New and "creative" moveset/EV spread thread "Mark 2"

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Thanks for the comment guys and I personally like this set over the sweeping one and have used it on Shoddy (Calm Rain Dish with 252HP/252SpD/4SpA at the time I used it IIRC)*it works if you predict correctly*, I was mainly stalling with Toxic/Leech Seed but then decided to add Surf for STAB + Rain boost and not give grass types a free switch in "if I'm not packing Toxic".

About the point that it being probably made before. I'm not sure but I did see Rain Dish Ludicolos before.

EDIT: Edited the EV spread to 252HP/132Def/126SpD as it doesn't pack Ice Beam (the standard set has Ice Beam and enough SpA to OHKO most Salamence). Though some SpA can be still given if it's a difference between OHKOing and 2KOing something with Surf and you can run Ice Beam instead of Surf, but this is more of a support and it's unlikely you'll be facing dragons *except Yache holders* because they "assume you have Ice Beam".
 
Well, I didn´t see this set anywhere, so here it is:
Infernape @ Focus Sash
Jolly Nature
252 Hp/224 Spd/34 atk
-Fake out
-W-o-w
-U-Turn
-Stealth Rock



This set gives the Touch-and-Go effect (The same effect Purugly and Persian give) but with a little difference. First you start with a Fake Out, which no one expects. The other ones depend on what your opponent does. If he has a Physical (Bulky) Sweeper, use W-o-w. If he doesn't you can set up rocks. U-Turn afterwards to damage them again.

The ev's give him 329 Speed, which outruns Jolly Salamence (And other + Speed natured 100 basespeed Pokes).

Let me know what you think ;) (Or if you find this set somewhere else xD)
edit: It's for the Suspect Ladder ( So that's why it can't outspeed Chomp)


Maybe i'm kinda late responding to this, but what's the whole point of 252 HP EVs when you carry a Focus Sash? Just give it lefties, with 252 HP EVs a burned chomp's, EQ won't kill you anyway.
 
Here's a new Ninetales set that was suggested to me through a PM:

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Ninetales@Choice Scarf

Timid/Modest

EVs: 252 Spd./252 Sp. Atk./6 HP

-Dark Pulse
-Flamethrower/Heat Wave
-Solarbeam
-HP Ground/Ice/Water

This is meant to be used in a Sunny Day theme team and I think it does its' job quite well as it outspeeds all threats to it in UU and can practically KO the opposing pokes that think they resist it. So that's the new Ninetales set that was suggested and I think it looks pretty cool, so enjoy:)
 
Jirachi
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Mixed Choice Scarf

~Zen Headbutt
~Thunderbolt
~Grass Knot/U-turn
~HP Ice/Fire/Bug

Item: Choice Scarf
Ability: Serene Grace
Nature: Naive/Hasty
EVs: 92 Atk/164 Spe/252 SpA
IVs: Will be covered in a later paragraph.

Obviously enough, there's already a Choice Scarf Jirachi set in the analysis. However, it is very different from this one, which takes advantage of large Speed combined with a 60% flinch rate (54% with accuracy factored in, I believe).

Zen Headbutt is what makes this set different; it shows off that crazy flinch rate and a 120 BP move. It won't hit many things very hard, but that isn't the idea behind it. Thunderbolt is on nearly every Jirachi set as it provides rather good coverage with Jirachi's other moves. Grass Knot is recommended over U-turn to hit things that are basically not Celebi harder.

The last slot is more difficult to pick, however. You have a few good options, and the reason I didn't list, say, HP Ground was because with that Celebi would wall your ass off if you didn't have U-turn. HP Ice is recommended because the EVs provided outspeed all Adamant ScarfChomps, so Jirachi can easily come in on an Outraging Chomp and KO with HP Ice (not OHKO, however). HP Fire is excellent against other Steel-types and does fine against Celebi. HP Bug is there mainly for Celebi, and if you use U-turn over Grass Knot, HP Bug is a terrible option and HP Ground is a possibility.

As stated previously, 164 Speed EVs with a +Speed nature allows Jirachi to outspeed Adamant ScarfChomp. 252 EVs in SpA is a must for Jirachi, as it needs every ounce of power it can get. The rest are dumped into Attack to power up Zen Headbutt, but can go into whichever defense you're lowering with your nature or HP.

The IVs are interesting. Naive and HP Ice is recommended because they work out at 31/30/30/31/31/31, while Hasty and HP Ice work out best at 19/30/30/31/31/27. Naive and HP Fire come up with 21/30/31/30/30/31, while Hasty and HP Fire are 31/30/31/30/30/23. Naive and HP Bug work well with each other with 31/31/29/30/31/30, while Hasty and HP Bug are better with 17/31/31/30/31/30.

It seems what truely makes this work is the fact that Jirachi can take hits. Jirachi can't hit very hard, so you have to rely on that great typing and bulkiness to take hits while you KO the opponent. It can take Adamant 252 Atk EQs from Metagross and survive, with the same about Modest 252 SpA Earth Powers from Heatran. HP Ice just falls short of KOing Garchomp, but Garchomp's Outrage is at best a 3HKO (unless it is Choice Banded).

You probably noticed that it should get walled by most Steel-types. Heatran and Metagross are pretty good examples. Thunderbolt is the best move it can throw at them, but both of them can shrug it off taking very little damage. However, they usually both carry SE moves against Jirachi (Heatran always does).

You probably assume this isn't playtested and you're right.
 
It's a platypus-sy!

But platypussies are venomous, gray, and australlain. Isn't ludicolo a little too colorful + a little too hispanic? The most venomous he gets is toxic, which just about every other pokemon gets. Now if it was a poison type or had poison fang of some sort, then I'd be convinced.
 
In regards the mixed scarf Jirachi, I'm inclined to think that having base 100 attack stats, that you have to share evs between, doesn't quite provide you with enough power to be anything more then a weak revenge killer. Without really great stab moves Jirachi doesn't have the hard hitting capabilities you'd like to see out of some choice scarf candidates.

What it seems like you are after here is a scarfKiss-esque set, were you abuse flinch hardcore. I rather rely on the better flinch rate of air slash. Choicing moves that have immunities is a risky course of action, barring late game situations. I just envision Ttar switching in and either getting a dragon dance or a sub up, while you are forced to switch out.
 
lead heatran

Heatran @ Focus Sash
Timid Nature
252 Satk/252 Spd
-Fire Blast
-Earth Power
-Will-o-Wisp
-Stealth Rock

hurt stuff, lay sr alot, hurt gyara switchins who think they wall you, beat scarftran leads

xD

Celekill
Celebi @ Life Orb
mild nature
252 Satk 240 speed 20 attack
leaf storm
uturn
psychic
hp ground/fire

nearmax speed for timid suicunes.
celebi just kills ridic amount of stuff with LO leaf storm. outspeeds nonscarf heatrans and adamant lukes and almost always kills them after theyve attacked once and always kills them after and attack+sr!
 
I'm reposting this set because it didn't recieve any comments. ^_^;
Ok, so I went back to the workshop and I devised an interesting Xatu set for you UU players. I'm still trying to find a good set for it in BL, but at least the set I came up with won't go to waste if I post it here. Comments, suggestions, and most importantly, any playtesting results are greatly appreciated.

AAAAAgrv79IAAAAAAL54Vg.jpg

Internal Bleeding (Xatu) @ Lum Berry
Ability: Synchronize
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Psychic
- Calm Mind
- Thunder Wave
- Grass Knot/Reflect/Light Screen

This Xatu's nickname is extremely apt: it's meant to break and soften up your opponent's team to allow a sweeper to get in and clean them up. It's especially crippling when auto-healing and Wish support are hard to come by in UU's most common walls and sweepers. Actually, this Xatu was inspired by standard Regigigas in BL (and is a great improvement with better speed and offense, at the cost of not having tanking defenses), where the strategy is to utilize Thunder Wave to cripple/scout their team to the point where your team's big sweeper can come in and clean up. Your time to stop it is limited, as Regigigas must be off the field before Slow Start's time is up (mirrored a bit by Calm Mind's presence here, although this Xatu is not meant to stick around and set up for a sweep). And yeah, I've lost against that strategy a couple of times before, so. >_>;

If I'm bored tomorrow, I will come up with better EVs and see if Modest can possibly be used, but most likely a bulkier spread so it can switch in to Fighting moves better, as Xatu outspeeds everything barring Scarfers that it's intended to stop.

Anyways, this Xatu is intended to punish any team running those pesky Fighting and Poison types in UU by abusing its resistances whilst getting in. This also breaks the Weezing/Steelix combo if you run Grass Knot (Steelix, while not OHKO'd by it with or without a CM, will be taking significant damage for lack of a healing move). With good typing, Xatu can switch in to 4x resisted Fighting moves or an immune Earthquake. If they run, paralyze whatever comes in, doing a little bit of scouting while it's at it. If you're extra daring, throw up a Calm Mind if they're choiced or are stupid enough not to run. As aforementioned, Psychic is very viable in UU now, so you actually can scare a significant portion of your opponent's team with +1 Special Attack backed by STAB. If it's late in the game and they have not much else, all of UU's major Poison or Fighting types are OHKO'd by +1 Psychic with the exception of 252/252 Calm Venusaur, who takes ~80%.
If you suspect the opponent will status you, switch this in and let Synchronize+Lum Berry work miracles (again, laugh at Weezing's face).
The last slot is up to preference. In addition to Steelix, Grass Knot hurts Gastrodon, Claydol, and does a little damage to any bulky water who switches in and isn't named Phione or Lanturn. DS are both options if your team is a little weak on the physical or special side; Xatu is 4x resistant to Brick Break.
Unfortunately, the biggest counters to this set are Swellow and Toxic Orb Clefable; the former wil obviously kill you unless you Reflected on the switch, the latter screws you over pretty badly anyways, although you can set up a screen if it comes in. Lanturn is in the same category as Toxic Orb Clefable.

And um, yeah. I think I covered everything, except for the spread so....comments, suggestions, etc?
 
But platypussies are venomous, gray, and australlain. Isn't ludicolo a little too colorful + a little too hispanic? The most venomous he gets is toxic, which just about every other pokemon gets. Now if it was a poison type or had poison fang of some sort, then I'd be convinced.

I mean platypus, the -sy was from James Bond >.>
 
Age of Kings, it seems like an interesting set (Xatu), but at the same time I have a few problems with it...

1) What are you trying to outpace with max speed, + nature? You've given it a very offensive spread for something that plays a little more like a tank/status supporter.

2) The presence of Calm Mind on this set seems strange. I don't like it when a pokemon has to multi-task to much (ex. when forretress is used as a defensive wall, entry hazard layer and spinner all on one team). I'd rather see wish or toxic in it's place to help it support the team more effectively.
 
1. I was very lazy and couldn't come up with a better set. I know for a fact that Xatu should not being staying in to the rest of base 95 (Jynx, Drapion, Sharpedo), although you have an equal chance against Primeape. I'd like to run some bulk along with Modest, but I don't know. At the very least, you'll want to outspeed threats like Venomoth sitting at base 90, at the bare minimum outspeed base 87 Hitmonlee.

2. Calm Mind helps put the pressure on the opponent a little bit, and helps Xatu's attacks deal more damage to enemy walls and set-ups. OHKOing enemy Hitmontop (who will likely stay in due to good base 110 special defense) and dealing significant damage to walls who can only heal via Rest-talking, or forcing them to heal while you switch, is pretty valuable. Without it, Xatu is just any other normal support Xatu.
 
I was thinking how ridiculously cool this set could be.

Infernape @ Life Orb
EVs: 252 Atk / 252 Spe / 4 HP
Nature: Jolly
Ability: Blaze

-Swords Dance
-Encore
-Mach Punch
-Stone Edge / Fire Punch

Being able to switch into random Swords Dances, Roosts, Moonlights, Curses, and things of that manner and stat up and whack them would just be awesome. Mach Punch picks off ScarfTran switching into Swords Dance, and Stone Edge hits fliers harder than Fire Punch, but Fire Punch hits Skarm etc.
 
I was thinking how ridiculously cool this set could be.

Infernape @ Life Orb
EVs: 252 Atk / 252 Spe / 4 HP
Nature: Jolly
Ability: Blaze

-Swords Dance
-Encore
-Mach Punch
-Stone Edge / Fire Punch

Being able to switch into random Swords Dances, Roosts, Moonlights, Curses, and things of that manner and stat up and whack them would just be awesome. Mach Punch picks off ScarfTran switching into Swords Dance, and Stone Edge hits fliers harder than Fire Punch, but Fire Punch hits Skarm etc.
If you want to Encore stat ups, use Punsihment because it becomes a 200 Base Power Dark move when the oppenent uses a Stat Up move 4 times.
 
Infernape @ Life Orb
EVs: 252 Atk / 252 Spe / 4 HP
Nature: Jolly
Ability: Blaze

-Swords Dance
-Encore
-Mach Punch
-Stone Edge / Fire Punch

Being able to switch into random Swords Dances, Roosts, Moonlights, Curses, and things of that manner and stat up and whack them would just be awesome. Mach Punch picks off ScarfTran switching into Swords Dance, and Stone Edge hits fliers harder than Fire Punch, but Fire Punch hits Skarm etc.

Wow, this would actually work with a lot of Infernape's moves. Calm Mind and Nasty Plot come to mind. I could really see the same isea working for Alakazam. Alakazam is the fastest user of Encore and can use Calm Mind or Reflect for free set-up.
 
Yeah, i was thinking about Calm Mind or Nasty Plot but the main thing that came to my mind was the priority move that Infernape gets as opposed to Alakazam
 
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