Oh, this is OU? I thought it was UU. The point still holds involving scarfers. And at least Azu has Priority
I posted exactly the same set and almost the same description.Chesnaught @ Salac Berry
Ability: Overgrow
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Belly Drum
- Brick Break
- Seed Bomb
Belly Drum Chesnaught. Sub against someone you force out, then Belly Drum as they try to break your sub. Then the Salac Berry will activate and now you have a monster at +1 Speed and +6 Attack. Although you die to most priority >.<
Welp I don't usually read the posts above me so I never saw it at the time...I posted exactly the same set and almost the same description.
Welp I don't usually read the posts above me so I never saw it at the time...
It doesn't really matter who posted this first. This set really isn't that good. Even though you are at +6, Chesnaught isn't too particularly fast, and even at +1 with max investment you'll still get out-sped by many common threats such as Greninja and a couple of scarfers. Not to mention Talonflame destroys you.I posted exactly the same set and almost the same description.
Flame Charge is also an option, I've used it to good effect on a sweeper Zard-Y. Tailwind only lasts so long and can possibly be outstalled by smart switches. At +1 Speed you outspeed like everything relevant anyways besides ScarfChomp who you can't KO back regardless. Although a sacrificial Tailwind opens up possibilities for slow, powerful mons to come in and do damage so it's up to preference.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Overheat/Fire Blast/Flamethrower
- Focus Blast
- SolarBeam
- Roost/Tailwind
one thing i noticed about zard y is that because of its speed it often gets forced out after a kill. this kind of made overheat appealing(to me at least)because of its obscene power. like watch this:
252+ SpA Mega Charizard Y Overheat vs. 72 HP / 4 SpD Latias in Sun: 162-191 (50.7 - 59.8%) -- guaranteed 2HKO
doing over half to a bulky resist. this things power is simply obscene. it also kind of fits with the fact that it should be doing as much as possible then switching out, roosting when necessary. its a really powerful special attacker, basically sacrificing staying power(normally gets 1 kill every time it can get in anyways)for obscene power. while i do agree that fire blast is overall more consistent, the power to just fucking incinerate stuff that doesnt resist it is tempting.
now for tailwind. i mentioned that zard y was often forced out after a kill. with tailwind, it can perform a good late game cleaner role. it has obscene power, and with tailwind, it becomes really fast. a fast zard y is a deadly zard y. with tailwind, would be checks are now useless against it. examples include thundurus(paras it tho, but can open the way for something else) mega pinsir(QA doesnt kill) scarf exca(not common but did check) terrakion, scarf mag, raikou, mega manectric, and a few others. just be sure to get powerful priority out of the way(it only dies to cb talon brave bird) and SR off the field and you have a p good late game sweeper. its also p unexpected. and it changes zard y to a sweeper as opposed to a wall breaker, and a powerful sweeper at that. sometimes no roost sucks tho.
I have a couple of problems with this set, but they're problems that I think you've already noticed: Smack Down just isn't as strong vs. birdspam, even though it can hit Rotom-Wash, Gengar, and Skarm better than it could normally. I'd stick with Stone Edge as it still does decent damage to Rotom-Wash switching in, after which you can u-turn or switch out to a proper counter. It might have a niche for teams that need a lure to get rid of Skarm but I don't think it will help much vs Gengar (esp SubWisp).Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 4 Atk / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Smack Down
You can always put more attack investment to get rid of the birds if it's that much of a problem.I have a couple of problems with this set, but they're problems that I think you've already noticed: Smack Down just isn't as strong vs. birdspam, even though it can hit Rotom-Wash, Gengar, and Skarm better than it could normally. I'd stick with Stone Edge as it still does decent damage to Rotom-Wash switching in, after which you can u-turn or switch out to a proper counter. It might have a niche for teams that need a lure to get rid of Skarm but I don't think it will help much vs Gengar (esp SubWisp).
Mew @ Choice Scarf
Ability: Synchronize
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Timid Nature
-Focus Blast/Aura Sphere
-Shadow Ball/Psychic
-Ice Beam
-Thunderbolt/Trick/Fire Blast
This set aims to lure in common Mew switchins and destroy them with your coverage and speed. Simple EV spread obviously max speed max SpA 0 Atk to reduce foul play, and then max speed nature to speed tie any other scarf 100 or etc. Focus Blast nukes Bisharp and Tyranitar who think they can Pursuit trap you, also you outspeed ScarfTar. Aura Sphere is if you are scared of missing. Psychic is STAB, but maybe Mew doesn't really need it that much, Shadow Ball also offers Mew perfect neutral coverage. Ice Beam hits Gliscor and Co, while also nailing +1 Dnite etc. The last slot kind of depends on your team, Fire Blast is for Scizor, Thunderbolt wrecks Slowbro, Skarm, Azu, Keldeo(if no Psychic)Pinsir, and Zard Y. Trick trolls Chansey I guess and a lot of other defensive pokemon that hate getting tricked scarfs. Obviously the main problem is that although you may get like one surprise kill sometimes you need good prediction and plus there are lots of other good pokemon that can run decent sets like this.
The thing is, Physical Greninja IS bad. People think physical is so good and try to surprise you with Rock Slide all the time. But it actually has become normal.Greninja@Life Orb/Choice Band/Focus Sash (your preference really)
Ability: Protean
EVs: 252 Attack, 252 Speed, 6 HP
Adamant/Jolly nature
- Waterfall
- Shadow Sneak/Night Slash
- U-Turn
- Rock Slide
I used to use this set until I got fed-up of those god damn Dragonites. Physical Greninja is pretty rare, yet it's actually pretty good. Nobody expects you to use a physical Greninja, so you could be creative and use this set. Waterfall covers Fire, Ground and Rock types pretty well with a chance to make them flinch. Shadow Sneak has priority and Night Slash has a high critical hit ratio, U-Turn is for emergency or a troll lead and Rock Slide will likely one shot Talonflame and Charizard Y.
Pretty nice idea, the only thing that kinda bothers me is that Mew's Synchronize will poison Medicham as well. This may prevent Medicham from getting burned or paralyzed but can really limit its lifespan, which is already quite short (especially coupled with HJK's chance to miss). So Medicham may help weakening Mew but can find itself too weakened to take advantage of that later on, at least on paper. But if you mention Mew among the targets i guess this has not been an issue so far.
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Zen Headbutt
- Ice Punch
- Toxic
So with a bit of theorymonning and testing I found out Toxic Medicham is pretty legit. Just think about the few Pokemon that wall Mega Medicham for a second. Slowbro, Sableye, Mew, Cresselia and Doublade. What do they all have in common, all of them bar Doublade hate getting poisoned. So this set aims to take advantage of that by luring in Medicham's counters and poisoning them effectively putting a timer on them. This Medicham set does struggle against offense a lot but that is a problem Mega Medicham has in general. All in all a good lure for Mega Medicham's counters and puts in work against every Doublade less stall team.
Yeah I wanted to mention Mew's Synchronize was annoying but forgot to do that. Still though it can kind of be used to your advantage if you use Toxic while Mew tries to burn you because a poisoned Medicham is more useful than a burned one.Pretty nice idea, the only thing that kinda bothers me is that Mew's Synchronize will poison Medicham as well. This may prevent Medicham from getting burned or paralyzed but can really limit its lifespan, which is already quite short (especially coupled with HJK's chance to miss). So Medicham may help weakening Mew but can find itself too weakened to take advantage of that later on, at least on paper. But if you mention Mew among the targets i guess this has not been an issue so far.
In that case, you should really post that in the UU version of this thread, right here: http://www.smogon.com/forums/thread...sets-in-the-uu-metagame.3503842/#post-5740267Might be functional in UU or under.