Creative & Underrated Sets in STABmons

EV

Banned deucer.
Just like the title says. Main STABmons thread.

Rules:
  • NO GIMMICKS. If you have to ask, it's a gimmick. If you hesitate, it's a gimmick.
  • Gimmick Detectives can rate sets with a :afrostar:, one star per person, per set. When it reaches two, it gets archived.


Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- V-create
- Blue Flare
- Oblivion Wing
- Focus Blast
By unfixable


Azumarill @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Toxic
- Recover
- Moonblast
By Anttyaz


Braviary (M) @ Silk Scarf / Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Brave Bird / Dragon Ascent
- Fake Out / Superpower
- Baton Pass / Superpower
By The Reptile


Aerodactyl @ Aerodactylite
Ability: Rock Head
EVs: 232 Atk / 44 Def / 232 Spe
Adamant Nature
- Diamond Storm
- Brave Bird
- Taunt
- Roost
By w0rd


Meloetta @ Choice Specs
Trait: Serene Grace
4 HP / 252 Spa / 252 Spe
Modest Nature
- Boomburst
- Psystrike
- Shadow Ball
- Focus Blast
By Seraph's Fire


AM REAL ENOUGH (Cloyster) @ Life Orb
Ability: Skill Link
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Water Shuriken
- Freeze-Dry
- Shell Smash
- Icicle Spear
By aesf


Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
- Magnet Rise
- Thunder Wave
- Spikes
- Play Rough / Toxic
By w0rd


Empoleon @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shift Gear
- Gear Grind
- Water Shuriken
- Earthquake
By Snaquaza

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Freeze-Dry
- Ice Beam
- Spacial Rend
- Earth Power
By unfixable


Latias (F) @ Latiasite
Ability: Levitate
EVs: 248 HP / 40 Def / 220 SpD (or max special defense)
Calm Nature
IVs: 0 Atk
- Roost
- Draco Meteor
- Psystrike
- Defog/Earthquake/Hidden power Fire
By aesf


Gimmick Detectives. Their ruling is final. Repeat violators will be prosecuted!
 
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EV

Banned deucer.
Stallbreaker Heatran

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Taunt
- Will-O-Wisp / Lava Plume / Sacred Fire
- Doom Desire
- King's Shield

Why you should give me a star:
It feels like stall is gaining a stronger foothold in STABmons everyday. While there are already great stallbreakers like Sableye and Tyranitar, Heatran retains a niche as it can function as a full-stop to a lot of walls and even offensive threats all in one set. Taunt is the crux obviously, which when combined with the residual burn damage and Doom Desire-shuffling, can break apart the opponent's team. King's Shield is a good scout against stuff like Earthquake Tyranitar and buys a turn for Doom Desire and burn damage.

The Speed is pretty arbitrary right now. With 208 it outspeeds Adamant Mega Tyranitar, which as long as it's not carrying Earthquake, can be played around and prevented from setting up with Dragon Dance. But honestly, Tyranitar without Earthquake probably wouldn't stay in on Heatran anyway for fear of a burn, so the investment is better spent in bulk or Special Attack.

Will-O-Wisp has the best chance to burn, though ironically it's Tauntable itself. Lava Plume (or Searing Shot) provides a decent 30% backed up by its stronger Special Attack while Sacred Fire burns about half the time yet will be weaker.

This set struggles against Fire-types for obvious reasons, but without a strong coverage move, they fail to do little to you either. And while Heatran can sponge its fair share of hits, it will want Wish support, especially if it gets its Leftovers Knocked Off (though you should be scouting with King's Shield against potential Knock Offers.)

Overall it's fairly flexible, with other moves slashable as needed. I just prefer the shuffling aspect of Doom Desire and King's Shield, so get your hazards stacked for ultimate punishment!
 
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Special Support Azumarill


Azumarill @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Toxic
- Recover
- Moonblast

Why I should get a star and not get hated on for using Special Azu

Due to Azumarill's unique typing, it's a decent counter to threats like Kyurem-B, Keldeo and Charizard-X. It also checks stuff like Terrakion and Lando-T. Scald is for a chance to burn, and Moonblast is for hitting stuff like Sableye and Kyurem-B super effectively. Toxic prevents people from setting up on you and Recover is for recovery / Toxic stalling.

Azumarill has pretty good defensive stats (100 / 80 / 80) and Thick Fat makes it a pretty good Fire / Ice move absorber. This Azumarill is pretty weak to status such as Toxic / Burn since it'll be worn down eventually so Heal Bell support is always nice.

Defensive Cobalion - I took the idea from The Eevee General and unfixable so I don't deserve 100% credit


Cobalion @ Leftovers
Ability: Justified
EVs: 244 HP / 252 Def / 12 Spe
Jolly Nature
- Close Combat
- Stealth Rock / Taunt / Roar
- King's Shield
- Volt Switch

Why I should get a star

Although it may be outclassed by stuff like Skarmory / Terrakion as a Diggersby counter / check Cobalion can easily justify (pun not intended) itself on a team. Unlike Terrakion, it has access to better bulk and King's Shield which will screw over Extremespeed spammer. It also gets Volt Switch naturally which lets you gain momentum if you predict right. Stealth Rock is Stealth Rock. It can be substituted with Taunt if you already have a Rocker. Taunt stops things from setting up on you / defogging your hazards while Roar just phazes things out.

This Cobalion fits well on offensive teams who want to force out Diggersby and gain momentum at the same time. However, Stall and Balanced Offense works just as well.

The speed EVs let it outspeed Jolly Diggers since that's its main purpose. The rest are dumped in HP and Def for more bulk. Jolly is because Volt Switch isn't meant to do damage.

Good teammates are Landorus-T (Additional attack drop, and Earthquake immunity. It also resists Fighting moves. Cobalion can take Ice moves that may threaten it, maybe even a Toxic absorber) and some others that I can't think of atm.

I'll look for more creative sets as I continue to teambuild so I'll probs post here a lot
 
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Stallbreaker Heatran

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Taunt
- Will-O-Wisp / Lava Plume / Sacred Fire
- Doom Desire
- King's Shield

Why you should give me a star:
It feels like stall is gaining a stronger foothold in STABmons everyday. While there are already great stallbreakers like Sableye and Tyranitar, Heatran retains a niche as it can function as a full-stop to a lot of walls and even offensive threats all in one set. Taunt is the crux obviously, which when combined with the residual burn damage and Doom Desire-shuffling, can break apart the opponent's team. King's Shield is a good scout against stuff like Earthquake Tyranitar and buys a turn for Doom Desire and burn damage.

The Speed is pretty arbitrary right now. With 208 it outspeeds Adamant Mega Tyranitar, which as long as it's not carrying Earthquake, can be played around and prevented from setting up with Dragon Dance. But honestly, Tyranitar without Earthquake probably wouldn't stay in on Heatran anyway for fear of a burn, so the investment is better spent in bulk or Special Attack.

Will-O-Wisp has the best chance to burn, though ironically it's Tauntable itself. Lava Plume (or Searing Shot) provides a decent 30% backed up by its stronger Special Attack while Sacred Fire burns about half the time yet will be weaker.

This set struggles against Fire-types for obvious reasons, but without a strong coverage move, they fail to do little to you either. And while Heatran can sponge its fair share of hits, it will want Wish support, especially if it gets its Leftovers Knocked Off (though you should be scouting with King's Shield against potential Knock Offers.)

Overall it's fairly flexible, with other moves slashable as needed. I just prefer the shuffling aspect of Doom Desire and King's Shield, so get your hazards stacked for ultimate punishment!
:afrostar:

476.gif

Probopass @ Leftovers
Ability: Magnet Pull
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Doom Desire
- Earth Power
- King's Shield
- Volt Switch / Hidden Power [Fire]
Why I DESERVE :afrostar:
Firstly, I hope somebody gets the humor of that gif (if you don't, it's a Probopass with Magnezone colors). Probopass is godly tbh. The most common argument against using it is "oh well, Magnezone exists!"; however, Probopass has the crucial niche of trapping Heatran, which Magnezone utterly fails to do. Probopass has high Defense and Special Defense and a unique typing as well, this enables it to check prominent threats like the aforementioned Heatran, Kyurem-B, and Mega Tyranitar. It's certainly not the best, no, but it's got the unique advantage that no one (except people who've played me) know what's going to happen :oooo!!
 
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:afrostar:

View attachment 27580
Probopass @ Leftovers
Ability: Magnet Pull
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Doom Desire
- Earth Power
- King's Shield
- Volt Switch / Hidden Power [Fire]
Why I DESERVE :afrostar:
Firstly, I hope somebody gets the humor of that gif (if you don't, it's a Probopass with Magnezone colors). Probopass is godly tbh. The most common argument against using it is "oh well, Magnezone exists!"; however, Probopass has the crucial niche of trapping Heatran, which Magnezone utterly fails to do. Probopass has high Defense and Special Defense and a unique typing as well, this enables it to check prominent threats like the aforementioned Heatran, Kyurem-B, and Mega Tyranitar. It's certainly not the best, no, but it's got the unique advantage that no one (except people who've played me) know what's going to happen :oooo!!
I'm sorry, but all those threats it's supposed to be able to check can easily ohko it with ground moves
 
I'm sorry, but all those threats it's supposed to be able to check can easily ohko it with ground moves
Yeah, it has a 4x weakness to Ground-type moves, so does Magnezone. I don't understand what you're trying to argue here? Heatran doesn't always run Earth Power, Kyurem-B doesn't run Earth Power, and Mega Tyranitar has no room for Earthquake. TEG said Air Balloon might be an option here, I still prefer Leftovers but I mean it could. Seriously, try it out, it's not as bad as people are crediting it for :[.
 

EV

Banned deucer.
Yeah, it has a 4x weakness to Ground-type moves, so does Magnezone. I don't understand what you're trying to argue here? Heatran doesn't always run Earth Power, Kyurem-B doesn't run Earth Power, and Mega Tyranitar has no room for Earthquake. TEG said Air Balloon might be an option here, I still prefer Leftovers but I mean it could. Seriously, try it out, it's not as bad as people are crediting it for :[.
I still think you should sub Air Balloon and here's why:
  • Heatran runs Earth Power 30% of the time, mostly to deal with other Heatran. That's also why Heatran typically runs Speed investment.
  • Tyranitar runs EQ 32.9% of the time. (Don't ask me why. I still think Taunt/Diamond Storm/Koff and either SR/Parting Shot/Sucker Punch/Dark Void is its best set.)
These are from the 0.0 stat file.

Special Azumarill (There's probs a better name since this makes it sound like an offensive mon)


Azumarill @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Toxic
- Recover
- Moonblast

Why I should get a star and not get hated on for using Special Azu

Due to Azumarill's unique typing, it's a decent counter to threats like Kyurem-B, Keldeo and Charizard-X. It also checks stuff like Terrakion and Lando-T. Scald is for a chance to burn, and Moonblast is for hitting stuff like Sableye and Kyurem-B super effectively. Toxic prevents people from setting up on you and Recover is for recovery / Toxic stalling.

Azumarill has pretty good defensive stats (100 / 80 / 80) and Thick Fat makes it a pretty good Fire / Ice move absorber. This Azumarill is pretty weak to status such as Toxic / Burn since it'll be worn down eventually so Heal Bell support is always nice.
IDK, call it Support Azumarill? :afrostar: because it's good at checking some scary shit like Mega Charizard-X, any Kyurem-Black without Fusion Bolt (yes it does happen), some Tyranitars, some Aegislashes, and more. I've actually used bulky Huge Power in a support role because you maintain an offensive presence and still have decent defenses. That's probably worth its own post, though, which I might do later.
 
Physical Greninja
Greninja @ Life Orb
Ability: Protean
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Crabhammer
- Knock Off
- U-turn
- Shadow Sneak / Sucker Punch / Water Shuriken / Rock Slide

Alternatively...
Greninja @ Lum Berry / any other consumable item
Ability: Protean
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Crabhammer
- Knock Off
- Acrobatics
- Shadow Sneak / Sucker Punch / Water Shuriken / U-turn / Rock Slide

And if you really want to go gimmicky...
Greninja @ Liechi Berry
Ability: Protean
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Substitute
- Acrobatics
- Crabhammer / Water Shuriken
- Knock Off / Sucker Punch

Why you should give me a star:
Physical Greninja was never viable in OU due to its low-powered moves. However, STABmons changes that by gifting it with Crabhammer and Knock Off. Knock Off is especially important because physical Greninja does a great job at luring Chansey and Knocking Off its Eviolite. The second and third sets take advantage of an extremely potent STAB Acrobatics, and the third set does a great job of avoiding Sableye's statuses and Topsy-Turvys. It may not be the greatest physical attacker in STABmons, but it's an extremely potent, underestimated, and unexpected threat.
 

EV

Banned deucer.
Bulky Azumarill

Azumarill @ Leftovers
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 Def
Adamant Nature
- Recover / Wish
- Play Rough
- Crabhammer
- Knock Off / Water Shuriken / Protect

Azumarill is already really good in STABmons with its standard all-out attacking and setup sets. Its STABs give it SE hits on every member of the current S rank (though it can't always beat them one-on-one) plus SE hits on other high ranked threats like Landorus-T, Talonflame, Aerodactyl, Keldeo, Kyurem-Black, and regular Tyranitar (all of whom this set can beat one-on-one usually). Thanks to Water/Fairy's decent dual coverage, this set can be run solely with those two types. Knock Off is handy at breaking down targets with Eviolite and Leftovers, but Water Shuriken can bypass Azumarill's lack of Speed and cinch a follow-up KO in certain situations. Wish+Protect may sound too gimmicky, but it can buy a turn of Leftovers and Scout or you can pass the Wish if a dedicated counter comes in against you.

Basically, this Azumarill is different because standard Belly Drum and Shell Smash sets typically get one shot at sweeping. Bulky Azumarill takes a long-term route by investing in HP and carrying recovery to come back and threaten the opponent's team again later.

VS S-ranked threats
252+ Atk Silk Scarf Huge Power Diggersby Fake Out & Espeed Combo vs. 240 HP / 16 Def Azumarill: 120-142 (83.5 - 99.7%)
252+ Atk Huge Power Azumarill Crabhammer vs. 4 HP / 0 Def Diggersby: 492-582 (157.6 - 186.5%) -- guaranteed OHKO

0 SpA Heatran Doom Desire vs. 240 HP / 0 SpD Azumarill: 228-268 (56.8 - 66.8%) -- guaranteed 2HKO after Leftovers recovery
-2 252+ Atk Huge Power Azumarill Crabhammer vs. 248 HP / 0 Def Heatran: 188-224 (48.8 - 58.1%) -- 61.3% chance to 2HKO after Leftovers recovery
-4 252+ Atk Huge Power Azumarill Crabhammer vs. 248 HP / 0 Def Heatran: 126-150 (32.7 - 38.9%) -- 5.1% chance to 3HKO after Leftovers recovery
(Even after theoretical Burn damage and the Attack drops from King's Shield, Azumarill will wear down Heatran but will be crippled in the process.)

252+ SpA Life Orb Sheer Force Landorus Earth Power vs. 240 HP / 0 SpD Azumarill: 302-356 (75.3 - 88.7%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Huge Power Azumarill Crabhammer vs. 0 HP / 4 Def Landorus: 432-510 (135.4 - 159.8%) -- guaranteed OHKO

252+ Atk Huge Power burned Azumarill Play Rough vs. 252 HP / 252+ Def Sableye: 154-183 (50.6 - 60.1%) -- 85.9% chance to 2HKO after Leftovers recovery
252+ Atk Huge Power burned Azumarill Play Rough vs. 252 HP / 4 Def Sableye: 226-267 (74.3 - 87.8%) -- guaranteed 2HKO after Leftovers recovery
(Depends on the Sableye, but if they carry Taunt+Recover, fully Defensive variants can wear Azumarill down with Burn damage. It's a close call though.)

252+ Atk Mega Tyranitar Diamond Storm vs. 240 HP / 16 Def Azumarill: 252-297 (62.8 - 74%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery
252+ Atk Huge Power Azumarill Crabhammer vs. 252 HP / 4 Def Mega Tyranitar: 278-330 (68.8 - 81.6%) -- guaranteed 2HKO
252+ Atk Huge Power Azumarill Crabhammer vs. 4 HP / 0 Def Mega Tyranitar: 282-332 (82.4 - 97%) -- guaranteed 2HKO
(Mega Tyranitar always outspeeds and 2HKOs. Even a -1 Attack drop from Play Rough won't save Azumarill. If you carry Water Shuriken, however, you win.)

VS A-ranked threats
252+ Atk Teravolt Kyurem-B Fusion Bolt vs. 240 HP / 16 Def Azumarill: 346-408 (86.2 - 101.7%) -- 12.5% chance to OHKO
252+ Atk Huge Power Azumarill Play Rough vs. 4 HP / 0 Def Kyurem-B: 356-422 (90.8 - 107.6%) -- 50% chance to OHKO
(If Kyurem has Life Orb, Azumarill has no chance. Even without it's close.)

252+ Atk Tough Claws Mega Charizard X V-create vs. 240 HP / 16 Def Azumarill: 252-297 (62.8 - 74%) -- guaranteed 2HKO after Leftovers recovery
OR
252+ Atk Mega Charizard X Earthquake vs. 240 HP / 16 Def Azumarill: 141-167 (35.1 - 41.6%) -- 78.8% chance to 3HKO after Leftovers recovery
252+ Atk Huge Power Azumarill Crabhammer vs. -1 0 HP / 4 Def Mega Charizard X: 271-321 (91.2 - 108%) -- 50% chance to OHKO
OR
252+ Atk Huge Power Azumarill Crabhammer vs. 0 HP / 4 Def Mega Charizard X: 181-214 (60.9 - 72%) -- guaranteed 2HKO


Now of course if you just went with Shell Smash, you would outspeed and OHKO these threats no problem. The drawback there is the vulnerability to strong priority and if you time the smash wrong and use your White Herb, you carry the -1 defenses next time. Bulky Azumarill is supposed to sponge hits it normally can't take and then KO back (either in one hit or with STAB+Water Shuriken.)
 
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Bulky Azumarill

Azumarill @ Leftovers
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 Def
Adamant Nature
- Recover / Wish
- Play Rough
- Crabhammer
- Knock Off / Aqua Jet / Protect

Azumarill is already really good in STABmons with its standard all-out attacking and setup sets. Its STABs give it SE hits on every member of the current S rank (though it can't always beat them one-on-one) plus SE hits on other high ranked threats like Landorus-T, Talonflame, Aerodactyl, Keldeo, Kyurem-Black, and regular Tyranitar (all of whom this set can beat one-on-one usually). Thanks to Water/Fairy's decent dual coverage, this set can be run solely with those two types. Knock Off is handy at breaking down targets with Eviolite and Leftovers, but Aqua Jet can bypass Azumarill's lack of Speed and cinch a follow-up KO in certain situations. Wish+Protect may sound too gimmicky, but it can buy a turn of Leftovers and Scout or you can pass the Wish if a dedicated counter comes in against you.

Basically, this Azumarill is different because standard Belly Drum and Shell Smash sets typically get one shot at sweeping. Bulky Azumarill takes a long-term route by investing in HP and carrying recovery to come back and threaten the opponent's team again later.

VS S-ranked threats
252+ Atk Silk Scarf Huge Power Diggersby Fake Out & Espeed Combo vs. 240 HP / 16 Def Azumarill: 120-142 (83.5 - 99.7%)
252+ Atk Huge Power Azumarill Crabhammer vs. 4 HP / 0 Def Diggersby: 492-582 (157.6 - 186.5%) -- guaranteed OHKO

0 SpA Heatran Doom Desire vs. 240 HP / 0 SpD Azumarill: 228-268 (56.8 - 66.8%) -- guaranteed 2HKO after Leftovers recovery
-2 252+ Atk Huge Power Azumarill Crabhammer vs. 248 HP / 0 Def Heatran: 188-224 (48.8 - 58.1%) -- 61.3% chance to 2HKO after Leftovers recovery
-4 252+ Atk Huge Power Azumarill Crabhammer vs. 248 HP / 0 Def Heatran: 126-150 (32.7 - 38.9%) -- 5.1% chance to 3HKO after Leftovers recovery
(Even after theoretical Burn damage and the Attack drops from King's Shield, Azumarill will wear down Heatran but will be crippled in the process.)

252+ SpA Life Orb Sheer Force Landorus Earth Power vs. 240 HP / 0 SpD Azumarill: 302-356 (75.3 - 88.7%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Huge Power Azumarill Crabhammer vs. 0 HP / 4 Def Landorus: 432-510 (135.4 - 159.8%) -- guaranteed OHKO

252+ Atk Huge Power burned Azumarill Play Rough vs. 252 HP / 252+ Def Sableye: 154-183 (50.6 - 60.1%) -- 85.9% chance to 2HKO after Leftovers recovery
252+ Atk Huge Power burned Azumarill Play Rough vs. 252 HP / 4 Def Sableye: 226-267 (74.3 - 87.8%) -- guaranteed 2HKO after Leftovers recovery
(Depends on the Sableye, but if they carry Taunt+Recover, fully Defensive variants can wear Azumarill down with Burn damage. It's a close call though.)

252+ Atk Mega Tyranitar Diamond Storm vs. 240 HP / 16 Def Azumarill: 252-297 (62.8 - 74%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery
252+ Atk Huge Power Azumarill Crabhammer vs. 252 HP / 4 Def Mega Tyranitar: 278-330 (68.8 - 81.6%) -- guaranteed 2HKO
252+ Atk Huge Power Azumarill Crabhammer vs. 4 HP / 0 Def Mega Tyranitar: 282-332 (82.4 - 97%) -- guaranteed 2HKO
(Mega Tyranitar always outspeeds and 2HKOs. Even a -1 Attack drop from Play Rough won't save Azumarill. If you carry Aqua Jet, however, you win.)

VS A-ranked threats
252+ Atk Teravolt Kyurem-B Fusion Bolt vs. 240 HP / 16 Def Azumarill: 346-408 (86.2 - 101.7%) -- 12.5% chance to OHKO
252+ Atk Huge Power Azumarill Play Rough vs. 4 HP / 0 Def Kyurem-B: 356-422 (90.8 - 107.6%) -- 50% chance to OHKO
(If Kyurem has Life Orb, Azumarill has no chance. Even without it's close.)

252+ Atk Tough Claws Mega Charizard X V-create vs. 240 HP / 16 Def Azumarill: 252-297 (62.8 - 74%) -- guaranteed 2HKO after Leftovers recovery
OR
252+ Atk Mega Charizard X Earthquake vs. 240 HP / 16 Def Azumarill: 141-167 (35.1 - 41.6%) -- 78.8% chance to 3HKO after Leftovers recovery
252+ Atk Huge Power Azumarill Crabhammer vs. -1 0 HP / 4 Def Mega Charizard X: 271-321 (91.2 - 108%) -- 50% chance to OHKO
OR
252+ Atk Huge Power Azumarill Crabhammer vs. 0 HP / 4 Def Mega Charizard X: 181-214 (60.9 - 72%) -- guaranteed 2HKO


Now of course if you just went with Shell Smash, you would outspeed and OHKO these threats no problem. The drawback there is the vulnerability to strong priority and if you time the smash wrong and use your White Herb, you carry the -1 defenses next time. Bulky Azumarill is supposed to sponge hits it normally can't take and then KO back (either in one hit or with STAB+Aqua Jet.)
Water Shuriken > Aqua Jet btw
 
Wallbreaker Thundurus:


Thundurus (M) @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Superpower
- Sleep Talk
- Brave Bird
- Bolt Strike

Thundy-T is a great, if not the best wallbreaker of STABmons. Great Ability and offensive typing, hitting almost all rank S~A- mons. 115 atk plus 120/130 STABs plus Superpower makes it a hard switch-in. Sleep Talk is for lure non WoW variants, Bolt Strike is a great STAB, 85 Acc is kinda bad, but still hit hard. Brave Bird gets Lando-T on switch, as well lati@s n Conkeldurr (lol). Defiant is just great, after KS it dont get the drop, in Parting Shot it gets +3 atk, rip Sableye. Diggersby and DD Tyranitar can lure, but dont switch in, crap defenses sucks tho

Some calcs:

+1 (after intimidate) 252 Atk Life Orb Thundurus Brave Bird vs. 252 HP / 252+ Def Landorus-T: 270-320 (70.6 - 83.7%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Life Orb Thundurus Superpower vs. 248 HP / 0 Def Heatran: 296-351 (76.8 - 91.1%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Life Orb Thundurus Superpower vs. 0 HP / 4 Def Mega Tyranitar: 442-520 (129.6 - 152.4%) -- guaranteed OHKO

252 Atk Mega Tyranitar Sucker Punch vs. 0 HP / 0 Def Thundurus: 210-247 (70.2 - 82.6%) -- guaranteed 2HKO after sandstorm damage

252 Atk Life Orb Thundurus Superpower vs. 4 HP / 252+ Def Eviolite Chansey: 413-489 (64.3 - 76.1%) -- guaranteed 2HKO

252 Atk Life Orb Thundurus Brave Bird vs. 4 HP / 0 Def Diggersby: 290-343 (92.9 - 109.9%) -- 62.5% chance to OHKO

edit: Prankster is viable too, thx to JungleB
 
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Wallbreaker Thundurus:


Thundurus (M) @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Superpower
- Sleep Talk
- Brave Bird
- Bolt Strike

Thundy-T is a great, if not the best wallbreaker of STABmons. Great Ability and offensive typing, hitting almost all rank S~A- mons. 115 atk plus 120/130 STABs plus Superpower makes it a hard switch-in. Sleep Talk is for lure non WoW variants, Bolt Strike is a great STAB, 85 Acc is kinda bad, but still hit hard. Brave Bird gets Lando-T on switch, as well lati@s n Conkeldurr (lol). Defiant is just great, after KS it dont get the drop, in Parting Shot it gets +3 atk, rip Sableye. Diggersby and DD Tyranitar can lure, but dont switch in, crap defenses sucks tho

Some calcs:

+1 (after intimidate) 252 Atk Life Orb Thundurus Brave Bird vs. 252 HP / 252+ Def Landorus-T: 270-320 (70.6 - 83.7%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Life Orb Thundurus Superpower vs. 248 HP / 0 Def Heatran: 296-351 (76.8 - 91.1%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Life Orb Thundurus Superpower vs. 0 HP / 4 Def Mega Tyranitar: 442-520 (129.6 - 152.4%) -- guaranteed OHKO

252 Atk Mega Tyranitar Sucker Punch vs. 0 HP / 0 Def Thundurus: 210-247 (70.2 - 82.6%) -- guaranteed 2HKO after sandstorm damage

252 Atk Life Orb Thundurus Superpower vs. 4 HP / 252+ Def Eviolite Chansey: 413-489 (64.3 - 76.1%) -- guaranteed 2HKO

252 Atk Life Orb Thundurus Brave Bird vs. 4 HP / 0 Def Diggersby: 290-343 (92.9 - 109.9%) -- 62.5% chance to OHKO
While I don't know much about STABmons, Sleep Talk is considered a priority move, so you might want to list prankster as an option because high power priority attacks are cool.
 
Special Support Azumarill

Azumarill @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Toxic
- Recover
- Moonblast

Why I should get a star and not get hated on for using Special Azu
Due to Azumarill's unique typing, it's a decent counter to threats like Kyurem-B, Keldeo and Charizard-X. It also checks stuff like Terrakion and Lando-T. Scald is for a chance to burn, and Moonblast is for hitting stuff like Sableye and Kyurem-B super effectively. Toxic prevents people from setting up on you and Recover is for recovery / Toxic stalling.

Azumarill has pretty good defensive stats (100 / 80 / 80) and Thick Fat makes it a pretty good Fire / Ice move absorber. This Azumarill is pretty weak to status such as Toxic / Burn since it'll be worn down eventually so Heal Bell support is always nice.
:afrostar:
 

Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- V-create
- Blue Flare
- Oblivion Wing
- Focus Blast​

This Charizard set is designed to lure in special walls, especially Chansey, and smash them apart with sun boosted V-create. Mega Charizard Y has a fairly decent base 104 Attack stat and V-create in Sun hurts like hell anyways. It 2HKOes Chansey, most importantly, and it can break down pretty much anything. This set will switch a lot with its stat drops and all, so I run Stoutland alongside it to remove hazards. The rest of its moves hit fairly hard as it is, and are quite obvious. I decided not to run Solar Beam because Flying + Fighting doesn't really miss out on the Grass-type coverage, although blasting apart Water-types is quite nice. It's often best to not reveal the V-create, thus creating a lure in itself. Very effective and fun set!
 

Kit Kasai

Love colored magic

Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- V-create
- Blue Flare
- Oblivion Wing
- Focus Blast​

This Charizard set is designed to lure in special walls, especially Chansey, and smash them apart with sun boosted V-create. Mega Charizard Y has a fairly decent base 104 Attack stat and V-create in Sun hurts like hell anyways. It 2HKOes Chansey, most importantly, and it can break down pretty much anything. This set will switch a lot with its stat drops and all, so I run Stoutland alongside it to remove hazards. The rest of its moves hit fairly hard as it is, and are quite obvious. I decided not to run Solar Beam because Flying + Fighting doesn't really miss out on the Grass-type coverage, although blasting apart Water-types is quite nice. It's often best to not reveal the V-create, thus creating a lure in itself. Very effective and fun set!
I've seen (gotten rekt by) flare blitz zard y used in OU, so I can vouch for this. It's an insanely good stall breaker, especially since it doesn't kill itself from recoil like flare blitz does.

Edit: I'd recommend a set of v create / earthquake / oblivion wing / solar beam to maximize your coverage and wreck as much stuff as possible
 
4-2 to 2-1 (Espeon) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Shell Smash/Toxic
- Psystrike
- Calm Mind
- Recover

http://pokemonshowdown.com/replay/stabmons-174351725

It's weak to dark-types, I know, but this thing will just wreck with a bit of prediction and, as the replay shows it can really do work against Sableye. The idea of this set is to just slowly boost with CM against offense teams healing when necessary and using Shell Smash for instant power against stall teams, but toxic could be used instead. It can beat Landorus, Charizard-Y and Thundurus if it's out first and gets a CM on the switch, which is never bad, but it does take a big chunk from them so you'll probably have to heal afterwards

Offensive

+2 4 SpA Espeon Psystrike vs. 0 HP / 4 Def Charizard: 331-390 (111.4 - 131.3%) -- guaranteed OHKO
+2 4 SpA Espeon Psystrike vs. 0 HP / 4 Def Landorus: 294-346 (92.1 - 108.4%) -- 50% chance to OHKO
+1 4 SpA Espeon Psystrike vs. 4 HP / 0 Def Thundurus: 271-321 (90.3 - 107%) -- 43.8% chance to OHKO
+1 4 SpA Espeon Psystrike vs. 4 HP / 0 Def Keldeo: 444-524 (137 - 161.7%) -- guaranteed OHKO
+2 4 SpA Espeon Psystrike vs. 0 HP / 0 Def Diggersby: 336-396 (108 - 127.3%) -- guaranteed OHKO
+1 4 SpA Espeon Psystrike vs. 252 HP / 252 Def Azumarill: 186-219 (46 - 54.2%) -- 4.7% chance to 2HKO after Leftovers recovery


Defensive
252+ SpA Life Orb Sheer Force Landorus Earth Power vs. +2 252 HP / 0 SpD Espeon: 133-156 (39.8 - 46.7%) -- guaranteed 3HKO after Leftovers recovery
252+ SpA Life Orb Landorus Oblivion Wing vs. +2 252 HP / 0 SpD Espeon: 90-107 (26.9 - 32%) -- 43.3% chance to 4HKO after Leftovers recovery
252+ SpA Life Orb Charizard Blue Flare vs. +2 252 HP / 0 SpD Espeon in Sun: 212-251 (63.4 - 75.1%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Life Orb Charizard Oblivion Wing vs. +2 252 HP / 0 SpD Espeon: 87-103 (26 - 30.8%) -- 4.5% chance to 4HKO after Leftovers recovery
252+ Atk Huge Power Diggersby Extreme Speed vs. 252 HP / 0 Def Espeon: 255-301 (76.3 - 90.1%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Choice Specs Heatran Eruption (150 BP) vs. +1 252 HP / 0 SpD Espeon: 280-331 (83.8 - 99.1%) -- guaranteed 2HKO after Leftovers recovery
 
So many things wrong with that espeon set:
  • It cannot beat Sableye carrying an attacking move(most likely foul play), Diggersby (your calc is off, revenge killing set runs silk scarf as well as fake out), Tyranitar, Bisharp, Scizor and it's mega, Aegislash, and the words "Dark" and "Steel".
  • Running no sp atk investment on a "sweeper" is a bad idea unless you're some type of stored power variant.
  • This set really tries to overextend in what it does; espeon is a good mon, but not good enough to be a fast sweeper, bulky sweeper, and repeated magic bounce switch in utility all at once.
  • recover+Shell smash= your going to have a bad time trying to actually get an opportunity to recover after taking physical hits
Also, the thing that makes me most confused of why this specific Espeon was not thought to be a gimmick by the poster, especially when there are a lot of better underrated and creative espeon sets like full wall with actual investment and support options like fast and untauntable lovely kiss, glare, super fang, perish song, dual screens, lunar dance, and heal bell, boostpass, which would basically be your set but with a focus on helping your team, and hell, even dedicated Togekiss/miscellaneous special setup check with sash heart swap all are better than this.

Since I talked trash, example:
Espeon @ Light Clay
Magic Bounce
Timid, 0 atk IV
248 hp/ 8 spatk/ 252 spd
-Lovely Kiss
-Light Screen
-Reflect
-Baton pass/ Lunar dance/ Attacking move of choice
The goal of this set is the same as the dual screens Espeon in standard (set up screens so that the rest of your team gets more setup opportunities and becomes harder to revenge kill), but allows you to use lovely kiss over yawn for instantaneous sleep. The merit of the set is that you can't be taunted or statused, combined with having a very good speed stat means that the high majority of times you'll be able to setup at least one screen, and oftentimes both. On top of that, screens synergize very well with Mega-Scizor, SubGeo Togekiss, and BD Kangaskhan and Stoutland.
Baton pass allows you to switch into a teammmate while keeping espeon alive, while Lunar Dance allows you to get a completely free switch into the teammate. Carrying an attacking move, such as psystrike or dazzling gleam would allow espeon to pick off certain weakened foes, but honestly the best reason to use one is if you're paranoid for some reason Espeon will be your last mon.
The downsides of the set is that physical priority is commonplace in the tier, and can be a limiting factor for the success Espeon has in putting up the screens. Also, since priority topsy-turvy exists, sweepers can't as recklessly setup in this tier, meaning a K.O. isn't the only way to stop a sweep.

Also
to the bait and kill Char-Y, but I'd slash in solarbeam on the focus blast slot for stray rotom-w's and acknowledge that it's a viable option.
 
Last edited:

canno

formerly The Reptile

Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- V-create
- Blue Flare
- Oblivion Wing
- Focus Blast​

This Charizard set is designed to lure in special walls, especially Chansey, and smash them apart with sun boosted V-create. Mega Charizard Y has a fairly decent base 104 Attack stat and V-create in Sun hurts like hell anyways. It 2HKOes Chansey, most importantly, and it can break down pretty much anything. This set will switch a lot with its stat drops and all, so I run Stoutland alongside it to remove hazards. The rest of its moves hit fairly hard as it is, and are quite obvious. I decided not to run Solar Beam because Flying + Fighting doesn't really miss out on the Grass-type coverage, although blasting apart Water-types is quite nice. It's often best to not reveal the V-create, thus creating a lure in itself. Very effective and fun set!
I can confirm that V-Create Zard Y wrecks shit hard. I personally use EQ over Focus Blast as well for Heatran tbh, as Focus Blast is kind of shaky. Both are legit options though.

!
 

Pikachuun

the entire waruda machine

Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- V-create
- Blue Flare
- Oblivion Wing
- Focus Blast​

This Charizard set is designed to lure in special walls, especially Chansey, and smash them apart with sun boosted V-create. Mega Charizard Y has a fairly decent base 104 Attack stat and V-create in Sun hurts like hell anyways. It 2HKOes Chansey, most importantly, and it can break down pretty much anything. This set will switch a lot with its stat drops and all, so I run Stoutland alongside it to remove hazards. The rest of its moves hit fairly hard as it is, and are quite obvious. I decided not to run Solar Beam because Flying + Fighting doesn't really miss out on the Grass-type coverage, although blasting apart Water-types is quite nice. It's often best to not reveal the V-create, thus creating a lure in itself. Very effective and fun set!
I've run this in the past and can attest to its power.:afrostar:
 

EV

Banned deucer.
I've seen (gotten rekt by) flare blitz zard y used in OU, so I can vouch for this. It's an insanely good stall breaker, especially since it doesn't kill itself from recoil like flare blitz does.

Edit: I'd recommend a set of v create / earthquake / oblivion wing / solar beam to maximize your coverage and wreck as much stuff as possible
Does this count as a :afrostar:?
 
Scarftran

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Sleep Talk / Eruption
- Blue Flare
- Flash Cannon
- Earth Power

Whether this is creative is debatable, but scarfed Heatran is definitely underrated in STABmons.
Fast normal-resists are very useful in general, but Heatran really shines in this role thanks to how easily spammable Blue Flare is (it easily 3HKOs resists like Quagsire and Keldeo) and because people expect to it to be running more defensive sets with King's Shield.

I like running Sleep Talk on this set because it makes dealing with Sableye much easier, but if your team isn't too bothered by Sableye, Eruption is an extremely powerful STAB attack that is definitely worth considering.

Hard walled by Slowking and Jellicent so teammates with Pursuit are useful.

Mega-Aerodactyl

Aerodactyl @ Aerodactylite
Ability: Rock Head
EVs: 232 Atk / 44 Def / 232 Spe
Adamant Nature
- Diamond Storm
- Brave Bird
- Taunt
- Roost

Mega Aerodactyl outspeeds and OHKOs so many big threats with its great STAB coverage (Diggersby, Both Charizards, Talonflame, Thundurus, Landorus, Keldeo, Azumarill, Terrakion, Togekiss, Kyurem-Black, Gengar, Gyarados, etc).

The combination of Taunt and Roost allow it to easily beat a lot of annoying defensive pokemon too (Gliscor, Landorus-T, Chansey, Skarmory, Hippowdon).

232 speed EVs allow it to outspeed Thundurus before Mega Evolving. 44 defense EVs allow it to always survive 2 Choice Banded Brave Birds from Talonflame and allow it to tank priority better in general.

Mega-Aerodactyl is a good offensive Diggersby check:
252+ Atk Silk Scarf Huge Power Diggersby Extreme Speed vs. 0 HP / 44 Def Mega Aerodactyl: 110-130 (36.5 - 43.1%) -- guaranteed 3HKO
232+ Atk Tough Claws Mega Aerodactyl Brave Bird vs. 0 HP / 4 Def Diggersby: 360-424 (115.7 - 136.3%) -- guaranteed OHKO

Earthquake is a decent alternative to Taunt if your team has trouble with Heatran or other Steel types.
 
Scarftran

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Sleep Talk / Eruption
- Blue Flare
- Flash Cannon
- Earth Power

Whether this is creative is debatable, but scarfed Heatran is definitely underrated in STABmons.
Fast normal-resists are very useful in general, but Heatran really shines in this role thanks to how easily spammable Blue Flare is (it easily 3HKOs resists like Quagsire and Keldeo) and because people expect to it to be running more defensive sets with King's Shield.

I like running Sleep Talk on this set because it makes dealing with Sableye much easier, but if your team isn't too bothered by Sableye, Eruption is an extremely powerful STAB attack that is definitely worth considering.

Hard walled by Slowking and Jellicent so teammates with Pursuit are useful.
I see that post, so let me one-up you another.

Bandtran

Heatran Choice Band
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Sleep Talk / Sacred Fire / Rock Slide / Stone Edge
- V-create
- Gear Grind
- Earthquake

Whether this is gimmicky is very debatable, but banded Heatran is definitely absurdly underrated in STABmons.
People expect either a defensive set with King's Shield or w0rd's Scarf set, but this thing is a highly effective special wall lure, 2HKOing Chansey with V-create, smacking around the Fairies with Gear Grind, and even doing a number on Gliscor and Landorus-T! I enjoy Sleep Talk for the same reasons as w0rd, but if you don't want to do that, Sacred Fire is a powerful STAB with an insane burn chance. Rock coverage is also useful for things like M-Charizard Y.

Why would you use this over other V-create spammers? The answer is simple. Defensive typing, access to Earthquake, bulk, and surprise factor.

Like w0rd's set, this set is hardwalled by Slowking, Jellicent, and even the rarer Slowbro. Pursuit trapping is extremely helpful.

I'll just leave you with these calcs.

252 Atk Choice Band Heatran V-create vs. 4 HP / 252+ Def Eviolite Chansey: 454-535 (70.7 - 83.3%) -- guaranteed 2HKO
252 Atk Choice Band Heatran Gear Grind (2 hits) vs. 252 HP / 252+ Def Clefable: 336-400 (85.2 - 101.5%) -- approx. 6.3% chance to OHKO
252 Atk Choice Band Heatran V-create vs. 244 HP / 0 Def Gliscor: 282-333 (80.1 - 94.6%) -- guaranteed 2HKO after Poison Heal
-1 252 Atk Choice Band Heatran V-create vs. 252 HP / 252+ Def Landorus-T: 177-208 (46.3 - 54.4%) -- 7.4% chance to 2HKO after Leftovers recovery
 

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