New and "creative" moveset/EV spread thread. Mk. 3

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I run this machamp on a few of my teams that I'd call it, for the most part, gimick:

Machamp @ Leftovers
No guard: Adament
252 HP/ 252 Attack/ 4 Def

Substitute
Dynamicpunch
Payback
Stone edge

Much like a subpunch user, but the confusion that comes with dynamicpunch makes countering a lot easier. Comes in on something that would just hate to take that nasty dynamicpunch to something much more capable of taking the hit (Rotom forms, Jirachi, Celebi, you name it, they switch it) and I sub on the switch. I'm behind the sub and am able to fire off whatever I please. Dynamicpunch is my main form of attack against non-ghost or psychic types as once they break the sub, they have to endure the confusion making switching to a counter or firing off another attack easier. Psychics and ghosts are given a huge dent by payback (and the fact that I'm behind a sub forcing them to attack or heal is always a plus) and Stone edge hits salamence and gyra. Not a gimick per say, but its off the beaten path and somewhat gimicky.
 
Well, over in Format 2 land, I have a very fun gimmick I've been using effectively:

Bold Tangrowth @ Leftovers:
252 HP 252 Def (with swampert out of F2 I don't need the speed)
Sleep Powder
Stun Spore
Knock Off
Leaf Storm/Energy Ball

ANNOYING. This guy's job is to make a giant nuisance of itself, sleeping and paralysing things, and knocking off items when you predict a status absorber. I find after being slept by Tangrowth, a lot of players stay in a turn expecting double powder, and knock off comes in. It's also nice to knock the choice scarf off of incoming trick users, so all they can do is take my leftovers without totally fouling me.

It's a gimmick because honestly, I don't think it's optimal on most teams. One thing it's very good at is luring in special ice users, sleeping or paralyzing them, knocking off their items, and turning them into setup bait for Empoleon. It also draws out Arcanine, Houndoom, Blaziken, and the other fire types I don't like to see, and puts some status on them. That makes it easier for my team with only one good fire resist (I don't count Aerodactyl...) to deal with those guys.

Another gimmick in Format 2 I've seen work well:
Arcanine @ Choice Specs or Life Orb
Intimidate: Nature Unknown (probably Timid)
Fire Blast/Flamethrower
Dragon Pulse
HP Grass
????

I haven't seen the fourth move come up on this guy, but I've seen two separate people use Arcanine with Dragon Pulse on a special-heavy (at least one was packing Specs) set. Why? Dragonite, Kingdra, and Flygon are all main offenders in Format 2, and traditionally Arcanine is setup bait for all three. While HP Ice stops Dragonite and Flygon unless they have a Yache (which isn't that unusual) it won't do much to Kingdra, whereas Dragon Pulse will 2hko any Kingdra you'll likely see, even the most retardedly bulky ones if you have rocks up. There's even a chance (fairly significant with stealth rock) that Naive Kingdra will be OHKOed by Life Orb dragon pulse, and Choice Specs pretty much guarantees the kill. It's a nice option on teams weak to these dangerous dragons; admittedly it's not the best as there are no shortage of ways to kill them, but I find it's a very useful lure that's caught me off guard more than once.
 
Leadgon @ Life Orb/Expert Belt
252 Atk/252 Spe/6 Hp
Jolly
-Earthquake
-U-turn
-Quick Attack
-Crunch/Thunderpunch/filler

Works against Azelf and other suicide leads by attacking and then finishing with a Quick Attack. Can also finish off other weakened things... U-turn for scouting, yadayadayada. Other stuff might do this better but I thought it was kinda unique...
 
I haven't seen the fourth move come up on this guy, but I've seen two separate people use Arcanine with Dragon Pulse on a special-heavy (at least one was packing Specs) set.
Don't post sets unless you have direct experience with using them.
 
Leadgon @ Life Orb/Expert Belt
252 Atk/252 Spe/6 Hp
Jolly
-Earthquake
-U-turn
-Quick Attack
-Crunch/Thunderpunch/filler

Works against Azelf and other suicide leads by attacking and then finishing with a Quick Attack. Can also finish off other weakened things... U-turn for scouting, yadayadayada. Other stuff might do this better but I thought it was kinda unique...

Didn't even know it got quick attack... Stab EQ on a lead is great.

Okay EQ 2HKOs Lead metagross

Jolly and a life orb KO's 4hp timid Heatran even with a Shuca berry.

To be effective against Azelf you really need Adamant and LO
Azelf Naive Nature (291hp 176 Def)

Jolly 299 Attack
67.35% - 79.73% Crunch
50.52% - 59.79% Dragon Claw
17.18% - 20.27% Quick Attack

+LO
87.29% - 103.09% Crunch
65.29% - 77.32% Dragon Claw
21.99% - 26.12% Quick Attack

Adamant 328 Attack
18.56% - 21.99% Quick Attack
73.54% - 87.29% Crunch
54.98% - 65.29% Dragon Claw

+LO
72.16% - 84.88% DC
24.05% - 28.52% Quick Attack
96.22% - 113.40% Crunch


I think I'd rather use Adamant, Dragon Claw and Life Orb. Didn't do expert belt calcs sorry
 
Leadgon @ Life Orb/Expert Belt
252 Atk/252 Spe/6 Hp
Jolly
-Earthquake
-U-turn
-Quick Attack
-Crunch/Thunderpunch/filler

Works against Azelf and other suicide leads by attacking and then finishing with a Quick Attack. Can also finish off other weakened things... U-turn for scouting, yadayadayada. Other stuff might do this better but I thought it was kinda unique...

I probably would run Expert Belt just so I could fake a choice item.


And listen to what darkie said just above me guys, I seriously just read about 5-7 posts that admitted they didn't even bother using the set they posted. Don't do that.
 
My set is quite effective for me at least
and if used well it can help you one of my greatest and favorite pokemon is todays topic

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set name:Mixed wrath(UU)
Nature: Rash/lonley
ability: water absorb
Item: Life orb or choice scarf
moveset:
slot1: ice punch
slot2: Hp:grass/sub
slot3: earthquake
slot4: waterfall/hydro pump/brick break
ev set with lonely: 218attack/90 spatk/200speed

stats end up as 321/286/203/198/216/226 this sets primary purpose is to make use of its

A.85 base attack stat
B.75 base special attack stat
C.70 base speed

first ill break down the lonley set(the one i currently run)
ok the first ill take out the confusion of all the alretnatives i used to run and just give what i run
Ice punch/hp:grass/earthquake/hydro pump

slot1: ice punch is meant for all around coverage. Flying, ground, grass are quite popular typings in the UU. Staraptor and its bulkiness is a great example and in which with these evs it will be OHKO assuming SR is up and floating around

(LO)mixed wrath vs standard staraptor Damage: 74.04% - 86.86%

slot2: Hp grass is for quagsires who want to follow suit and absorb a water attack like you did with poliwrath hp grass shows it who's boss. I also hits gastrodon pretty nicely it is gruranted 2hko with those if not and ohko evs

(LO)mixed wrath Hp grass Damage vs curse Quagsire : 272 - 320 Damage: 69.04% - 81.22%

slot3: this slot picks up what the first slot leaves behind because I am starting to see an increase in Manectrics which is why earthquake is vital as well as predictions because there is no way you are outspeeding it unless you are going to run the scarfed variant.not to mention the very very deadly raikou

(LO)mixed wrath Vs. Manectric Damage: 345 - 406
Damage: 122.34% - 143.97%

(LO)Poliwrath earthquake with life orb Vs: submind raikou: Damage: 290 - 341 Damage: 85.80% - 100.89%

slot4: Ok now we have reached the fourth slot the stabbed move slot the hydro pump, waterfall, or brick break slot. Now this slot changes based upon the balance or lack there of in a persons team. if a person lacks sp.atk pokes you might want this incase something like torkal comes in and you need something to hit it hard. brick break also 2hkos the blissey of UU clefable

(LO)mixed wrath hydro pump vs max hp torkal Damage: 419 - 492
Damage: 121.80% - 143.02%


(LO)mixed wrath waterfall vs sleeptalk/rest grumpig Damage: 158 - 186
Damage: 43.41% - 51.10%


(LO)mixed wrath brick break vs. calm mind clefable Damage: 54.36% - 63.95%

PLEASE tell Me what you think thanks
 
Unanimouse
A set that examines Azumarill's defensive qualities
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Azumarill @ Leftovers
CAREFUL Nature (+SpD - SpA) - Thick Fat
EV Spread - 252 Hp / 252 SpD / 6 Spe
IV Spread - Nothing to be tweaked of note

Moves:
~ Knock Off
~ Encore
~ Seismic Toss
~ Light Screen / Body Slam / Sing / Toxic

Introduction / Process: Hello, fellows; and meet this new Azumarill set I tried out. It has been doing unusually well - but if you think it's silly, don't shoot me! If you're lazy to read everything just head on down to check the damage calculations :p

How did I create this? I was conducting research on Special Walls, really. Drain Punching Gallade or Hitmonchan? They have been done. Lanturn? Check. Curselax? Well, he was a sort of Special Defensive and Physically Offensive Tank, so I left it at that. However, I realized that I had forgotten to check useful abilities that would assist a Pokemon special defensively. As it turns out, Thick Fat halves the power of Fire and Ice moves inflicted upon a Pokemon. The Thick Fat Pokemon are

Azumarill (100/80/80) - Water
Dewgong (90/80/95) - Water/Ice
Grumpig (80/65/110) - Psychic
Hariyama (144/60/60) - Fighting
Miltank (95/105/70) - Normal
Purugly (71/64/59) - Normal
Snorlax (160/65/110) - Normal
Walrein (110/90/90) - Water Ice

Looking from that nice list of Thick Fatsoes, I decided that Hariyama had no business special walling, with no resistances to some common elements like Ice, Water, Fire. Purugly has horrible defensive stats. Miltank and Snorlax were similar to Hariyama - no useful resistances except Ghost. Grumpig was a poor choice because he could easily be destroyed with a powerful Pursuit. That left three Pokemon:

Azumarill (100/80/80) - Water
Walrein (110/90/90) - Water Ice
Dewgong (90/80/95) - Water/Ice

The next step was to consider common weaknesses resistances.

With Thick Fat in play, Walrein and Dewgong both have unimaginably high resistance to Ice - Ice moves now do 1/8 to them! Water does 1/2 and so does fire. However, they have rather unfortunate weaknesses, including the very common Fighting, which could easily OHKO or 2HKO them. Besides, Dewgong was meant for Hydration anyway.

Let's take a look at Azumarill, then. Many people often fail to realize Azumarill's superb defensive qualities, because when you look at an Azumarill, you would think, "Huge Power! Aqua Jet! Havoc! Physical Choice Band! Sweep!" and fail to think about his defenses. 100/80/80 is really quite bulky! Now, Water moves do 1/2 to him, Fire moves do 1/4, Ice moves do 1/4, and Steel moves do 1/2, which is an incredible useful resistance. Furthermore, a) Azumarill is not weak to fighting, b) Grass Knot only has 60 Base Power on him, c) Physical Grass / Thunder moves are not abundant.

EV Spread: It's special defensive and Hp all the way, maxing out Azumarill's defenses at 404/196/284. 6 Speed EVs are given to outrun no speed Tangrowth, at the very least.

Explanation: Although Azumarill doesn't have Thunder Wave or Will-O-Wisp up his sleeve, he does have a certain number of moves that provide good team support, namely Encore, Knock Off, and Light Screen. These three moves are fully made use of for this Azumarill. Azumarill can scout some Specs'd elemental attacks and wall them out while taking very little damage. Here is a rather nice damage calculation:

252 SpA +Spe Choice Scarf Heatran Fire Blast on 252 Hp / 252 SpD +SpD Thick Fat Azumarill: 10.40% - 12.13%

In other words, Azumarill shrugs off the damage completely, and with Lefties, the most damage Scarfed Heatran can do is (12.13%-6.25%) = 5.88%, while the least damage Heatran can do is (10.40%-6.25%) = 4.15%. Talk about a nice wall for our favorite Fire Blasting Arachnid? Indeed, you can laugh even harder, should you manage to set up Light Screen.

Moveset:

Knock Off: As we know, the statement Knock Off > Embargo (made by some Youtuber) is 100% true, and Knock Off is a great, GREAT move. Knock off can, well, knock off the Lefties of a wall, disabling 1/16 Hp Healing per turn, but moreover, I love Knock Off because it can be used to Scout. Scout what the hell that Salamence is - LOMence, Specsmence, Scarfmence? Scout the damn Scizor - LO, Choice Band, Choice Scarf? By knocking off a Pokemon's item, most of the time, you effectively know what type of Pokemon that is and should be prepared to switch out to a counter right away. Azumarill is no exception - Knock off should generally be the weapon of a Bulky Pokemon.

Encore: Encore is the definition of support! It's excellent because you can now make your opponent lock on to one attack while you switch out to an effective counter. Encore has helped me immensely while using Azumarill, most notably against Roosting Skarmories who believe Azumarill can't really touch them.

Light Screen: Azumarill may not have the 1/8 resistances to Ice that Dewgong and Walrein possess, but he can remedy this (on the special defensive side, anyway) with the use of Light Screen. Light Screen is another useful supportive move and further boosts Azumarill's special defensive characteristic.

Seismic Toss:Since we are not using a Huge Power Azumarill, his offensive power has dropped from a stunning 654...to 136. 136 is not impressive, lol; that's equivalent to a non-Hustle neutral natured Togekiss. Because of this, Azumarill is now unable to make use of moves like Superpower, Ice Punch, Aqua Jet, or even Waterfall. Thankfully, Seismic Toss presents itself to be a godsend here.

Body Slam: The objective on Body Slam on a Pokemon with 136 attack is not to cause damage, it is to hope for the 30% paralysis rate.

Sing or Toxic: Sing and Toxic are both acceptable status moves that Azumarill's bulk can use to its advantage. Personally, I am not a fan of Sing due to it's sloppy accuracy, but Toxic can be used for the purposes of stalling.

Calculations: No set is complete without damage calculations! Damage calculations are, after all, designed to convince the readers into believing that the Pokemon in question is as impressive as is being described :P Well, anyway, enjoy.

Heatran
252 SpA Neutral Scarf Earth Power: 20.54% - 24.26%
252 SpA Neutral Scarf Fire Blast: 10.40% - 12.13%
252 SpA Positive Specs Earth Power: 33.66% - 39.60%
252 SpA Positive Specs Fire Blast: 17.08% - 20.05%

Empoleon
252 SpA Positive Grass Knot: 27.23% - 31.93%
252 SpA Positive Ice Beam: 5.45% - 6.44%
252 SpA Positive Surf: 16.09% - 18.81%

Blissey
252 SpA Positive Flamethrower: 4.21% - 4.95%
252 SpA Positive Ice Beam: 4.21% - 4.95%
252 SpA Positive Thunderbolt: 33.17% - 38.86%

Celebi
Neutral Grass Knot: 27.72% - 32.67%

...Let's not even go into Cresselia =)

Infernape
252 SpA Neutral Flamethrower: 7.18% - 8.42%
252 SpA Neutral Grass Knot: 26.49% - 31.19%
64 Atk Neutral Close Combat: 39.11% - 46.04%

Porygon-Z
252 SpA Positive Tri-Attack: 30.94% - 36.39%
252 SpA Positive Thunderbolt: 48.76% - 57.43%

Scizor
252 Atk Positive Bullet Punch: 16.33%-19.31%
252 Atk Positive Superpower: 43.32% - 50.99%
252 Atk Positive X-Scissor: 43.32% - 50.99%

Weavile
252 Atk Neutral Ice Punch: 8.91% - 10.40%
252 Atk Neutral Night Slash: 32.67% - 38.61%


Salamence
252 SpA Positive Fire Blast: 6.68% - 7.92%
252 SpA Positive Draco Meteor: 46.29% - 54.46%
252 Atk Positive Outrage: 66.34% - 77.97%

Zapdos
Neutral Thunderbolt: 51.98% - 61.14%
252 SpA Neutral Thunderbolt: 63.12% - 74.26%

Magnezone
252 SpA Neutral Thunderbolt: 64.85% - 76.49%
252 SpA Neutral Flash Cannon: 13.61% - 16.09%
Magnezone really hurts :/

Electivire
252 Atk Positive Thunderpunch: 78.22% - 91.83% (Don't leave him in guys!)

Err, I think that's it for now? Let me know what you think.
 
@ Erodent

The one thing that stands out is your lack of recovery. Seismic Toss and Encore are great moves, but with only leftovers recovery and a poor speed stat, I don't see them being particularly effective. You might very well take 12% from a Heatran's Fire Blast, giving you the opportunity to Knock Off the switch in, but the set feels very situational tbh. If that Heatran didn't have a Choice item, you'd actually be in a bit of trouble. If it stayed in predicting your Knock Off (for whatever reason), the same thing applies. It feels like other Bulky Waters do everything you listed better. You might have a 4x Ice and Fire resistance, but something like Milotic will still probably wall better.
 
could someone coment on my poliwrath. i really want to know how it looks
 
Killa: Unfortunately there are much better options for mixed attackers in new UU. Blaziken and Magmortar come to mind, both of whom are faster and hit harder from both ends of the spectrum. Poliwrath is slow, has mediocre attacking stats, and generally has to settle for low base power moves.

The problem with your calcs is, most require Life Orb to nab either the OHKO or 2HKO. But unless you're hitting these guys on the switch-in, you're going to need the scarf in order to hit them at all. And if your prediciton is that good, you could do much better with some other mixed attacker.

Poliwrath isn't really good at much in new UU, and even in old UU, the best way to make him useful was to send him into Water attacks, Sub, and then Focus Punch or Bulk Up. If you're going to use him, take advantage of his natural bulkiness. Don't focus on his three worst stats.
 
@ Erodent: As mentioned before, you need some recovery. Also look into Perish Song as a defensive option which is hard to find in the movepools of other Pokemon.
 
Leadgon @ Expert Belt
252 Atk/252 Spe/6 Hp
Jolly
-Earthquake
-U-turn/Crunch/Thunderpunch
-Quick Attack
-Crunch/Thunderpunch

Works against Azelf and other suicide leads by attacking and then finishing with a Quick Attack. Can also finish off other weakened things... U-turn for scouting, yadayadayada. Other stuff might do this better but I thought it was kinda unique...

Pretty good anti-lead. Definitely run Expert Belt and Adamant however, since with that you can feign Choice Band, 1hko Heatran, still KO Azelf with Crunch+QA. Aerodactyl is KOed by Thunderpunch+QA 50% of the time too. It's not like there are other common leads that you will outspeed anyway.

Unfortunately, the thing kinda fails vs. Metagross, who easily Meteor Mash's, then Bullet Punch's you to your death.
 
Pretty good anti-lead. Definitely run Expert Belt and Adamant however, since with that you can feign Choice Band, 1hko Heatran, still KO Azelf with Crunch+QA. Aerodactyl is KOed by Thunderpunch+QA 50% of the time too. It's not like there are other common leads that you will outspeed anyway.

Unfortunately, the thing kinda fails vs. Metagross, who easily Meteor Mash's, then Bullet Punch's you to your death.

Yeah, I kinda found that last one out the way, if you get my drift. Does Meta outspeed me when I'm adamant? If not I could just U-turn to a better counter... ?

Oh, and does Thunderpunch+QA kill lead Azelf?
 
Metagross doesn't outspeed you when Adamant, as you reach 299 Speed while they sit at 262, with Jolly and max speed EVs, and most run Adamant anyways because of Bullet Punch's priority over other moves. You still outrun Timid Heatran w/Adamant, which is the most important thing.

ThunderPunch+QA doesn't kill lead Azelf. I really don't feel like doing calcs but I can assure you it does not.

Forgo the scouting ability for extra coverage. However, I don't agree with the logic of ThunderPunch. EQ does equal or more damage to most water types, save Gyarados, and Aerodactyl is the only suicide lead that would get hit hard by it, but it can't touch you(resistance to rock, immunity to ground). I would probably run Dragon Claw, or Stone Edge if you are worried about lead Gyarados.

Also, don't even mention that something else might do it better. The entire point of this thread isn't to post threads "just because it can", yet to show/explain sets that are unique and other pokemon can't do. This was just to help, as that Flygon set CAN do something unique, as Tyranitar is 2HKOed by Flygon's EQ which Aerodactyl can't do, while it beats the crap outta other leads too.
 
Badass Roserade set I've been using before getting banned on Shoddy for like the 100th time.

Roserade@Heat Rock / Focus Sash
Nature: Timid
EV's: 252 Spe / 252 SpA / 6 HP
Ability: Poison Point
~Sunny Day / Sleep Powder
~Weather Ball
~Leaf Storm / Grass Knot
~Hidden Power [Ground]

This idea is similar to sets like RaikouLover's BaitTran, and others. Basically the idea is simple. You would use this for a team that is centered around Sunny Day. As soon as you use it, something like Heatran could just switch in expecting it to laugh at every possible move you have. However, with Hidden Power [Ground] you make quick work of the said Heatran, and then fire off STAB Leaf Storms and 100 base power fire moves boosted by the sun. Weather Ball basically acts just like a much stronger Hidden Power [Fire] allowing you to easily OHKO anything from Scizor's to most Metagross. Leaf Storm can OHKO most Tyranitar switching in to take out your Sunny Day, but Grass Knot is still a fine choice if you want a consistent move. Sleep Powder is mentioned over Sunny Day solely for the fact that you may already have too many Sunny Day users on your team, and need another move to replace it with.
 
Metagross doesn't outspeed you when Adamant, as you reach 299 Speed while they sit at 262, with Jolly and max speed EVs, and most run Adamant anyways because of Bullet Punch's priority over other moves. You still outrun Timid Heatran w/Adamant, which is the most important thing.

ThunderPunch+QA doesn't kill lead Azelf. I really don't feel like doing calcs but I can assure you it does not.

Forgo the scouting ability for extra coverage. However, I don't agree with the logic of ThunderPunch. EQ does equal or more damage to most water types, save Gyarados, and Aerodactyl is the only suicide lead that would get hit hard by it, but it can't touch you(resistance to rock, immunity to ground). I would probably run Dragon Claw, or Stone Edge if you are worried about lead Gyarados.

Also, don't even mention that something else might do it better. The entire point of this thread isn't to post threads "just because it can", yet to show/explain sets that are unique and other pokemon can't do. This was just to help, as that Flygon set CAN do something unique, as Tyranitar is 2HKOed by Flygon's EQ which Aerodactyl can't do, while it beats the crap outta other leads too.

I gotcha. Thanks man.
 
I encountered an interesting Japanese Heracross on random PBR. I only saw it use one move (I killed it with Infernape, and I couldn't get his Friend Pass), but it's worth noting due to its rarity in competitive play: Fling. The Heracross would Fling its Flame Orb onto any physical counter foolish enough to switch in. I suspect the other three moves were typical of most Heracross, though.

There was also a Lickilicky with Custap Berry, Endure, and Explosion. STAB Explosion is predictable, but once you get rid of their Ghost. . .
 
That is definitely a very interesting Lickilicky. Still, the issue is that Explosion is so predictable, and you only have one shot; the opposing player can easily just switch to their death fodder or an unimportant pokemon to make your explosion worthless.

EDIT: Still, Snorlax's Selfdestruct is only 5% weaker than Licklilicky's Explosion. Neither of them can 1hko Skarmory with Explosion unless they are packing a Choice Band either, though Lickilicy's CB Explosion will kill Skarmory 100% of the time after rocks, while Snorlax will only do so 80% of the time.

Still, Snorlax is generally the better pokemon. I'd rather take his overall superiority than Lickilicky's slightly more powerful Explosion.
 
Well, over in Format 2 land, I have a very fun gimmick I've been using effectively:

Bold Tangrowth @ Leftovers:
252 HP 252 Def (with swampert out of F2 I don't need the speed)
Sleep Powder
Stun Spore
Knock Off
Leaf Storm/Energy Ball

ANNOYING. This guy's job is to make a giant nuisance of itself, sleeping and paralysing things, and knocking off items when you predict a status absorber. I find after being slept by Tangrowth, a lot of players stay in a turn expecting double powder, and knock off comes in. It's also nice to knock the choice scarf off of incoming trick users, so all they can do is take my leftovers without totally fouling me.

It's a gimmick because honestly, I don't think it's optimal on most teams. One thing it's very good at is luring in special ice users, sleeping or paralyzing them, knocking off their items, and turning them into setup bait for Empoleon. It also draws out Arcanine, Houndoom, Blaziken, and the other fire types I don't like to see, and puts some status on them. That makes it easier for my team with only one good fire resist (I don't count Aerodactyl...) to deal with those guys.

Another gimmick in Format 2 I've seen work well:
Arcanine @ Choice Specs or Life Orb
Intimidate: Nature Unknown (probably Timid)
Fire Blast/Flamethrower
Dragon Pulse
HP Grass
????

I haven't seen the fourth move come up on this guy, but I've seen two separate people use Arcanine with Dragon Pulse on a special-heavy (at least one was packing Specs) set. Why? Dragonite, Kingdra, and Flygon are all main offenders in Format 2, and traditionally Arcanine is setup bait for all three. While HP Ice stops Dragonite and Flygon unless they have a Yache (which isn't that unusual) it won't do much to Kingdra, whereas Dragon Pulse will 2hko any Kingdra you'll likely see, even the most retardedly bulky ones if you have rocks up. There's even a chance (fairly significant with stealth rock) that Naive Kingdra will be OHKOed by Life Orb dragon pulse, and Choice Specs pretty much guarantees the kill. It's a nice option on teams weak to these dangerous dragons; admittedly it's not the best as there are no shortage of ways to kill them, but I find it's a very useful lure that's caught me off guard more than once.

Ok... what the hell is format 2? Other than that the Tangrowth looks pretty good. STAB Leaf Storm off of 110 SpA with all those annoying moves... what do you switch into that!?
 
JollySire (JollyWobby wannabe)
dpmfa195.png

@ Leftovers
Ability: Water Absorb
EVs: 252 HP/24 Atk/232 Spd
Jolly nature (+Spd, -SAtk)
- Toxic
- Encore
- Protect
- Earthquake
---

Toxic breaks walls, Encore forces switches and racks up poison damage, Protect scouts, and STAB Earthquake eliminates anything that is Immune to Toxic.

The EVs generate enough speed to outrun Base 70 Pokemon which causes a lot of confusion for an opponent. 252 Hp so he can take a hit. 24 EVs in attack but it truly is not needed and therefore can be placed any where one would like. Unfortunatly he cannot out run base 75 Pokemon.. to bad as he only needed 2 more points to do so.

Theres that mumbo jumbo. Now, I came up with this set after I saw JollyWobby. I was like "hey, 1+1=2; therefore JollyWobb + JollySire = Ownage" and I have yet to be proven wrong. I use this for UU and I feel that it is perfectly viable for OU as well. Not that it really matters but I've 6-0'd 3 people tonight with this set, as in no switches and not even stealth rock.. lol. Anyways..

Questions? Comments? Try it out.. just not on me. If you've played against it and can attest for its awesomeness please do say so.

But uhm.. I truely believe that this set deserves an anyalisis if you are one that likes writing those... let me know if you do. :D
 
Encore is one of the best moves available, true. But why wouldn't you just use Clefable, who can do the exact same thing except faster, with better defenses, better movepool, recovery, immunity to entry hazards and, with Toxic orb, status immunity?

Clefable @ Leftovers / Toxic Orb
Magic Guard
EVs: 252 HP / 132 Def / 124 Spe
Bold
- Encore
- Toxic
- Softboiled
- Seismic Toss
 
JollySire (JollyWobby wannabe)
dpmfa195.png

@ Leftovers
Ability: Water Absorb
EVs: 252 HP/24 Atk/232 Spd
Jolly nature (+Spd, -SAtk)
- Toxic
- Encore
- Protect
- Earthquake
---

Toxic breaks walls, Encore forces switches and racks up poison damage, Protect scouts, and STAB Earthquake eliminates anything that is Immune to Toxic.

The EVs generate enough speed to outrun Base 70 Pokemon which causes a lot of confusion for an opponent. 252 Hp so he can take a hit. 24 EVs in attack but it truly is not needed and therefore can be placed any where one would like. Unfortunatly he cannot out run base 75 Pokemon.. to bad as he only needed 2 more points to do so.

Theres that mumbo jumbo. Now, I came up with this set after I saw JollyWobby. I was like "hey, 1+1=2; therefore JollyWobb + JollySire = Ownage" and I have yet to be proven wrong. I use this for UU and I feel that it is perfectly viable for OU as well. Not that it really matters but I've 6-0'd 3 people tonight with this set, as in no switches and not even stealth rock.. lol. Anyways..

Questions? Comments? Try it out.. just not on me. If you've played against it and can attest for its awesomeness please do say so.

But uhm.. I truely believe that this set deserves an anyalisis if you are one that likes writing those... let me know if you do. :D

This is basically like a Clefable with different typing. I see this doing very well against Stall-ish teams lacking grass moves but with low investment in the defenses it seems easy to break with a strong enough Pokemon.
 
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