This Pokemon can be found in the breedinggroups Monster and Plant. Its eggs take 5120 steps to hatch.
Potential partners: Leech Seed and Powder
Holding Leftovers
Ability: Overgrow
Nature: Calm
EVs: 208 HP /60 Special Attack /152 Special Defence
Moves:
Last move can also be one of HP Ice, HP Fire, Sludge Bomb, Light Screen or Synthesis. Nature can also be Modest.
Ok, this is Venusaur, the very first fully evolved Pokemon in your Pokedex! Its been around since the good old days of RBY and ever since then has seen fair useage throughout the generations. Its a very sturdy pokemon with good defensive stats (80HP/83Def/100SDef), and can take hits reasonably well with the correct EV investments. Its attacking stats are average at best, 100 base isn't exactly a lot in the world of Garchomps and Slaking.
The moveset is simple enough to utilise, although you may have trouble getting Venusaur in. Its low base speed coupled with its ability to be 2hko'd by a lot of attacks means unless you play it right, your Venusaur could be down without so much as a scratch on the opponent.
Nevertheless, Sleep Powder should be your first port of call, effectively immobilizing one opponent allowing you to fire off a Leech Seed unharmed. This is the point when you should think about switching out to something more capable of dealing with the threat. Your opponent most likely switched out meaning you're likely to be facing an opponent who can immediately pose a threat to you (ie a counter).
You should try to make use of Venusaur's decent SAtk with Energy Ball,although Grass Knot works just as well. The final slot is pretty much a filler, so choose what you feel your team needs. A few ideas have been listed.
Regarding the nature, Calm allows you to take more hits, while Modest is for those that enjoy firing off stronger attacks.
Choice Scarf
Holding Choice Scarf
Ability: Overgrow
Nature: Timid
EVs: 4 HP /252 Special Attack /252 Speed
Moves:
Nature can also be Hasty. Sludge Bomb can also be HP Fire.
This works like slower, bulkier ScarfRoserade. Sleep Powder gives ScarfSaur a fast, fairly accurate sleep move. Leaf Storm is an obviously powerful move that works well with Choice Scarf. Sludge Bomb provides powerful secondary STAB, but lacks coverage that HP Fire can provide. Earthquake can be a bit of a surprise to stuff like Heatran that think they can wall Venusaur's two stab moves.
Swords Dance
Holding Life Orb
Ability: Overgrow
Nature: Jolly
EVs: 6 HP /252 Attack /252 Speed
Moves:
Swords Dance up and then abuse Life Orb with Earthquake and Seed Bomb. You won't keep it in against things like Skarmory, Staraptor who can eat you anyway, so it doesn't matter about it's inability to hit Flying types well. Seed Bomb gets STAB, so it's good for neutrality. Jolly is the preferred nature, since you're getting the attack boost from Life Orb and Swords Dance anyway, but it's up to preference. Synthesis is there to recover any damage you get that threatens to conspire with Life Orb recoil and knock you out, though in the fast pace of DP's OU, don't expect to be using this too much. As with the last set, move EVs from Speed into HP if you want a bulkier attacker.
Specsaur
Holding Choice Specs
Ability: Overgrow
Nature: Modest
EVs: 6 HP /252 Special Attack /252 Speed
Moves:
Not really effective without Hidden Power Ice, otherwise put that over Energy Ball. Sleep Powder allows you to come in on something and Sleep what you can't kill; working very well with Stealth Rock support to allow the dilemna of staying in or switching out. Leaf Storm is your main attacking move here, 210 Base Power (After STAB) with Specs and Modest.. it's going to hurt. Think of it like a mini-Shaymin on that front, but that front alone. SludgeBomb is a poor attacking type, but STAB helps. Not the most reccomended set, but it has the suprise factor which is reason enough to use it.
Double Powder
Holding Leftovers
Ability: Overgrow
Nature: Calm
EVs: 252 HP /52 Special Attack /200 Special Defence
Moves:
Please note that either Modest, Calm or Bold works here. If you choose Bold, simply switch the EVs listed in SDef to Def.
Easy to do, Sleep Powder on something, and Toxic the switch-in. Grass Knot or Energy Ball is for STAB, and hurts Tyranitar, Hippowdon, Starmie, Suicune, Slowbro, etc. Hidden Power Ice hits other Grass types, as well as Flying types, and common Dragons like Garchomp, Salamence and Dragonite. Hidden Power Fire hits other Grass types as well, but also gets coverage on Ice and Steel Pokemon, the latter of which are immune to Toxic.
This set has trouble with anything that switches in on Toxic that isn't affected by it like the aforementioned Steel types, Poison types and Immunity Pokemon.
Sunnysaur
Holding Heat Rock
Ability: Overgrow
Nature: Modest
EVs: 204 HP /252 Special Attack /54 Speed
Moves:
Set up Sunny Day to turn Solarbeam into a one-turn move, while boosting Hidden Power Fire's power. Synthesis will also be boosted thanks to the sun, though Sleep Powder and Leech Seed are more than viable to force a switch or buy some time while you set up the sun. Hidden Power Ice and Fighting are there if you fear the Dragons or Tyranitar, respectively. Hidden Power ground is not reccomended, as you are left helpless against Flying types, but it stops Fire types coming in and taking away all your fun.