Sub to prevent status effects from
messing you up. Ice Beam is the only attack you need since nothing is immune to
it and many are weak to it. 

Jynx @Choice Specs
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
Ability: Forewarn
-Ice Beam
-Psychic
-Grass Knot
-Focus Blast/Hidden Power [Fire/Fighting]

Jynx can now go all out thanks to Choice Specs. Ice Beam and Psychic for STAB,
Grass Knot hits Slowbro, Starmie, and Tyranitar. You can use a special Fighting
attack for Blissey and Dark types, or HP Fire for Steels like Bronzong and 
Metagross.

Jynx @Leftovers
EVs: 252 HP / 6 SDef / 252 Spd
Timid Nature
Ability: Forewarn
-Mean Look
-Perish Song
-Lovely Kiss
-Substitute

Jynx can use the PerishTrap strategy quite well. Lovely Kiss and Substitute 
prevent the opponent from hitting you after the countdown begins.

----------------------PINSIR----------------------------
Type: Bug
Ability: Mold Breaker/Hyper Cutter
Base Stats: 65 HP / 125 Atk / 100 Def / 55 SAtk / 70 SDef / 85 Spd
Pros: FINALLY gets a good physical Bug move, excellent Attack and great Defense
Cons: Still overshadowed by Heracross

Pinsir @Leftovers
EVs: 98 HP / 252 Atk / 160 Spd
Adamant Nature
Ability: Hyper Cutter
-X-Scissor
-Stone Edge
-Close Combat/Earthquake
-Swords Dance

Set up with Swords Dance and kill things. Close Combat and Earthquake will both
hurt Steels. Close Combat is stronger, but Earthquake doesn't decrease your
good Defense stat.

Pinsir @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Adamant/Jolly Nature
Ability: Mold Breaker
-X-Scissor
-Stone Edge
-Close Combat
-Earthquake

Without the need to setup with Swords Dance, you can hit things faster. Mold
Breaker is pretty useful for foes with Levitate that try to switch in on your
Earthquake.

Pinsir @Salac Berry
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Mold Breaker
-Endure/Substitute
-Flail
-Earthquake
-Swords Dance

Pinsir is yet another Pokemon that can use a Flail moveset (though it's one of
the many Pokemon that doesn't get STAB from Flail).

----------------------TAUROS----------------------------
Type: Normal
Ability: Intimidate/Anger Nerve
Base Stats:  75 HP / 100 Atk / 95 Def / 40 SAtk / 70 SDef / 110 Spd
Pros: Great Attack and Speed, solid Defense and Intimidate means it can switch
      in on physical sweepers without much problem, improved physical movepool
Cons: Outclassed by physical sweepers with higher Attack or Speed (or both)

Tauros @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Intimidate
-Return/Double-Edge
-Earthquake
-Stone Edge
-Pursuit

Tauros has always been a great Normal-type sweeper. Its Attack and Speed aren't
as amazing as a few other physical sweepers, but it can still hit very hard.
Gaining Stone Edge and a physical Pursuit is a big plus.

Tauros @Salac Berry
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Anger Nerve
-Return
-Earthquake
-Stone Edge
-Substitute

A set that really relies on luck. You actually WANT your opponent to critical
hit you (as long as you have a Sub up). This activates Anger Nerve, maxes out
Tauros's Attack in one go, and you can watch it absolutely destroy things.

----------------------GYARADOS--------------------------
Type: Water/Flying
Ability: Intimidate
Base Stats:  95 HP / 125 Atk / 79 Def / 60 SAtk / 100 SDef / 81 Spd
Pros: Overall good stats including excellent Attack, gaining new physical moves
      in D/P is a big plus, can set up easily and sweep entire teams.
Cons: 4x Electric weakness (but most Electrics have trouble switching in)

Gyarados @Leftovers
Evs: 212 HP / 16 Atk / 180 Def / 100 Spd
Adamant Nature
-Earthquake
-Ice Fang/Waterfall
-Taunt
-Dragon Dance

Nicknamed "BulkyGyara", this is one of the biggest threats in D/P competitive
battling. Its EV spread may seem defensive, but this allows it to switch in 
easily against foes like Water types and Heracross. From there, it can wreak
havoc on your team by Dragon Dancing up, hitting hard, and Taunting your
attempts to mess it up with status/phazing moves. Truly something to beware of.

Gyarados @Leftovers
EVs: 76 HP / 252 Atk / 180 Spd
Adamant Nature
-Waterfall
-Earthquake
-Ice Fang
-Dragon Dance

This is very similar to the first set, but its EV spread makes it far more 
offensive and it has wider coverage with 3 physical attacks instead of 2.

Gyarados @Choice Band/Choice Scarf
EVs: 76 HP / 252 Atk / 180 Spd
Adamant Nature
-Waterfall
-Earthquake
-Ice Fang
-Stone Edge

It may not have the same sweeping potential as the Dragon Dancers, but at
least you don't have to worry about setting up and can just hit hard and fast.

----------------------LAPRAS----------------------------
Type: Water/Ice
Ability: Shell Armor/Water Absorb
Base Stats:  130 HP / 85 Atk / 80 Def / 85 SAtk / 95 SDef / 60 Spd
Pros: Awesome HP and good defenses, good special movepool, great Water counter
Cons: Ice type gives it Rock and Fighting weakness

Lapras @Leftovers
EVs: 188 HP / 124 Def / 196
Modest Nature
Ability: Water Absorb
-Surf
-Ice Beam
-Thunderbolt
-Sing/Toxic

Lapras has lots of handy special moves for all kinds of opponents. The only 
Pokemon resistant to the first three moves are Lanturn and Shedinja (the latter
one is killed by Toxic).

Lapras @Leftovers
EVs: 74 HP / 252 Atk / 184 Spd
Adamant Nature
Ability: Water Absorb
-Waterfall
-Return
-Dragon Dance
-Substitute

Lapras's physical movepool isn't as diverse, but at least it can learn Dragon
Dance to boost its Attack and Speed. Sub to prevent status while you are DDing.

Lapras @Leftovers
EVs: 252 HP / 6 Atk / 252 SDef
Careful Nature
Ability: Shell Armor
-Waterfall
-Ice Shard
-Curse
-Rest

Another physical set. Curse boosts your Attack/Defense while lowering Speed,
but Ice Shard still lets you attack first.

----------------------DITTO-----------------------------
Type: Normal
Ability: Limber
Base Stats:  48 HP / 48 Atk / 48 Def / 48 SAtk / 48 SDef / 48 Spd
Pros: Can be fun if you don't care about winning
Cons: Stats are terrible, learns only one move

Ditto @Metal Powder
EVs: 252 HP / 129 Def / 129 SDef
Bold/Calm Nature
-Transform

Use Ditto only if you love gimmick Pokemon. There's not much to say about this.

----------------------VAPOREON--------------------------
Type: Water
Ability: Water Absorb
Base Stats:  130 HP / 65 Atk / 60 Def / 110 SAtk / 95 SDef / 65 Spd
Pros: Amazing HP, Water immunity makes it a great Water counter, learns some
      handy support moves including Wish 
Cons: Defense is rather low (though somewhat made up by the high HP)

Vaporeon @Leftovers
EVs: 252 HP / 252 Def / 6 SAtk
Bold Nature
-Surf
-Wish
-Protect
-Ice Beam/Hidden Power [Electric]

A set based around Wish passing. Ice Beam for Grass/Dragons, but HP Electric
is for other Waters, especially Gyarados.

Vaporeon @Leftovers
EVs: 252 HP / 252 Def / 6 SAtk
Bold Nature
-Surf
-Wish
-Substitute/Acid Armor
-Baton Pass

Now Vaporeon is passing something else besides Wish. It can give your teammates
huge Subs or a big boost in Defense.

----------------------JOLTEON---------------------------
Type: Electric
Ability: Volt Absorb
Base Stats:  65 HP / 65 Atk / 60 Def / 110 SAtk / 95 SDef / 130 Spd
Pros: Extremely fast, great Sp. Attack, SubPassing is very helpful for 
      Jolteon's teammates 
Cons: Movepool is still limited

Jolteon @Leftovers
EVs: 42 HP / 252 SAtk / 216 Spd
Timid Nature
-Thunderbolt
-Hidden Power [Ice/Grass]
-Substitute
-Baton Pass

Unchanged from Advance, Jolteon is still a great lead for your team due to its
Speed and ability to set up and pass Subs to your teammates. Choose HP Ice
for Grass types and Dragons like Garchomp, or HP Grass for Rhyperior and
Swampert.

Jolteon @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Thunderbolt
-Hidden Power [Ice/Grass]
-Shadow Ball
-Baton Pass

A typical Choice Specs set. What may strike you as unusual is Baton Pass with 
nothing to pass. With Jolteon's high speed, you can use Baton Pass as a form 
of scouting to see what your opponent does and use it to switch to an 
appropriate counter no matter what Pokemon they bring in.

----------------------FLAREON---------------------------
Type: Fire
Ability: Flash Fire
Base Stats:  65 HP / 130 Atk / 60 Def / 95 SAtk / 110 SDef / 65 Spd
Pros: High Attack
Cons: Low HP and Speed, physical movepool is very limited and learns no strong
      physical fire move (not even Flare Blitz)

Flareon @Choice Band
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
-Return
-Iron Tail
-Fire Fang
-Quick Attack

Poor Flareon. Fire Fang is its strongest physical STAB move and that's not
saying much. 

Flareon @Choice Specs
EVs: 252 HP / 252 SAtk / 6 Spd
Modest Nature
-Flamethrower
-Shadow Ball
-Hidden Power [Ice/Grass]
-Overheat

Its special movepool isn't much better, although its special Fire moves are
much stronger.

----------------------OMASTAR---------------------------
Type: Rock/Water
Ability: Swift Swim/Shell Armor
Base Stats:  70 HP / 60 Atk / 125 Def / 115 SAtk / 70 SDef / 55 Spd
Pros: Excellent Special Attack and great Defense
Cons: Type combo gives it 4x Grass weak and weakness to Fighting/Ground 
      making it rather frail despite its high Defense

Omastar @Damp Rock/Lum Berry
EVs: 34 HP / 252 SAtk / 224 Spd
Modest Nature
Ability: Swift Swim
-Rain Dance
-Surf/Hydro Pump
-Ice Beam
-Hidden Power [Electric/Grass]

Take advantage of its first ability with the Rain Dance set. It has excellent
Sp. Attack and can deal a lot of damage with its Water moves (Surf for 
accuracy or Hydro Pump for power). 

Omastar @Choice Specs
EVs: 252 HP / 252 SpAtk / 6 Spd
Modest Nature
-Surf/Hydro Pump
-Ice Beam
-Hidden Power [Electric/Grass]
-Ancientpower

Omastar's special movepool isn't stellar, but it still has nice coverage. 
Ancientpower hits Shedinja at least.

Omastar @Leftovers
EVs: 252 HP / 132 Def / 126 SAtk
Bold Nature
Ability: Shell Armor
-Surf
-Ice Beam
-Spikes/Stealth Rock
-Knock Off

A more defensive set. Omastar can set up Spikes or Stealth Rock (or even both
on the same set) and remove the opponent's items. Does especially well in
the Sandstorm for a Sp. Defense boost. 
 
----------------------KABUTOPS--------------------------
Type: Rock/Water
Ability: Swift Swim/Battle Armor
Base Stats:  60 HP / 115 Atk / 105 Def / 65 SAtk / 70 SDef / 80 Spd
Pros: High Attack
Cons: Rather frail, type combo has the same problems as Omastar's.

Kabutops @Leftovers
EVs: 6 HP / 252 Atk / 252 Spd
Adamant/Jolly Nature
-Rock Slide/Stone Edge
-Waterfall
-X-Scissor
-Swords Dance

A simple set where you Swords Dance up and sweep with whatever is most 
effective. Rock Slide has less power than Stone Edge, but due to Kabutops's
frailness, Stone Edge's low accuracy may not be very appealing.

Kabutops @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Stone Edge
-Waterfall
-X-Scissor
-Aqua Jet

Another simple set. You won't have to worry about Kabutops's mediocre Speed
so much when you can hit things hard with Aqua Jet.

Kabutops @Salac Berry
EVs: 58 HP / 252 Atk / 200 Spd
Jolly Nature
-Swords Dance
-Waterfall
-Flail
-Substitute/Endure

It seems like all of Kabutops's sets are simple. This is nothing out of your
ordinary Flail set.

----------------------AERODACTYL------------------------
Type: Rock/Flying
Ability: Rock Head/Pressure
Base Stats:  80 HP / 105 Atk / 65 Def / 60 SAtk / 75 SDef / 130 Spd
Pros: Extremely fast, great Attack, gains better physical moves
Cons: Frail for a Rock type, Stealth Rock weakness

Aerodactyl @Choice Band/Life Orb
EVs: 42 HP / 252 Atk / 216 Spd
Adamant/Jolly Nature
Ability: Pressure
-Stone Edge
-Earthquake
-Crunch/Pursuit
-Aerial Ace/Ice Fang/Fire Fang

Standard CB sweeper. Aerodactyl's extremely high speed makes it stand out 
amongst the many Rock-type sweepers that D/P has. Aerial Ace is for STAB, Ice 
Fang hits Dragons, and Fire Fang is for Bronzong. Double-Edge is no longer as 
useful, so Rock Head isn't a needed ability. 

Aerodactyl @Leftovers
EVs: 252 HP / 6 Def / 252 Spd
Jolly Nature
Ability: Pressure
-Substitute
-Protect
-Fly
-Rock Slide/Earthquake

PressureDactyl! A novelty set that can actually work. The goal is to stall
the opponent out of as much PP as possible. Rock Slide can flinch, but 
Earthquake prevents you from getting walled by Steels.

----------------------SNORLAX---------------------------
Type: Normal
Ability: Immunity/Thick Fat
Base Stats:  160 HP / 110 Atk / 65 Def / 60 SAtk / 110 SDef / 30 Spd
Pros: Enormous HP, great Attack and Sp. Defense, makes a good special wall that
      can still hit things hard.
Cons: No longer able to take special hits as well due to special sweepers 
      gaining new Sp. Attack boosters like Nasty Plot and Choice Specs

Snorlax @Leftovers
EVs: 82 HP / 40 Atk / 136 Def / 252 SDef
Careful Nature
Ability: Thick Fat
-Return/Body Slam
-Earthquake/Crunch
-Curse
-Rest

Good ol' CurseLax hasn't changed much from Advance, though sweepers in D/P can
hit a lot harder now. You still have to decide whether you want to hit 
Tyranitar and Steel types with Earthquake, or Ghosts like Gengar with Crunch.
Choose Return for its power or Body Slam for its ability to paralyze, which
can be a lifesaver in certain situations.

Snorlax @Leftovers
EVs: 160 HP / 40 Atk / 56 Def / 252 SDef
Careful Nature
Ability: Thick Fat
-Double-Edge/Body Slam
-Earthquake/Crunch
-Rest
-Sleep Talk

Here's another moveset that hasn't changed much. Rest is important since it's
Snorlax's only way of healing itself. 

Snorlax @Leftovers/Choice Band
EVs: 6 HP / 252 Atk / 252 SDef
Ability: Immunity
-Body Slam/Return
-Earthquake
-Selfdestruct
-Fire Punch/Pursuit/Crunch

Whether you choose Leftovers for versatility or Choice Band for power is up to
you. This Snorlax cares more about offense than defense. Selfdestruct is from
XD and is a great way to finish things off when you're low at health. This
set works particularly well in a Trick Room team.

----------------------ARTICUNO---------------------------
Type: Ice/Flying
Ability: Pressure
Base Stats:  90 HP / 85 Atk / 100 Def / 95 SAtk / 125 SDef / 85 Spd
Pros: Great defenses, excellent counter to Celebi and most Grass types, works
      especially well after Spikes/Stealth Rock have been set up.
Cons: 4x Stealth Rock weakness, limited movepool

Articuno @Leftovers
EVs: 252 HP / 126 Def / 132 SDef
Calm Nature
-Ice Beam
-Roar/Heal Bell
-Rest
-Sleep Talk

The RestTalking set is an old standard for Articuno. Keep yourself alive with
Rest and Sleep Talk while you slumber. Roar is great for phazing, but if you
got Articuno from XD, you can teach it Heal Bell to instantly wake you up after
you go to sleep. 

Articuno @Leftovers
EVs: 252 HP / 126 Def / 132 SDef
Calm Nature
-Ice Beam
-Reflect
-Tail Wind/Heal Bell/Roar
-Roost

Articuno also gained Roost as a healing move and has a variety of moves to 
support the team. Boost Speed with Tail Wind, instant healing with Heal Bell,
or force switches with Roar.

----------------------ZAPDOS-----------------------------
Type: Electric/Flying
Ability: Pressure
Base Stats: 90 HP / 90 Atk / 85 Def / 125 SAtk / 90 SDef / 100 Spd
Pros: Great Sp. Attack and Speed, has many great support moves
Cons: Limited movepool (but still has a wide variety of movesets despite that) 

Zapdos @Leftovers
EVs: 252 HP / 94 SAtk / 164 Spd
Modest/Timid Nature
-Thunderbolt
-Hidden Power [Ice/Grass]
-Roost
-Thunder Wave/Light Screen/Metal Sound

This Zapdos can hurt opponents while supporting itself and the team at the 
same time. Metal Sound from Pokemon XD can cause switches and prevent Blissey 
from walling it.

Zapdos @Leftovers
EVs: 252 HP / 6 SAtk / 252 Spd
Timid Nature
-Thunderbolt
-Agility
-Baton Pass
-Substitute/Hidden Power [Ice/Grass]

Baton Pass from XD was a great addition and makes Zapdos one of the best speed
passers. You can also pass Substitute if you want, but a good Hidden Power can
come in handy if you don't want to be limited to only one move.

Zapdos @Leftovers
EVs: 252 HP / 30 Spd / 228 SDef
Calm Nature
-Thunderbolt
-Hidden Power [Ice/Grass]
-Rest
-Sleep Talk

A set that hasn't changed since Advance. Zapdos doesn't have the best defenses
in the world, but it can still take a hit, has Pressure to stall enemies, 
(including Blissey), and can absorb Sleep and other status effects.

Zapdos @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Modest/Timid Nature
-Thunderbolt
-Hidden Power [Ice/Grass]
-Extrasensory
-U-Turn

Choice Specs gives Zapdos even more power, but its special movepool is very
limited. U-Turn doesn't get a boost from Choice Specs, but is still useful for
scouting counters while hurting Grass types at the same time.

----------------------MOLTRES----------------------------
Type: Fire/Flying
Ability: Pressure
Base Stats: 90 HP / 100 Atk / 90 Def / 125 SAtk / 85 SDef / 90 Spd
Pros: Excellent Sp. Attack
Cons: 4x Stealth Rock weakness, limited movepool

Moltres @Choice Specs/Choice Scarf
EVs: 6 HP / 252 Spd / 252 SAtk
Timid Nature
-Overheat
-Air Slash
-Hidden Power [Ice/Grass]
-Flamethrower/Fire Blast

Overheat can do a ton of damage, but you may want a secondary fire move in
case the Sp. Attack drop will put you at a disadvantage. HP Ice for Dragons 
or HP Grass for Waters and Rhyperior. 

Moltres @Hot Rock
EVs: 6 HP / 252 Spd / 252 SAtk
Modest/Timid Nature
-Flamethrower/Fire Blast
-Sunny Day
-Solarbeam
-Air Slash/Hidden Power [Ice]

This set revolves around Sunny Day. Solarbeam from Moltres's super high Sp.
Attack will seriously hurt most Water and Rock types that think they can switch
in.

----------------------DRAGONITE--------------------------
Type: Dragon/Flying
Ability: Inner Focus
Base Stats: 91 HP / 134 Atk / 95 Def / 100 SAtk / 100 SDef / 80 Spd
Pros: Amazing Attack, better defenses than most Dragons, diverse movepool, 
      Outrage and Focus Punch let it stand out from Salamence
Cons: 4x Ice weakness, rather slow for a Dragon

Dragonite @Leftovers/Life Orb
EVs: 58 HP / 252 Atk / 200 Spd
Jolly Nature
-Outrage
-Earthquake
-Fire Blast
-Dragon Dance

If you can get it set up, Dragon Dance and Outrage is a nearly unstoppable 
combo (except by certain Steels). Earthquake and Fire Blast take care of all
the types resistant to Dragon. Use this near the end of the battle. You 
don't want to get stuck in Outrage too early.  

Dragonite @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Adamant/Jolly Nature
-Dragon Claw/Outrage
-Earthquake
-Fire Blast
-Focus Punch/

No set up required with the physical Choice sweeper. 

Dragonite @Choice Specs/Choice Scarf
EVs: 6 HP / 252 SAtk / 252 Spd
Mild Nature
-Draco Meteor
-Flamethrower
-Focus Punch
-Dragon Pulse

Salamence may be faster and stronger, but Dragonite gets Focus Punch to take
care of Blissey. 

Dragonite @Leftovers
EVs: 64 Atk / 252 SAtk / 192 Spd
Mild/Rash Nature
-Substitute
-Focus Punch
-Dragon Pulse
-Flamethrower

Some of the same moves as above, but you're a bit safer with Substitute and you
don't need to predict as much. 

----------------------MEWTWO-----------------------------
Type: Psychic
Ability: Pressure
Base Stats: 106 HP / 110 Atk / 90 Def / 154 SAtk / 90 SDef / 130 Spd
Pros: Incredible Sp. Attack and Speed, great all around stats, extremely 
      diverse movepool, one of the best special sweepers in the game
Cons: Not much. New ubers Darkrai and Arceus can now counter it, but even they
      won't always stand in its way.

Mewtwo @Leftovers
EVs: 42 HP / 252 SAtk / 216 Spd
Timid Nature
-Ice Beam
-Thunderbolt/Recover
-Taunt
-Calm Mind

Taunt Mewtwo was scary in Advance and is still scary in D/P since Taunt now
lasts longer. You can laugh in the face of walls like Blissey and Lugia since
they have no way of stopping you once they've been Taunted. Ice Beam is the one
true move for this set since no Pokemon resist it and most ubers are weak 
against it. Thunderbolt gives you additional coverage, but Recover is useful 
for healing HP lost while you were using Calm Mind.

Mewtwo @Life Orb/Choice Specs
EVs: 76 Atk / 212 SAtk / 220 Spd 
Timid Nature
-Shadow Ball
-Ice Beam
-Thunder
-Focus Punch/Aura Sphere

An all out attacker. This set takes advantage of Mewtwo's diverse movepool to
cover every Pokemon in ubers, including Blissey. Thunder hits Kyogres. Move the
Attack EVs into HP if you're not using Focus Punch.

Mewtwo @Leftovers/Life Orb
EVs: 42 HP / 252 Atk / 216 Spd
Adamant Nature
-Ice Punch
-Earthquake/Fire Blast
-Bulk Up
-Brick Break/Selfdestruct

You may think physical Mewtwo is silly, but it can be both surprising and
devastating. Mewtwo already has a good Attack stat and many ubers lack Defense,
so Mewtwo can hit them where it hurts. Ice Punch for Dragons, Earthquake or 
Fire Blast for Steels, Brick Break for Darkrai and Blissey, or Selfdestruct 
(from XD) to go out with a bang.

----------------------MEW--------------------------------
Type: Psychic
Ability: Synchronize
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spd
Pros: Learns every TM/HM in the games, which gives it an incredibly diverse
      movepool (second only to Smeargle). 
Cons: Outclassed as a sweeper by Mewtwo, so be sure to use its exclusive moves
      to your advantage. 

Mew @Leftovers
EVs: 252 HP / 36 SDef / 220 Spd
Timid Nature
-Nasty Plot
-Baton Pass
-Hypnosis
-Substitute/Taunt/Dark Pulse

Mew is the only uber that can Baton Pass, and this is the special passing set.
Along with Nasty Plot, Mew can also pass 101-HP Substitutes, put counters to
sleep with Hypnosis or Taunt to prevent them from setting up. If you really 
prefer to have an attacking move, Dark Pulse is your best choice since nothing
is immune to it and it can hit most ubers supereffectively.

Mew @Leftovers
EVs: 252 HP / 36 SDef / 220 Spd
Jolly Nature
-Swords Dance
-Baton Pass
-Substitute/Hypnosis
-Taunt/Shadow Claw

Similar to the first set, but this time you're passing Attack with Swords 
Dance. Otherwise, the idea is the same. 

Mew @Leftovers/Life Orb
EVs: 36 HP / 252 SAtk / 220 Spd
Timid Nature
-Dark Pulse
-Ice Beam/Grass Knot
-Nasty Plot
-Taunt/Baton Pass/Hypnosis

Mew has good Sp. Attack as well, and can boost it even higher with Nasty Plot.
As mentioned, Dark Pulse is effective against most ubers (who are Psychic), 
Ice Beam hits all the Dragon ubers, while Grass Knot is particularily effective
against Kyogre and Groudon. Your last slot is reserved for moves that disable
counters or in Baton Pass's case, escape from them. 

Mew @Leftovers/Life Orb
EVs: 36 HP / 252 Atk / 220 Spd
Jolly Nature
-Earthquake
-Shadow Claw
-Swords Dance
-Taunt/Baton Pass/Hypnosis

Physical variant of above set. Earthquake and Shadow Claw cover a lot of 
opponents you may face in ubers, although you can work in other physical 
attacks into this set if you'd like.

Mew @Leftovers
EVs: 252 HP / 36 SDef / 220 Spd
Timid/Jolly Nature
-Transform
-Hypnosis
-Reflect/Light Screen
-Softboiled

This set is neither special nor physical, but is whatever opponent you turn
into. Transform can be a really fun surprise against your opponent and the 
last three moves are used to help you survive longer 

----------------------MEGANIUM---------------------------
Type: Grass
Ability: Overgrow
Base Stats: 80 HP / 82 Atk / 100 Def / 83 SAtk / 100 SDef / 80 Spd
Pros: Good defenses, learns userful support moves
Cons: Outside of support moves, its movepool isn't very interesting.

Meganium @Leftovers
EVs: 252 HP / 78 Def / 180 SDef
Bold Nature
-Energy Ball
-Aromatherapy
-Leech Seed
-Reflect/Light Screen

As mentioned, support is the way to go with Meganium. Status healing with
Aromatherapy, extra recovery with Leech Seed, and boosted defenses with Reflect
or Light Screen can really help your team out. 

------------------------TYPHLOSION---------------------
Type: Fire
Ability: Blaze
Base Stats: 78 HP / 84 Atk / 78 Def / 109 SAtk / 85 SDef / 100 Spd
Pros: Great Sp. Attack and high Speed, gains Eruption in D/P
Cons: Offensive movepool is rather lacking compared to 

Typhlosion @Choice Scarf
EVs: 120 Atk / 252 SAtk / 138 Spd
Mild Nature
-Eruption
-Focus Punch
-Hidden Power [Ice]
-Overheat

Eruption is a great addition because Typhlosion has the speed to attack 
before taking damage from most opponents, which basically means you'll 
be hitting them with a Blast Burn that doesn't need recharging. When you are
at low HP and Eruption no longer does much, Blaze kicks in and you can still 
hit enemies hard with Overheat. HP Ice is for Dragons.  

Typhlosion @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Flamethrower/Fire Blast
-Focus Punch
-Hidden Power [Ice]
-Overheat

This is more of your traditional Fire-type sweeper, except Typhlosion has the
arms to use Focus Punch for Blissey. 

Typhlosion @Heat Rock
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Flamethrower/Fire Blast
-Solarbeam
-Hidden Power [Ice]
-Sunny Day

Typhlosion also gets Solarbeam in D/P, so a Sunny Day set is viable. However,
don't use this in OU since Sandstream will easily mess it up.

------------------------FERALIGATR---------------------
Type: Water
Ability: Torrent
Base Stats: 85 HP / 105 Atk / 100 Def / 79 SAtk / 83 SDef / 78 Spd
Pros: Great Attack, learns Dragon Dance
Cons: Largely outclassed by Gyarados and other OU Water types.

Feraligatr @Leftovers
EVs: 138 HP / 252 Atk / 120 Spd
Adamant Nature
-Waterfall
-Ice Punch
-Earthquake
-Dragon Dance/Swords Dance

Dragon Dance makes Feraligatr a good Water-type physical sweeper (though
Gyarados does the job much better). Still, Gyarados doesn't learn Ice Punch
and Feraligatr can use Swords Dance as an alternate Attack booster.

Feraligatr @Choice Band
EVs: 136 HP / 252 Atk / 122 Spd
Adamant Nature
-Waterfall
-Ice Punch
-Earthquake
-Rock Slide

As with any Pokemon with good Attack, Feraligatr can use a Choice Band if
you want a simple sweeping set.

------------------------FURRET-------------------------
Type: Normal
Ability: Run Away/Keen Eye
Base Stats: 85 HP / 76 Atk / 64 Def / 45 SAtk / 55 SDef / 90 Spd
Pros: Good movepool, pretty good Speed
Cons: Mediocre attack and low defenses

Furret @Choice Band/Choice Scarf
EVs: 4 HP / 252 Atk / 252 Spd
Adamant/Jolly Nature
-Return/Double-Edge
-Focus Punch
-Shadow Claw/Sucker Punch
-Trick

Trick saves this set from being just another Choice sweeper. It has good 
coverage with the attacks listed, but it doesn't have the power to pull them
off effectively. 

------------------------NOCTOWL------------------------
Type: Normal/Flying
Ability: Insomnia/Keen Eye
Base Stats: 100 HP / 50 Atk / 50 Def / 76 SAtk / 96 SDef / 70 Spd
Pros: Can make 101-HP Substitutes for all its worth
Con: Rather slow, low offensive stats, unimpressive movepool 

Noctowl @Leftovers
EVs: 252 HP / 252 SDef / 6 Spd
Calm Nature
Ability: Insomnia
-Air Slash
-Hypnosis
-Reflect
-Roost

Support Noctowl is the most you'll get out of it. Put something to sleep, 
Reflect, and switch out. 

------------------------LEDIAN-------------------------
Type: Bug/Flying
Ability: Swarm/Early Bird
Base Stats: 55 HP / 35 Atk / 50 Def / 55 SAtk / 110 SDef / 85 Spd
Pros: Excellent Sp. Defense, great support moves
Cons: Very frail due to low HP, terrible offensive stats, many weaknesses due
      to bad type combo

Ledian @Focus Sash/Leftovers
EVs: 252 HP / 4 Atk / 252 Spd
Jolly Nature
-Agility/Swords Dance
-Substitute
-Baton Pass
-Ice Punch/Thunderpunch

Baton Passing is one of Ledian's talents (and probably its only talent). 
Ninjask and Scizor can do it better, but this is Ledian's moveset, not their's. 

Ledian @Focus Sash
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature
-Bug Buzz
-Reflect
-Light Screen
-Knock Off

More general support. Reflect and Light Screen help defend the team while 
Knock Off can mess up some opponents.

------------------------ARIADOS------------------------
Type: Bug/Poison
Ability: Insomnia/Swarm
Base Stats: 70 HP / 90 Atk / 70 Def / 60 SAtk / 60 SDef / 40 Spd
Pros: Spider Web and Baton Pass combo
Cons: Terribly slow, frail defenses, overall mediocre stats

Ariados @Focus Sash
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Insomnia
-Poison Jab
-Agility
-Spider Web
-Baton Pass

Try to trap something and Baton Pass it to someone more sturdy. Agility can
aid in your escape.

------------------------CROBAT-------------------------
Type: Poison/Flying
Ability: Inner Focus
Base Stats: 85 HP / 90 Atk / 80 Def / 70 SAtk / 80 SDef / 130 Spd
Pros: Amazing Speed. Now with Hypnosis, it's the fastest Sleep inducer in the
      game. Excellent Fighting counter.
Cons: Unimpressive offensive stats, easily walled by Steel-types

Crobat @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
-Cross Poison
-Brave Bird
-U-Turn
-Pursuit

With one of the highest speeds of any non-legendary Pokemon, Crobat rushes in
with a powerful Brave Bird or Cross Poison to strike opponents. U-Turn to 
switch out from opponents you're afraid of (like Steel types) or Pursuit to
get opponents who are switching out from you. 

Crobat @Black Sludge
EVs: 100 HP / 156 SAtk / 252 Spd 
Jolly Nature
-Cross Poison
-u-Turn
-Hypnosis
-Roost

With Hypnosis, Crobat is now the fastest sleep-inducer in the game. 

Crobat @Black Sludge
EVs: 6 HP / 252 SAtk / 252 Spd 
Timid Nature
-Sludge Bomb
-Air Slash
-Hypnosis/Hidden Power [Fighting]
-Nasty Plot

Crobat's Sp. Attack is lower, but still not bad, and it can use Nasty Plot to
quickly boost it. With a special set, it can finally use a move to hit Steel
types supereffectively. 

------------------------LANTURN------------------------
Type: Water/Electric
Ability: Volt Absorb/Illuminate
Base Stats: 125 HP / 58 Atk / 58 Def / 76 SAtk / 76 SDef / 67 Spd
Pros: Excellent HP
Cons: It's other stats are unimpressive

Lanturn @Leftovers
EVs: 64 HP / 192 SAtk / 252 SDef
Modest/Calm Nature
Ability: Volt Absorb
-Surf
-Thunderbolt
-Ice Beam
-Thunder Wave

A standard set for Lanturn, utilizing its ability to cover just about every
Pokemon out there (except for Shedinja). Thunder Wave can be a good move 
against potential counters and makes up for Lanturn's poor speed.

Lanturn @Leftovers
EVs: 64 HP / 192 SAtk / 252 SDef
Calm Nature
Ability: Volt Absorb
-Surf
-Thunderbolt/Ice Beam
-Rest
-Sleep Talk

This set makes a nice special tank for UU, absorbing asleep and other status
effects while still being able to attack.

------------------------XATU----------------------------
Type: Psychic/Flying
Ability: Early Bird/Synchronize
Base Stats: 65 HP / 75 Atk / 70 Def / 95 SAtk / 70 SDef / 95 Spd
Pros: Good Sp. Attack and Speed, excellent support movepool 
Cons: Frail defenses and HP

Xatu @Leftovers
EVs: 252 HP / 6 Atk / 252 Spd
Jolly Nature
Ability: Synchronize
-U-Turn
-Thunder Wave
-Reflect/Light Screen
-Wish

Xatu learns a lot of useful support moves and while it is pretty frail, it can
still pull these moves off. Set up a shield of your choice, paralyze counters
and use Wish if you have time and U-Turn away to a teammate.

Xatu @Leftovers
EVs: 252 HP / 6 SAtk / 252 Spd
Timid Nature
Ability: Synchronize
-Calm Mind
-Baton Pass
-Roost/Wish
-Psychic

A Natu from XD can learn Baton Pass once purified, so this gives Xatu a chance
at passing Calm Mind boosts to teammates.

Xatu @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
Ability: Synchronize
-Psychic
-Grass Knot
-Hidden Power [Fighting]
-Shadow Ball

It's Sp. Attack and Speed are above average, so a Choice sweeper set works 
well. HP Fighting takes care of Darks and Steels, Shadow Ball for other
Psychics, and Grass Knot for heavier brutes.

------------------------AMPHAROS------------------------
Type: Electric
Ability: Static
Base Stats: 90 HP / 75 Atk / 75 Def / 115 SAtk / 90 SDef / 55 Spd
Pros: Excellent Sp. Attack, good defenses for an Electric type
Cons: Rather limited movepool, slow

Ampharos @Leftovers
EVs: 148 HP / 184 Atk / 176 SAtk
Quiet Nature
-Thunderbolt
-Substitute
-Focus Punch
-Hidden Power [Grass/Ice]/Signal Beam

Ampharos is too slow to sweep like other Electrics, but its good HP and 
defenses allow it to sit back and attack while carrying Focus Punch in case
Blissey gets in its way. 

------------------------BELLOSSOM-----------------------
Type: Grass
Ability: Chlorophyll
Base Stats: 75 HP / 80 Atk / 85 Def / 90 SAtk / 100 SDef / 50 Spd
Pros: Good Sp. Defense
Cons: Slow, limited movepool

Bellossom @Leftovers
EVs: 252 HP / 6 SAtk / 252 SDef
Calm Nature
-Energy Ball/Grass Knot
-Sleep Powder
-Stun Spore
-Synthesis/Hidden Power [Fire/Ice]/Leech Seed

Bellossom has above average defenses, so it works well with a defensive 
moveset. Double status effects can really mess a team up. Leech Seed is only
obtainable from a NYPC event.

Bellossom @Heat Rock/Leftovers
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Sunny Day
-Solarbeam
-Hidden Power [Fire]
-Sleep Powder

Vileplume can do this better thanks to a higher Sp. Attack. But Bellossom's 
higher Sp. Def allows it to take a hit or something. Anyways, it's a simple
SunnyBeam set.

------------------------AZUMARILL-----------------------
Type: Water
Ability: Huge Power/Thick Fat
Base Stats: 100 HP / 50 Atk / 80 Def / 50 SAtk / 80 SDef / 50 Spd
Pros: Huge Power boosts its Attack to impressive levels, good HP and defenses,
      gains good physical attacks in D/P
Cons: Poor speed

Azumarill @Leftovers
EVs: 252 HP / 252 Atk / 6 SDef
Adamant Nature
Ability: Huge Power
-Waterfall
-Substitute
-Focus Punch
-Ice Punch

Azumarill is a great SubPuncher. It has high HP and good enough defenses to 
take a hit while Subbing and doing enormous damage with Focus Punch. 

Azumarill @Choice Band
EVs: 212 HP / 252 Atk / 44 Spd
Adamant Nature
Ability: Huge Power
-Waterfall
-Ice Punch
-Focus Punch
-Body Slam/Aqua Jet

Choice Band increases Azumarill's Attack to even more impressive levels. Body
Slam can paralyze opponents, making up for Azumarill's low speed. Aqua Jet can
also do that since it always goes first.

------------------------SUDOWOODO-----------------------
Type: Rock
Ability: Rock Head/Sturdy
Base Stats: 70 HP / 100 Atk / 115 Def / 30 SAtk / 65 SDef / 30 Spd
Pros: Great Attack and Defense, gains better physical moves in D/P
Cons: Terribly slow
 
Sudowoodo @Choice Band
EVs: 252 HP / 252 Atk / 6 SDef
Adamant Nature
Ability: Rock Head
-Stone Edge
-Earthquake
-Wood Hammer
-Explosion

Though Sudowoodo doesn't have the most impressive Attack, it can get 4 strong
moves that all have at least 100 power. Wood Hammer is a great addition for
Water types thinking they can switch in safely.

------------------------POLITOED------------------------
Type: Water
Ability: Water Absorb
Base Stats: 90 HP / 75 Atk / 75 Def / 90 SAtk / 100 SDef / 70 Spd
Pros: Good Sp. Def, nice special and support movepool
Cons: Very mediocre, outclassed by many better Water types.

Politoed @Leftovers
EVs: 252 HP / 6 SAtk / 252 SDef
Calm Nature
-Surf
-Ice Beam
-Hypnosis
-Hidden Power [Electric]/Counter/Toxic

Politoed's stats tell you that it's a special based Pokemon with nice 
defensive capabilities, so use this set as such. Hypnosis is one of the 
highlights on this Pokemon, and you can go for a second status with Toxic. HP
Electric takes care of Water opponents, while Counter is a great suprise as 
many people will try to take on your weaker Defense stat. 

Politoed @Salac Berry
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
-Substitute
-Belly Drum
-Waterfall
-Return/Earthquake

It's cousin Poliwrath does this a lot better, but since Pokemon that learn  
Belly Drum are pretty rare, this set deserves a mention. Waterfall and Return
provide decent coverage, except against Empoleon and Water/Rock types, who are 
all weak to Earthquake. 

-----------------------JUMPLUFF-------------------------
Type: Grass/Flying
Ability: Chlorophyll
Base Stats: 75 HP / 55 Atk / 70 Def / 55 SAtk / 85 SDef / 110 Spd
Pros: Very fast, learns some support moves that can annoy the heck out of
      opponents
Cons: Terribly attacking stats 

Jumpluff @Leftovers
EVs: 252 HP / 6 Def / 252 Spd
Jolly Nature
-Sleep Powder
-Substitute
-Leech Seed
-Encore/Aerial Ace/U-Turn

With high Speed and a sleep move, Jumpluff's specialty is using the SubSeed
combo to drain health from opponents while preventing them from doing any
damage. Aerial Ace can damage other Grass types who are immune to Leech Seed.
U-Turn can scout for switches. 

-----------------------SUNFLORA-------------------------
Type: Grass
Ability: Chlorophyll/Solar Power
Base Stats: 75 HP / 75 Atk / 55 Def / 105 SAtk / 85 SDef / 30 Spd
Pros: Great Sp. Attack
Cons: Extremely slow, frail defenses, limited movepool

Sunflora @Heat Rock
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Solarbeam
-Sludge Bomb
-Hidden Power [Fire]
-Sunny Day

A simple Sunny Day set which can take advantage of either of Sunflora's 
abilities, depending on what stat you want to boost. 

Sunflora @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Leaf Storm
-Sludge Bomb
-Hidden Power [Fire/Ice]
-Energy Ball/Grasswhistle

Though its speed is lacking, it can certainly deal damage with its high Sp.
Attack.

-----------------------QUAGSIRE-------------------------
Type: Water/Ground
Ability: Water Absorb/Damp
Base Stats: 95 HP / 85 Atk / 85 Def / 65 SAtk / 65 SDef / 35 Spd
Pros: Good HP/Atk/Def, immunity to Ground and Electric attacks
Cons: Vey slow, outclassed by Swampert

Quagsire @Leftovers
EVs: 252 HP / 60 Atk / 196 Def 
Relaxed/Impish Nature
Ability: Water Absorb
-Curse
-Earthquake
-Waterfall
-Ice Punch/Ice Beam

Sort of like a mini-Swampert, Quasire can boost two of its highest stats with
Curse. Ice Punch goes with the physical theme, but Ice Beam is more powerful
initially if you don't have time to use Curse right away.

Quagsire @Leftovers
EVs: 252 HP / 6 Atk / 252 Def
Impish/Relaxed Nature
Ability: Water Absorb
-Counter
-Earthquake
-Waterfall/Surf/Ice Beam
-Toxic/Protect

Counter is great on Quagsire as it has plenty of HP and good enough Defense to
take a physical hit. Toxic gradually weakens enemy Water types. Protect scouts
for attacks and lets you get an extra turn of healing with Leftovers. 

-----------------------ESPEON---------------------------
Type: Psychic
Ability: Synchronize
Base Stats: 65 HP / 65 Atk / 60 Def / 130 SAtk / 95 SDef / 110 Spd
Pros: Excellent Sp. Attack and Speed
Cons: Low HP and Defense, limited movepool, Pursuit weakness

Espeon @Leftovers
EVs: 196 HP / 122 SDef / 192 Spd
Timid Nature
-Psychic
-Calm Mind
-Substitute
-Baton Pass

Baton Passing Espeon hasn't changed a bit since Advance. Its goal is the same:
pass special boosts and Subs to the teammates. 

Espeon @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Psychic
-Shadow Ball
-Grass Knot
-Hidden Power [Fighting/Fire]

Now with Choice Specs, Espeon can go all out with its awesome Sp. Attack. 
Shadow Ball hits enemy Psychics, HP Fire for Steel/Psychics like Bronzong or
Metagross, HP Fighting for Steels/Darks/Blissey, and Grass Knot to hit foes
like Rhyperior or Swampert.

-----------------------UMBREON--------------------------
Type: Dark
Ability: Synchronize
Base Stats: 95 HP / 65 Atk / 110 Def / 60 SAtk / 130 SDef / 65 Spd
Pros: Good HP and excellent defenses
Cons: A complete bait for Fighting-types to switch in

Umbreon @Leftovers
EVs: 252 HP / 252 Def / 6 SDef
Bold Nature
-Mean Look
-Baton Pass
-Taunt/Charm
-Wish

Umbreon is another Pokemon that hasn't changed at all since Advance. Trap the
opponent with Mean Look and pass the effect to a team mate. Taunt and Charm 
aid in this process. Taunt prevents Roar and whirlwind from forcing you to 
switch while Charm hampers physical attackers (especially Fighting-types). Wish
is Umbreon's best healing move and is more useful than Moonlight since it can
heal other team members.

-----------------------SLOWKING-------------------------
Type: Water/Psychic
Ability: Oblivious/Own Tempo
Base Stats: 95 HP / 75 Atk / 80 Def / 100 SAtk / 110 SDef / 30 Spd
Pros: Great SAtk and SDef
Cons: Considered inferior to Slowbro, who makes a better bulky water due to
      its better Defense.

Slowking @Leftovers
EVs: 212 HP / 44 SAtk / 252 SDef
Modest Nature
Ability: Own Tempo
-Surf
-Ice Beam / Grass Knot / Hidden Power [Electric]
-Nasty Plot
-Slack Off

Nasty Plot sets Slowking apart from Slowbro, who most consider the better of 
the two. Still, Slowking can act as one of those bulky sweepers, who are slow 
but possess great Sp. Atk and good defenses. Surf is practically mandatory as
a good STABed move. Your second attacking move depends on whatever you want to
cover. Ice Beam for Dragons/Grass, Grass Knot for Waters, and HP Electric for
Gyarados.

Slowking @Choice Specs
EVs: 212 HP / 252 SAtk / 44 SDef
Modest Nature
Ability: Own Tempo
-Surf
-Ice Beam
-Psychic
-Grass Knot/Hidden Power [Electric]

Simply Specs set. Both Grass Knot and HP Electric handle opponent Water-types 
(Grass for heavy Pokemon like Swampert and Milotic, Electric for Gyarados)

-----------------------UNOWN----------------------------
Type: Psychic
Ability: Levitate
Base Stats: 48 HP / 72 Atk / 48 Def / 72 SAtk / 48 SDef / 48 Spd
Pros: Ummm...it comes in multiple forms. That's kinda neat, right?
Cons: Poor stats, only learns one move

Unown @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
-Hidden Power [Fighting/Ice/Psychic]

lol, just choose whatever Hidden Power you think would be most effective. It's
not like Unown can do anything else. 

-----------------------WOBBUFFET------------------------
Type: Psychic
Ability: Shadow Tag
Base Stats: 190 HP / 33 Atk / 58 Def / 33 SAtk / 58 SDef / 33 Spd
Pros: Third highest HP of any Pokemon and of course, SHADOW TAG!
Cons: Can't heal itself, can't deal direct damage 

Wobbuffet @Leftovers
EVs: 4 HP / 252 Def / 252 SDef
Bold Nature
-Counter
-Mirror Coat
-Encore
-Charm/Safeguard

The infamous Wobbuffet. This set is so annoying that it caused Wobb to get
banned from standard play. Your opponent will feel helpless once it's been 
trapped with Shadow Tag and Encored to use its last move over and over again.
Charm makes physical sweepers nearly useless while Safeguard prevents nasty
status effects from crippling you. 

-----------------------GIRAFARIG------------------------
Type: Normal/Psychic
Ability: Inner Focus/Early Bird
Base Stats: 70 HP / 80 Atk / 65 Def / 90 SAtk / 65 SDef / 85 Spd
Pros: Great support movepool
Cons: Stats are rather unimpressive, especially its defenses 

Girafarig @Leftovers
EVs: 252 HP / 6 SDef / 252 Spd
Timid Nature
-Agility
-Baton Pass
-Calm Mind/Substitute
-Psychic

Girafarig can learn many stat-boosting moves, but it's too frail to use most
of them. Agility is the one real stat-booster it uses well. The speed boost
can really come in handy since you'll be faster than all your opponents on the
turn you Baton Pass. If you have time, try setting up with Calm Mind or Sub.

Girafarig @Choice Specs
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
-Psychic
-Thunderbolt
-Grass Knot/Energy Ball
-Shadow Ball/Hidden Power [Fire/Fighting]

It has a nice special movepool and its Sp. Attack isn't shabby, so a Choice 
Specs set works nicely.

-----------------------FORRETRESS-----------------------
Type: Bug/Steel
Ability: Sturdy
Base Stats: 75 HP / 90 Atk / 140 Def / 60 SAtk / 60 SDef / 40 Spd
Pros: Amazing Defense, many resistances, good Spiker and Spinner
Cons: 4x Fire weakness, lacks Ground and Rock resistance which makes it 
      vulnerable to sweepers like Rhyperior and Tyranitar.  

Forretress @Leftovers
EVs: 252 HP / 6 Atk / 252 Def
Impish/Relaxed Nature
-Earthquake/Gyro Ball
-Spikes
-Rapid Spin
-Explosion

Forretress hasn't changed much. It's still a good physical wall whose talents
reside in being able to use both Spikes and Rapid Spin. D/P gave it a new move
in Gyro Ball, which goes along with Forretress's low speed to inflict major
damage on fast opponents. Earthquake is still good for Magnezone and Fire-type
switch ins. 

-----------------------DUNSPARCE------------------------
Type: Normal
Ability: Serene Grace/Run Away
Base Stats: 100 HP / 70 Atk / 70 Def / 65 SAtk / 65 SDef / 45 Spd
Pros: Serene Grace and large movepool makes it very fun to use.
Cons: All stats besides HP are rather low, now outclassed by Togekiss

Dunsparce @Leftovers
EVs: 252 HP / 252 Atk / 6 SDef
Adamant Nature
-Glare/Thunder Wave/Body Slam
-Headbutt
-Bite/Rock Slide
-Earthquake

The paraflinch set. Paralyze your opponent in one of three ways. Glare hits all
Pokemon, but is inaccurate. Thunder Wave is very accurate, but won't hit Ground
or Volt Absorb/Motor Drive Pokemon. Finally, Body Slam can deal damage and has
a decent chance of paralysis. Next, make your foe flinch with Headbutt. Bite
and Rock Slide also work if they're weak to those moves. Earthquake is there
to hit Steels.

Dunsparce @Leftovers
EVs: 252 HP / 252 SAtk / 6 SDef
Modest Nature
-Charge Beam/Calm Mind
-Ice Beam
-Ancientpower/Water Pulse
-Thunder Wave/Glare/Thunder

Special Dunsparce. Charge Beam does damage and will always boost your Sp. 
Attack. Calm Mind works if you want to raise your rather low Sp. Defense. 
Dunsparce learns a lot of moves that have additional side-effects, so choose a
couple and have fun!

-----------------------STEELIX--------------------------
Type: Steel/Ground
Ability: Sturdy/Rock Head
Base Stats: 75 HP / 85 Atk / 200 Def / 55 SAtk / 65 SDef / 30 Spd
Pros: Massive defense, large amount of resistances/immunities, 4x resistance
      to Stealth Rock
Cons: Mediocre Attack, weakness to common types (Water/Ground/Fighting), no
      recovery move except Rest

Steelix @Leftovers
EVs: 252 HP / 76 Def / 180 SDef
Impish/Relaxed Nature
-Stealth Rock
-Roar/Toxic
-Earthquake
-Explosion/Gyro Ball/Stone Edge

Steelix is obviously a defensive Pokemon. Setting up a Stealth Rock is its
first priority. After that, you can force switches with Roar or Toxic. 
Earthquake is a great STABed move and the fourth attack is up to you. Explosion
is a good last resort move, Gyro Ball can do tons of damage due to Steelix's
slow speed, and Stone Edge covers Flying types.

-----------------------GRANBULL-------------------------
Type: Normal
Ability: Intimidate/Quick Feet
Base Stats: 90 HP / 120 Atk / 75 Def / 60 SAtk / 60 SDef / 45 Spd
Pros: Excellent Attack, Intimidate, good physical movepool
Cons: Very slow

Granbull @Choice Band/Choice Scarf
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
Ability: Intimidate
-Return
-Earthquake
-Crunch
-Close Combat

If it wasn't so slow, it would be an excellent physical sweeper. But it learns
plenty of good physical moves and getting hit with a STABed Return will hurt 
a lot.

Granbull @Leftovers
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
Ability: Intimidate
-Return
-Earthquake
-Fire Fang
-Bulk Up

With Intimidate and that nice HP stat, Granbull can afford to spend time 
setting up before it sweeps. Return and Earthquake provide plenty of coverage,
and Fire Fang handles Skarmory/Bronzong, who resist those two attacks. 

-----------------------QWILFISH-------------------------
Type: Water/Poison
Ability: Poison Point/Swift Swim
Base Stats: 65 HP / 95 Atk / 75 Def / 55 SAtk / 55 SDef / 85 Spd
Pros: Nice Attack, learns some fun support moves 
Cons: Overal mediocre stats, rather frail

Qwilfish @Leftovers
EVs: 6 HP / 252 Atk / 252 Spd
Ability: Swift Swim
Adamant Nature
-Waterfall/Aqua Tail
-Poison Jab
-Explosion
-Swords Dance/Rain Dance

A simple and standard physical sweeper set. You can either use Swords Dance 
to double your Attack or use Rain Dance to double your Speed and power up your
Water move.

Qwilfish @Salac Berry
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Flail
-Waterfall/Swords Dance
-Endure/Substitute
-Destiny Bond

A fun Flail set. Qwilfish differs from other Flailers because it has a surprise
Destiny Bond for Pokemon that resist or are immune to Flail. 

Qwilfish @Leftovers
EVs: 252 HP / 6 Def / 252 Spd
Jolly Nature
-Spikes
-Thunder Wave
-Destiny Bond
-Waterfall

It's not the most sturdy Spiker in the world, but it does a nice job of 
supporting the team by paralyzing opponents with Thunder Wave or taking down
tough foes with Destiny Bond.

-----------------------SCIZOR---------------------------
Type: Bug/Steel
Ability: Swarm/Technician
Base Stats: 70 HP / 130 Atk / 100 Def / 55 SAtk / 80 SDef / 65 Spd
Pros: Amazing Attack, good Defense, good variety of resistances and only 
      one weakness
Cons: 4x Fire weakness

Scizor @Leftovers
EVs: 252 HP / 110 Def / 148 Spd
Impish Nature
-Agility
-Swords Dance
-X-Scissor
-Baton Pass

Scizor has better defenses than its unevolved form so it can stand to stat 
boost some more unless you're facing a Fire type.

Scizor @Liechi Berry
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Swarm
-Agility
-Endure
-Reversal
-Night Slash/X-Scissor

Unlike Scyther, Scizor isn't fast enough to pull off a Reversal with it's slow
speed, so it will have to use Agility and a Liechi Berry instead. 

Scizor @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Def
Adamant Nature
Ability: Technician
-X-Scissor
-Iron Head
-Pursuit 
-Aerial Ace

Scizor's massive attack and improved physical movepool comes in handy with the
Choice sweeper set. The last two moves take advantage of Scizor's Technician
ability.

Scizor @Life Orb
EVs: 192 HP / 244 Atk / 64 Def
Adamant Nature
Ability: Technician
-Swords Dance
-Quick Attack
-Brick Break
-X-Scissor/Night Slash

A Swords Danced Quick Attack can do way more damage than you think, mostly
due to Technician and Life Orb. It's a great way of hitting opponents that
would be faster than you. Brick Break and Night Slash take care of the
Steel, Rock, and Ghosts types that don't mind Quick Attack.

-----------------------SHUCKLE--------------------------
Type: Bug/Rock
Ability: Sturdy/Gluttony
Base Stats: 20 HP / 10 Atk / 230 Def / 10 SAtk / 230 SDef / 5 Spd
Pros: The highest Defense and Sp. Defense of any Pokemon 
Cons: Terrible HP cancels out its great defenses, almost no speed or 
      attacking power, no recovery move besides Rest, Stealth Rock weakness

Shuckle @Leftovers
EVs: 252 HP / 252 Def / 4 SDef
Careful Nature
-Knock Off
-Stealth Rock
-Toxic
-Protect/Rest

The only non-gimmicky set that this Pokemon can use. Knock Off is handy for 
removing items that your opponents may rely on. Shuckle is another Pokemon that
can use Stealth Rock, which combos nicely with Toxic to force opponents to 
switch. Protect goes with Toxic for some stalling. You can use Rest, but be
careful, because a strong opponent may defeat you during the turns you sleep. 

-----------------------HERACROSS------------------------
Type: Bug/Fighting
Ability: Guts/Swarm
Base Stats: 80 HP / 125 Atk / 75 Def / 40 SAtk / 95 SDef / 85 Spd
Pros: Excellent Attack, extremely powerful STABed moves, great physical 
      movepool, considered the best Bug-type in the game. 
Cons: 4x Flying weakness

Heracross @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Guts
-Megahorn
-Close Combat
-Stone Edge
-Pursuit

The main moveset for Heracross that makes it such a scary force. A STABed CBed
Megahorn or Close Combat will do tons of damage. Even some Flying Pokemon will
take a major chunk of damage from those two attacks. As if that wasn't enough,
Heracross still has Stone Edge for any Fliers. Many Pokemon are scared of 
Heracross and will immediately switch out when they see it. Pursuit catches
those Pokemon as they try to escape and can do a lot of damage that way.

The Choice Scarf set won't do as much damage, but the item gives it a big
Speed boost that allows it to outrun most opponents including ones that 
would normally give it trouble. 

Heracross @Leftovers
EVs: 6 HP / 252 Atk / 252 Spd
Adamant/Jolly Nature
Ability: Guts
-Megahorn
-Close Combat
-Stone Edge
-Swords Dance

This set takes longer to set up since it uses Swords Dance. But it has the 
potential to deal more damage than the CBer if you can get it properly set up.
It also allows you the ability to switch moves, unlike the Choice sets. 

Heracross @Salac Berry
EVs: 12 HP / 244 Atk / 252 Spd
Adamant Nature
Ability: Swarm
-Megahorn
-Stone Edge
-Swords Dance
-Substitute

A SubSalac sweeper. Swords Dance up and bring your HP down until Salac Berry
activates. At that stage, Swarm also kicks in and boosts your Megahorn's power.
Having an HP number divisible by 4 is required for this set, since Salac will
activate upon using your third Sub. After you're all set up, sweep your foes
to death. This is rather tricky to set up but the pay off is great and it can
catch your opponent off guard. 

Heracross @Salac Berry
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Swarm
-Substitute/Endure
-Reversal
-Megahorn
-Swords Dance/Night Slash

A standard Reversal set. With awesome Attack and STAB, a Reversal from 
Heracross will do massive damage. Use it at your own risk though. Sandstorm is 
everywhere these days and at 1 HP, Heracross will die instantly when it gets to
that level. 

Heracross @Leftovers
EVs: 252 HP / 132 Atk / 124 Spd
Adamant Nature
Ability: Guts
-Megahorn/Close Combat
-Stone Edge
-Rest
-Sleep Talk

A RestTalk set that takes advantage of Heracross's Guts ability. Out of all
the sets Heracross can have, this one can let it last the longest since it
actually includes a healing move. 

-----------------------URSARING-------------------------
Type: Normal
Ability: Guts/Quick Feet
Base Stats: 90 HP / 130 Atk / 75 Def / 75 SAtk / 75 SDef / 55 Spd
Pros: Amazing attack, large physical movepool
Cons: Slow speed and only mediocre defenses

Ursaring @Leftovers
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Quick Feet
-Return
-Earthquake
-Shadow Claw/Stone Edge
-Swords Dance

A standard Swords Dancing set. Return and Earthquake are the standard for most
Normal physical sweepers. Shadow Claw hits Ghost types, but Stone Edge prevents
Skarmory from ruining your day.

Ursaring @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
-Return
-Earthquake
-Shadow Claw/Stone Edge
-Fire Punch

With a Choice set, you have room for one more attack. Fire Punch is used to
keep Bronzong at bay. 

Ursaring @Leftovers
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
Ability: Guts
-Return
-Stone Edge/Earthquake
-Rest
-Sleep Talk

RestTalking allows you to keep yourself healthy while gaining an Attack boost
as you rip the opponent apart. The problem is that you only have room for
two moves. You'll obviously want Return. Without Stone Edge, Gengar and 
Skarmory have no trouble against you. Without Earthquake, Metagross eats you
for lunch. 

-----------------------MAGCARGO-------------------------
Type: Fire/Rock
Ability: Flame Body/Magma Armor
Base Stats: 50 HP / 50 Atk / 120 Def / 80 SAtk / 80 SDef / 30 Spd
Pros: Great Defense
Cons: 4x Ground and Water weakness, terribly slow, horrible HP, mediocre 
      offensive stats

Magcargo @Leftovers
EVs: 252 HP / 252 Def / 6 SDef
Bold Nature
Ability: Flame Body
-Lava Plume/Flamethrower/Fire Blast
-Stealth Rock
-Yawn
-Reflect/Light Screen

Support Magcargo. It's the most it can do. Use Stealth Rock and force switches
with Yawn. Set up a shield if you have time and attack only when necessary. 

Magcargo @Choice Specs
EVs: 252 HP / 252 SAtk / 6 SDef
Modest Nature
Ability: Flame Body
-Overheat
-Ancientpower
-Earth Power
-Hidden Power [Ice/Electric]

Choice Specs boosts Magcargo's mediocre Sp. Attack to an acceptable level. 
Overheat is your main attack. Ancientpower and Earth Power provide extra 
coverage. HP Ice for Dragons or HP Electric for Waters.

-----------------------CORSOLA--------------------------
Type: Water/Rock
Ability: Hustle/Natural Cure
Base Stats: 55 HP / 55 Atk / 85 Def / 65 SAtk / 85 SDef / 35 Spd
Pros: Great support movepool
Cons: Many weaknesses to common types, including 4x Grass weak. Overall stats
      are unimpressive and rather low.

Corsola @Leftovers
EVs: 252 HP / 252 Def / 6 SDef
Bold/Calm Nature
Ability: Natural Cure
-Surf
-Stealth Rock
-Reflect/Light Screen
-Toxic/Recover

Corsola learns a lot of interesting moves. But it's unable to use most of them
effectively due to its low stats. This set is meant for support. Set up a 
Stealth Rock, a shield of your choice, then keep away opponent Water types with
Toxic, or heal yourself with Recover.

-----------------------OCTILLERY------------------------
Type: Water
Ability: Suction Cups
Base Stats: 75 HP / 105 Atk / 75 Def / 105 SAtk / 75 SDef / 45 Spd
Pros: Great Attack and Sp. Attack, diverse special movepool
Cons: Very slow, mediocre defenses 

Octillery @Leftovers/Choice Specs
EVs: 252 HP / 252 SAtk / 6 Spd
Modest Nature
-Surf
-Ice Beam
-Flamethrower/Fire Blast
-Energy Ball

Octillery has a very nice special movepool and has the ability to learn Energy
Ball and Fire attacks. This gives it coverage against many types of opponents.

Octillery @Choice Band
EVs: 252 HP / 252 Atk / 6 Spd
Adamant/Brave Nature
-Waterfall
-Return
-Rock Blast
-Flamethrower/Fire Blast

Octillery's physical movepool isn't as impressive, but it still has a great
Attack stat. A Fire attack is needed to prevent Skarmory from walling you.

-----------------------DELIBIRD-------------------------
Type: Ice/Flying
Ability: Hustle/Vital Spirit
Base Stats: 45 HP / 55 Atk / 45 Def / 65 SAtk / 45 SDef / 75 Spd
Pros: Not much. Hustle + Aerial Ace is sort of cool.
Cons: Terrible stats and terrible movepool, many weaknesses, 4x Stealth Rock
      weakness

Delibird @Choice Band
EVS: 6 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Hustle
-Aerial Ace
-Ice Shard
-Focus Punch
-Ice Punch

With Hustle, the power of its physical attacks are boosted at the cost of its 
accuracy. By using Aerial Ace, you get the attack boost while still retaining 
the ability to always hit your opponent. 

Delibird @Focus Sash
EVs: 164 HP / 92 Atk / 252 Spd
Hasty Nature
Ability: Vital Spirit
-Counter
-Thief
-Quick Attack
-Seismic Toss

Predict a powerful physical attack coming from your opponent, survive it with 
Focus Sash, and Counter it back for the KO.

-----------------------MANTINE--------------------------
Type: Water/Flying
Ability: Water Absorb/Swift Swim
Base Stats: 65 HP / 40 Atk / 70 Def / 80 SAtk / 140 SDef / 70 Spd
Pros: Amazing Sp. Defense
Cons: Other stats are merely average, 4x Electric weakness, limited movepool

Mantine @Leftovers
EVs: 252 HP / 6 SAtk / 252 SDef
Calm Nature
Ability: Water Absorb
-Surf
-Haze
-Toxic
-Ice Beam/Hidden Power [Electric]

Mantine would be a great special wall if it wasn't 4x weak to Electric. But
still, it does a good job of walling most other Water types. Haze prevents
Suicune and Slowbro from setting up, Toxic weakens other Water types, and HP 
Electric is a weapon against Gyarados. 

Mantine @Wet Rock/Leftovers
EVs: 148 HP / 252 SAtk / 110 Spd
Modest Nature
Ability: Swift Swim
-Surf/Hydro Pump
-Ice Beam
-Hidden Power [Electric]
-Rain Dance

This set takes advantage of its Swift Swim ability and is nothing out of your
ordinary Rain Dance set. 

-----------------------SKARMORY-------------------------
Type: Steel/Flying
Ability: Keen Eye/Sturdy
Base Stats: 65 HP / 80 Atk / 140 Def / 40 SAtk / 70 SDef / 70 Spd
Pros: Amazing physical wall, excellent Defense, large number of resistances
      and Ground/Poison immunity
Cons: Has more trouble walling physical threats with stronger attacks and 
      Pokemon in D/P (but still does a good job at it)

Skarmory @Leftovers/Shed Shell
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature
-Drill Peck
-Spikes
-Roost
-Whirlwind

Here is what many consider the best physical wall in the game. Many Pokemon 
have trouble penetrating the sky-high Defense of this bird, even with super
effective attacks. It specializes in setting up Spikes (or Stealth Rock) and
forcing switches with Whirlwind. Roost keeps it alive and can temporarily 
remove its Flying type, giving it resistance to Rock and neutrality to 
Electric (but watch out, since you'll gain a Ground and Fighting weakness for
that turn). 

-----------------------HOUNDOOM-------------------------
Type: Fire/Dark
Ability: Flash Fire/Early Bird
Base Stats: 75 HP / 90 Atk / 50 Def / 110 SAtk / 80 SDef / 95 Spd
Pros: Excellent Sp. Attack
Cons: Frail defenses

Houndoom @Life Orb/Salac Berry
EVs: 40 HP / 252 SAtk / 218 Spd
Timid Nature
Ability: Flash Fire
-Flamethrower
-Dark Pulse
-Nasty Plot
-Substitute/Hidden Power [Grass/Ice/Fighting]

Houndoom can quickly set up and sweep now that it learns Nasty Plot. Hidden 
Power can cover Pokemon that normally give Houndoom trouble. Grass for 
Swampert, Ice for Dragons, and Fighting for Tyranitar/Heatran. Substitute can
prevent status effects and gets you down to the level where Salac Berry will
activate.  

Houndoom @Choice Specs/Choice Scarf
EVs: 40 HP / 252 SAtk / 218 Spd
Timid Nature
Ability: Flash Fire
-Overheat
-Dark Pulse
-Hidden Power [Grass/Ice/Fighting]
-Flamethrower

Like any special sweeper, Houndoom has the option of going with a hard-hitting 
Choice sweeper set.

-----------------------KINGDRA--------------------------
Type: Water/Dragon
Ability: Swift Swim/Sniper
Base Stats: 75 HP / 95 Atk / 95 Def / 95 SAtk / 95 SDef / 85 Spd
Pros: Overall solid stats, only one weakness (Dragon)
Cons: Rather limited movepool

Kingdra @Leftovers/Wet Rock
EVs: 240 HP / 252 Atk / 16 Spd
Modest Nature
Ability: Swift Swim
-Surf/Hydro Pump
-Ice Beam
-Rain Dance
-Dragon Pulse

Kingdra works like most other Swift Swim Rain Dancers and this set hasn't 
chaned much since the last generation. Dragon Pulse is a useful new addition to
help Kingdra take on Water types.

Kingdra @Leftovers/Liechi Berry/Scope Lens
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Sniper
-Dragon Dance
-Return
-Waterfall
-Substitute

Now with a physical Water attack, Kingdra's Dragon Dancing set is more viable
than ever. Return and Waterfall cover everything except for Empoleon. Sub to
prevent status and possibly activate Liechi.

Kingdra @Choice Specs/Choice Scarf
EVs: 6 HP / 252 SAtk / 252 Spd
Modest Nature
Ability: Sniper
-Surf
-Ice Beam
-Dragon Pulse
-Draco Meteor

A simple Choice sweeper set.

-----------------------DONPHAN--------------------------
Type: Ground
Ability: Sturdy
Base Stats: 90 HP / 120 Atk / 120 Def / 60 SAtk / 60 SDef / 50 Spd
Pros: Excellent Attack and Defense, great Spinner and physical wall
Cons: Slow, low Sp. Defense

Donphan @Leftovers
EVs: 252 HP / 6 Atk / 252 Def
Impish Nature
-Earthquake
-Ice Shard/Stone Edge
-Rapid Spin
-Knock Off/Stealth Rock/Roar

Donphan is one of the best Spinners in the game, can switch in easily against
a lot of physical sweepers, and still packs enough punch to hit many Pokemon
hard. It has quite a lot of support options which you can choose as your fourth
move, depending on what you need.

Donphan @Choice Band 
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
-Earthquake
-Ice Shard
-Stone Edge
-Rapid Spin/Fire Fang

Donphan can sweep with Choice Band while still doing a good job of walling
physical threats. It can still come in and use Rapid Spin, or you can use Fire 
Fang so that Bronzong doesn't stop you.

-----------------------STANTLER-------------------------
Type: Normal
Ability: Intimidate/Frisk
Base Stats: 73 HP / 95 Atk / 62 Def / 85 SAtk / 65 SDef / 85 Spd
Pros: Good Attack
Cons: Overall mediocre stats, outclassed by better Normal sweepers 
      (like Tauros)

Stantler @Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Intimidate
-Return/Double-Edge
-Earthquake
-Iron Tail
-Me First

Stantler's movepool is limited and the only good physical moves it learns are
Return/Double-Edge and Earthquake. Iron Tail can nail Ghosts like Gengar and
Mismagius. Your last slot can be a filler, so you might as well try out
Me First. 

Stantler @Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Intimidate
-Return/Double-Edge
-Earthquake
-Iron Tail
-Hypnosis

Now that you're faster than most of the opponents you'll face, you can use
Hypnosis to put any counters to sleep. 

Stantler @Leftovers
EVs: 252 HP / 252 Atk / 6 Spd
Jolly Nature
Ability: Intimidate
-Return/Double-Edge
-Earthquake
-Hypnosis
-Thunder Wave

Double status Stantler can inflict status conditions all over the place, making
this a rather effective set. It's more defensive, but it still has the power 
to inflict damage. 

-----------------------SMEARGLE-------------------------
Type: Normal
Ability: Own Tempo/Technician
Base Stats: 55 HP / 20 Atk / 35 Def / 20 SAtk / 45 SDef / 75 Spd
Pros: Capable of learning every attack in the game
Cons: Stats are too low to use the vast majority of these moves, limiting
      it to being a support Pokemon.

Smeargle @Salac Berry
EVs: 252 HP / 6 Def / 252 Spd
Jolly Nature
Ability: Own Tempo
-Spore
-Substitute
-Belly Drum
-Baton Pass

One of the fastest ways to max out the Attack of any physical sweeper is by
Baton Passing them a Belly Drum Boost. Smeargle can do just that. Put opponents
to sleep, create a Sub, and then Belly Drum. After that, you should have no
more than 75% of your health left which is enough to activate the Salac Berry.
Now faster and stronger than any of your opponents, you can Baton Pass away to 
a teammate and watch them sweep. 

Smeargle @ Leftovers
EVs: 252 HP / 6 Def / 252 Spd
Jolly Nature 
Ability: Own Tempo
-Spore
-Ingrain
-Substitute/Mean Look
-Baton Pass

This set is meant specifically for Baton Pass teams. Smeargle is the only 
Pokemon that learns both Ingrain and Baton Pass. Ingrain prevents any phazers
from forcing you to switch, thereby ruining your stat boosting strategy. Sub
to prevent status and critical hits or Mean Look to trap a sleeping opponent
while you set up.

Smeargle @Focus Sash
EVs: 255 HP / 255 Spd
Hasty Nature
Ability: Own Tempo
-Counter
-Endeavor
-Spore
-Extremespeed

Endeavor set number 1. Counter+Focus Sash is a great surprise against opponents
who think they can defeat you with a powerful physical move. After getting
down to 1 HP, you can put the next opponent to sleep with Spore, Endeavor them,
and finish them off with Extremespeed.

Smeargle @Salac Berry
EVs: 6 HP / 252 Atk / 252 Spd
Jolly Nature
Ability: Own Tempo
-Endure
-Spore
-Endeavor
-Extremespeed/Dragon Rage

Endeavor set number 2. Endure a hit, activate Salac, and put your opponent to
sleep. Endeavor them and finish them off with an Extremespeed or Dragon Rage.
Dragon Rage has the advantage of working against Ghost types, who are immune to
the other moves on this set.

-----------------------HITMONTOP------------------------
Type: Fighting
Ability: Intimidate/Technician
Base Stats: 50 HP / 95 Atk / 95 Def / 35 SAtk / 110 SDef / 70 Spd
Pros: Good defenses, learns Rapid Spin
Cons: Terrible HP, mediocre Speed

Hitmontop @ Choice Band
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Technician
-Mach Punch
-Stone Edge
-Close Combat
-Aerial Ace/Earthquake

It has the lowest Attack of all the Hitmons, so having a Choice Band helps it
out. STAB and Technician boosts Mach Punch to 90 power, making it a strong
first-strike attack. Aerial Ace also takes advantage of Technician and helps
against Fighting types.

Hitmontop @ Leftovers
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
Ability: Intimidate
-Hi Jump Kick/Close Combat
-Stone Edge
-Rapid Spin
-Mach Punch

With Stealth Rock resistance, it makes a great Spinner. Intimidate and good
defenses allow it to switch in on many opponents, especially Rock types. 

-----------------------MILTANK--------------------------
Type: Normal
Ability: Thick Fat/Scrappy
Base Stats: 95 HP / 80 Atk / 105 Def / 40 SAtk / 70 SDef / 100 Spd
Pros: Great Defense and Speed, Scrappy is a handy new ability
Cons: Somewhat outclassed as a tank by 

Miltank @Leftovers
EVs: 252 HP / 252 Def / 6 Spd
Impish Nature
Ability: Scrappy 
-Return/Body Slam
-Milk Drink
-Heal Bell
-Earthquake

It's not going to replace Blissey anytime soon, but Miltank still works great
as a cleric. Heal the team of status moves and stay alive with Milk Drink. 
Unlike Blissey, it can utilize its physical Attack well, so take advantage of
this by giving the cow one or two physical moves.

Miltank @Leftovers
EVs: 252 HP / 110 Def / 148 SDef
Careful Nature
Ability: Scrappy 
-Return/Body Slam
-Curse
-Milk Drink
-Earthquake

Miltank has Tank in its name, so this set is quite fitting. Curse up while 
healing any damage you take with Milk Drink. With Scrappy, you don't have to
worry about Ghosts switching in easily. However if you don't want Steels to 
stop you, then carry Earthquake.

Miltank @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature
Ability: Scrappy 
-Return
-Earthquake
-Hammer Arm/Focus Punch
-Fire Punch/Zen Headbutt

Return and Earthquake cover a lot, but Skarmory and Bronzong will still wall 
you. A Fire attack is supereffective against both of them, but a Scrappy
Miltank can't get Fire Punch. Zen Headbutt is decent for Fighting types. 

-----------------------BLISSEY--------------------------
Type: Normal
Ability: Natural Cur