2nd Gen OU/Threat list
Offers Spikes and Explosion for taking out special walls like Starmie, Raikou, Snorlax or Suicune. Can force the issue of Explosion with STAB Surf. Cloyster is primarily an Offensive Pokémon with these two threats.
High Defense and decent typing for acting as a decent early/mid-game look for Ground-type Physical threats like Marowak and Steelix. It isn't lasting too long as a primary check, though, even if it Rests. It also acts as a decent stop-gap check to something like Drumlax with its Explosion threat. It can also make use of Rapid Spin, though this is generally mediocre and precludes the possibility of Explosion once revealed.
Sleep Powder and Stun Spore to cripple your team. Often uses Explosion for the kill on a key Pokémon like Snorlax or Zapdos. It can also force switches with Leech Seed. Powerful STAB Psychic, especially when combined with Spikes, can punish those who try to dance around Exeggutor's Status and Explosion threats. Can use Giga Drain and Hidden Power Fire for extra coverage against Tyranitar and Skarmory respectively.
Grass typing makes it a decent early/mid-game check to Ground-type physical threats (e.g., Marowak and Rhydon). Psychic-typing also gives it defensive utility against Machamp. It can also use Explosion and Sleep Powder in a pinch to snuff out setup offense.
Can use Destiny Bond, Explosion, or Perish Song in order to kill off or force out big threats such as Snorlax or surprise walls like Raikou. The unpredictability between the three can make it hard to beat without losing a Pokémon. It can also pack Hypnosis for (somewhat unreliably) crippling switch-ins. Counter is a gimmick that can catch non-STAB Earthquakers unawares. Has a wide attacking movepool (Thunderbolt, elemental punches, DynamicPunch) to punish switching around with super effective hits and to force what it wants to kill out to face it. Blocks Rapid Spin, though it hates taking STAB Surfs, Hidden Power Ghosts, and especially Starmie Psychics.
Stops cold any Snorlax and Heracross that decide to forgo Earthquake as a coverage move. Uses Explosion, Hypnosis, and Destiny Bond in a pinch to take down setup offense. It's immune to Explosions, though most exploders can hit Gengar really hard with another move.
Can be very threatening if it is passed Agility from a Jolteon or another user of Baton Pass as well as with some paralysis support on Pokémon like Skarmory and Suicune. Can use Swords Dance to raise its attack to 999 (the highest possible in GSC) making it one of the strongest possible physical attackers in GSC with STAB Earthquake, coupled with Rock Slide for fliers and with Hidden Power Bug or Hidden Power Flying for Exeggutor and Heracross respectively.
Can spread paralysis with Thunder and it's probably the best Spikes shuffler with Roar. Can provide support and Explosion protection with Reflect. Also has high Special Attack and a strong STAB for excellent offensive capabilities from a pure-damage perspective.
High Speed, Special Defense, and Electric typing give it the ability to wall and/or threaten most special attackers. Reflect lets it neutralize physical switch-ins like Snorlax. Roar and Electric typing make it one of the best Phazers for preventing Jolteon and Misdreavus from getting anything going. Can run Sleep Talk well to absorb sleep moves from things like Gengar and Exeggutor. Especially good for putting the stops to mixed sweepers of Dragonite's, Tentacruel's, and Charizard's ilk because of its aforementioned Speed. Sleep Talk also makes Raikou a more reliable Vaporeon answer.
Walls most physical attackers, especially in conjunction with Curse Defense boosts to further mitigate damage from things like Machamp's Cross Chop or Snorlax's max Attack-backed STABs. It phases threats with Whirlwind, though slower Phazers like Rhydon can get past it easily. Drill Peck can scare out things like Machamp, Heracross and Exeggutor. Can run Toxic to cripple mixed attackers like Tyranitar that don't commonly Rest and that may otherwise look to capitalize off of an active Skarmory. Toxic can also force RoarSpikes Raikou to Rest eventually. Skarm can use Thief to steal leftovers from something, thus taking away vital recovery from its more common switch-ins. Sand-Attack can prevent incoming Electrics from hurting your Snorlax with their STABs as it is swapped in for Skarmory, and it can also prevent RoarSpikes Raikou and Mixed Attackers from getting anything going by possibly causing them to whiff.
Can instantly threaten with STAB Double-Edge and a wide coverage movepool that includes Earthquake and Fire Blast. Can force opponents to play passively with the intent of neutralizing it by utilizing a Curse set. Can set up Belly Drum to kill stall tactics like Growl Miltank or Charm Umbreon and become a team-destroying wrecking ball. Also gets Lovely Kiss to take one of its checks out of commission, and Selfdestruct for instantly threatening to kill anything that doesn't resist it and for dishing out high damage even to those checks that resist it. Snorlax is a very versatile threat; a good team should have at least two solid checks to Curselax (usually one that can handle Earthquake variants, and one that easily handles Fire Blast variants), as well as plans against Belly Drum and mixed varieties.
Becomes the best general wall in the game if it gets the chance to set up a Curse, stopping cold any offensive efforts and instead forcing the opponent to play passively to neutralize it. Even without a Curse, it walls mixed attackers without DynamicPunch (e.g.,Nidoking,Tyranitar). It is a fantastic special wall, taking even STAB Thunders from the likes of Zapdos and Raikou well enough to avoid being 3HKOed. It makes life difficult for Vaporeon and other Growtheons by threatening to kill them before their boosted Special moves can kill Snorlax. Other, weaker special attacking threats are, of course, easily walled. Depending on the set, Snorlax can also serve as an emergency Exploder with Selfdestruct, or put a threat to sleep in a pinch with Lovely Kiss.
Mostly useful in the late game where it's able to set up Curses and Spikes shuffle with Roar without having to fear taking Surfs or Fire Blasts. Variants with Rock Slide can get past Skarmory when playing this role (not so much Zapdos, though). Variants with Explosion can't really sweep, but can still make excellent mid- to late-game Spikes shufflers, and can get the insta-kill on any Normal-neutral walls that dare to stand in front of it.
Insane Defense and the Curse + Roar combo makes it an excellent check to non-Fire Blast Snorlax. At full health, it can even survive a post-Belly Drum Earthquake from Snorlax and subsequently Roar it out or use Explosion to trade with it. It is immune to Electric and neutral to Ice, meaning it "resists" the BoltBeam combo popular on most Gengar and Legendary Electric sets. It can be worn down with Spikes and repeated Ice Punches or Hidden Power Ices on the switch, though. Also fears surprise Fire Blasts and Hidden Power Waters. Steelix is probably the best all-purpose defensive Phazer this game has to offer; aside from the aforementioned Snorlax, it also Phazes threats like Jolteon and Thunder Misdreavus with little problem. With such ridiculously high Defense, immunity to Toxic and paralysis-inducing Thunders, and the ability to force plays with Curse and STAB Earthquake, it doesn't even need to use Rest, freeing up a moveslot and ensuring Steelix's availability for when something needs to be Phazed. It's also one of the best things for absorbing Explosions, as even other Normal resistors take hefty damage from resisted Explosions because their Defense stats, while good, pale in comparison to Steelix's.
Suicune doesn't have much going for it offensively. It spreads Toxic and can Spikes shuffle with Roar if everything that could hurt it is taken out. Can also score the surprise kill on Electrics with Mirror Coat; at full health, it will easily survive even a Zapdos Thunder. It can also go for the Freeze with Ice Beam.
The ultimate in mixed walling technology with a Sleep Talk set. Tyranitar can't touch it, Nidoking and Dragonite have very long shots at killing it with the inaccurate Thunder, but are immediately scared out by Suicune and have to rely on Thunders on predicted switch-ins. Also an excellent wall for Ground-type threats like Marowak, Rhydon, Steelix, taking STAB Earthquakes well and immediately threatening them with its STAB. With a Sleep Talk set, easily absorbs sleep from just about any sleep inducer. Keeps RoarSpikes Raikou from getting going against it with Toxic or Mirror Coat. Stops non-Roar variants of Vaporeon cold if it's using a Roar set. The Roar set also acts as emergency Phazer for just about whatever it needs to; it's not coming in repeatedly to Phaze things like Curselax or Thunder Misdreavus, but it can come in to Phaze in a pinch.
Lots of good attacking moves, but lack of a really good Physical STAB ultimately means that any set of 4 attacks will leave it lacking in some area of coverage. Can also Curse to set up an offensive push; with Roar, it sets up and removes things like Skarmory and Curselax attempting to Curse up alongside it. Roar can also be used for decent Spikes shuffling, since Tyranitar tends to force plays with Curse and its high Attack. Pursuit lets it snipe out whatever its moveset threatens, completely obliterating Psychics and Ghosts while chipping away at walls like Zapdos and Skarmory on the switch.
With Roar, it makes a decent universal emergency Phazer and the game's best for Espeon. It can't come in against Scizor, though. Tyranitar also does a decent job of walling non-Earthquake Snorlax and non-DynamicPunch Gengar. Slow, vulnerable to status, vulnerable to Spikes, with many weaknesses, and with few useful resistances/immunities, Tyranitar has its aforementioned defensive niches but is prone to quickly getting worn down over the course of a match, limiting its availability if it uses Rest and outright killing it if it doesn't.
Growth boosts its Special Attack, allowing it to sweep. However, just about any Water resistor can stall it out of a good number of its STAB moves; regardless, if Vaporeon is not threatened or forced out by a staller, Vaporeon can refuse to attack, simply set up, then waste the staller's PP with Growth's massive PP count. Electrics and Snorlax also offer difficulties, but take quite a bit from unresisted Surfs and Hydro Pumps, especially after a Growth. Vaporeon could have a 4th move to help it get past some of its more potent checks. Ice Beam sets are especially troublesome for usual checks like Exeggutor and Dragonite; Acid Armor takes away Snorlax as a check. Roar keeps Suicune from Phazing it, and can be used for effective Spikes shuffling. Baton Pass lets it pass its Growth or Acid Armor boosts to a Pokémon who is less easily walled.
Poor physical Defense, so it's not a good check for strong physical attackers like Machamp and Rhydon. However, it has superb Special Defense and an HP stat that somewhat offsets its poor Defense, allowing it to handle most mixed attackers fairly decently, similarly (but inferior) to how Suicune walls them. Sleep Talk makes it incredible as a mixed wall and as a status absorber. Acid Armor makes it an okay secondary check to mixed and Curse Snorlax sets. Roar is okay for general-purpose Phazing, but Vaporeon is generally better suited for offensive Phazing.
Thunder threatens even the vaunted Snorlax, making Raikou and Blissey its only truly reliable walls commonly seen in OU, and the former is still significantly threatened by a possible Paralysis. Hidden Power threatens low Special Defense Grounds that are immune to Thunder's raw power. It also has plenty of versatility, being able to spread Paralysis reliably with Thunder Wave, Spikes shuffle with Whirlwind or Roar, and pass Reflect and Light Screen to sweepers.
Sleep Talk, its typing, well-rounded defensive stats, and its ability to force plays with its attacking prowess give it the ability to win 1-on-1 matchups with just about everything in the game. Also makes an excellent Sleep and status absorber with Sleep Talk. Reflect and Light Screen can specialize it as a wall on one end of the attacking spectrum. Although it's primarily an offensive Phazer, Zapdos with Roar or Whirlwind can be used for general-purpose defensive Phazing. It's not coming in all day to Phaze things like Jolteon, but it takes it hits well enough to make a decent 1- or 2- time emergency Phazer for just about anything that could ever need Phazing.
Strongest Special wall in terms of walling power alone, often paired with Skarmory to form the famous "Skarmbliss" defensive combo. Unable to actually hurt anything on its own, but can use Toxic and Sing to keep scary things from setting up on it, pass Light Screen to its teammates, and perhaps most importantly, cure its team of status with Heal Bell.
Bellyzard is a huge problem if allowed to set up while Fire Blast allows it to tear through Skarm and other physical walls
Access to Belly Drum and a form of instant recovery and good defences. Often outclassed by Snorlax.
High attacking stats and a very good movepool with Boltbeam and DynamicPunch. Can be hard to predict or wall if it keeps hitting with its inaccurate attacks. Also has decent hit-taking abilities and an excellent support movepool (e.g., Reflect, Light Screen, Thunder Wave).
Spikes and Rapid Spin. Hidden Power Bug keeps Starmie at bay. High physical Defense that, if combined with Curse and Rest, actually lets it hardwall things like Heracross and Curselax. Low and easily-targeted Special Defense, though.
Curse and Megahorn are a threatening combo. Able to rip through teams that lack Skarmory or Zapdos (Steelix and other Bug resistors are taken care of by EQ) and wear Skarmory down with a possible Seismic Toss.
High attack, decent coverage in Rock Slide and Cross Chop. Can use many attacks to let it attempt a sweep, or use RestTalk to give it unexpected longevity. Can also Curse to set up a sweep.
Heal Bell heals team mates of status. Milk Drink for instant recovery. Body Slam spreads paralysis. Can Growl to lower Attack and stall mixed sweepers/Cursers, or use Curse or a coverage move to limit the opponent's freedom to set up on it.
Perish Trap can take out anything, forces switches to Phazers.
Very good type coverage with a mixed set. Good attacking stats and defenses that aren't horrible. Lovely Kiss.
High Physical Attack and Defense, STAB EQ and Rock Slide, as well as Roar. Excellent Snorlax counter. Low Special Defense, annoying Physical weaknesses, and Toxic vulnerability make it more of an offensive threat than a bona fide defensive cog, though it does serve important defensive niches as one of the best Snorlax checks and as a Phazer for Thunder Misdreavus.
Dangerous Baton Passer with Belly Drum, Agility, the ability to shut down Phazers with Spore, and the ability to threaten surprise kills with Mirror Coat and Destiny Bond. Not much can be done to stop it if played well, as with every move in the game, it has all the tools it needs to stop any potential counters or plays against it. Very fragile, though, so aggression and frequent attacking keeps it from attempting to do its damage more than once.
Best Rapid Spinner in the game. High speed, Psychic typing, and Recover make it a key defensive check to many otherwise hard-to-counter threats (e.g. Charizard, Machamp). Quite a bit of Special Attack for hurting cocky Electric-type switch-ins. Easily walled as a Special sweeper, though. Can spread paralysis with Thunder Wave or pass Reflect to its teammates.
Stalls Cursers and Mixed Sweepers with Charm, though its low Speed can be troublesome. Walls Exeggutor and Gengar like no other, though. Pursuit lets it snipe out the aforementioned, too. Can also pass Mean Look to teammates with its most threatening set, though it's usually easily checked by any Phazer.
High speed. High Special attack is good, poor attacking movepool and STAB make it fairly easily walled. Excellent support movepool with Thunder Wave, Reflect, Light Screen, and even the vaunted Encore. Also gets instant recovery so it isn't impossible to keep alive in spite of its horrendous defenses.
Okay spinner and Physical wall with an actual ability to force the opponent to consider its Physical attacking prowess via STAB Earthquake. Can also Phaze via Roar fairly effectively. Inferior to other Grounds for offensive purposes, though.
Substitute, Curse and Roar combine to create a Curse sweeper that can deal with all the common checks for other Curse sweepers (i.e., Growl/Charm users, Phazers). Steelix, Ghosts, and strong Special attackers give it fits, though.
Poor movepool but decent stats all round. Often runs DragonBreath to spread paralysis along with Surf and Rest-Talk. Can also Curse up to try to set up a sweep with Double-Edge; it can Hydro Pump or Surf Physical walls that try to get in the way. Electrics can break it on the Special side with STAB Thunder, Miltank and Umbreon can stall it, Snorlax easily Curses up alongside it, and it can be Phazed well by Suicune.
Has access to dual screens as well as decent defenses and Leech seed. Only recommended with Spikes; while an excellent Marowak counter and general Mixed Wall without them, it really needs Spikes for Leech Seed to effectively shuffle the opponent's Pokémon, thereby allowing Meganium to be more than dead weight offensively, forcing it to take fewer hits, and thereby limiting the degree to which Synthesis' mere 8PP drags Meganium's performance down.
Decent special attack and STAB Fire Blast, absolutely ridiculous power with Sunny Day if you can get Waters out of the way.
Decent special attack. Good coverage in BoltBeam. STAB Double-Edge hurts quite a bit more than 258 Attack seems to say it should. Can Curse up for the sweep with decent defenses and instant recovery, or provide team support with Thunder Wave or Reflect.
Sturdy Baton Passer that can pass Agility and Swords Dance to teammates. However, awful attacking movepool means that most common Phazers can easily tank its hits (either resisting Hidden Power Bug or just having high defenses) and keep it from passing its boosts.
High Attack, but outclassed by Snorlax unless it differentiates itself by using Roar. Can play similarly to Rhydon with its massive Attack stat, but is forced out by fewer matchups. No Substitute, so vulnerable to being stalled out by Growl Miltank and Charm Umbreon, but higher Attack makes it much more instantly threatening than Kangaskhan