Resource Creative and Underrated Sets: ORAS Edition (NO SHITTY GIMMICKS, Read Post #419)

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Here's a set I use when I need a defensive mon that can also function as a late-game cleaner as well. Its spread isn't anything special, but when played right it functions extremely well.

Manaphy @ Leftovers
Ability: Hydration
Bold Nature
252 HP / 252 Def / 4 SpDef
-Tail Glow
-Rain Dance
-Scald
-Rest/Energy Ball

Alternatively, you can also run Calm Mind over TG.
 
Here's a set I use when I need a defensive mon that can also function as a late-game cleaner as well. Its spread isn't anything special, but when played right it functions extremely well.

Manaphy @ Leftovers
Ability: Hydration
Bold Nature
252 HP / 252 Def / 4 SpDef
-Tail Glow
-Rain Dance
-Scald
-Rest/Energy Ball

Alternatively, you can also run Calm Mind over TG.
Isn't this just standard manaphy?
 
Most sets are turn out to be similar with a difference of moves here and there. To be fair, the title does also say underrated and defensive Manaphy is rarely used. If you'd like, I can delete my post.
 

AD impish john

Consumed by Darkness...
Here's a set I use when I need a defensive mon that can also function as a late-game cleaner as well. Its spread isn't anything special, but when played right it functions extremely well.

Manaphy @ Leftovers
Ability: Hydration
Bold Nature
252 HP / 252 Def / 4 SpDef
-Tail Glow
-Rain Dance
-Scald
-Rest/Energy Ball

Alternatively, you can also run Calm Mind over TG.
Ok I'm going to helpout with this. Change your EV Spreads to this, 148 HP / 104 Def / 252 Sp Atk this gives it bulk while being a powerful Special Attacker. Everything else is fine, but if you delete your post, I'm deleting this part of my post aswell.
 
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I have been thinking about the noticeable rise in Weavile lately as well as the attention Infernape's been getting on the viability rankings, particularly for its defensive set. As a proponent of Emboar since it got Reckless, I looked towards it to see whether it could find a defensive niche like Infernape had and found a set that could check Weavile and other threats and give it the longevity that it never had before.


Emboar @ Leftovers
Ability: Reckless
EVs: 188 HP / 104 Def / 216 SpD or 232 HP / 252 Def / 20 SpD
Careful Nature (Impish with the second EV spread)
- Flare Blitz
- Roar
- Rest
- Sleep Talk

Seeing that Emboar got access to Roar, a RestTalk set seemed quite doable for it. I initially put this on a balance team to support Serperior and Mega Gardevior. I also found a great excuse to use this set in Gods Among Us round 1, as it happened to be a great answer to Genesect (it was the inspiration for the more specially defensive spread).

This set was initially envisioned with the rightmost physically defensive spread, so that it could check Weavile, Bisharp, Jirachi, Scizor, Mega Absol and Breloom really efficiently. The set really does excel in doing that (especially with the first two), as it avoids key 3HKOs and 2HKOs, but struggles against other physical attackers due to its deceptively average 110/65/65 bulk.

The mixed defensive set checks the above (though not quite as well) plus key threats like Clefable, Mega Charizard Y (it never uses Air Slash and Earthquake fails to 2HKO), Magnezone, Mega Manectric, Mega Sableye, Serperior and Thundurus w/o HP Flying.

RestTalk Emboar is nice since it won't be setup bait for much other than Mega Diancie pretty much since it packs a Flare Blitz that is still quite strong without investment as well as Roar for phazing. While Sleep Talk can screw it over 1/3 of the time by picking Rest and wasting a turn, having a semi-reliable recovery is still great allows it to heal from statuses, which is why it makes such a nice check to Clefable, Serperior, Thundurus and Rachi.

The set below allows it to not rely on RestTalk and gives it room to carry Fighting STAB and status at the cost of less recovery and vulnerability to status. Have less experience with it though.


Emboar @ Leftovers
Ability: Reckless
EVs: 188 HP / 104 Def / 216 SpD or 236 / 252 Def / 20 SpD
Careful Nature (Impish with second EV spread)
- Flare Blitz
- Hammer Arm / Roar
- Will-o-Wisp / Toxic
- Protect / Roar

Why use this over Defensive Infernape? RestTalk gives it phazing, powerful Fire STAB and less vulnerability to status over Nape (Nape has Taunt for the latter though) and the latter has room to fit Toxic as well as the previous advantage with the powerful Reckless Flare Blitz. Nape is best for those who like reliable recovery, the ability to outspeed Bisharp and Breloom, and a decently fast Taunt.

Calcs:
Mixed/Sp. Def
252 Atk Life Orb Weavile Low Kick (100 BP) vs. 188 HP / 104 Def Emboar: 165-195 (40.4 - 47.7%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Life Orb Weavile Knock Off (97.5 BP) vs. 188 HP / 104 Def Emboar: 120-140 (29.4 - 34.3%) -- 100% chance to 4HKO after Leftovers recovery
252 Atk Life Orb Bisharp Low Kick (100 BP) vs. 188 HP / 104 Def Emboar: 169-200 (41.4 - 49%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Life Orb Bisharp Low Kick (100 BP) vs. 188 HP / 104 Def Emboar: 186-220 (45.5 - 53.9%) -- 2.3% chance to 2HKO after Leftovers recovery
252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 188 HP / 104 Def Emboar: 135-160 (33 - 39.2%) -- 10.6% chance to 3HKO after Leftovers recovery
0 SpA Clefable Moonblast vs. 188 HP / 216+ SpD Emboar: 96-114 (23.5 - 27.9%) -- possible 5HKO after Leftovers recovery
+1 0 SpA Clefable Moonblast vs. 188 HP / 216+ SpD Emboar: 144-169 (35.2 - 41.4%) -- 76.3% chance to 3HKO after Leftovers recovery
252+ SpA Life Orb Clefable Moonblast vs. 188 HP / 216+ SpD Emboar: 175-207 (42.8 - 50.7%) -- guaranteed 3HKO after Leftovers recovery
0 Atk Emboar Flare Blitz vs. 252 HP / 172 Def Clefable: 162-192 (41.1 - 48.7%) -- guaranteed 3HKO after Leftovers recovery
0 Atk Emboar Flare Blitz vs. 252 HP / 0 Def Clefable: 201-237 (51 - 60.1%) -- guaranteed 2HKO
252+ Atk Jirachi Body Slam vs. 188 HP / 104 Def Emboar: 104-123 (25.4 - 30.1%) -- 0.3% chance to 4HKO after Leftovers recovery (It is rare to see Zen Headbutt Jirachi)
252+ Atk Choice Band Scizor Superpower vs. 188 HP / 104 Def Emboar: 265-312 (64.9 - 76.4%) -- guaranteed 2HKO after Leftovers recovery (ow)
252+ Atk Mega Scizor Superpower vs. 188 HP / 104 Def Emboar: 196-231 (48 - 56.6%) -- 35.5% chance to 2HKO after Leftovers recovery (a bit better, but watch for Swords Dance)
84 Atk Mega Scizor Knock Off (97.5 BP) vs. 188 HP / 104 Def Emboar: 65-76 (15.9 - 18.6%) -- possible 8HKO after Leftovers recovery
252 Atk Life Orb Technician Breloom Mach Punch vs. 188 HP / 104 Def Emboar: 157-187 (38.4 - 45.8%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Life Orb Technician Breloom Bullet Seed (4 hits) vs. 188 HP / 104 Def Emboar: 196-232 (48 - 56.8%) -- approx. 20.7% chance to 2HKO after Leftovers recovery
252 Atk Technician Breloom Bullet Seed (5 hits) vs. 188 HP / 104 Def Emboar: 190-225 (46.5 - 55.1%) -- approx. 3.5% chance to 2HKO after Leftovers recovery
4 Atk Breloom Drain Punch vs. 188 HP / 104 Def Emboar: 126-148 (30.8 - 36.2%) -- guaranteed 4HKO after Leftovers recovery
252+ SpA Mega Charizard Y Fire Blast vs. 188 HP / 216+ SpD Emboar in Sun: 168-198 (41.1 - 48.5%) -- guaranteed 3HKO after Leftovers recovery
0- Atk Mega Charizard Y Earthquake vs. 188 HP / 104 Def Emboar: 164-194 (40.1 - 47.5%) -- guaranteed 3HKO after Leftovers recovery
0 Atk Mega Charizard Y Earthquake vs. 188 HP / 104 Def Emboar: 182-216 (44.6 - 52.9%) -- guaranteed 3HKO after Leftovers recovery
0 Atk Emboar Flare Blitz vs. 0 HP / 4- Def Mega Charizard Y in Sun: 158-186 (53.1 - 62.6%) -- guaranteed 2HKO
0 Atk Emboar Flare Blitz vs. 0 HP / 4 Def Mega Charizard Y in Sun: 141-167 (47.4 - 56.2%) -- 83.2% chance to 2HKO
252 SpA Mega Manectric Thunderbolt vs. 188 HP / 216+ SpD Emboar: 148-175 (36.2 - 42.8%) -- 97% chance to 3HKO after Leftovers recovery
252 SpA Life Orb Serperior Leaf Storm vs. 188 HP / 216+ SpD Emboar: 94-110 (23 - 26.9%) -- possible 5HKO after Leftovers recovery
+2 252 SpA Life Orb Serperior Hidden Power Ground vs. 188 HP / 216+ SpD Emboar: 231-273 (56.6 - 66.9%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Serperior Leaf Storm vs. 188 HP / 216+ SpD Emboar: 72-85 (17.6 - 20.8%) -- possible 7HKO after Leftovers recovery
+2 252 SpA Serperior Hidden Power Ground vs. 188 HP / 216+ SpD Emboar: 178-210 (43.6 - 51.4%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Life Orb Thundurus Thunderbolt vs. 188 HP / 216+ SpD Emboar: 183-216 (44.8 - 52.9%) -- guaranteed 3HKO after Leftovers recovery

Defensive
252 Atk Life Orb Bisharp Low Kick (100 BP) vs. 236 HP / 252+ Def Emboar: 130-153 (30.9 - 36.4%) -- guaranteed 4HKO after Leftovers recovery
252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 236 HP / 252+ Def Emboar: 104-122 (24.7 - 29%) -- possible 5HKO after Leftovers recovery
252 Atk Life Orb Weavile Low Kick (100 BP) vs. 236 HP / 252+ Def Emboar: 126-149 (30 - 35.4%) -- guaranteed 4HKO after Leftovers recovery
252+ Atk Choice Band Scizor Superpower vs. 236 HP / 252+ Def Emboar: 203-239 (48.3 - 56.9%) -- 41% chance to 2HKO after Leftovers recovery
252+ Atk Mega Scizor Superpower vs. 236 HP / 252+ Def Emboar: 150-177 (35.7 - 42.1%) -- 89.2% chance to 3HKO after Leftovers recovery
84 Atk Mega Scizor Knock Off (97.5 BP) vs. 236 HP / 252+ Def Emboar: 49-58 (11.6 - 13.8%) -- possibly the worst move ever
252+ Atk Jirachi Body Slam vs. 236 HP / 252+ Def Emboar: 80-95 (19 - 22.6%) -- possible 6HKO after Leftovers recovery
252 Atk Technician Breloom Bullet Seed (5 hits) vs. 236 HP / 252+ Def Emboar: 145-170 (34.5 - 40.4%) -- approx. 29.1% chance to 3HKO after Leftovers recovery
252 Atk Life Orb Technician Breloom Bullet Seed (5 hits) vs. 236 HP / 252+ Def Emboar: 190-220 (45.2 - 52.3%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Life Orb Technician Breloom Mach Punch vs. 236 HP / 252+ Def Emboar: 121-144 (28.8 - 34.2%) -- 99.2% chance to 4HKO after Leftovers recovery


RestTalk replays:
http://replay.pokemonshowdown.com/smogtours-ubers-75545 - Round 1 of Gods Among Us; unlucky Roar unfortunately, but it did its job in the end. Forced Genesect to spam U-turn every time after the Blaze Kick.
http://replay.pokemonshowdown.com/ou-249592099 - Plays a small, but important part in the battle by forcing out that Destiny Bond Gengar (while taking a Psychic at that) and using Ferrothorn for recovery while taking it out.
http://replay.pokemonshowdown.com/ou-249594430 - I get screwed over by RestTalk. Be careful with that stuff kids! Phys Def Emboar would have been fine in this situation.
 
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Ok I'm going to helpout with this. Change your EV Spreads to this, 148 HP / 104 Def / 252 Sp Atk this gives it bulk while being a powerful Special Attacker. Everything else is fine, but if you delete your post, I'm deleting this part of my post aswell.

Reserving for Leftovers SD Talonflame
Thanks! I've used a modified version of fat Manaphy but I really liked max def so that's why I posted it. This set seems really cool too so its def worth a try.
 

Martin

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Right. I might as well post some of the stuff that is used in the current version of my RMT as I have some creative stuff on there :P


Swellow @ Toxic Orb
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Facade
- Brave Bird
- U-turn
- Quick Attack / Pursuit

This is the centerpiece of my RMT (with QA>Pursuit). Firstly, don't use Protect on Swellow in OU. It strictly fits on balanced/offensive VoltTurn and hyper offensive birdspam teams (both of which have ways of getting it in for free) and it needs all the utility options that it can get, while Protect just sort of leaves it in the same situation as the previous turn with more poison damage when used for any purpose other than activation, meaning its not ideal. Quick Attack is my favorite option for the fourth moveslot in OU as it allows you to speed tie with Weavile and save your skin v.s. it if it is significantly weakened. However, Pursuit allows Swellow to shut down a number of Pokémon which it forces out, such as Gengar, Alakazam (once its sash is broken) and a number of other frail Pokémon that it outpaces, while Swellow has the space on its moveset to use it (which Staraptor does not). The rest is pretty standard, with a jolly nature used to ensure that you get the tie with Weavile.

The reason to use Swellow over Talonflame or Staraptor comes from a number of different factors. Primarily, it acts as a status absorber for the aforementioned VoltTurn and birdspam teams. It holds the honour of being the fastest status absorber in the game, and this allows it to fit onto select teams. Additionally, it acts as a sort of midway point between Talonflame and Staraptor a-la Deoxys-N. It takes advantage of its greater power over Talonflame (after consideration of Guts and Facade's additional power) and its greater speed over Staraptor in a way which Deoxys-N can't in ubers due to these key differences netting it a number of KOs that neither Talonflame nor Staraptor can obtain (e.g., non-Choice Scarf Staraptor can't safely take on the aforementioned Gengar and Alakazam once they're on the field due to its speed tier, while it becomes electric fodder if it is scarf due to being locked into Brave Bird).


Serperior @ Life Orb
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 29 HP / 0 Atk / 30 SpA / 30 SpD
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power
- Glare

Ok, this doesn't look unusual at a glance. Standard moveset of Leaf Storm, Dragon Pulse and Hidden Power. What's so special about it? Take a look at the IVs, and you will understand: these IVs give it HP Ground. This allows it to take on Heatran. In addition, this allows me to outpace opposing Serperior due to it not lowering the speed IV like HP Fire does, and this means that I can always outpace other Serperior and smack them with a +2 Leaf Storm (which deals more damage than Dragon Pulse despite being resisted) for over 50% .This was originally the suggestion of KratosMana, and it has been really helpful since it was put onto it - considering that it gives Swellow and Scizor a much easier time due to luring and KOing one of their primary stops (boost up when it comes in, popping its potential balloon in the process, and proceed to bop it on the following turn (a +2 HP Ground 2HKOs SpD variants and OHKOs offensive variants). Beyond this, it is completely standard; 29 HP IVs minimise LO recoil, 0 atk minimises Foul Play/confusion damage (don't worry: I checked and these changes still leave me with HP Ground).
 
Bulky Pivot Volcarona

Volcarona
@ Leftovers
Ability: Flame Body
EVs: 248 HP / 228 Def / 32 Spe
Bold Nature
- Roost
- Will-O-Wisp
- Fiery Dance
- U-turn

I needed a check to Kyurem-B (which doesn't lose to Iron Head and HP Fire) and Mega-Scizor so I came up with bulky Volcarona. With a defensive spread Volcarona is impressively bulky and thanks to its ability it is able to check many dangerous threats like Adamant Bisharp, (Mega-)Scizor, Mega-Lopunny, Weavile, Kyurem-B, Breloom to an extent and Timid Mega-Gardevoir.
Roost is its mandatory recovery-move which is obvsly important to check the aforementioned threats. Will-O-Wisp lets you cripple switchins like scarfed Landorus-T, Gyarados or Garchomp which is very nice. I put Fiery Dance on the third slot to give Volcarona a way to trouble balance and preventing Mega-Sableye to setup vs it. Lastly, U-Turn is a cool option as you can give 'mons like Feraligatr, Azumarill etc. a free switchin into a Heatran for instance which attempts to switch into your Volcarona and stop it from setting up.
The spread allows you to outspeed Jolly Tyranitar and take as many hits as possible. An alternative spread of 248 HP / 152 Def / 108 Spe can be used instead to check Jolly Bisharp reliably but you have to run less Def so you can't take Lopunny's Return for instance too well.
Hazard removal is very important because Volcarona's SR weakness sucks, so 'mons like Mega-Sableye, Starmie (beats Keldeo), Tyranitar & Excadrill (Volcarona crippling Landorus-T, Azumarill and Hippowdon and beating Mega-Scizor is nice for Sand teams) or Latios (beats Keldeo) make good team members.

some (impressive) calcs:
252+ Atk
Knock Off (97.5 BP) vs. 248 HP / 228+ Def
: 163-193 (43.6 - 51.7%) -- guaranteed 3HKO after Leftovers recovery
+2 252+ Atk burned
Knock Off (97.5 BP) vs. 248 HP / 228+ Def
: 162-192 (43.4 - 51.4%) -- guaranteed 3HKO after Leftovers recovery (Jolly Bisharp wins if it doesn't get burned by Flame Body tho)
252 SpA
Psyshock vs. 248 HP / 228+ Def
: 151-178 (40.4 - 47.7%) -- guaranteed 3HKO
252+ SpA
Psyshock vs. 248 HP / 228+ Def
: 166-196 (44.5 - 52.5%) -- 21.5% chance to 2HKO (you just gotta hope it's timid :x)
56 Atk Life Orb Teravolt
Fusion Bolt vs. 248 HP / 228+ Def
: 148-175 (39.6 - 46.9%) -- guaranteed 3HKO
252+ SpA Life Orb Teravolt
Earth Power vs. 248 HP / 0 SpD
: 127-151 (34 - 40.4%) -- guaranteed 3HKO
252 Atk
Return vs. 248 HP / 228+ Def
: 166-196 (44.5 - 52.5%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Life Orb
Knock Off (97.5 BP) vs. 248 HP / 228+ Def
: 187-222 (50.1 - 59.5%)
252 Atk Life Orb
Knock Off (65 BP) vs. 248 HP / 228+ Def
: 126-149 (33.7 - 39.9%) (2 Knock Offs make 83.8 - 99.4%)
0 Atk burned
Stone Edge vs. 248 HP / 228+ Def
: 154-182 (41.2 - 48.7%) -- guaranteed 3HKO after sandstorm damage and Leftovers recovery

Here is a replay which demonstrates this set's effectiveness pretty well.

http://replay.pokemonshowdown.com/ou-252293819
 

Victini @ Leftovers
Ability: Victory Star
EVs: 240 HP / 28 Atk / 128 SpD / 112 Spe
Careful Nature
- Bolt Strike
- Taunt
- V-create
- Will-O-Wisp / toxic

When me and fren were building some balence team we notice that we always have a huge weakness to charizard y / mega gardevoir. So we knew a fire type was probably the best option. Spd talonflame came in mind first but psyshock from mega gard does over half and espeically if u had rocks up. We came up with victini because it resist fairy move (hyper voice)/psyhic move (psyshock)/fighting move (focous blast)/grass move (solar beam). This thing can come in on both of those 2 mons and 1v1 them. This also acts like a stall breaker. Movset: victini itself hits hard but on this set we have taunt too so if we dont do over half we can taunt and prevent them from recovering more hp. Bolt strike to help u 1v1 charizard y. taunt to stop things from recovering like zard y and just doing wat taunt does. v-create for stab move and too hit hard. wil-o-wisp to widdle things that like to switch in like hippo, lando-t , gliscor (that dont have their orb activite). U can run toxic if u wanna widdle things down faster like slowbro / mega slowbro and other fire types. Ev spread: 28 attack lets u oko mega gardevoir, 240 hp gives u a leftover number and lets u hit 401 so u take the less from semiss toss , 112 speed lets u outspeed all base 70s like bisharp and breloom. the rest is toss in spd to take hits better from serp, mega alt , zard y, mega gard, etc.
 
Raikou @ Expert Belt
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Shadow Ball / Extrasensory
- Hidden Power [Fire]

This allows Raikou to lure in and hit Ferrothorn, Excadrill as well as Mega Scizor for a solid 2HKO.

252 SpA Raikou Hidden Power Ice vs. 0 HP / 0 SpD Excadrill: 85-101 (23.5 - 27.9%) -- 98.9% chance to 4HKO after Stealth Rock
252 SpA Expert Belt Raikou Hidden Power Fire vs. 0 HP / 0 SpD Excadrill: 204-242 (56.5 - 67%) -- guaranteed 2HKO after Stealth Rock
 

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
I pull up into my driveway, I go up stairs take a shower, get on the computer relaxing from a long day of work. Then I think to myself, "you know what would be a great idea on this Friday evening? To go on Smogon and read through the riveting OU discussion on the forums by such esteemed users." I see an update.....and then 19 messages just disappear here. Poof, gone.
 

Tokyo Tom

Somewhere between psychotic and iconic
is a Forum Moderator Alumnusis a Contributor Alumnus
AM stinks, man.

Lately the OU community has been struggling with a lot of issues that desperately need to be addressed. People in positions of power have been alienating new users and mods have been arbitrarily deleting posts in the creative sets thread, if they go against their "personal beliefs".

I don't expect everyone to suddenly become best friends and for us all to hold hands and sing songs, there are a lot of fiery personalities in OU, and I know people will always butt heads and get worked up over things, but we as a community need to learn how to handle this better. Please remember that there is a person behind every name on this website, and the posts you delete while angry can really effect them. Take the time to cool off and don't try to hurt other people.

Honestly, who are you to deem Physical Assault Vest Thundurus-T an inept lure? Or Choice Scarf Scizor when it's able to outspeed threats like Blaziken and Arcanine? You'd better check yourself before you wreck yourself.
 
AM stinks, man.

Lately the OU community has been struggling with a lot of issues that desperately need to be addressed. People in positions of power have been alienating new users and mods have been arbitrarily deleting posts in the creative sets thread, if they go against their "personal beliefs".

I don't expect everyone to suddenly become best friends and for us all to hold hands and sing songs, there are a lot of fiery personalities in OU, and I know people will always butt heads and get worked up over things, but we as a community need to learn how to handle this better. Please remember that there is a person behind every name on this website, and the posts you delete while angry can really effect them. Take the time to cool off and don't try to hurt other people.

Honestly, who are you to deem Physical Assault Vest Thundurus-T an inept lure? Or Choice Scarf Scizor when it's able to outspeed threats like Blaziken and Arcanine? You'd better check yourself before you wreck yourself.
Thanks! I appreciate the support. I put quite a bit of thought into the sets I put on here, and it's nice for them to be at least considered.
 
AM stinks, man.

Lately the OU community has been struggling with a lot of issues that desperately need to be addressed. People in positions of power have been alienating new users and mods have been arbitrarily deleting posts in the creative sets thread, if they go against their "personal beliefs".

I don't expect everyone to suddenly become best friends and for us all to hold hands and sing songs, there are a lot of fiery personalities in OU, and I know people will always butt heads and get worked up over things, but we as a community need to learn how to handle this better. Please remember that there is a person behind every name on this website, and the posts you delete while angry can really effect them. Take the time to cool off and don't try to hurt other people.

Honestly, who are you to deem Physical Assault Vest Thundurus-T an inept lure? Or Choice Scarf Scizor when it's able to outspeed threats like Blaziken and Arcanine? You'd better check yourself before you wreck yourself.
But how can he check himself if he isn't using innovative mons such as AV physically defensive tornadus or choice scarf ninjask? I recommend AM should lurk more to get a better understanding of this game before posting.

AM Edit: Oh god, I should probably listen
 
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Clone

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The problem here, is you ask for creative and underrated sets, yet you delete anything that breaks the mold.
As the owner of this thread, I feel obligated to respond to this.

The point of this thread is for people to show off creative and underrated sets, just like the title says. However, in order for these sets to be taken seriously, they need to be effective, and that's where the line is drawn. I get that you're trying to break the mold, but the problem is that Thundurus-T does not have the bulk to be able to effectively run an assault vest. Assault Vest is an item that is supposed to bolster already good bulk. Mons that can run this item effectively already have good bulk, and benefit from the increase in special defense. Good examples of this are Raikou, Tornadus-T, and Azumarill. There are others, of course, but all common users of the item are able to make good use of it, and are able to operate effectively without a different item. Thundurus-T, as well as many other frail mons, do not fall under this category. Your set in particular, while not the most optimal, would definitely benefit from a Life Orb more so it's attacks are more powerful. Thundurus-T uses its strong attacks more than it uses its subpar bulk.

In general, I'm looking for sets that show creativeness, yet still function effectively in the metagame. I'm looking for sets that break the mold. I just want them to be effective. If they're not effective, then they'll be dealt with accordingly. If you feel that your set is effective, show us. That's why I have the replay rule put into effect. Replays are the best way to prove that you're right. It gives us hard evidence that you're not just theorymonning out of your ass. If good replays are provided, all is good, and your post won't be criticized or deleted.

I don't want any of this to discourage you from posting in the future, so take this as a learning experience. You literally joined today, so I'm sure in the future you'll be able to show us some of your creativity that performs effectively.

---

As for everyone else, stop turning this thread into a Firebot thread. We don't need your shitty sarcasm here (Tokyo Tom's was funny tho ngl). The issue has been dealt with, so move on. Thanks.
 

Martin

A monoid in the category of endofunctors
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Speaking of effective sets, what happened to the archive? It hasn't been updated in almost eight months, and I have seen a lot of archivable posts since it was last updated. Do you intend to ever update it, or are you just gonna handle it by continuing to delete ineffective sets? This is purely out of interest tbh, and I'm just interested to hear your response :)
 
what's up guys. i see this thread has undergoed a new era, so i would like to open by posting some e rank sets for hyper offense. so basically i was bored running standard stuff like azelf, skarmory, and garchomp as my leads, so i will share these.
@
| Sturdy
Adamant | 252 Atk / 4 Def / 252 Spe | 0 HP / 0 Def / 0 SDef
Explosion | Stealth Rock | Fire Punch | Stone Edge
this thing is something i newly innovated myself and i am not here to force you to use as it is your own will to possess such a twig. the main niche of this thing is its access to stealth rock, explosion, and sturdy. while sudowoodo seems completely outclasses by forretress, sudowoodo is able to do around 60% to standard ferrothorn and mega scizor putting it in kill range for a sweeper such as mega alakazam. with stone edge it is able to threaten defog users such as zapdos and mandibuzz. if these threats are not in your opponent's team, you can go out with custap explosion.

@
| Intimidate

Jolly | 252 Atk / 4 Def / 252 Spe
Explosion | Stealth Rock | Earthquake | U-turn

i think people are already aware of this set, but i'll post it anyways. basically the point is that you have both an early-game and mid-game presence. early-game you can net stealth rocks and momentum for you hyper offense team, and mid-game you can lure in landorus-t's common switch-in and nuke it with explosion. an example is rotom-w - it comes in and you can click explosion and do 89% minimum. this paves a way for something such as mega metagross to spam its stabs more freely.
@
| Levitate

Impish | 248 HP / 56 Def / 56 SDef / 148 Spe
U-turn | Stealth Rock / Momento | Reflect | Light Screen
uxie is a 'mon that people are aware of, but ditch it for azelf. however, uxie's bulk is an advantage that allows it to set up screens much more reliably. on top of this, it can generate momentum with u-turn and use momento if stealth rock is not needed because you are using something such as Tokyo Tom's sd sr chomp. 148 speed evs allow you to reflect up before bisharp has a chance to knock off you. it is pretty cool, suggest you try it out.
@
| Clear Body

Adamant | 104 HP / 252 Atk / 152 Spe
Meteor Mash | Stealth Rock | Explosion | Pursuit

this is an all purpose tank for hyper offense teams that need to remove latis which gives it a niche over landorus-t. pursuit allows you to trap alakazam as well which is pretty legit. meteor mash take out fairys and basically is a powerful stab to use if needed. stealth rock is obvious, doesn't need an introduction. explosion + normal gem works akin to the aforementioned landorus-t. fun pokemon to use n_n
 
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MZ

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Vertex why use sudowoodo over golem which has 20 more attack and 15 more speed? I guess Ferrothorn now kills you with power whip plus iron barbs while sudo probably lives (didn't calc) but the ground typing lets you annoy electrics and maybe run a stab EQ. Just theorymonning I know but the mono rock typing doesn't really seem worth it.
 
I have a few good ones that I'm going to talk about briefly. I've used all of them with moderate success, and the team is hovering around 1640 ELO on the Ladder.

Assault Vest Slowbro (AKA Brobro)
Code:
Brobro (Slowbro) (M) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 20 Def / 196 SpA / 40 SpD
Modest Nature
- Scald
- Fire Blast
- Psychic
- Ice Beam
What a beast. With 196+ SpA, Slowbro OHKO's nearly every common SR user in the tier. Garchomp dies to ice beam, Ferrothorn dies to fire blast, and gimmicks like Mamoswine and Aerodactyl can be killed through sash with a burn. Only Hippowdon is moderately safe, and Hippowdon is a joke. On top of that, it counters some of the scariest offensive threats in the tier. Keldeo does nothing to Brobro even at +1, and then it gets killed by psychic. Mega Medicham does about 55% max with HJK. Lati@s can only kill with draco meteor, while both are crippled by ice beam.

There's also the surprise factor. If Brobro is healthy, it can stay in on nearly anything. Landorus-T doesn't do much with U-Turn, and M-Manectric's volt switch does under 50%. When you feel like the enemy is going to pivot, just stay in and try to burn something with scald. LO Gengar's shadow ball fails to OHKO, letting Slowbro KO with psychic. The only things that you HAVE to switch out of are Hoopa-H (any variant) and CB Azumarill.

The best partners for this set are grass types (AKA Ferrothorn) that can check Azumarill and volt switchers while setting hazards, and any Pokemon that can reliably check Hoopa. Hazard control and status removal are also great for increased survivability.


Rock Tomb M-Tyranitar (AKA TyraniTomb)
Code:
Tyranus (Tyranitar) (M) @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Ice Punch/Crunch
- Fire Punch/Superpower/Earthquake
- Rock Tomb
- Pursuit
A little more gimmicky than the previous set, but it works. Jolly lets TTar outspeed max speed Bisharp and anything slower. Come in on something that can't hurt you too badly, like Talonflame, or come out as a revenge killer. If you can kill whatever you came in on with pursuit, you can go ahead and use that. Otherwise, use rock tomb. Tyranitar effectively has +1 speed (398) against whatever mon was sent in. Use the appropriate coverage move to kill, or use pursuit to troll. You can use just about anything in the first two slots depending on what you need to kill. No need for calcs here because it's Mega-Tyranitar. You should know what it does.

TyraniTomb's power is amplified with cleric support to remove burns. Sand rush Excadrill takes advantage of TTar's sand and its trapping ability.


Offensive Cleric Clefable
Code:
<( '-'  )> (Clefable) (F) @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 144 Def / 96 SpA / 16 Spe
Modest Nature
- Moonblast
- Flamethrower
- Heal Bell
- Soft-Boiled
This set came about when I was frustrated about my team's susceptibility to status, and how rarely Clefable was able to set up. Life Orb gives Clefable enough power to comfortably kill any fighting type in the tier after chip damage. (Barring AV Conkeldurr, of course.) Scizor is OHKO'd by flamethrower, and Skarmory can't roost in front of it. 16 Spe is for speed creeping Sylveon, 144 Def makes it easier to come in on fighting types.


Replays:

Decent Games:
http://replay.pokemonshowdown.com/ou-253092754
http://replay.pokemonshowdown.com/ou-253092951
http://replay.pokemonshowdown.com/ou-253113632

Complete Blowouts:
http://replay.pokemonshowdown.com/ou-253091266
http://replay.pokemonshowdown.com/ou-253113437

Highlights from these replays include Brobro laughing in Keldeo's face, and in another game sweeping somehow. I'm now at 1706 ELO.
 
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Martin

A monoid in the category of endofunctors
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Vertex why use sudowoodo over golem which has 20 more attack and 15 more speed? I guess Ferrothorn now kills you with power whip plus iron barbs while sudo probably lives (didn't calc) but the ground typing lets you annoy electrics and maybe run a stab EQ. Just theorymonning I know but the mono rock typing doesn't really seem worth it.
Golem also has Sucker Punch which it can use to deal a little damage before it goes down if its Custap berry has already been consumed v.s. someone setting up or taunting or something. It also lets it fare better v.s. Azelf, ohkoing hasty variants over 50% of the time with an adamant nature and, if it does, allowing it to preserve its sturdy when the Azelf explodes in order to take one more hit before it goes down (resulting in two further attacks - an EQ/Stone Edge/Rock Blast/Sucker Punch and a Custap Explosion/EQ/Stone Edge/Rock Blast).
 
sudowoodo generally has shittier bulk than golem - for example, if you don't lead with sudowoodo, you can still switch into offensive heatran's fire blast and still knocked into custap range. this can be shown to be very clutch in situation considering how much of a game changer getting up stealth rock can be to hyper offensive teams. golem and sudowoodo both have horrible speed regardless, so an extra 15 doesn't change much to be honest (especially when the goal is to be in custap range).

however, if you want stronger moves, go ahead and use golem. sudowoodo also gets sucker punch btw

e and below: uh, dude i said "also", that means i know golem gets it. ??? prolly doesn't understand english or didn't read post carefully
 
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