Arghonaut @ Leftovers/Rocky Helmet
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Circle Throw
- Knock Off
- Spikes
- Recover
NOTES: 252+ Defense EVs are preferred to let you best answer physical setup sweepers like Cawmodore, Garchomp, and Weavile, which is Arghonaut's main niche. Circle Throw is preferred over other moves like Body Press for the Cawmodore matchup and the ability to force more Spikes damage onto opposing Pokemon.
Astrolotl @ Heavy-Duty Boots
Ability: Regenerator
EVs: 36 HP / 252 SpD / 220 Spe
Jolly Nature
- Fire Lash
- Stomping Tantrum
- Will-O-Wisp / Encore
- Spikes / Defog
Astrolotl @ Choice Scarf
Ability: Regenerator
EVs: 232 Atk / 24 SpD / 252 Spe
Hasty Nature
- Flare Blitz
- Draco Meteor
- Stomping Tantrum
- Healing Wish
NOTES: Stomping Tantrum is crucial for beating Heatran and threatening out the Electric-types that Astrolotl checks, while also being useful for bothering Pokemon like Galarian Slowking and Toxapex after a few Defense drops. The threat of Will-O-Wisp lets you force out Pokemon like Garchomp, Urshifu-R, and Landorus-T, whereas Encore is nice for disrupting setup sweepers like Venomicon and locking foes into recovery or utility moves. The preference between Spikes and Defog is mostly teammate-dependent, as Astrolotl is a great user of both. The given EV spread prioritizes special bulk and allows Astroltol to outspeed Alolan Ninetales and Kartana. Alternatively, the Choice Scarf set is a great Cawmodore answer, speed control option, and an heal up sweepers or wallbreakers with Healing Wish.
Aurumoth @ Choice Scarf
Ability: No Guard
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Final Gambit
- Blizzard
- Trick
- Healing Wish
Aurumoth @ Weakness Policy
Ability: Weak Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Psyshock
- Bug Buzz
- Focus Blast
NOTES: Aurumoth is almost exclusively used on Hyper Offense teams for its powerful Final Gambit, nearly always securing a KO against anything that isn't immune to it. The second set, while far less consistent, performs at its best when it can take a small super-effective physical hit, such as a Knock Off from Mandibuzz or coming in on a weak U-Turn, which activates the Weak Armor and Weakness Policy boosts and allows it to potentially sweep the opponent. Running a Modest nature to score easier KOs is an option for this set as well, though you would no longer outspeed sand-boosted Excadrill after activating Weak Armor. Overheat may also be considered over Focus Blast to OHKO Ferrothorn and have slightly better odds at OHKOing Equilibra.
Caribolt @ Magnet/Life Orb
Ability: Galvanize
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Double-Edge/Body Slam/Knock Off
- Horn Leech
- Quick Attack
NOTES: Caribolt struggles to break through Pokemon like Ferrothorn and Astrolotl, and it’s not uncommon for Caribolt to quickly KO itself due to potential recoil from Life Orb, Double Edge, and making contact with Iron Barbs or Rocky Helmet. However, If given the right support from its teammates, Caribolt can be a very effective sweeper. Quick Attack is essential to run on Caribolt, as a Galvanize boosted Quick Attack is arguably Caribolt’s main niche, but choosing between Knock Off for important coverage or Double Edge/Body Slam for a more powerful STAB move is mostly up to personal preference. Rapid Spin is a possible choice as well, primarily for the boost in speed it grants Caribolt.
Cawmodore @ Sitrus Berry
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Acrobatics
- Drain Punch
- Bullet Punch
NOTES: This is the only viable Cawmodore set. Drain Punch is almost always the best move, but one can also run Knock Off to hit foes like Aegislash and physically defensive Rotom formes.
Colossoil @ Leftovers
Ability: Guts
EVs: 104 HP / 252 SpD / 152 Spe
Jolly Nature
- Earthquake
- Knock Off
- Toxic
- Rapid Spin
Colossoil @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Facade/U-turn
- Sucker Punch/U-turn
NOTES: The listed Speed EVs on the first set outspeeds Modest Tapu Lele and other threats within the same range. Special bulk is maximized so that Colossoil can better switch into threats such as Dragapult and Electric types over the course of a game, with the leftover EVs being poured into HP. The second set is designed to excel at punching holes in the opponent’s team, though it is poor defensively and does not have good longevity throughout the game.
Crucibelle @ Choice Scarf/Black Sludge
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide/Stone Edge
- Trick
- U-turn
- Gunk Shot/Stealth Rock/Toxic Spikes
NOTES: Crucibelle’s best role is as a Choice Scarf pivot that has excellent staying power due to Regenerator and a good matchup against Tornadus-T and Volcarona. It can also neuter common switchins such as Toxapex, Equilibra, and Ferrothorn with Trick. While Crucibelle is not an excellent Pokemon in its own right, it is a good partner to many other Pokemon who can take advantage of Crucibelle’s ability to cripple and force damage onto its counters.
Cyclohm @ Rocky Helmet/Leftovers/Heavy Duty Boots
Ability: Static
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Discharge
- Flamethrower
- Draco Meteor/Ice Beam/Toxic
- Slack Off
Cyclohm @ Heavy-Duty Boots
Ability: Static
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Draco Meteor/Ice Beam
- Fire Blast
- Slack Off
NOTES: Cyclohm’s role is usually as a physically defensive answer to Pokemon such as Cawmodore and Rillaboom, while still offensively pressuring its opponent with Fire Blast and Dragon+Electric STAB coverage. While Rocky Helmet is generally its best item, Leftovers or Boots does afford it much more staying power, which can be more valuable in certain situations. A more offensive variant of Cyclohm is viable as well, further capitalizing on its strong Fire/Dragon/Electric coverage while still having a great deal of defensive utility and being able to pivot better with Volt Switch.
Equilibra @ Leftovers
Ability: Levitate
EVs: 252 HP / 244 SpD / 12 Spe
Calm Nature
- Doom Desire/Pain Split
- Earth Power
- Rapid Spin
- Flash Cannon/Pain Split
NOTES: Max Special Defense is preferred to deal with foes like Dragapult, Tapu Lele, and Venomicon throughout a match. The combination of Doom Desire+Flash Cannon is needed to beat Calm Mind Clefable, while Flash Cannon is also quite useful by itself against foes like Tapu Lele; however, Equilibra seriously values Pain Split's longevity and can still fit Pain Split on its set depending on its team composition.
Fidgit @ Mental Herb/Sitrus Berry
Ability: Persistent
EVs: 252 HP / 80 Def / 176 SpD
Relaxed Nature
- Trick Room
- Stealth Rock
- Earthquake
- Rapid Spin/Self-Destruct
NOTES: Fidgit is almost exclusively used as a Trick Room setter due to its unique ability, Persistent, that allows Trick Room (Tailwind and Gravity as well) to last two additional turns. Its EVs are fairly customizable, with the given spread allowing you to take strong physical hits such as Adamant Landorus-T’s Earthquake. Though, alternate spreads that prioritize SpD can be desirable if you wish to take hits from special threats like Zapdos more effectively. Fidgit’s item and 4th moveslot are also customizable, with moves like U-Turn being a good example for other options.
Jumbao @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Leaf Storm
- Focus Blast
- Healing Wish
Jumbao @ Life Orb
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Leaf Storm
- Focus Blast
- Shore Up
Jumbao @ Heat Rock
Ability: Drought
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Solar Beam
- Shore Up
- Healing Wish
NOTES: Jumbao's main niche is as a Speed control option that can switch into threats like Garchomp and Heatran while supporting its team with Scarfed Healing Wish, or as a powerful wallbreaker with Life Orb that sports great coverage and decent defensive utility. Drought + Solar Beam is a secondary option on the first two sets to provide circumstantial team support and avoid Leaf Storm’s Spa drops; however, Trace is almost always preferred for its ability to switch into Heatran and Zeraora, stay healthy by tracing Regenerator, and much more. One can also use the third set as a secondary weather setter alongside Torkoal on sun teams.
Kerfluffle @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Focus Blast
- Aura Sphere/Sludge Bomb
- Parting Shot
NOTES: Kerfluffle's Choice Specs set is a decent wallbreaker with strong Fairy+Fighting STAB coverage but ultimately struggles quite a bit due to its poor Speed tier, competition from other Fairy-types, and the ubiquity of checks like Corviknight, Galarian Slowking, and Toxapex. Aura Sphere is preferred so that you don't have to rely on Focus Blast in critical moments, but Sludge Bomb is still very nice to punish common Fairy-types.
Kitsunoh @ Choice Scarf
Ability: Iron Fist/Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Poltergeist/Shadow Strike
- Meteor Mash
- U-turn
- Trick/Foul Play
NOTES: Kitsunoh’s primary niche is as a revenge killer and offensive pivot, possessing a strong spammable Ghost STAB in Poltergeist that importantly allows it to avoid Static, Flame Body, and Iron Barbs/Rocky Helmet damage. Its custom move Shadow Strike, while a weaker option, may also be run due to its better synergy with Knock Off abusers and the chance to abuse multiple consecutive Defense drops. Trick is preferred in the 4th moveslot as Trick+Scarf is a very powerful combination, although Foul Play lets it revenge kill setup sweepers like Cawmodore and Garchomp.
Krilowatt @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Surf/Flip Turn
- Thunderbolt
- Ice Beam
NOTES: This is by far the most viable Krilowatt set. Surf provides higher damage output and is more consistent against Fire-types, but Flip Turn eases prediction significantly against Ground-types trying to block Krilowatt from pivoting. Earth Power is almost always an inferior option on this set, though it can sometimes be preferred in order to hit Astrolotl harder. Surf is usually the move that will be dropped for Earth Power, though dropping Ice Beam is certainly an option as well.
Malaconda @ Heat Rock
Ability: Drought
EVs: 252 HP / 208 SpD / 48 Spe
Careful Nature
- Knock Off
- Parting Shot/Glare
- Rapid Spin/Glare
- Synthesis
Malaconda @ Sitrus Berry
Ability: Harvest
EVs: 252 HP / 208 SpD / 48 Spe
Careful Nature
- Knock Off
- Parting Shot
- Rapid Spin
- Glare
NOTES: Malaconda’s main niche is as a second weather setter for certain sun teams. Glare is an incredible move and should be run if possible, though both Parting Shot and Rapid Spin are especially valuable as well, so choosing which moves to run will depend on what Malaconda’s teammates most benefit from. There is almost no reason to use Malaconda outside of its role as a secondary sun setter, but if one were to do so, it would look something like the second set. Malaconda possesses high special bulk and a fairly unique set of resistances, so there is a possibility it can fill holes on incredibly specific teams. Additionally, Malaconda can invest 144 EVs into Defense as its SpD is already very high, which would allow it to dodge the 3HKO from Choice Band Pajantom’s Spirit Shackle.
Miasmaw @ Choice Band
Ability: Neutralizing Gas
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Hammer
- First Impression
- Earthquake
- Poison Jab
Miasmaw @ Heavy-Duty Boots
Ability: Neutralizing Gas
EVs: 8 HP / 208 Atk / 252 SpD / 40 Spe
Careful Nature
- First Impression
- Dragon Hammer
- Earthquake
- Recover
NOTES: Miasmaw’s best feature is its ability to wear down Slowking/Galarian Slowking/Slowbro and Toxapex by denying them Regenerator, so it should be used alongside Pokemon who benefit from having that space cleared for them. It also has a very good matchup against most weather teams. Using Close Combat over Earthquake on the Banded set is an option for Corviknight and slightly improving the Ferrothorn matchup, though you lose your ability to hit Toxapex super-effectively. The second set has been used much less so it's more experimental, but it aims to capitalize on Miasmaw's best feature––Neutralizing Gas––by giving itself far more staying power over the course of a match. The SpD investment is so that Miasmaw can switch into foes like Heatran more comfortably and live two Shadow Balls from Dragapult. 40 Speed EVs let Miasmaw outspeed Arctozolt even under hail thanks to Neutralizing Gas.
Mollux @ Heavy-Duty Boots
Ability: Dry Skin
EVs: 252 HP / 164 Def / 12 SpA / 80 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Lava Plume/Fire Blast
- Thunderbolt/Thunder/Sludge Bomb
- Recover
Mollux @ Heavy-Duty Boots
Ability: Dry Skin
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock/Rapid Spin
- Lava Plume
- Recover
- Corrosive Gas/Sludge Bomb
NOTES: The listed EVs on the first set let Mollux outspeed Tomohawk, break past Haze Toxapex with Thunderbolt, and maximize its physical bulk. Sludge Bomb may be used to have a better matchup against Dragon types like Astrolotl, but you lose out on beating Toxapex and hitting Heatran. Lava Plume is preferred for the chance to burn Landorus-T or other Ground-types as they switch in. Thunder can also be used for more damage output and spreading status. The second set is simply a special wall that can provide utility in hazard control and item removal. While it competes heavily with Toxapex and Slowking-Galar, Mollux sets itself aside in these roles through utility options like Stealth Rock and certain unique resistances.
Naviathan @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Facade
- Slack Off/Thunder Punch
NOTES: Naviathan is somewhat inconsistent in its ability to sweep teams, however, if Naviathan is given the right matchup it becomes massively threatening. Slack Off is usually mandatory, othwerise Naviathan can be easily overwhelmed; however, Thunder Punch is useful to hit bulky waters such as Slowbro better. Heavy Slam is a final option, but is mostly a luxury to hit Fairy-types harder.
Necturna (F) @ Power Herb
Ability: Forewarn
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Giga Drain
- Shadow Ball
- Substitute
Necturna @ White Herb
Ability: Forewarn
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Shadow Claw
- Power Whip
- Stone Edge
NOTES: Because Necturna can Sketch any move once, it usually chooses to Sketch a powerful set-up move like Geomancy or Shell Smash to attempt in sweeping its opposition. Shell Smash is the less common variant, and while it's still extremely threatening, it often struggles to OHKO Pokemon like Ferrothorn and Toxapex before being taken out. Geomancy is more common and generally more consistent option, and is especially useful for its ability to take advantage of teams that rely on Blissey as their only Ghost-type check. However, even Geomancy sets unfortunately struggle with OHKO power unless it’s able to successfully set up Geomancy multiple times behind the safety of its Substitute.
Pajantom @ Choice Band
Ability: Comatose
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spirit Shackle
- Outrage
- Earthquake
- Toxic/Ice Punch
NOTES: Pajantom's physical Ghost-type STAB is hard to switch into for many teams, so its best set uses Choice Band to leverage this power even more. Toxic is a great option to hit Landorus-T or Buzzwole as they switch in, making them far easier to eliminate later; however, Ice Punch's ability to take Landorus-T out of the game if you catch it switching in is also valuable. Additionally, running an Adamant nature with 252 Atk / 188 SpD / 68 Spe is a strong option, but misses out on some crucial Speed benchmarks like Tapu Lele.
Plasmanta @ Black Sludge
Ability: Storm Drain
EVs: 252 Def / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magnet Rise/Taunt
- Body Press
- Sludge Bomb
- Thunderbolt
NOTES: Plasmanta is useful for its good matchup against certain defensive structures such as Toxapex + Clefable + Corviknight. It will usually run full Defensive investment to max out Body Press damage against Blissey and Steel-types, though it still does not 2HKO Blissey unless it is slightly damaged already. Taunt allows it to always beat Blissey 1v1, meaning you also have more freedom to run max Special Attack, though in doing this you lose out on your matchup against Equilibra and other bulky Steel-types like Ferrothorn.
Pyroak @ Heavy-Duty Boots
Ability: White Smoke
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Stealth Rock
- Lava Plume
- Toxic/Earth Power/Roar
- Synthesis
NOTES: Pyroak is a rare and unexplored Pokemon, but this is likely the set it runs best. Pyroak is good at spreading status with the combination of Lava Plume+Toxic, and is a decent Stealth Rock user as it has a workable matchup against common hazard removers such as Equilibra and Hydreigon, however Pyroak’s reliance on Heavy Duty Boots, 8 PP recovery, and its general lack of defensive utility in-game make it hard to justify using. White Smoke is the chosen ability because it allows it to be far more useful in the Astrolotl matchup.
Revenankh @ Spell Tag
Ability: Triage
EVs: 128 HP / 252 Atk / 108 SpD / 20 Spe
Careful Nature
- Bulk Up
- Drain Punch
- Poltergeist
- Shadow Sneak
NOTES: Revenankh's main niche is as a polarizing setup sweeper with strong Ghost-type stab and priority Drain Punch. If Revenankh can avoid being inflicted with Toxic or chipped down too much in the early-game, its priority Drain Punch lets it be an incredibly threatening and potent cleaner. The EVs let Revenankh outspeed Corviknight and avoid the 2HKO from Clefable's Moonblast.
Smokomodo @ Leftovers
Ability: Blaze
EVs: 56 Atk / 252 SpD / 200 Spe
Adamant Nature
- Flare Blitz
- Earthquake
- Morning Sun
- Toxic/Taunt
NOTES: The given EVs let Smokomodo outspeed max Speed Heatran, and prioritize special bulk in order to take less damage from moves like Hurricane from Tornadus-T and Zapdos. The option also exists to run Jolly with max Attack and max Speed which lets you take on a much more offensive role, as opposed to being more of a bulky attacker with some defensive utility. Smokomodo is a decent Electric-type check and is mainly useful for its ability to spread Toxic on Pokemon like Landorus-T and Slowbro, while having a one-time nuke in Flare Blitz if it gets into Blaze range. Smokomodo does have access to both Stealth Rock and Defog, though it is not recommended to use either move because all of the listed moves are generally too valuable to give up.
Snaelstrom @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 240 SpD / 16 Spe
Careful Nature
- Swords Dance
- Waterfall
- Spiky Shield
- Toxic
NOTES: Snaelstrom is one of many bulky Water-types in the metagame right now, but there are a few things unique about it –– Snaelstrom is an excellent status blocker due to its ability, and is also to spread status and set up with Swords Dance. However, Snaelstrom’s middling defensive type combination and weakness to Stealth Rock are quite crippling, and a moveslot needs to be dedicated to Spiky Shield so that it can safely activate its Toxic Orb, thus preventing it from running a different utility or attacking move it would otherwise prefer. Snaelstrom can be decent if it has extensive team support, but ultimately it still struggles among its competition.
Stratagem @ Power Herb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Meteor Beam
- Paleo Wave
- Earth Power
- Fire Blast
NOTES: Stratagem is best run offensively, most often using Meteor Beam as a pseudo Z-move to try and attempt a sweep, or very occasionally by doubling down on wallbreaking power with a Choice Specs + Trick set. While Rock/Ground/Fire coverage is almost always best, Stratagem gets a myriad of coverage options and is very customizable in its moveslots.
Syclant @ Choice Band
Ability: Mountaineer
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Icicle Crash/Triple Axel
- Earthquake/Spikes
- Ice Shard/Spikes
Syclant @ Heavy-Duty Boots
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Blizzard
- Bug Buzz
- Earth Power/Focus Blast
NOTES: Syclant most often runs Choice Band to capitalize on its strong U-Turn and good coverage moves. Heavy Duty Boots are not needed due to Syclant’s ability, Mountaineer, that lets it avoid Stealth Rock damage (as well as Rock type moves on the switch-in), however Boots are indeed run on the second set as Compound Eyes is its preferred ability. One may also run Life Orb with Mountaineer on the second set instead, though Boots are excellent for the staying power it grants Syclant. Earth Power is preferred to hit Toxapex, though Focus Blast is an option as well, mostly existing for Ferrothorn and Blissey.
Tomohawk @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Stealth Rock/Rapid Spin
- Hurricane
- Aura Sphere
- Roost
Tomohawk @ Rocky Helmet
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock/Rapid Spin/Aura Sphere
- Hurricane
- Roost
- Haze
NOTES: While often outshined by other bulky Flying-types like Landorus-T, Corviknight, and Tornadus-T, Tomohawk is still a decent physical wall. Intimidate is almost always the preferred ability; however, a Prankster set with Haze is still worth mentioning for its use in checking Cawmodore and annoying hyper offense teams that have multiple setup sweepers. It is possible to run Aura Sphere on the second set over Stealth Rock or Rapid Spin if hazards and hazard removal have already been accounted for on your team; though, it’s important to note that one of the biggest reasons to use Tomohawk is specifically so you do not have to fit these roles elsewhere and can compress them easily onto one team slot.
Venomicon @ Heavy-Duty Boots
Ability: Stamina
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Nasty Plot
- Hurricane
- Earth Power/Mystical Fire
- Roost
NOTES: Venomicon is a seriously dangerous setup sweeper due to its great Flying+Ground coverage, as well as the fact that the number of Pokemon that can force it out from full health is incredibly small. Mystical Fire can be used over Earth Power but requires more team support to bypass foes like Heatran, and ultimately worsens its matchup into fast Electric-types like Tapu Koko and Zeraora.
Venomicon-Epilogue @ Vile Vial
Ability: Tinted Lens
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Gunk Shot/Knock Off
- Roost
NOTES: If one can manage to keep Stealth Rock off the field, Venomicon-E can easily grab multiple kills per game with its powerful item-boosted Tinted Lens Brave Bird and the ability to boost with Swords Dance. Gunk Shot is usually the optimal coverage move as a recoil-less secondary STAB move for foes like Landorus-T, Toxapex, and Slowbro, but Knock Off is just as good for its use in wearing down Steel-types.
Volkraken @ Choice Specs/Choice Scarf
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Fire Blast
- U-turn
- Scorching Sands
NOTES: Volkraken struggles as a wallbreaker because of its middling speed tier and vulnerability to Stealth Rock, but its ability to punish switches with powerful STAB moves boosted by Choice Specs and Analytic is not to be underestimated. Infiltrator is an option for Choice Scarf sets, allowing it to revenge kill Pokemon that are behind a substitute or Light Screen. Finally, Destiny Bond is an option on the Choice Scarf set to trade Volkraken’s life if you are in a pinch, but U-Turn will almost always be more useful in-game.
Voodoom @ Choice Specs
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Focus Blast
- Flash Cannon
- Thunderbolt
NOTES: Voodoom's most consistent role is as a Choice Specs wallbreaker, doubling down on its solid 130 SpA stat and great Dark+Fighting STAB coverage. Despite Voodoom's raw power though, it's often held back by its poor Speed tier, the need to Choice-lock into moves, Focus Blast's inconsistency, and a strong field of competition. A Nasty Plot set with Life Orb, dual STABs, and either Flash Cannon or Thunderbolt can ease prediction significantly, but still struggles with its Speed, finding time to set up, and the absence of one of its coverage options.