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[SET]
Name: Curse
move 1: Curse
move 2: Avalanche
move 3: Rest
move 4: Sleep Talk / Waterfall / Super Fang
item: Leftovers
ability: Thick Fat
nature: Careful
evs: 252 HP / 4 Def / 252 SpD
[SET COMMENTS]
- Splits away from Walrein's usually purely defensive role to function more as a tank.
- Surprise factor?
- Curse boosts Walrein's Attack and Defence, and after a few boosts can easily sponge many hits.
- Water-typing gives it some nice resistances, and Thick Fat with the evs given lets it set up against some of the tier's hard special hitters, such as Nasty Plot Jynx and Choice Specs Glaceon.
- Avalanche functions as the main STAB attack, and since Curse lowers your Speed, it'll usually reach full power. It also punishes Grass-types who think they can safely switch in.
- Rest allows Walrein some longevity, and after a few boosts, it can afford to take hits while sleeping.
- Sleep Talk allows Walrein to function as a mono-attacker.
- Waterfall is for secondary STAB, and can hit many Walls, such as Regirock, Probopass, and Bastiodon for super-effective damage.
- Super Fang will allow for consistant damage, and hits anything bar Ghost-types.
[ADDITIONAL COMMENTS]
- Poses problems for more defensively based teams
- The evs given allow Walrein a massive HP and respectable Special Defence, which gives it a good chance to set up, effectively taking hits on both sides of the spectrum after a few boosts.
- Encore can really ruin set up attempts, but generally really has to compete for a slot
- Earthquake can be used to hit Steels super effectively
-Roar can phaze out anything that tries to set up
- Toxic can be used to break walls as you slowly wear them down with Waterfall
- Body Slam can be used for paralysis
- Ice Body can be used for a Hail team
- A more offensive Brave natured 252 HP / 252 Atk / 4 SpD can be placed in a Trick Room team (0 Speed IVs)
- Rapid Spin support is critical, as Walrein's Ice-typing leaves it weak to Stealth Rock
- Eviolite Baltoy is especially useful, as it sponges all Electric, Fighting, and Rock-type attacks aimed at Walrein
- Additionally, entry hazards of your own can help Walrein KO weakened walls
- Dual Screens can be used so Walrein can nab a few extra boosts
- Fighting-types, notably Sawk, can ruin your fun, so packing a Ghost-type can help
- Misdreavus is an exceptionally good partner, as it not only avoid Fighting-type moves, but can also burn the opponent (watch out for Throh), and use Heal Bell to awaken a sleeping Walrein
- Fire-type partners help clean out troubling Grass-types, notably Tangela and Exeggutor
- Gorebyss and Huntail set up all over you, so packing a specially defensive Throh with Circle Throw or Choice Scarfed Electric-types, such as Rotom-F or Electabuzz can help check this problem
- The latter two can also sponge Electric-hits fairly well, as can Lightingrod Raichu

[SET]
Name: Curse
move 1: Curse
move 2: Avalanche
move 3: Rest
move 4: Sleep Talk / Waterfall / Super Fang
item: Leftovers
ability: Thick Fat
nature: Careful
evs: 252 HP / 4 Def / 252 SpD
[SET COMMENTS]
- Splits away from Walrein's usually purely defensive role to function more as a tank.
- Surprise factor?
- Curse boosts Walrein's Attack and Defence, and after a few boosts can easily sponge many hits.
- Water-typing gives it some nice resistances, and Thick Fat with the evs given lets it set up against some of the tier's hard special hitters, such as Nasty Plot Jynx and Choice Specs Glaceon.
- Avalanche functions as the main STAB attack, and since Curse lowers your Speed, it'll usually reach full power. It also punishes Grass-types who think they can safely switch in.
- Rest allows Walrein some longevity, and after a few boosts, it can afford to take hits while sleeping.
- Sleep Talk allows Walrein to function as a mono-attacker.
- Waterfall is for secondary STAB, and can hit many Walls, such as Regirock, Probopass, and Bastiodon for super-effective damage.
- Super Fang will allow for consistant damage, and hits anything bar Ghost-types.
[ADDITIONAL COMMENTS]
- Poses problems for more defensively based teams
- The evs given allow Walrein a massive HP and respectable Special Defence, which gives it a good chance to set up, effectively taking hits on both sides of the spectrum after a few boosts.
- Encore can really ruin set up attempts, but generally really has to compete for a slot
- Earthquake can be used to hit Steels super effectively
-Roar can phaze out anything that tries to set up
- Toxic can be used to break walls as you slowly wear them down with Waterfall
- Body Slam can be used for paralysis
- Ice Body can be used for a Hail team
- A more offensive Brave natured 252 HP / 252 Atk / 4 SpD can be placed in a Trick Room team (0 Speed IVs)
- Rapid Spin support is critical, as Walrein's Ice-typing leaves it weak to Stealth Rock
- Eviolite Baltoy is especially useful, as it sponges all Electric, Fighting, and Rock-type attacks aimed at Walrein
- Additionally, entry hazards of your own can help Walrein KO weakened walls
- Dual Screens can be used so Walrein can nab a few extra boosts
- Fighting-types, notably Sawk, can ruin your fun, so packing a Ghost-type can help
- Misdreavus is an exceptionally good partner, as it not only avoid Fighting-type moves, but can also burn the opponent (watch out for Throh), and use Heal Bell to awaken a sleeping Walrein
- Fire-type partners help clean out troubling Grass-types, notably Tangela and Exeggutor
- Gorebyss and Huntail set up all over you, so packing a specially defensive Throh with Circle Throw or Choice Scarfed Electric-types, such as Rotom-F or Electabuzz can help check this problem
- The latter two can also sponge Electric-hits fairly well, as can Lightingrod Raichu