Always go max Attack, take the extra EVs out of SpA.
I would say Absol can also run max speed, because there's a bunch of stuff in the base 115 speed tier now. Raikou, Azelf, and Starmie come to mind, as well as other Absol and the odd Mega Houndoom. Some of them (Raikou in particular) don't even run max speed all the time, meaning you can get the jump on them and pulverize them with the appropriate move.
Let's do something actually viable, shall we? (edit: this was directed at the Cacturne post, not the Pinsir one)
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Wobbuffet @ Leftovers / Sitrus Berry
Ability: Shadow Tag
EVs: 52 HP / 232 Def / 224 SpD
Bold Nature
- Encore
- Counter
- Mirror Coat
- Safeguard
Role: Oh No, It's Wobbuffet! (Revenge killer, support for offensive teams)
no seriously, that's what the on-site analysis calls it
It's not often that a mon with only eight moves available to it becomes viable in a game like OU. However, due to its unique combination of moves and ability, Wobbuffet is one of the most annoying things to face. In fact, it's so potent it was banned from OU in ADV and DPP. Wobbs has two things it can do. First, it can Encore something into SR or a setup move, then bring in something that can beat the foe or force it out and/or set up. The other thing it does is beat choice item users that can't OHKO it or voltturn out by turning their offensive presence against them with Counter or Mirror Coat, most likely wiping them out in the process. It can also beat some setup mons with the correct prediction.
Wobbs is best used on offensive teams, especially ones that are weak to common scarf users. It does tend to struggle against band or specs users that have super effective moves against it, and a mispredict could result in it getting taken out, so it must be played carefully. If you see Wobbs on your opponent's team, hope you have a phazer or Ghost mon; the former ignores CounterCoat and can sometimes beat Encore, while the latter isn't trapped by Shadow Tag. If all else fails, just beating the crap out of it will take it out eventually, as Wobbs has tenuous recovery at best.
Role: Sweeper
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Jet
- Swords Dance
- Crunch
- Ice Punch
Right now this thing is nu and isn't the best thing in OU but is a threat, but will so be in above tiers soon. Now this monster has sheer force moves with secondary affects get 1.3x the damage, and sheer force doesn't take Life orb recoil damage. SD is one its sets and luckly it gets Aqua jet to get Priority. Crunch for Coverage for psyshic's and ghost. Ice Fang? Screw that we have Ice Punch, this is a badgrass killer. This Gator's STAT's is bulky def. with 100 Base def. and high Attack with a attack stat STAT of 105.
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Ice Punch
- Waterfall
- Crunch
Everything I said Above^ but with DD. DD gets +1 attack and +1 speed to out speed and hit harder with LIFE ORB. Gator is best on Offensive teams and is a total monster right now. (if i broke rule or feraligatr was already posted I'm sorry :])
The first set is unviable due to being non-threatening, outclassed, and easy to play around. The second one is definitely viable because of GeoPass.Ok, I feel bad about my mess-up of suggesting Cacturne, so here is should be able to not create more discord.
Whimsicott
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Role: Sweep Support, Baton Pass Support
Moveset(s):
Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Nature: Bold
Move 1: Substitute
Move 2: Leech Seed/Tailwind
Move 3: Stun Spore/Tailwind/Giga Drain
Move 4: Encore
Whimsicott @ Mental Herb
Ability: Prankster
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Taunt
- Encore
- Memento
- Tailwind
This bugger has access to an ability that defines its role as a whole: prankster. It serves several purposes through its variety in moves, but in general is supposed to be extremely annoying. It's natural high speed paired up with prankster pretty much guarantees its setting up of moves first.
It is a useful tool for basic sweeping, as tailwinding to increase the team's speed for several turns, and encoring to lock the opponent into a non-threatening move. It can also spread stun spores, sleep powders and leech seeds to render opposing pokemon useless, and leech seed to have some consistent recovery and force switches. It also is quite useful in sub-passing. All-in-all it serves as a great team player, though it is quite the taunt bait.
However, it can also be used in a chain of moves for baton pass oriented teams. Tailwind is put up to ensure, lets say, a spore or geomancy on Smeargle, and Memento is used to give Smeargle some artificial bulk. Just as before, it can also encore a pokemon into a move to even further guarantee the geomancy from Smeargle.