Almost Any Ability XY (Suspect Over: Weavile banned, Keldeo Stays)

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Monte Cristo

Banned deucer.
thanks to chimpact for popularizing this meta with his viewers (I'm Oiawesome on youtube who commented) Anyways I've been waiting to retire these sets for a while:

Victini @ Life Orb
Ability: No Guard
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Inferno
- Thunder
- Focus Blast
- Taunt

STALLBREAKER 2014. I've been using this over the Nape set people have been posting, it's p strong tbh. Between Taunt, and no miss Inferno/Thunder it's quite hard to switch into, as thunder can 2hko regen/harvest rotom-Ws while taunt stops thunder wave, defog, etc. Focus Blast also is very funny to use with no guard as it laughs at tran and other cool shit. Overall just a cool set than can para/burn and taunt shit and annoy them.

Heatran @ Leftovers
Ability: Prankster
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Lava Plume / Will-O-Wisp
- Substitute / Protect
- Taunt
- Torment

PrankTran is really annoying and can easily shit on teams with hazards support and with sub/torment/WoW beats dnite if you can play it well. not much to say other than annoy the shit out of everyone.

Charizard @ Charizardite X
Ability: Magnet Pull
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Dragon Claw
- Flare Blitz
- Earthquake
- Dragon Dance

I find this to be one of the most threatening pokemon to face rn. I've been booming the ladder with a similar set except with a zard Y set so it's main switchins like FF scizor are not handled so well as they are set up fodder (also USE FOCUS BLAST WHEN TRAPPING FF SHIT, IT 2HKO ZOR FOR GODS SAKE) and it just really annoys steel offense and crap. It works as a great dnite parner in order to weaken stuff like non levitran for Dnite to sweep, it also easily absorbs burn and holy shit magnet pull makes it way too easy to get free turns, if I had unbanned Blaziken by now, I would be using sd megablaze rn. 2hkos florges with flare blitz so fuck unaware, it's also physical so fuck prankcat florges. Anyways use it n stuff.

anyways, have fun using fire offense I guess.
 
I'm 19 for 0 and fucking bitches with banded dnite + magnet pull specs keld and the star of the show protean life orb 4 attack Deoxys-S.

Deoxys-Speed @ Life Orb
Ability: Protean
EVs: 20 Atk / 252 SAtk / 236 Spd
Naive Nature
- Psycho Boost
- Ice Beam
- Superpower
- Knock Off

This thing is an unbelievably good cleaner / revenge killer. It's even broken down stall teams for me, which is something regular Deoxys-S can't really do aside from spamming knock off. Unparalleled speed makes it the best protean abuser imo. I'm considering dumping more evs into attack to secure the OHKO (after rocks?) on 252 HP magnezone; if anyone can figure out a spread that still gives me the jump on what I need to outspeed that'd be great.

This metagame is focused more on priority than on speed so i don't think you need that many ev's in speed.You could run 40ev's to out-speed Timid Mega-Manectric by one point.Even uninvested Deoxys-S out speeds Timid Noivern.Scarf Pokemon are very rare in this meta and i can't think of any right now..

To secure the KO on Magnezone after SR Deoxys-S needs to run 140ev's in attack if you're running a rash nature.

140 Atk Life Orb Protean Deoxys-S Superpower vs. 252 HP / 0 Def Magnezone: 330-390 (95.9 - 113.3%) -- guaranteed OHKO after Stealth Rock

Against 252/252+ Magnezone you need quite a bit of hax to secure the OHKO.

252+ Atk Life Orb Protean Deoxys-S Superpower vs. 252 HP / 252+ Def Magnezone: 296-351 (86 - 102%) -- 43.8% chance to OHKO after Stealth Rock

Hope this helped.
 
wbout Prankster Setup Megas like a Prankster Bulky Scizor w/ Agility/SD while still a regular mon, then changes to the Mega to abuse its ability change (same deal w/ Medicham)
 
How do Megas work in this tier? Do you use the actual mega pokemon without the stone, or give the original pokemon a new ability, and the mega will have it too?
 
How do Megas work in this tier? Do you use the actual mega pokemon without the stone, or give the original pokemon a new ability, and the mega will have it too?
Megas keep their original ability though the base pokemon can get whatever ability they want. Prankster, Intimidate, Download, Moxie, and weather-inducing abilities and such are usually good on pokemon that can Mega Evolve.
 
Something fun I've been using:
Venomoth @ Focus Sash
Ability: Truant
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Quiver Dance
- Skill Swap
- Bug Buzz
- Sludge Bomb

Yeah, Skill Swap Truant. I chose Venomoth because he's the only one that isn't Smeargle to be able to learn both Skill Swap and a good boosting move.
 
magic guard terrak is really really good on offense. it's basically a one-time revenge killer / wallbreaker / stallbreaker / late game sweeper in one package.

the set I'm using is:

Terrakion @ Focus Sash
Ability: Magic Guard
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Close Combat
- Stone Edge
- Swords Dance
- Taunt

You could probably put like Earthquake or Quick Attack or Stealth Rock in either of the last two slots, but I don't really see many people using Aegislash. seriously this set fucking rocks, more people should use it because it's basically guaranteed at least one kill against opposing offense and can give you a get out of jail card against any sweeper that you accidentally let get up to +6/+6.
 
One Pokemon I've been impressed by is Defiant Charizard. It sounds funky, but hear me out. If you switch in on a predicted Defog, you can proceed to get to +2 instantly and set up Dragon Dance with Mega Charizard X, basically getting to +3 Atk / +1 Spd in one turn. Of course this works for many Pokemon, but Charizard in particular has a sexy STAB combo and can survive the following:
252 Atk Life Orb Refrigerate Weavile Quick Attack vs. 4 HP / 0 Def Mega Charizard X: 97-114 (32.5 - 38.2%) -- 97% chance to 3HKO
+1 252+ Atk Aerilate Dragonite Extreme Speed vs. 4 HP / 0 Def Mega Charizard X: 262-309 (87.9 - 103.6%) -- 25% chance to OHKO
will elaborate more later
 

ryan

Jojo Siwa enthusiast
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I've been playing this meta a decent amount since it got its PS ladder, and it's fairly fun. One problem is that you see a ton of the same stuff over and over again, and some games end up boiling down to who runs more Speed on their Dragonite or who wins the Speed tie. But there aren't many ways of helping that without banning something that isn't broken in the metagame (Aerilate, Dragonite, etc).

I've been using a very offensive team that has enough bulk behind it to handle some of the priority in the tier. I'm running both Magnezone and Mega Mawile as offensive pivots to come in on Dragonite, Weavile, and random Gale Wings Pokemon, and I have Keldeo as yet another check to Weavile that is also an incredibly strong Pokemon in its own regard. Probably my favorite set I've used, however, is one I came up with originally as a joke that has since developed into a lot of fun:

Mr. Mime @ Leftovers
Ability: Prankster
252 HP / 4 SpA / 252 Spe
Timid Nature
- Healing Wish
- Encore
- Copycat
- Dazzling Gleam

This originated as more or less a more supportive version of the Florges set in the OP with both Encore and Healing Wish to help me get free switches and sweep with things I otherwise had no business sweeping with, and I was running Life Orb max SpA with the same set. But I found that Mr. Mime wasn't really fast enough or strong enough to run this set as effectively as I would have liked. Whenever I brought it in to Copycat whatever the opponent used, I just found myself incredibly disappointed with its damage output. At that point, I decided to run max HP with Leftovers instead. Honestly, you could probably replace Mr. Mime with Gardevoir or Clefable, both of which learn both Encore and Healing Wish, the entire point of the set, but 1. I love Mr. Mime and 2. Gardevoir doesn't learn Copycat, while Clefable is just too slow. Aside from that, there are plenty of games where you'll just come in, survive one hit, and then click Healing Wish. The extra bulk isn't really as important as the extra Speed most of the time for this reason. You could also run Baton Pass over either Copycat or Dazzling Gleam because Copycat is mostly just a situational filler move, and Dazzling Gleam does shit damage. But a support pivot on an offensive team wants to be slower so that it can take the hit from the opposing Pokemon before it switches out, guaranteeing a safe switch for a teammate.

Anyways, I'm sure there are better Pokemon for this role. As long as you've got Encore and Healing Wish with Prankster, you should be solid. But again, this is a really fun set, and it often saves my ass in losing scenarios. Plus, what the fuck must your opponent be thinking when you're high on the ladder with a Mr. Mime?
 
I just got into this tier, and there were many sets I was trying out with friends, but this set I was trying out really caught my attention and became one of my favorites. It's not a set I saw in the ladder at all from my experience, so I thought it would be good if I shared it with you. It's a set centered around Manaphy.

Driving In The Water:

Manaphy @ Lum Berry
Ability: Motor Drive
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Surf
- Ice Beam
- Energy Ball/Substitute
- Tail Glow


I really like this set because Manaphy has very good sweeping ability, with a move that can boost it's SpA at +3 instantly, however, Manaphy's base 100 speed can be a turn off, and Manaphy has 2 weaknesses, Electric, and Grass. My plan for this set was to remove one of these weaknesses, so Manaphy can catch a foe off guard and sweep. I have Substitute slashed only in case I face Toxic spamming stallers. With Motor Drive, Manaphy gains an Electric immunity, and if Manaphy is hit with an Electric attack, it's speed increases by 1, so in one turn, after getting hit with an Electric Attack and using Tail Glow, Manaphy will be at +3 SpA, and +1 Speed, allowing it to outspeed pokemon such as Weavile (Manaphy will have 492 speed after +1 speed). I picked Motor Drive over Volt Absorb, Lightning Rod, and Sap Sipper because although they grant immunities to one of Manaphy's weaknesses, I found the Speed Boost from Motor Drive more beneficial, and I noticed that Electric attacks in this tier were more common than Grass attacks. Once the dangerous priority spammers and Unaware walls are gone (probably the top check and counters for this set), Manaphy can sweep easier than before.
 
Now I have 2 teams (just got 2nd team to work) and from every unusual stuff I have I found something that works. Firstly, it's Mold Breaker Swampert (defensive). I just needed something defensive to set up Rocks and have decent offensive presence. Swampert is ideal for that: 1 weakness, access to SR, EQ, Scald and Ice Punch and the key of set: Mold Breaker. MB lets Swampert set up Stealth Rock on Magic Bouncers, but not only that. It also lets Swampert OHKO Magnezone, Heatran, Raikou, etc. bypassing Ground immunity. Also now you can do a lot of damage to Storm Drain or Water Absorb mons and burn them. Ice Punch here is for Dragonite mostly, just because Swampert can eat an Outrage, maybe even two, and hit back hard. Avalanche can also be used
 
Now I have 2 teams (just got 2nd team to work) and from every unusual stuff I have I found something that works. Firstly, it's Mold Breaker Swampert (defensive). I just needed something defensive to set up Rocks and have decent offensive presence. Swampert is ideal for that: 1 weakness, access to SR, EQ, Scald and Ice Punch and the key of set: Mold Breaker. MB lets Swampert set up Stealth Rock on Magic Bouncers, but not only that. It also lets Swampert OHKO Magnezone, Heatran, Raikou, etc. bypassing Ground immunity. Also now you can do a lot of damage to Storm Drain or Water Absorb mons and burn them. Ice Punch here is for Dragonite mostly, just because Swampert can eat an Outrage, maybe even two, and hit back hard. Avalanche can also be used
What about e-speeds (I don't have the ability to check atm).
 
Now I have 2 teams (just got 2nd team to work) and from every unusual stuff I have I found something that works. Firstly, it's Mold Breaker Swampert (defensive). I just needed something defensive to set up Rocks and have decent offensive presence. Swampert is ideal for that: 1 weakness, access to SR, EQ, Scald and Ice Punch and the key of set: Mold Breaker. MB lets Swampert set up Stealth Rock on Magic Bouncers, but not only that. It also lets Swampert OHKO Magnezone, Heatran, Raikou, etc. bypassing Ground immunity. Also now you can do a lot of damage to Storm Drain or Water Absorb mons and burn them. Ice Punch here is for Dragonite mostly, just because Swampert can eat an Outrage, maybe even two, and hit back hard. Avalanche can also be used
Defensive Swampert can't OHKO Dragonite though

4 Atk Swampert Ice Punch vs. 4 HP / 0 Def Dragonite: 248-292 (76.5 - 90.1%) -- guaranteed 2HKO

But Banded ESpeed 2HKO's Swampert, so it's not a reliable check.

252+ Atk Choice Band Aerilate Dragonite Extreme Speed vs. 252 HP / 252+ Def Swampert: 220-261 (54.4 - 64.6%) -- guaranteed 2HKO after Leftovers recovery
 
Lightningrod keldeo is fun.

Keldeo @ Expert Belt
Ability: Lightningrod
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Surf
- Secret Sword
- Calm Mind
- Icy Wind
 
My Assist team does fairly well, but struggles greatly against Dragonite. Can anyone give me any pointers? Or should I just accept that Dragonite is practically an auto loss? (Not that I can't beat Dragonite on occasion...)

It might be worth giving Sneasel Protect so that it can beat Weavile without taking any damage, but that's a corner case. Drizzle and Flashfire are tough to deal with but beatable; Dragonite is the main problem.

Infernape @ Choice Band
Ability: Prankster
EVs: 252 Spd / 4 HP / 252 Atk
Adamant Nature
- Assist
- Focus Punch
- Counter
- Feint

Victini @ Heat Rock
Ability: Drought
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- V-create
- Protect
- Sleep Talk
- Endure

Weavile @ Choice Band
Ability: Prankster
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Thief
- Assist
- Sleep Talk
- Focus Punch

Banette @ Banettite
Ability: Drought
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Phantom Force
- Destiny Bond
- Thief
- Protect

Liepard @ Choice Band
Ability: Prankster
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Assist
- Thief
- Sleep Talk
- Covet

Sneasel @ Eviolite
Ability: Prankster
EVs: 252 Atk / 4 HP / 252 Def
Adamant Nature
- Assist
- Thief
- Focus Punch
- Counter
 
Lightningrod keldeo is fun.

Keldeo @ Expert Belt
Ability: Lightningrod
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Surf
- Secret Sword
- Calm Mind
- Icy Wind

Keldeo's main weakness is against flying (aerilate e-speeds,gale wings etc) so lightning rod seems a bit redundant especially since Adaptability Keldeo hits extremely hard. ..
 
two sets
Mew @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 252 Spd / 4 SAtk
Timid Nature
- Taunt
- Psychic
- Will-O-Wisp
- Roost
mold breaker stops all magic bounce mons in their tracks wil o wisp cripples stuff and roost for reliable recovery
Avalugg @ Leftovers
Ability: Refrigerate
EVs: 252 HP / 252 SDef / 4 Atk
Careful Nature
- Return
- Earthquake
- Recover
- Curse/rapid spin
Behold, the unblockable rapid spinner. also a good counter to band aerialate espeed dragonite and a good check to non-specs noivern.
 
My Assist team does fairly well, but struggles greatly against Dragonite. Can anyone give me any pointers? Or should I just accept that Dragonite is practically an auto loss? (Not that I can't beat Dragonite on occasion...)

It might be worth giving Sneasel Protect so that it can beat Weavile without taking any damage, but that's a corner case. Drizzle and Flashfire are tough to deal with but beatable; Dragonite is the main problem.

Infernape @ Choice Band
Ability: Prankster
EVs: 252 Spd / 4 HP / 252 Atk
Adamant Nature
- Assist
- Focus Punch
- Counter
- Feint

Victini @ Heat Rock
Ability: Drought
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- V-create
- Protect
- Sleep Talk
- Endure

Weavile @ Choice Band
Ability: Prankster
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Thief
- Assist
- Sleep Talk
- Focus Punch

Banette @ Banettite
Ability: Drought
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Phantom Force
- Destiny Bond
- Thief
- Protect

Liepard @ Choice Band
Ability: Prankster
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Assist
- Thief
- Sleep Talk
- Covet

Sneasel @ Eviolite
Ability: Prankster
EVs: 252 Atk / 4 HP / 252 Def
Adamant Nature
- Assist
- Thief
- Focus Punch
- Counter
Have your Weavile run a refrigerate set. That's one of the only ways to beat dnite and the only way without booting someone from this team.
 

OLD GREGG (im back baby)

old gregg for life
Since Talonflame out speeds most of everything without Gale Wings, I was thinking it was a bit redundant and that Gamefreak could have given Gale Wings to a better candidate. Also Magic Guard + Life Orb Talon really maximizes this birds potential as a sweeper. One swords dance and it breaks through Almost anything without priority.
 
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