The Power Within

... you at no point described a specific solution, you just implied you had come up with one and gave a non-description of it.
 
It seems silly to ban every move that isn't an attacking move. Why not just ban the broken moves, ie sleep moves and powerful setups moves such as tail glow, quiver dance, shift gear and possibly dragon dance? This gives the players much more room for creativity without all the broken shit.
 
Seeing as you can only run 1 Hidden Power, wouldn't it make more sense to add only 1 move of the chosen type? Also, I support the attacking moves only option since Hidden Power is an attack, not status.
 
So what do you guys think about contrary serperior, with
-leaf storm
-overheat/Draco meteor/phycoboost/v create/super power/close combat/hammer arm
-dragon pulse/synthesis
-glare/toxic
stats depends on what exactly you are running

Overheat gives you perfect coverage out side of heatran and power boosting
dracometeor is redundant but potentialy usefull
phycoboost no real advantage
bulky with vcreate/close combat and synthesis could be fun (I like v create better for power and speed boosting) toxic is also viable on those sets
Super power for boosting physical attack or mixed boosting and physical bulk.
Hammer arm is crap because serperior has crap for power
glare is because this guy has really bad coverage and paralyzing is useful
toxic for the same reasons as glare plus the few things you can't beat out side of heatran can't handle it

To be honest there is nothing that can always wall serperior, nothing out side of maybe deoxys-d unless it chooses non boosting moves as coverage which could work as well.

For items choiceng might work, but left overs on bulky sets, life orb on the ones focused on power. Expert belt maybe.
 
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Serperior @ Leftovers / Leppa Berry
Ability: Contrary
EVs: 4 HP / 252 SpA / 252 Spe
Modest / Timid Nature
- Leaf Storm
- Overheat
- V-create
- Dragon Pulse / Synthesis

Leftovers allows you to restore HP passively while Leppa Berry gives you more PP since your moves don't have much. V-Create boosts defenses and speed, while Leaf Storm and Overheat boost Special Attack. The last move slot is for coverage or healing.

Dragon Pulse leaves you walled by Heatran, while Synthesis allows you to stay for a while but leaves you walled by Heatran and Dragon-types, but Synthesis allows you to restore HP if you don't have Leftovers.
 

Pikachuun

the entire waruda machine
Okay, so after a long time of thinking I decided to take my suggestion, as it doesn't seem that bad (Offensive Moves + Non-setup status). Once again, I can change this to the other suggestion of Offensive Moves only when needed.
 
Three sets, including two which could be considered gimmicks

---

Linoone @ Sitrus Berry
Ability: Gluttony
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spe
IVs: Depends on move of choice
- Belly Drum
- Extremespeed
- Shadow Claw
- Close Combat/Earthquake/Sacred Fire

Pick your poison. CC for TTar, EQ for Heatran, Sacred Fire for Ferrothorn and Skarmory.

---

Gengar @ Focus Sash/Life Orb
Ability: Levitate
Nature: Timid
EVs: 8 HP / 248 SpA / 252 Spe
- Dark Void
- Nasty Plot

- Shadow Ball
- Focus Blast

If it walks like a duck...

---

Shuckle @ Life Orb/Leftovers
Ability: Contrary
Nature: Relaxed
EVs: 252 HP / 252 Def / 4 SpD
IVs: HP Psychic
- Trick Room
- Power Trick

- Earthquake
- Stone Edge

Now a thing. However, its poor HP and 4MSS are hard to overlook (contrary shell smash and rest would do it wonders).

Contrary over sturdy to avoid intimidate spam and because it takes two turns to set-up. If you want to be real, run Passho Berry and never worry about Keldeo's hydro pump again. Cloyster's water shuriken is still fair game though.
 
Three sets, including two which could be considered gimmicks

---

Linoone @ Sitrus Berry
Ability: Gluttony
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spe
IVs: Depends on move of choice
- Belly Drum
- Extremespeed
- Shadow Claw
- Close Combat/Earthquake/Sacred Fire

Pick your poison. CC for TTar, EQ for Heatran, Sacred Fire for Ferrothorn and Skarmory.

---

Gengar @ Focus Sash/Life Orb
Ability: Levitate
Nature: Timid
EVs: 8 HP / 248 SpA / 252 Spe
- Dark Void
- Nasty Plot

- Shadow Ball
- Focus Blast

If it walks like a duck...

---

Shuckle @ Life Orb/Leftovers
Ability: Contrary
Nature: Relaxed
EVs: 252 HP / 252 Def / 4 SpD
IVs: HP Psychic
- Trick Room
- Power Trick

- Earthquake
- Stone Edge

Now a thing. However, its poor HP and 4MSS are hard to overlook (contrary shell smash and rest would do it wonders).

Contrary over sturdy to avoid intimidate spam and because it takes two turns to set-up. If you want to be real, run Passho Berry and never worry about Keldeo's hydro pump again. Cloyster's water shuriken is still fair game though.
Screw EQ and Sacred Fire.

Extreme Speed, Shadow Claw and Close Combat gives perfect neutral coverage.
Close Combat will hit Ttar, Heatran and Ferrothorn as well as 2HKO skarm.
 
Shuckle @ Life Orb/Leftovers
Ability: Contrary
Nature: Relaxed
EVs: 252 HP / 252 Def / 4 SpD
IVs: HP Psychic
- Trick Room
- Power Trick

- Earthquake
- Stone Edge

Now a thing. However, its poor HP and 4MSS are hard to overlook (contrary shell smash and rest would do it wonders).

Contrary over sturdy to avoid intimidate spam and because it takes two turns to set-up. If you want to be real, run Passho Berry and never worry about Keldeo's hydro pump again. Cloyster's water shuriken is still fair game though.
Shuckle gets Power Trick naturally, actually, so I'm not sure why you're bolding it.
 
Flying, Bug and Grass look to be the superior types for defensive Pokemon, ESPECIALLY those that suffer for a lack of recovery -- as Normal type moves are locked, Roost, Heal Order and Synthesis are the only recovery moves you get get through this metagame, unless you learn them naturally. Grass is the inferior choice just looking at recovery, but it has its own perks. If a Pokemon doesn't need more coverage, I'd pick one of those three. Here are some OU viable Pokemon that would benefit from a (better) healing move:

Landorus-T
Heatran
Thunderus (Prankster)
Diancie (/Mega)
Ferrothorn
Garchomp
Rotom-W/H
Venusaur (Mega) (Flying/Bug, replace Synthesis)
Jirachi
Politoed
Tyranitar (/Mega)
Klefki
Cresselia (replace Moonlight)
Rhyperior
Suicune (if not using CroCune)
Swampert (Mega)
Tornadus-T
Alomomola (if not using Wish-pass)
Empoleon
Scoliopede (for Iron Defense/Baton Pass sets)
Tangrowth (Flying/Bug, replace Synthesis)
Ampharos (Mega)
Bronzong
Cobalion
Doublade
Dragalge
Wobbufet
Aggron (Mega)
Blastoise (Mega)
Goodra
Shuckle
Cofagrigus
Lanturn
Ludicolo
Zygarde

This is just OU -- lower tier Pokemon may also benefit enough to become viable. Mega Steelix comes to mind, I'm sure there are a few others.

Roost, Heal Order and Synthesis are a great reason on their own to use these types, but choosing one of these types provides a lot of utility. Here are the benefits for each of the typings, if you're using a defensive Pokemon:

Flying: Roost (recovery), Chatter (100% confusion), Defog (hazard-clearing), Feather Dance (niche move on special walls), Oblivion Wing (powerful draining move on Pokemon with decent base Special Attack, good offensive coverage to pair with Ground/Fighting), Tailwind (team utility, good on Prankster Pokemon)

Bug: Heal Order (recovery), Defend Order (niche defensive boost), Infestation (100% accurate trapping move), Powder (hilarious on Ferrothorn), Quiver Dance/Tail Glow (good if the Pokemon naturally learns Baton Pass), Sticky Web (great team support)

Grass: Synthesis (recovery), Aromatherapy (team utility), Cotton Guard (niche move on special walls), Ingrain (silly form of recovery, good on Pokemon that learn Baton Pass), Leech Seed (passive damage and recovery), Spiky Shield (alternate version of protect to screw with physical attackers), Spore (accurate sleep move), Worry Seed (niche counter to Pokemon that rely on their ability).
 
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Flying, Bug and Grass look to be the superior types for defensive Pokemon, ESPECIALLY those that suffer for a lack of recovery -- as Normal type moves are locked, Roost, Heal Order and Synthesis are the only recovery moves you get get through this metagame, unless you learn them naturally. Grass is the inferior choice just looking at recovery, but it has its own perks. If a Pokemon doesn't need more coverage, I'd pick one of those three. Here are some OU viable Pokemon that would benefit from a (better) healing move:

Landorus-T
Heatran
Thunderus (Prankster)
Diancie (/Mega)
Ferrothorn
Garchomp
Rotom-W/H
Venusaur (Mega) (Flying/Bug, replace Synthesis)
Jirachi
Politoed
Tyranitar (/Mega)
Klefki
Cresselia (replace Moonlight)
Rhyperior
Suicune (if not using CroCune)
Swampert (Mega)
Tornadus-T
Alomomola (if not using Wish-pass)
Empoleon
Scoliopede (for Iron Defense/Baton Pass sets)
Tangrowth (Flying/Bug, replace Synthesis)
Ampharos (Mega)
Bronzong
Cobalion
Doublade
Dragalge
Wobbufet
Aggron (Mega)
Blastoise (Mega)
Goodra
Shuckle
Cofagrigus
Lanturn
Ludicolo
Zygarde

This is just OU -- lower tier Pokemon may also benefit enough to become viable. Mega Steelix comes to mind, I'm sure there are a few others.

Roost, Heal Order and Synthesis are a great reason on their own to use these types, but choosing one of these types provides a lot of utility. Here are the benefits for each of the typings, if you're using a defensive Pokemon:

Flying: Roost (recovery), Chatter (100% confusion), Defog (hazard-clearing), Feather Dance (niche move on special walls), Oblivion Wing (powerful draining move on Pokemon with decent base Special Attack, good offensive coverage to pair with Ground/Fighting), Tailwind (team utility, good on Prankster Pokemon)

Bug: Heal Order (recovery), Defend Order (niche defensive boost), Infestation (100% accurate trapping move), Powder (hilarious on Ferrothorn), Quiver Dance/Tail Glow (good if the Pokemon naturally learns Baton Pass), Sticky Web (great team support)

Grass: Synthesis (recovery), Aromatherapy (team utility), Cotton Guard (niche move on special walls), Ingrain (silly form of recovery, good on Pokemon that learn Baton Pass), Leech Seed (passive damage and recovery), Spiky Shield (alternate version of protect to screw with physical attackers), Spore (accurate sleep move), Worry Seed (niche counter to Pokemon that rely on their ability).
Synthesis is pretty inferior to other forms of recovery, so I would much rather run Bug or Flying, unless you want Spore and a recovery move on 1 poke.
 
Synthesis is pretty inferior to other forms of recovery, so I would much rather run Bug or Flying, unless you want Spore and a recovery move on 1 poke.
True. That's why I even added Pokemon that already have Synthesis to the list, like Mega Venusaur and Tangrowth. However, Grass has has arguably the best supplementary support movepool out of the the three of them, so it's a choice on whether you want to give up more reliable recovery for Spore/Leech Seed/Spiky Shield/Aromatherapy. If you just need the recovery, Bug and Flying are superior choices.
 
This meta seems cool, mostly because Mons that get absolutely shit coverage now have access to almost every attacking move.

Slurpuff gets Acrobatics to get a third actually good attacking move.

Kyurem-B finally gets the Ice-type moves it has always dreamed of having.

Sheer Force users get just about everything they could ask for, including Waterfall, Flare Blitz, Crunch, and Bolt Strike for physical attackers, and Fire Blast, Energy Ball, Focus Blast, and countless other moves for special attackers.

This sounds gimmicky, but Flame Charge Zangoose to boost its Speed.

All Electrics now get BoltBeam coverage.

Serene Grace users will be insane, gaining such moves as Sacred Fire, Iron Head, Seed Flare, Waterfall, and Air Slash.
 
Pidgeot-Mega @ Pidgeotite
Ability: No Guard
Nature: Timid
EVs: 4 Def / 252 SpA / 252 Spe
IVs: HP Grass
- Hurricane
- Heat Wave
- Seed Flare
- Grasswhistle

Fast sleep that never misses and can go through subs, plus devastating Grass coverage that can lower special defense by 2... funzies.
 

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