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Ability: Thermal Exchange (Boosts the Attack stat when the Pokémon is hit by a Fire-type move. The Pokémon also cannot be burned)
Nature: Jolly (+Spe, - Sp. Atk)
Item: Chople Berry (Halves the damage taken from a supereffective Fighting-type move) Tera Type: Ice
Moves:
Glaive Rush - Evolve
Icicle Crash - Level up
Ice Shard - TM 
Dragon Dance - TM / Protect - TM
EVs: 252 Atk, 252 Spe, 4 HP Scarlet and Violet’s new pseudo legendary lives up to the hype by bringing stellar stats and killer moves, making for a seriously threatening physical sweeper. Thermal Exchange is an extremely nice ability due to it providing a total immunity to being burned, an extremely common method of shutting down physical attackers. The attack boost is nice as well, but the real benefit is knowing you can face down Pokemon that run Will-o-wisp without fear. Baxcalibur’s Speed is perfectly average, but we can make it even better by setting up with Dragon Dance, and thanks to its Chople Berry we should be able to do so without much fear from Fighting types. Even though it’s usually not a great defensive type, becoming a pure Ice type with Terastallization will help remove its weakness to Fairy types. Then you’ll just have to worry about Rock and Steel. What’s more, becoming Tera Ice type will boost your Ice Shard for a surprisingly powerful priority attack. Ideally we’ll be setting up with Dragon Dance, but if it’s too risky Ice Shard is just a nice move to have for its priority.  Glaive Rush is a seriously scary move with 120 power, the downside being that on the following turn any moves that target Baxcalibur will have 101% accuracy and do double damage. Fortunately, there’s an easy workaround by simply using Protect. In a perfect world you’ll have already set up and be faster than your opponent and they won’t get a chance to retaliate, but it’s a good move to have just in case.  A Swords Dance set can definitely work as well, but I’d rather have the extra speed since Baxcalibur is somewhat lacking in that department.
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Ability: Slush Rush (Doubles the Pokémon's Speed when Snow is in effect)
Nature: Jolly (+Spe, - Sp. Atk)
Item: Life Orb (When this item is held by a Pokémon, the damage from the moves used by the holder is increased by 30%. The holder loses 10% of their maximum HP each turn) Assault Vest (When held by a Pokémon, it increases the Sp. Defense stat by 50% but requires the Pokémon to only use damaging attacks) Tera Type: Fairy
Moves:
Ice Spinner - Level up /  Icicle Crash - Egg Move
Superpower - Egg Move
Play Rough - TM
Earthquake - TM
EVs: 252 Atk, 252 Spe, 4 HP Cetitan is another Pokemon introduced in Scarlet and Violet that couldn’t ask for much more. It’s lucky enough to have two great abilities, very solid stats, and deep movepool.  I’m going with a Fairy Tera type to help Cetitan check threatening Fighting types. Combined with Play Rough, you’ll take them down no problem (the pink highlights on Cetitan also make this an aesthetically pleasing Tera type IMO). Fire types would also threaten you, but Earthquake will make short work of those. Combined with Ice Spinner/Icicle Crash and Superpower, no Pokemon will resist your coverage.  Obviously this Cetitan needs Snow to be in play to get the most of its speed, which will more than make up for its subpar 73 base Speed. I’d recommend setting that up with another Pokemon, otherwise you’ll likely be taking a hit to set up Snowscape. Cetitan is decently bulky, but I’d still rather keep Cetitan’s recommended moves to keep its amazing coverage.  The Snow weather condition also increases the Defense of Ice types by 50%, adding to Cetitan’s fantastic 170 HP and helping it survive as an otherwise frail type.  Cetitan could easily run as a full tank Pokemon as well. You’ll want max HP, Leftovers, and Thick Fat to make the most of that playstyle.  Sheer Force is also a decent Ability for Cetitan. It increases the power of moves with secondary effects by 30% but removes those secondary effects. With Sheer Force, Cetitan could use moves like Icicle Crash, Play Rough, and Liquidation but personally I’d rather have the extra speed and bulk that a Snow team can provide. 
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How good would Emboar be if it had these stats instead
HP-120
Atk-110/
Def-100
Sp.Atk-95
Sp.Def-85
Spd-20
Hidden Ability: Huge Power
Moves: Drain Punch,Close Combat,Slack Off, Scorching Sands,Fire Lash,Coaching and Body Press.
I feel like they didn't need to make 3 frail mix attacking Fire/Fighting types. Emboar is only bad because of it's low speed. If it was a slow wall with offensive power it would be good. More like a physical Skeledirge.
Pretty darn good Mega Mawile dominated back in the day with Huge Power and an Attack of 105. It was slow as well, (not quite 20 Speed slow but still slow), but more than made up for it with Sucker Punch and an otherwise fantastic typing. Emboar also has access to Sucker Punch, which would let it make up for it own poor Speed with this proposed stat spread. Otherwise, running it in a Trick Room would be almost mandatory. 120 HP, 100 Def, and 85 Sp. Def also makes it a very solid tank, in combination with Slack Off and Drain Punch I think you'd have a very strong, if slow, Pokemon on your hands. I'd be tempted to slap an Assault Vest on this and go as tanky as possible.
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Ability: Defiant (Attack is raised by two stages when the Pok��mon has its stats lowered. Doesn't work on self inflicted stat drops or drops from allies)
Nature: Jolly (+Spe, - Sp. Atk)
Item: Punching Glove (This item will boost the power of Punching based moves by 10% for the holder)  Life Orb (When this item is held by a Pokémon, the damage from the moves used by the holder is increased by 30%. The holder loses 10% of their maximum HP each turn) Assault Vest (When held by a Pokémon, it increases the Sp. Defense stat by 50% but requires the Pokémon to only use damaging attacks) Tera Type: Fighting/Ghost
Moves:
Rage Fist - Level up
Close Combat - Level Up / Drain Punch - TM
Fire Punch / Ice Punch / Thunder Punch - TM
Bulk Up- TM
EVs: 252 Atk, 252 Spe, 4 HP
Annihilape is easily one of the strongest Pokemon introduced in Scarlet and Violet, and it’s one of my favorites. Fighting/Ghost is a fantastic typing both offensively and defensively, and you couldn’t ask for much more in terms of its stats or movepool.
It even has a great ability in Defiant, which raises the Pokemon’s Attack stat by two stages if any stat drops. This shuts down the ever popular Intimidate, actually making you stronger, and can makes switching into Sticky Web a tradeoff of Speed for Attack. 
The real crux of Annihilape’s power comes from Rage Fist, a Ghost-type move that starts at only 50BP but increases by 50 MORE BP every single time Annihilape is hit during a battle. What’s more, that increase in power doesn’t reset if Annihilape is switched out. After just a single hit Rage Fist is as strong as Earthquake. Even after two hits Annihilape is rocking an incredibly powerful attack. This boost caps out at either 300 or 350 power (I’ve seen conflicting information), but either way that’s honestly more damage than you need. 
Because Annihilape actually prefers to get hit at least once or twice, I like running Bulk Up on a Jolly one. This lets us outspeed as much as we can, and hopefully get the Defense boost before we’re hit. 
Close Combat is a great move, but the fact that it lowers both of your defensive stats makes me think it might not be ideal for a Pokemon that wants to remain as bulky as possible. It could work, but I almost think Drain Punch would be better here for the extra sustain.
Oh, and both Rage Fist and Drain Punch will hit a little harder thanks if you use a Punching Glove. Life Orb is always useful, and an Assault Vest would help you tank some special attackers, but then you obviously can’t set up with Bulk Up. 
For your final move, any one of the elemental punches is a solid choice. They provide great coverage and also get the boost from Punching Glove.
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Ability: Technician (Moves with a base power of 60 or less are boosted in power by 50%)
Nature: Jolly (+Spe, - Sp. Atk)
Item: Wide Lens (When this item is held by a Pokémon, the moves used by the Pokémon have their accuracy increased by 10% of their accuracy value) Tera Type: Normal
Moves:
Population Bomb - Level up
Play Rough - Level up
U-turn - TM
Crunch - TM
EVs: 252 Atk, 252 Spe, 4 HP Hey. Stil not dead. Maushold is wack, right?  Population Bomb hits 1-10 times, and I initally thought this worked like any other multi-hit move, where the game rolls to see how many times the move will hit. Nope! The move has 90% accuracy, and rolls an accuracy check for every hit, stopping if that accuracy check ever fails. That’s why we want to run a Wide Lens, insuring that each hit has a 99% accuracy instead.  Technician buffs the move even more since its so low power, and if you Terastallize with a Normal Tera type you’ll hit even stronger. Most of the time you’ll just want to spam Population Bomb, but Play Rough and Crunch help give you some coverage, and U-turn will get you out of of an unfavorable matchup.  This is such a weird Pokemon but I love it.  I’ll be making daily posts again to highlight some of my favorite Pokemon from Scarlet and Violet, feel free to request sets! It’s good to be back
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Espeon’s shiny is pretty bad too. I can dig the idea of it swapping pallets with Umbreon.
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Is anyone still following this account? Anyway here’s how I’d fix shiny Scizor
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Where am I these days?
Hey all. As you’ve probably noticed, I’ve more or less moved on from this blog. I’ll likely come back in the future when another generation of Pokemon rolls around but until then if you want to see more of my content I’ve got other projects~ The Order of Initiative! A D&D podcast all about running the game and a look behind the curtain about how myself and other DMs plan sessions Beef Cereal! A comedy gaming Youtube channel with a focus on unorthodox gameplay, like trying to record a podcast inside a battle royale while unarmed Hopefully you’ll check them out, I’m proud of both <3
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I wrote a book
Does it count as shilling if it’s my own content? Who cares, I wrote a book and you can buy it.
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https://www.amazon.com/gp/product/1086199812?pf_rd_p=ab873d20-a0ca-439b-ac45-cd78f07a84d8&pf_rd_r=3Z80E55PZA8VQEZFCAAX It’s called the Demon’s Advocate, it’s about a woman who dies and then is brought back to life when her body is possessed by a demon. Now creatures from Hell want to drag her back there and demon hunters on Earth want to put her down. The e-book version at $8 should go live within 24 hours, so if that's more your thing feel free to grab that instead.
Oh boy. I’m gonna go take a stress nap
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Appletun??? Sweet baby has an ability ripen that allows it to heal extra from leftovers!! Every turn!!!
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Berries for Days
Ability: Ripen (Doubles the effects of berries)
Nature: Bold (+Def, -Atk)
Item: Sitrus Berry (Restores 25% HP when at 50% HP or less)
Moves:
Apple Acid - Level up 
Leech Seed - Level up
Recycle - Egg move
Protect - TM 
EVs: 252 HP, 252 Def, 4 Sp AtkUnfortunately, Ripen doesn’t double the HP gain from Leftovers. It seems like it does because when you regain your HP from Leftovers Ripen will prompt and appear on screen, suggesting it’s activating the Ability but looking at the amount of HP you’re gaining is enough to prove it isn’t actually affecting it at all. Game Freak is just a small indie company, please understand. Ripen does work really well with a Sitrus Berry though. Ripen doubles the amount of HP gained to a terrific 50%. Combine this with Recycle to bring your Sitrus Berry back and Appletun can be very difficult to KO. Leech Seed your opponent and Protect intermittently and you’ll be able to outlive quite a lot of Pokemon.Apple Acid is great since it lowers the Special Defense of the target every time it hits, allowing Appletun to eventually wear down virtually anything given enough time. Appletun’s Hidden Ability, Thick Fat, shouldn’t be overlooked either. It changes it’s x4 weakness to Ice to a mere x2 and lets it resist Fire damage. If you run this Ability I’d recommend Apple Acid, Dragon Pulse, Leech Seed, and Recover, along with Leftovers. You’ll still want Bold with max HP and Defense.
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Hydreigon?? (now that it has Nasty Plot SWEET MAMA)
it has WHAT
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WHY DIDN’T ANYONE TELL ME
ABILITY: LEVITATE (DAMAGE DEALING GROUND-TYPE MOVES HAVE NO EFFECT ON THIS POKÉMON. CANNOT BE TRAPPED BY ARENA TRAP ABILITY. TAKES NO DAMAGE FROM SPIKES)
NATURE: TIMID  (+SPE, -ATK)
ITEM: LIFE ORB (MOVES DO 30% MORE DAMAGE AT THE COST OF 10% PER ATTACK) / LEFTOVERS (HEALS 1/16TH OF HP EACH TURN)
MOVES:
DRACO METEOR - TUTOR / DRAGON PULSE - LEVEL UP
DARK PULSE - TR 
FLASH CANNON - LEVEL UP
NASTY PLOT - TR
EVS: 252 SP ATK, 252 SPE, 4 HP
THE GAMES HAVE BEEN OUT FOR A MONTH AND NO ONE THOUGHT TO TELL ME THAT HYDREGION HAS NASTY PLOT NOW?! 
AAAAAAAAAAAAAAAAAAAAAAAADOUBLE THAT GREAT SPECIAL ATTACK EVEN HIGHER WITH NASTY PLOT AND IT’S LITERALLY ALL YOU NEED TO WRECK SHITLET’S DO SOME SIMPLE MATH HERE, FOLKSWHAT’S 125 BASE SPECIAL ATTACK + STAB + NASTY PLOT + A 130 BASE POWER MOVETHE ANSWER IS MAXIMUM GETCHA ENERGY. DRACO METEOR WILL DO SO MUCH GODDAMN DAMAGEDARK PULSE CONTINUES TO GETCHA, AND FLASH CANNON TAKES CARE OF FAIRY-TYPESHYDREIGON HAS A BUNCH OF OTHER FUN MOVES TOO: HYDRO PUMP, FLAMETHROWER, HEAT WAVE (HITS BOTH POKEMON IN DOUBLES), FOCUS BLAST, EARTH POWER, AND SNARL (HITS BOTH POKEMON AND LOWERS BOTH OF THEIR SPECIAL ATTACK)
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How about Runerigus?
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Trick Room Backup
Ability: Wandering Spirit (The Pokémon exchanges Abilities with a Pokémon that hits it with a move that makes direct contact.)
Nature: Brave (+Atk, -Spe)
Item: Life Orb (Moves do 30% more damage at the cost of 10% per attack) / Leftovers (Heals 1/16th of HP each turn)
Moves:
Earthquake - Level up / Body Press TR
Shadow Claw - Level up
Destiny Bond - Level up
Trick Room - TM / Iron Defense TR
EVs: 252 Atk, 252 HP, 4 Def  IVs: 0 Spe
Runerigus’ slow Speed and decent Attack make it the perfect choice for a Trick Room team, but there’s a few choices that you’ll need to make when using one. Firstly, Life Orb or Leftovers. The choice is pretty straightforward-more than likely you’ll be taking whichever item isn’t already on your team.  Wandering Spirit is interesting, it can help shut down Pokemon dependent on their Ability but since it only triggers when THEY attack you it’s possible to work around it. There are definitely times it’ll be useful though, like if something with Fluffy was to attack you. Earthquake and Shadow Claw provide excellent coverage already (you’ll only be resisted by Normal-Flying types), but consider using Body Press in place of Earthquake if you want to be totally unresisted. Body Press is amazing for a Pokemon with a base 145 Defense like Runerigus because the move calculates damage based on the user’s Defense, not their Attack. Combine this with Iron Defense and it’ll do absolutely incredible damage. Of course, you’ll only want Iron Defense if you have another reliable Trick Room setter on your team. It’s debatable if bringing two Trick Room users is overkill. Finally, Destiny Bond. Use this when Runerigus is likely to be knocked out and you’ll take down your attacker with you. It’s incredibly useful for KOing Pokemon when you potentially had no chance of taking them out. Keep in mind that Destiny Bond does not work on Dmax/GMax Pokemon. I learned this the hard way. 
Runerigus has a few other moves that could allow it to be a fun suicide lead. Lead with Stealth Rocks and peace out with Memento, which will KO Runerigus while cutting the target’s Attack and Special Attack in half. Not a bad way to cripple something. If you run this I’d recommend giving Runerigus a Focus Sash just to make sure it can get the Memento off against something like Dracovish.
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Double Obstagoon Extravaganza 
I usually try to pick a single set for a Pokemon to share with y’all, but I just wouldn’t be doing my job if I didn’t talk about (at least) these two Obstagoon sets. They’re both fantastic and I can’t really recommend one over the other. Also, can we talk about Obstagoon’s stats? It isn’t lacking in a single area except for Special Attack which you’d never want to use anyway. This thing is good across the board.
Guts 
Ability: Guts (This Pokemon’ Attack is boosted by 50% when it is Burned, Paralyzed, Asleep, Poisoned, or Frozen. This Ability also ignores the Attack cut from Burn)
Item: Flame Orb (Burns the Pokemon at the end of their first turn on the field)  
Nature: Jolly (+Spe, -Sp Atk)
Moves: Facade - TM Knock Off - Egg move Gunk Shot - TR Bulk Up - TR / Obstruct - Level up / Close Combat - TR  
EVs: 252 Atk, 252 Sp, 4 Def 
This set is pretty straightforward, it’s just a matter of how you want to spend your first turn while you prepare for you Flame Orb to activate. I’m quite fond of using Bulk Up to boost your Attack even higher while also helping your Defense, but Obstruct should not be overlooked. It’s Obstagoon’s signature move and works like Protect in that it prevents all moves from hitting Obstagoon, but with the added bonus of dropping the Defense of the attacking Pokemon in half if they were using a move that makes contact. Once you’re set up it’s time to crush pretty much everything. Facade is a must-have move for this set since its power doubles to an incredible 140 when the user has a status condition. And you get STAB!  Knock Off is always useful, even more so in a metagame where Mega Stones and Z-Crystals are no more (RIP), you’ll almost always remove someone’s item. Don’t forget that Knock Off doubles in power to 130 if you’re removing an item (and you get STAAAAB). Gunk Shot is incredibly useful for taking care of threatening Fairy types. Teammates Unfortunately, Obstagoon has no reliable way to check Fighting-types as it doesn’t learn a single Flying, Psychic, or Fairy move that can deal damage. Strongly consider bringing a Pokemon that can take care of Fighting-types for you (Hawlucha comes to mind).  Dynamax Potential The Max Normal move will lower the Speed of the opposing side, while the Max Fighting move will raise your side’s Attack, both great options to have.
Reckless
Ability: Reckless (Moves that cause Recoil damage deal 20% more damage)
Item: Choice Band (Physical moves do 50% more damage but the holder is locked into the first move they use)  
Nature: Jolly (+Spe, -Sp Atk)
Moves: Double-Edge - TM Knock Off - Egg move Gunk Shot - TR Close Combat - TR
EVs: 252 Atk, 252 Sp, 4 Def
The Reckless set is pretty similar to the Guts set but you’ll definitely want to bring Double-Edge. The Reckless boost puts it at 144 base power and combined with STAB and a Choice Band it’s going to punch holes into anything not heavily invested in Defense. 
Obstagoon also gets Ice Punch, Fire Punch, and Thunder Punch, all of which are great for checking specific Pokemon. 
Obstagoon’s Hidden Ability, Defiant, definitely has its uses too though it’s far more situational than Guts or Reckless. Defiant will raise Obstragooon’s Attack by two stages if the opponent drops any of its stats. A lot of Max Moves can lower Stats so this Ability has a decent chance of being activated, but I’d still rather have an Ability that I know for certain will come into play.
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Goddammit, Greedent is Busted Too Ability: Cheek Pouch (Restores HP when this Pokemon eats a Berry) Item: Sitrus Berry (Restores 1/4 max HP when at 1/2 max HP or less)   Nature: Relaxed (+Def, -Spe) Moves: Body Slam - Level up Crunch- TR Earthquake- TR Belly Drum - Egg move EVs: 244 HP, 140 Atk, 124 Def IVs: 0 Spe I really didn’t want this Pokemon to be good. Honestly, I physically recoiled when I first saw it in-game. 
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AAAAAA JUST LOOK AT IT Cheek Pouch is the cornerstone of this set since it’ll heal Greedent back to 100% HP after using Belly Drum. It’s nuts, dude. It needs Trick Room to outspeed opponent but it’s a pretty straight-forward set apart from that. You need Body Slam for STAB, Crunch for Ghosts, and Earthquake for Steel types and Toxapex. Speaking of, Toxapex is the main reason for the specific EV spread I’m recommending. At 4x Attack Greedent only needs 140 Attack EVs to guarantee a OHKO against max Defense and HP Toxapex using Earthquake. Anything more would be excessive, so you have no reason to not put the extra EVs into Defense.  Also, you’ll want 244 HP EVs to put Greedent at 226 HP. Belly Drum will only put you at 50% HP if you have an even amount of HP, and this is the highest you can go while hitting an even amount.  Teammates Greedent can’t OHKO Ferrothorn with this set, and while Ferrothorn certainly can’t OHKO Greedent it still wouldn’t hurt to bring a Pokemon with Fire coverage to help take care of Ferrothorn.  Hatterene works nicely with Greedent since it can set Trick Room and it also has Mystic Fire to melt Ferrothorn. GSnorlax stands out to me as another great partner since its GMax move has a chance to replace consumed berries. Together they could potentially eat 4 berries each and be very, very annoying to KO. Runerigus would be really fun in Singles since it can set Trick Room and then use Memento to cut the opponent’s Attack and Special Attack in half and give you a free switch to Greedent. It’ll be nearly impossible for the opposing Pokemon to KO Greedent with both of their offensive abilities halved, giving it a perfect chance to Belly Drum. Dynamax Potential Greedent is already bulky so naturally doubling its HP is only going to make it more unkillable. DMax Earthquake will boost your team’s Special Defense and DMax Crunch will lower the opponent’s, which continues to pair nicely with Hatterene’s Special Attack based stats.
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AAAAAAAAAAAAA-
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Oh my God Flapple is so Strong Why is No One Talking About This Ability: HA - Hustle (Damage from physical attacks is increased by 50%, but average accuracy is only 80%) Item: Life Orb (Moves do 30% damage) / Choice Band (Physical moves do 50% more damage but you’re locked into the first move you use Nature: Jolly (+Spe, -Sp Atk) Moves: Grav Apple - Level up Outrage - TR Fly - Level up / TM Dragon Dance - Level up / TR / Sucker Punch - Egg move EVs: 252 Atk, 252 Spe, 4 Def Ironically, I only discovered the power of Flapple because I was hunting one with its Hidden Ability with the intention of breeding it for Thick Fat Appltun, but when I was fighting the Hustle Dynamax Flapple I was astounded by how much damage it did. On neutral hits it was doing 60%-70%! That was when I realized that it hadn’t missed a single move, despite having the Ability Hustle which should lower accuracy. Suddenly, all the pieces fell into place.  GMax moves have 101% accuracy, which means they ignore accuracy checks and always hit.  DYNAMAX FLAPPLE GETS THE 50% POWER BOOST FROM HUSTLE WHILE IGNORING THE ACCURACY DROP THIS IS NOT A DRILL, DYNAMAX FLAPPLE DOES 50% MORE DAMAGE FOR FREE I’ve tested this myself just to make 100% sure it’s working how I thought, and sure enough, Hustle Dmax Flapple hit harder than non-Hustle DMax Flapple. It gets worse/better. If you use DMax Overgrowth you’ll be creating Grassy Terrain that boost the power of Grass moves even further. AND if you slap a Life Orb on Flapple the Grassy Terrain will recover some of the HP drain each turn!  Let me break this down in case you still don’t understand how strong this is +50% power from STAB, +50% power from Grassy Terrain, +50% power from Hustle, +30% power from Life Orb And we haven’t even used Dragon Dance I imagine that’s probably enough to convince you to use Flapple, but let’s break down the rest of this set anyway.  Moves While not Dyanamaxed Grav Apple will lower the Defense of Pokemon by one stage, it’s a fantastic move that can eventually wear down anything. Outrage hits super hard and the DMax Dragon move will lower the Attack of your opponent, making it harder to KO Flapple. Unfortunately, this move is unreliable in Doubles since it attacks a target at random. Dragon Rush is another option but combined with Hustle it’ll only have 60% accuracy which is god-awful. 
Flapple’s speed is one of its downsides, and it definitely needs all the Speed help it can get. But that’s why we’ve got Fly- its Max version raises the Speed of Flapple and its teammate. Dragon Dance gives Flapple a setup option but you might want to bring Sucker Punch instead for a damage option if Flapple doesn’t have a chance to boost its speed. You’ll definitely want Sucker Punch if you want to run Choice Band, but keep in mind that DMax Pokemon lose both the benefits and drawbacks of Choice items while Dyanamaxed.  Teammates In Doubles Flapple works extremely well with Whimsicott or any other Pokemon that can set up Tailwind. As mentioned before, Flapple’s speed is its biggest drawback.  FYI Flapple can take three Fishious Rends from Dracovish
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Steam Engine Weakness Policy Domination Before you read any further I need you to know that this set is highly inspired by WolfeyVCG’s Coalossal set. Please go check it out, he’s a far better Pokemon player than myself and deserves all the support. While this set is inspirited by Wolfey’s I’ve made a few changes to it that, dare I say, make it a little bit better.
Coalossal
Ability: Steam Engine (Raises a Pokemon’s Speed by six stages (6x) if they are hit with a Fire or Water move)
Nature: Jolly (+Spe, -Sp Atk)
Item: Weakness Policy (Raises Attack and Special Attack two stages (2x) if hit by a super-effective move)
Moves: Flare Blitz - TR  Stone Edge - TR Earthquake - TR Iron Head -TR
EVs: 252 Atk, 252 Spe, 4 Def
Inteleon
Ability: Torrent (When below 1/3rd its maximum HP, Water-type moves do 50% more damage)
Nature: Timid (+Spe, -Atk) / Modest (+Sp Atk, -Atk)
Item: Assault Vest (Raises Special Defense by 50% but cannot use status moves)
Moves: Hydro Pump - Level Up  Ice Beam - TR Shadow Ball - TR Aqua Jet - Egg move
EVs: 252 Spe, 252 Sp Atk, 4 Def
IVs: 0 Atk
Now if you’ve watched Wolfey’s video like you were supposed to you’ll already have a pretty good idea of how this works, but just in case you didn’t- Inteleon attacks Coalossal with Aqua Jet which actives both it’s Steam Engine and its Weakness Policy. In a single move, Coalossal is running x4 Speed and x2 Attack (and Special Attack but we aren’t using this). In fact, that’s one of the big differences between my set and Wolfey’s. His Coalossal is Special Attack based while mine is Physical. The main reason I switched to a Physical Coalossal is so it can run GMax Quake and GMax Steelspike more effectively. GMax Quake raises the Special Defense of your side of the field, and GMax Steelspike raises Defense. With those moves on your side, you’re throwing out 130 base power moves that essentially set up Reflect/Light Screen and they’re backed by your x2 Attack. Bulk and damage at the same time, what more could you want? A Special Attack Coalossal could run Earth Power for GMax Quake but it has no Special Steel move and can never run GMax Steelspike effectively. 
Make sure you Inteleon has a 0 Attack IV so you’re doing minimum damage to your Coalossal with Aqua Jet. Beyond that its moveset does the best it can. I like Assault Vest on Inteleon because it works nicely with the extra bulk GMax Quake provides. You don’t really want to run Life Orb or you’ll do extra damage to Coalossal, but Leftovers could possibly work too. 
Also, when Coalossal uses GMax Rockfall it’ll create a Sandstorm which raises the Special Defense of all Rock-types by 50% and is perfect for Pokemon like Exadrill or Dugtrio who thrive on Sand teams.  The big tradeoff between these two Coalossal sets is that the physical one loses Solar Beam/GMax Overgrowth. That move allows Coalossal to check Water/Ground types with ease, and most pure Water-types too. Since Coalossal can set Sun on it’s on with GMax Flare Solar Beam works pretty nicely even once Gigamax drops. Setting Sun with Inteleon on your side will hurt it’s Water attacks, but since Coalossal can switch the weather back to a Sandstorm with ease it won’t be as much of a drawback as you might think.
Also, Weavlie is another Pokemon that pairs well with Coalossal. Give it Surf and a 0 Special Attack IV and it’ll set up your Coalossal while hitting both opposing Pokemon. The damage to the other team will be minimal, but it will break Focus Sashes. Ultimately I still prefer Inteleon simply for the priority Aqua Jet provides, nearly guaranteeing that Coalossal will get set up unless Inteleon gets hit with Fake Out. 
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I did math to figure out the base stats of individual Falink
Falinks is pretty great, right? It’s a group of six different Pokemon that team up to form a stronger whole. I’ve talked about its competitive usage here, but making a set for it made me curious. What are the base stats for each individual Falink? 
Here are the base stats for Falinks as a whole.
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It’d be easy enough to take those stats and divide them into six even parts, but that seems too easy, especially since the lead Falink is a little taller than the rest and clearly has a much bigger horn. 
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So let’s assume that the lead Falink is 25% stronger than the others (because it’s an easy percentage to work with and there’s not really any way of determining exactly how much stronger it is). If it’s 25% stronger than the others, the lead Falink’s stats will account for 20% of an individual stat’s value, and the remaining 80% will be split between the other 5 Falink. So all we have to do it take an individual base stat, find 20% of that stat, and then split the remaining 80% in 5 even parts. Here’s what we get for the lead Falink (base stat total of 94)
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And here’s the base Falink (base stat total of 75)
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I rounded some of these results because I didn’t want to have things like 10.4 as a base stat, but it’s overall pretty inconsequential since the total for these stats are 469 and normally Falinks’ base stat total is 470.  This probably isn’t a surprise but Falink on their own are pretty horrible. It’s far weaker than Solo Wishiwashi, the Pokemon with the lowest base stat total.
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But hey, that’s the power of teamwork. Did I do way too much math for this? Yes. Did I spend far too much time on this? Yes. It is strangely satisfying to know the exact base stats of each individual Falink? Absolutely.  Update: If you assume the lead Falink weighs 25% more than the rest the lead Falink would weigh 34.1lb/15.4kg and the rest would weigh 20.5lb/9.2kg each. 
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