Absol is my favorite pokemon from 3rd generation, so I'm more than happy to write for his 5th generation article.
Traits
Pressure: Though Absol isn't defensively minded, having access to Will-O-Wisp, Thunder Wave, Toxic, Baton Pass, Perish Song, Swords Dance, Hone Claws, Mean Look, Curse, Substitute, Taunt, and Calm Mind means that he could pull off a support set if it weren't for his iffy 75 base speed and bad defenses. In the rare circumstances that a support Absol were to be used, Pressure would be a nice trait for it.
Super Luck: Boosts critical hit chances by one level. The normal critical hit rate is 6.25%. Super Luck boosts this rate to 12.5%. So Sucker Punch, Payback and Pursuit now have a 12.5% CHR (I'm abbreviating it from now on, Critical Hit Rate).
Here's where it adds up. Next, try it with Stone Edge, Psycho Cut, Shadow Claw, Slash, and Night Slash. One more stage up brings you to 25% (1/4) CHR. Equip Scope Lens or Razor Claw, and now you're at 33.3% CHR (1/3). Theoretically, you can go for a 50% (1/2) CHR with Focus Energy, but I wouldn't advise it. Basically, this trait is phenominal on any set, but especially so if you carry Stone Edge, Psycho Cut and/or Night Slash. Shadow Claw and Slash were listed, but Night Slash is superior to it due to STAB and similar coverage and Slash doesn't score any Super Effectives.
Justified: Raises attack by one level (x1.5) if hit by a Dark Attack, but doesn't give an immunity like other abilities of this nature (EX: Sap Sipper). Usually, Absol should run this or Super Luck.
Lucky Absol
Super Luck, Scope Lens, Jolly
252 Attack, 252 Speed, 4 HP
- Night Slash
- Psycho Cut
- Stone Edge
- Megahorn
Night Slash is your standard STAB Attack, with a nice 33.3% CHR. Stone Edge and Psycho Cut add coverage, especially against Flying and Fighting types. Megahorn keeps other Dark types out of the picture, but has a lower CHR than the other three moves.
Dancing Fist/Claws
Justified, Life Orb, Adamant
252 Attack, 252 Speed, 4 HP
- Sucker Punch
- Stone Edge
- Megahorn
- Swords Dance
Justified and Swords Dance lets you start off with a huge power boost if you get a perfect switch in. Sucker Punch has STAB and priority, which lets it wreck almost anything. Stone Edge and Megahorn provide coverage.
Status Absol
Justified, Leftovers, Jolly
252 Attack, 252 Speed, 4 HP
- Sucker Punch
- Stone Edge
- Will-O-Wisp / Thunder Wave /Toxic
- Megahorn / Protect / Substitute
This seems like an awkward set, but it is indeed fairly viable. Will-O-Wisp makes up for Absol's lackluster Defense, Thunder Wave for it's Speed, and Toxic takes care of bulky waters/grasses. Sucker Punch and Stone Edge are standard issue. Megahorn does the same ol' coverage, Protect and Substitute stall Burn/Poison damage.
Passer Disaster
Justified, Leftovers, Jolly
252 HP, 252 Speed, 4 Attack
- Sucker Punch
- Swords Dance / Hone Claws / Calm Mind / Taunt / Perish Song / Curse/ Substitute
- Swords Dance / Hone Claws / Calm Mind / Taunt / Perish Song / Curse/ Substitute
- Baton Pass
You can do a lot with a a Baton Pass Absol, but it's just so darn frail that it's hard to keep it in play long enough to follow through. But in an attempt to make this work, here we go. Sucker Punch is your main attack. Baton Pass hands off your boosts. Here's your options list:
- Swords Dance gives +2 Attack.
- Hone Claws gives +1 Attack and Accuracy, which isn't as good as SD.
- Calm Mind gives +1 SpAttack and SpDefense, which has it's uses.
- Taunt stops set ups and phasing.
- Perish Song is an interesting suicide bomb move that works well with ML.
- Curse gives +1 Attack and Defense, but -1 Speed.
- Substitute lets you pass a mini-wall to your teammate, but Absol doesn't make big substitutes.