Monster Hunter and Pokemon Competitive camp

Friday, 6 November 2015

Long Sword Overview


The Long Sword (太刀 Tachi) is a relatively fresh addition to the roster of weapons available in the Monster Hunter series of games. Originally, Long Swords (Also called tachi blades) were Great Swords that resembled katanas. They became an independent weapon class in Monster Hunter Freedom 2. Since then, they have become a very popular choice amongst the player base, having comparatively swift attacks, fluid controls, and relatively high damage potential with the addition of the Spirit combo.

Having moderately high attack power combined with mobility means having some drawbacks, however. Since its departure from the Great Sword family, the Long Sword has no ability to guard against attacks by any means, aside from the standard dodge rolls. Thus, the hunter must be aggressive enough to know when and where to attack, while being cautious enough to know when to cease attacks and dodge. The Long Sword has a short delay after most attacks, but balances this with a back-hop/wide swing attack (known officially as the "Fade Slash") which can be performed after any attack, allowing fluidity. The hunter must take some risks, in order to fill up his Spirit Gauge, which, once full, increases damage dealt and enables the sword to unleash a powerful Spirit Combo: a fast combo with 5 attacks that can be extended for up to 7 hits, and can be canceled out or finished at any time with a Fade Slash. 

- Weapon Traits :


Long Swords are very versatile weapons. Their handling is quite different from the Great Sword's, even though they come from the same branch. Hunters will find that one can often upgrade a Great Sword into a Longsword, but almost never vice-versa.

  • Long Swords are very fast compared to Great Swords and can land hits much faster.
  • Attacks can be chained together very easily. For example, triangle, triangle, circle, triangle is loop-able and helps fill the spirit bar very quickly.
  • Long Swords have 2 main branches, Bone and Iron Katana. As per usual, the bone path favors elements and status effects while the Iron path favors raw damage and sharpness, though both have multiple branches.
  • Long Swords have the "Spirit Blade" ability, represented as a Spirit Gauge below the Stamina bar. Every time a hit is landed, the Spirit bar fills. The amount filled is based on the power of the attack. Perform a "Spirit Blade Attack" with the R button. Performing a Spirit Attack drains some Spirit from the gauge. The first part of the Spirit Combo can be performed without Spirit, while the 2nd and 3rd swings can only be performed with sufficient Spirit. A full Spirit Combo consumes about half the Spirit Gauge.
  • Spirit Attacks can be extended for no additional Spirit cost by pressing triangle after performing a Spirit Attack. This will also help refill the gauge mid-combo to earn back some of the expended Spirit Gauge.
  • Spirit Attacks have ESP and do not bounce, regardless of weapon sharpness and monster armor, however, the added attacks in between will bounce normally. The extra reduction to sharpness from bouncing will still apply. 
- Spirit Blades


The Long Swords most defining trait is the Spirit Gauge. Using it correctly is vital to mastering the weapon. To perform a Spirit Attack, press the R button.

  • When the Spirit Gauge is full, the hunter receives a 12% increase to attack power.
  • Once the Spirit Gauge is full, it will last 30 seconds while flashing and giving the increased attack effect.
  • After 30 seconds without hitting an enemy, the Spirit Gauge will stop flashing and begin to fall, removing the 12% attack increase
  • Once the Spirit Gauge starts decreasing, it will take approximately 35 seconds before completely emptying itself.
  • Each Spirit attack will slightly deplete the Spirit Gauge but deal extra damage. In addition, Spirit Attacks have auto-ESP and do not bounce, regardless of weapon sharpness and hit location. Please note that ONLY Spirit Attacks gain ESP.
  • Pressing triangle or circle after the first and second attacks of Spirit Combo will perform an additional, unboosted attack without interrupting the Spirit Combo.

  • The final attack of the Spirit attack combo unleashes 3 consecutive slashes. These 3 hits are all part of a single attack and cannot be interrupted. The only possible follow-up actions after the 3rd attack of a Spirit Combo are the Fade Slash or a dodge roll.
  • It is possible to unsheathe directly into a Spirit Combo by pressing triangle and circle simultaneously while sprinting.
  • From generation 3 onwards after finishing full spirit combo, you will unleash final wide slash that make your blade glows after that. The blade glows from white > yellow > red with additional damage each glow levels. The blade's glow will revert to none after red portion in spirit bar is empty
- Pros and Cons :

Advantages


  • Good power
  • Good speed
  • Perfect for breaking monster parts and severing tails
  • Spirit gauge leads to powerful and sharp attacks
  • Good agility while unsheathed
  • Long range
  • Most times has the greatest elemental attack from other weapon types

Disadvantages


  • Cannot block
  • Running Speed is not as good as Sword and Shields or Dual Swords
  • Cannot cancel and roll quickly during a combo
  • Weaker than the heavier Great Swords (In terms of the damage done in a single hit)
  • Loses sharpness faster than most other weapons 

- Generation Changes :
   
Additions in MH3

  • Spirit Blade attacks consume Spirit if the bar isn't full. If it is full, however, the bar will not decrease.
  • The Spirit Combo has an additional attack after performing the usual three attacks, called the Spirit Roundslash. The Spirit Roundslash is a lunging sweep attack with a wide area of effect. The hunter automatically sheathes the weapon after performing a Spirit Roundslash and gains a minor damage boost if the attack connected.
  • The Spirit Meter also has different levels of power, starting with the regular level. Each time a Spirit Roundslash hits, the meter is charged up another level. There are three different levels: white (which decreases slowly), yellow (which decreases faster), and red (which decreases most quickly). Each level gives a more powerful attack buff, with red giving the most benefit. When a charge runs out, it will revert to the regular level, and the damage boost with be lost. Landing more Roundslashes with a certain charge will increase it to the next level, and landing one with a red meter will simply refresh the charge.
  • The Fade Slash is able to hop to either side, not just backwards. Holding the control stick to the left or the right (with the Classic Controller) or tilting the remote on its side (Wiimote and Nunchuck) when performing a Fade Slash will move the hunter in that direction. The fade slash can only jump left or right if performed as part of a combo.

Changes in MH3Prd

  • It should be first noted that the changes to the Long Sword do carry over to Monster Hunter Tri-Ultimate, and also carries over to Monster Hunter 4.
  • Spirit Blade attacks now consume spirit regardless of whether or not the bar was full or not, requiring that a hunter will have to refill it or use normal attacks between some Spirit Blade attacks to sustain a high enough Spirit Gauge to complete another Spirit Combo.
  • Performing the "Roundslash" at the end of the Spirit Combo will increase the charge level of the Long Sword, from white to yellow to red, no differently than before. However, in Monster Hunter Tri, if a Roundslash wasn't performed quickly enough, time and time again, the Long Sword charge would drop to none, leaving the hunter with no choice but to start all over again. In Portable 3rd and Tri-Ultimate, the Spirit Gauge has been reworked to show more information. Not only is the level of charge clearly displayed around the Spirit Gauge, but also how much time until that charge is lost. Secondly, and more favorably for hunters, when a charge is lost, instead of having to start from scratch, the charge reverts to the previous level (red to yellow and yellow to white before disappearing).
  • Due to the changes made, the Long Sword has a more consistent damage than it did in Tri. Not only is it more consistent, but for skilled players, it's relatively easy to stay at a yellow or red charge for an entire hunt, after achieving it of course.
  • In MH4U it's possible to do a spirit attack when fade slashing, so fade slash then spirit attack.

- Tutorial for Beginner Hunter (by GaijinHunter / @aevanko)

Great Sword Overview


The Great Sword (大剣 Daiken), a classic weapon first introduced in Monster Hunter, is a weapon capable of dealing massive damage. Its way of use has changed since Monster Hunter 2, when it was given a charged attack. As a weapon which has its own depth of usage and requires a certain amount of training to be able to master and fully use, the Great Sword is not just any big pointy stick. It can also block with the R button, serving as a shield with slightly better protection than the Sword and Shield, as well as a fast-draw shielding ability activated by holding down the R button and then pressing triangle and circle. This shielding ability comes with a downfall, however, as each time you shield an attack the sword will lose sharpness. 

- Weapon Traits :

Great Swords require a certain amount of experience to wield properly and master. To a novice, they may seem very slow and unwieldy. However, in the hands of an experienced hunter, they can prove very useful with a very nice damage output. 

  • Great Swords provide hunters with shielding capabilities by pressing the 'R' button. The downside of this involves losing sharpness with each shielded attack; the amount of sharpness lost is thought to be the equivalent of a bounced attack. Carrying extra Whetstones is strongly advised.
  • The Vertical Slash can be 'quickdrawn'. This means that if you are walking or running and press Triangle, you will quickly attack with the vertical slash. This is the Great Sword's fastest attack.

  • The Vertical Slash can also be charged. Pressing and holding Triangle will begin this charge, which takes approximately 3-4 seconds to reach full power. The charge has three levels of increasing power, with the third having a high damage output capable of knocking down a monster in flight.

  • Due to the breadth of the Great Sword, its horizontal slash is useful for clearing small monsters. This can, however, be a hindrance in multiplayer quests as it can very easily hit fellow hunters.

  • The Upward Slash can literally send fellow hunters flying. Used properly, this can save a teammate from monsters' attacks. (They will not receive damage from this, and they will be invulnerable while in flight.)

  • The Great Sword has its own damage system based on the part of the blade that makes contact. The bottom and tip of the blade are weakest, while the center has the highest damage output.

  • All three slashing attacks can be chained together, but no two same slashes consecutively. For example, after slashing vertically (Triangle), either the horizontal (Circle) or the upward slash (Triangle+Circle) can be performed, but not the vertical slash. However, chaining an upward slash and a vertical slash causes a lengthy delay between each attack.

  • Hunters can roll forward or to the side after each attack, offering the option for hit and run tactics. This can be done to avoid the delays following each attack.

  • As with many other weapon types, watching the Great Sword's attacks will indicate a monster's weak points. If the slash flows cleanly through a monster, it is not a weak point. Conversely, if the slash seems to lag briefly upon contact, the point is weak.
  • With the Great Sword unsheathed, pressing SELECT will perform a quick frontal kick. This kick is much faster than its sheathed counterpart and is particularly useful for keeping pesky mobs at bay, such as the 'Preys.

  • In MH3, the Great Sword gained a new attack where in the hunter slaps the monster with the side of the blade, causing impact damage.
  • In MH4, the Great Sword gained a new attack where after a curved level 3 Slash or a ledge attack the hunter will do a powerful horizontal attack. The drawback, however, is that when the hunter does this move, you can NOT roll out of it.
  • The Great Sword also gained the ability to go from a side swipe to a curved level 3 slash. 
 - Pros and Cons :
  
Advantages


  • Extremely powerful
  • Can block
  • Can perform charged attacks
  • Long range
  • Sharpness is lost very slowly while attacking, so even a small bar of a level of sharpness can take a Great Sword a long time and lots of hits to drop to a lower level - thus higher damage can be dealt with the same amount of Sharpness compared to other weapon classes.
  • Can be drawn instantly to block monsters' attacks - this is referred to as Instant Guard in the game - and this can save the hunter's life.
  • Performing charge attacks will cause monsters to flinch more than any other weapon.

Disadvantages


  • Extremely slow
  • Takes tremendous skill and lots of practice to use and master its striking ranges.
  • Blocking reduces sharpness - a bit more than a bounced-off attack.
  • Takes great timing to unleash its powerful attacks. 
     

- Tutorial for Beginner Hunter (by GaijinHunter / @aevanko)

Dual Blades Overview



Dual Blades (双剣 Souken), or 'DB' (previously known as Dual Swords or 'DS') are a high speed class of weapon introduced in the western version of Monster Hunter (Not released in Japan until Monster hunter G). Their small attack stat and inability to block is made up for by their high attack speed and wide variance in elemental damage and status effects - some Monster Hunter games even allowing them to possess 2 different status effects simultaneously. Dual Blades can also increase their damage output via the "Devil's Dance" skill (akin to the Longsword's "spirit blade"), which increases damage output and does not cancel or overlap the effects of buff items (e.g. 'Demondrug').

Dual Blades are most notable for their "chain-attack" method of dealing large amounts of damage over time. This differs from Sword and Shield methods of creating grandiose combos or infinite strikes (as opposed to short combos which move the player dramatically). 

- Weapon Traits :

Dual Blades are more than just a couple of blades to slash and maim:
  • Dual Blades do not provide shielding ability, but can roll after an attack, though rolling is not possible in the middle of a combo.
  • Dual Blades' combos can do very high damage over time.
  • Some attacks on Dual Blades are one sided, for example, pressing "circle" will do a quick spin-slash upwards to the right side, but if you press circle as well as left on the analog stick, your slash will be left-upward.
  • Because they are quick to deal multiple strikes in a short amount of time, Dual Blades lose sharpness faster than other weapons. Also, when dual blades reach below standard sharpness the Demon's Dance will not complete and will only have 4 or 5 hits. Always carry spare Whetstones when using Dual Blades.
  • Elemental damage dealt with Duals is 30% less than what is shown. However, it is a very excellent weapon when it has elements.
  • If you land an affinity hit on the first hit of every input combo, the rest of the hits will all be affinity hits.
  • While wielding Dual Blades, you can enter Demonization mode, this mode allows you strike faster, deal more damage, and resist Wind Pressure and have super armor on non-boss attacks. While in this mode, hitting triangle and circle at the same time will initiate a combo, called the Demon's Dance, that will not bounce on contact.
    • Demonization has a big drawback however. While in this mode, your stamina will drain at a quick pace until it is completely drained or Demonization is ended manually. Demonization also limits chances to dodge because when it ends, hunters are often left with no stamina to dodge with. This can be prevented with Power Juice, Mega Juice, or Mopeshroom if equipped with Mushroom Lover or Power Eater armor effects.
    • Demonization mode can be ended manually by re-pressing R or sheathing your weapons.
  • Each sword can have different elements. For example, the weapon Snow Venom  wields both poison and ice elements. 

- Changes in Gen 3 and up

Like the Hunting Horn, Dual Blades receive significant revamps in P3rd and 3U. Replacing "Demonization" is a new system aided by the "Demon Gauge," which is displayed under the sharpness bar. Movement animations also differ greatly from previous series. The changes are as follows:
  • The new system involves three fighting states for the user: Normal, Demon and Archdemon mode.
  • The normal mode is the usual state of the user without any special buffs. This mode is reminiscent of the previous series with some exceptions:
    • The normal combo animation is altered into a faster and more aggressive one with wider time frame for evasion.
    • The spinning attack combo, instead of simply spinning once in chosen direction, will be started with a very quick "Jab'n'Slash" that will link directly to the spinning attack on the second button press.
  • The Demon mode is the "Demonization" which, like the original, can be activated by pressing the "Special Act" button of the console with the weapon drawn. Attack animations are altered and the ever-famous "Demon Dance" is added, but stamina is constantly drained while this mode is active. Effects include:
    • The primary combo in 3rd gen is drastically different in this mode and actually lands less hit while sacrificing mobility of the user.
    • The "Jab'n'Slash" attack is absent, replaced instead by the classic double spin attack.
    • The roll is replaced with "Demon Dodge", an advanced evasive maneuver where users "strafe" into chosen direction. This "dodge" can link to attacks instantly and has a surprisingly moderate invulnerability time-frame. However, it still drains stamina, which when coupled with the Demon mode's constant stamina drain, severely depletes the stamina gauge. It also does not cure Fireblight and Slimeblight/Blastblight.
    • Landing hits in this mode will fill up the "Demon Gauge," which is needed to activate and utilize the "Archdemon Mode".
  • The Archdemon mode is a mode that a Dual Blades wielder should try to maintain during battle. To enter this mode, one must exit Demon mode after the gauge is full. The mode combines the best attack animations from the other two modes and changes the normal dodge into demon dodge. Any offensive or evasive actions while the weapon is drawn will deplete the gauge. If the gauge runs out completely, Archdemon mode will end. Idling will also cause the gauge to deplete.
    • The mode takes the primary combo of Normal mode and can be linked into the later half of Demon Dance moves.
    • The spinning attack starts with "Jab'n'Slash" and can be linked to a Double Spin.
     
- Pros and Cons :
  
Advantages
  • Dual Blades have a myriad of improvements at the Weapons and Equipment shop. They can also be upgraded with different attributes to immensely strengthen their wielder.
  • Demonization allows a wielder to unleash destructive attacks that will crush almost any opponent.
  • Dual Blades will still continue dealing attribute attack even if Sharpness decreases.
  • Can stack a lot of damage in a short amount of time.
  • Fast sheathing.

Disadvantages

  • Sharpness drops quickly with Dual Blades.
  • No guard ability.
  • Stamina decreases fast with Demonization, requiring Dash Juice to sustain a wielder.
  • Low damage (speedy attacks and long combos can make up for this).
  • Smallest range out of all weapons, requiring uses to be much closer to the enemy and thus increasing their risk of getting hit. Additionally it makes it difficult for them to hit flying enemies or large bosses with body parts that hang overhead and out of reach.
  • Awkward evasion capabilities — hunters may sometimes find themselves "locked" into a stream of attacks and unable to dodge when they need to. Additionally, their roll and Demon Dash covers a short range (with Demon Dash being much shorter than their roll), making it difficult to escape from attacks with large hitboxes, especially when they linger for very long. 

- Tutorial for Beginner Hunter (by GaijinHunter / @aevanko) 
https://www.youtube.com/watch?v=CQv_qrL7no4

Sword and Shield Overview

Sword and Shield (片手剣 Katateken), focuses on using a wide variety of elements or statuses to cause considerable damage.
The sword and shield class is the first type of weapon that hunters use in the Monster Hunter series. Also known as the SnS, this type of weapon uses speed and agility to inflict long combinations of status-inflicting attacks quickly. A hunter is able to perform a rolling dodge, is able to run normally with the weapon drawn, and is able to suppress weak attacks with the shield while blocking. The hunter can also use an item while the sword is drawn. While they are the fastest and most agile kinds of weapons, Swords and Shields typically have very weak raw damage. To compensate for this, the SnS attacks quickly and many of the weapons in this category are imbued with powerful elemental properties or cause Poison, Sleep or Paralysis. This makes them one of the best melee weapon to induce status effects

- Weapon Traits :

Sword and Shields have some of the lowest average damage levels, but are extremely capable in a variety of other aspects, such as inflicting status ailments.

  • The reason that SnS users are left-handed is due to the ability to use items with the weapon out. The hunter always takes items with his or her right hand, if a hunter had the sword in the right hand, the hunter would stab him or herself. That is why the shield is on the right hand, and it actually is on the arm and not in the hand.
  • Sword and Shields often seem sharper than other weapons with the same color level of Sharpness. For example, if attacking a Kirin with green sharpness, the weapon will generally bounce less than other type of weapons.

  • SnS weapons are among the most balanced weapons available in the series, providing decent raw (and usually elemental) power combined with amazing mobility and agility plus defensive capabilities.

  • Sword and Shield has the widest variety of elemental weapons. At the same time, most SnS-type weapons have elemental properties.

  • It has incredibly speedy attacks, capable of quick hit-and-runs and being able to perform a dodging roll anytime it is required.

  • While blocking incoming attacks is possible with the Sword and Shield, it is not as effective as blocking with other weapons such as the Lance. The user will likely be broken out of the blocking stance when attempting to block heavier attacks, and more chip damage is usually suffered.

  • SnS users can use items with the weapon out, just by holding the block button and then using the item, without having to sheath the weapon like all the other weapon types.

  • By standing still and pressing block and vertical attack, the SnS can be drawn into a defensive stance, instead of the normal unsheathing attack. This can be done while moving by holding block and pressing both attack buttons simultaneously.

  • The Sword and Shield's longest combo is either forward upward slash, jumping slash, or rolling slash followed by 4 hit combo, 2 side hits, and then the spinning slash for a 8-hit combo

- Pros and Cons :

Advantages


  • Speedy attacks
  • Guard ability
  • Great elemental potential
  • Able to use items while guarding
  • Often sharper than other weapon types that have the same level of sharpness.

Disadvantages


  • Has overall unimpressive sharpness
  • Guard isn't as good as some other weapons
  • Poor damage done in a single hit (Although its speed makes up for it) 
 - Tutorial for Beginner Hunter (by GaijinHunter / @aevanko)
 

Cleric's Support


When an offensive force meets other offensive force, who will win? The strategy, mindgames, type advantages, lead pokemons? All of these answers are right, but the best answer is the teamwork synchronization. In the core of the "best" team, the Supporters are always lives in there. The support pokemon status are widely varies. Because this role, you must have all above answers in your head, and know about game mechanics deeper. The support maybe slightly underrated on single metagames, but in the double 2 vs 2, they are the primary key to win. Don't worry if you are beginners, just check out this (maybe longer than before) section!

- Support Categories Pokemon

Unlike other's role such as sweeper, tanker, wall, and wallbreaker, support types did'nt have to rely on focused status distribution. What will differ them is their moveset. Of course the defensive stats such as Hp, Def, and SP.def  are still important, but the most essential is their moveset and HOW they can utilize their moveset in the best way. Pokemon with ability Prankster (add one priority to non damaging moves) naturally are the best suport such as Sableye, Klefki, and Whimsicott.

a. Hazard's Setter

The entry hazard are the "stadium" of the battle. You can punish every switching enemies with interior of your stadium. One of the key to win is set the hazard as fast and as many as possible. Entry hazard moves can be used on other role but we don't want to waste a moveslot on offensive mons just to set the Stealth Rock (the most mainstream hazard). Just give the role on supporter hand. Support in this categories must have high speed to fill the conditions "as fast as possible" or have high defense for conditions "as many as possible"   The Entry Hazard categories will be explained on different section. Here is the example of this category :

- Klefki (spikes, stealth rock)
- Skarmory (spikes, stealth rock)
- Forretress (spikes, stealth rock)

b. Status Spreader

Pokemon in these category are natural enemy for sweeper and wall. They spread abnormal  status like a boss to badly weakens sweeper or the cripple the wall. All they need is high defense and have recovery moves to stands as long as possible on the field. Abnormal status also will be explained on the different section. Here is the example of the category:

- Klefki (toxic, thunder wave, swagger)
- Sableye (will o wisp, swagger)
- Whimsicott (leech seed, stun spore, toxic)

c. Dual Screener

Pokemon in these category are natural enemy for wallbreaker because the Dual Screens ( Light Screen and Reflect) cuts down any physical and special damage by half . They must set the screen as fast as possible to help the sweepers for set up, or prevent wallbreaker to break your walls and your other supporters, and set up the screen as long as possible with specific hold items, Light Clay ( Dual Screens effect lasts 8 turns). Here is example of the category:

- Klefki (Prankster ability for set up as fast as possible)
- Espeon (high speed and can perform special sweeper role well)
- Uxie (high defense and special defense)

d. Baton Passer

Pokemon in these category use status up moves like Sword Dance, Agility, Iron Defense, Insomnia and then pass it's status with Baton Pass moves to  strongest sweeper or an Ace, Mega Pokemons. Here is example of the category:

- Scolipede (sword dance, iron defense, combined by Speed Boost ability)
- Ninjask (same as scolipede but higher speed and no iron defense)
- Blaziken (sword dance, bulk up, combined by Speed Boost ability)

e. Force Switcher

Pokemon in these category are natural enemy for set up sweeper and have great synergy with hazard setter because they can force switch enemy and force incoming enemy to eat the hazard damage. The force switching moves are: Whirlwind, Roar, Dragon Tail. If a pokemon can learn these moves they are accepted for taking this job.

f. Clerics

Pokemon in these category are the healer of the team. They use Wish to heals up to 50% of the user's Hp on injured teammate, Heal Bell and Aromatheraphy for heals abnormal status on all teammate, and their trump card moves is Healing Wish, sacrifice their body and soul to fully heal a teammate and refreshing the abnormal status. Here is the example of the category:

a. Sylveon (wish, heal bell)
b. Cresselia (lunar dance, same as healing wish with additional PP restored)
c. Clefable (wish, heal bell)

- Items for the Win

Here is the most commonly used items on supporter:

+ Leftover
Heals up to 1/12 max Hp each turns. Almost always works no matter your support category

+ Light Clay
Best item for dual screener. Prolongs the effect of screen moves to 8 turns
+ Focus Sash
Endured no matter how strong the moves 1 times if your pokemon have max hp. Great for hazard setter.

Monday, 2 November 2015

Sweepers Squad





Sweepers are important role if you are suited with offensive team. Their main role is very simple, defeat enemy before you got defeated. Pokemon in this category has an amazing stat in their Atk/Sp.atk, and Speed but poor defensive capability. How to build a sweeper? Check this out!

- Choosing the Mons

There are wide array of pokemon's base status that suited to fill the role as sweeper. Sweeper has 3 categories, physical sweeper , special sweeper and mixed. Sweeper pokemon focus stat is the offensive ( Atk/Sp.Atk) and speed, but if the pokemon did'nt have a good speed stats, raise it by speed boosting moves like Dragon Dance ( for physical) or Quiver Dance ( for special) altough the Quiver Dance is rare move. Or simply used priority moves to outspeed enemy. If they did'nt have good offensive, use attack boosting moves like Sword Dance ( physical) or Nasty Plot ( special) There are many list of pokemon that suited for sweeper, but i will give the example from popularity of the mons.

a. Physical

- Garchomp
Hp : 108 | Atk : 130 | Def : 95 | Sp.Atk : 80 | Sp.Def : 85 | Speed : 102

- Gyarados
Hp : 95 | Atk : 125 | Def : 79 | Sp.Atk : 60 | Sp.Def : 100 | Speed : 81

- Scizor
Hp : 70 | Atk : 130 | Def : 100 | Sp.Atk : 55 | Sp.Def : 80 | Speed : 65

- Weavile
Hp : 70 | Atk : 120 | Def : 65 | Sp.Atk : 45 | Sp.Def : 85 | Speed : 125

b. Special

- Latios
Hp : 80 | Atk : 90 | Def : 80 | Sp.Atk : 130 | Sp.Def : 110 | Speed : 110
 
- Alakazam
Hp : 55 | Atk : 50 | Def : 45 | Sp.Atk : 135 | Sp.Def : 95 | Speed : 120
 
- Gengar
Hp : 60 | Atk : 65 | Def : 60 | Sp.Atk : 130 | Sp.Def : 75 | Speed : 110
 
- Greninja
Hp : 72 | Atk : 90 | Def : 67 | Sp.Atk : 103 | Sp.Def : 71 | Speed : 122
 
c. Mixed

- Infernape
Hp : 76 | Atk : 104 | Def : 71 | Sp.Atk : 104 | Sp.Def : 71 | Speed : 108
 
- Salamence
Hp : 95 | Atk : 135 | Def : 80 | Sp.Atk : 110 | Sp.Def : 80 | Speed : 100
 
- Tornadus Therian
Hp : 79 | Atk : 100 | Def : 80 | Sp.Atk : 110 | Sp.Def : 90 | Speed : 121  

- Moveset

For dual type sweeper, choose 2 attacking moves that have same type as their types to receive STAB ( Same Type Attack Bonus, base power * 1.5). The last 2 moves is depending on their stats. If they have good speed but medium offense or vice versa, use boosting moves and 1 coverage moves. Boosting moves always have a special spot for sweeper, because it's the key for sweeping the enemy's team. In the competitive play, dual type mons usually shine brighter than single type because they gain 2 STAB moves. So i suggest to play with dual types mons as a offensive core

For mixed, choose the STAB moves that same "kind" with their biggest offensive stats. For example, use Dragon Claw / Outrage (physical) on Salamence rather than Draco Meteor / Dragon Pulse ( special) because Salamence Atk is 135 and Sp.Atk is 110. Rest of the moves is same as other sweeper, a boosting move and coverage attacking moves.

- Items for the Win

Good skills with wrong equipment can lead to Hall of Shame. Sure, the right items choosing is one of the key for victories. For sweeper role, simply we choose attack boosting items and common support items for sweep. Check this out!

-Life Orb
Most commonly used in offensive mons. Life Orb raise your damage output multiplied by 1.3 trade with your 10% hp reduces every you use attacking moves. Worthy enough 

-Choice Scarf
Raise your speed by 1.5 but only choose one moves every you used the mons. If you switch with another mons, you can re-choose the moves again. Good for surprise attack from mediocre speed mons

-Lum Berry
Removes status conditions once (burn,poison,paralyze,sleep,freeze,confuse)

Focus Sash
-Enable to endure any attack no matter how poor your defensive if your Hp at max.

There are many list of the usable items for sweeping, but i only choose the top used items

    

 

Armored Cannon


 Tanker type pokemons role is between offensive and defensive capability. Their stats are impressive in defense/sp.defense/Hp, have a good offensive stats, but lacking speed. They may be slow and get hit first from sweeper, but counter without losing too many Hp. How to build a Panzer? Check this out!

- Choosing the Mons

For a pokemon to fill the role of tanker, it is nice to have a good defensive typing that come with many resistances. So, most of tanker are steel type combination due to many resistance of steel type and immune to poison (toxic LOL). The difference between tanker and wall is tanker mons can attack back but not as hard as sweeper or wallbreaker without losing it's defensive role in the team. Sometimes a pokemons maybe play the role as tanker or support depending their move options. Tanker comes with 2 categories, physical ( attack and defense) and special ( sp.atk and sp.def). The mixed one is very rare and only have narrow options so i decided to categorized mixed as "special" in this section. So, here is the common example.

a. Physical

- Metagross (Steel/Psychic)
Hp : 80 | Atk : 135 | Def : 130 | Sp.Atk : 95 | Sp.Def : 90 | Speed : 70

- Aggron (Steel/Rock)
Hp : 70 | Atk : 110 | Def : 180 | Sp.Atk : 60 | Sp.Def : 60 | Speed : 50 

- Slowbro (Water/Psychic)
Hp : 95 | Atk : 75 | Def : 110 | Sp.Atk : 100 | Sp.Def : 80 | Speed : 30 

- Chesnaught (Grass/Fighting)
Hp : 88 | Atk : 107 | Def : 122 | Sp.Atk : 74 | Sp.Def : 75 | Speed : 64 

b. Special

- Gothitelle (Psychic)
Hp : 70 | Atk : 55 | Def : 95 | Sp.Atk : 95 | Sp.Def : 110 | Speed : 65 

- Sylveon (Fairy)
Hp : 95 | Atk : 65 | Def : 60 | Sp.Atk : 110 | Sp.Def : 130 | Speed : 60 

- Suicune (Water)
Hp : 100 | Atk : 75 | Def : 115 | Sp.Atk : 90 | Sp.Def : 115 | Speed : 85

- Magnezone (Steel/Electric)
Hp : 70 | Atk : 70 | Def : 115 | Sp.Atk : 130 | Sp.Def : 90 | Speed : 60 

Mixed (only 2 that are very popular AFAIK)

- Rotom Wash (Electric/Water)
Hp : 50 | Atk : 65 | Def : 107 | Sp.Atk : 105 | Sp.Def : 107 | Speed : 86

- Clefable (Fairy)
Hp : 95 | Atk : 70 | Def : 73 | Sp.Atk : 95 | Sp.Def : 90 | Speed : 60 

- Moveset

Moveset for tanker are both offensive and defensive capability. Sometimes they can act as secondary support and carrying support moves. For dual types tanker, it's nice to have 2 attacking skill that get STAB. 1 slot moves for recovery ( Recover, Slack Off, Softboiled, Wish), and last move are depends. You can choose Protect, to help analyzing your opponents move, Taunt for stopping the wall and negate the sweeper to set up boosting moves, or use support skills like hazard and status ( stealth rock, spikes, toxic, thunder wave, will o  wisp). The role of tanker is to stop sweeper for destroying your entire team, so tanker must have tough defense and attacking moves to counter, because generally, many sweeper did'nt have good defense to take a blow.

- Items for Good Armor

Items for tanker has important role to keep your armor from breaking. Did'nt have many choices as sweeper because the top using items usually the only choices. So check this out!

- Leftovers
Recover your health for about 1/12 max Hp every turns. Great choice if your tanks have recovery moves

- Assault Vest
Raises Sp.def by 1.5 but only choose attacking moves. Good choice if you're playing offensive tanks

- Sitrus Berry
Recover 1/4 of your Hp if below 25% of total max Hp. Good for critical moment against strong sweeper

- Rocky Helmet
If you get attacked by physical hit, your enemy Hp reduces by 1/8. Items for trolling physical hitter

There are'nt many choices of items unlike sweeper, but it's enough to building the strong Panzer!