Resource ORAS Creative and Underrated Sets V2 (Replays required!!!)

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Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 36 Def / 252 SpA / 220 Spe
Modest Nature
- Hyper Voice
- Psyshock/Focus Blast
- Taunt/Focus Blast
- Thunderbolt

I've been using this set with some decent success on the higher ladder lately, so I felt this might be worth sharing. The appeal of using T-Bolt is obviously to muscle your way past Volcanion, which is everywhere on the ladder right now and it also helps against Stall or Balanced teams, which rely on SpDef Skarm as their Gard check. Skarmory always dies to the combination of Hyper Voice and T-Bolt while Volcanion without any HP or SpDef investment has 62,5% chance to flat out drop to T-Bolt and in case it's only EV'd to outspeed min Speed Lando-T and has like 72 or 80 EVs in HP it's still a 25% chance. Either way, after a bit of chip damage this Gardevoir can easily remove opposing Volcanion from the game.

The speed EVs ensure that you outspeed stuff like neutral natured max speed Kyurem-B and Jolly M-Gyara after mega evolution and the rest is dumped into defense to avoid the potential 2HKO from Latios' Psyshock. Timid can work as well I guess but I personally prefer modest on M-Gardevoir.
Without Focus Blast you definetely need ways of luring or pressuring steel types threatening Gardevoir, so Volcanion itself obviously pairs pretty well with this set. Forgoing Psyshock - if Venusaur/Amoongus aren't that much of an issue to your team - or Taunt - if you have other ways of pressuring stall/Chansey - for better coverage against steel types is of course also an option.

I'm not sure how good this will be once the Volc hype goes down a bit or if it would be any good in tour play unless you really expect your opponent to rely on Skarm to check Gard and/or bring Volcanion but right now on the ladder it works.

Only have this replay (http://replay.pokemonshowdown.com/ou-363076598) to somewhat showcase the set though, it's not a very good one sadly because I face a bulkier Volc and/or get a low roll but get bailed out by hax. I wish I saved some of the better games where it put in work but I'll try to update as soon as I get better ones if that's ok.
E: better replay: http://replay.pokemonshowdown.com/ou-364630978
 
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Disclaimer: there is no way I'm the first person to use this.

Expert Belt Volcanion

Volcanion @ Expert Belt
Ability: Water Absorb
EVs: 252 SpA / 252 Spe
Modest Nature
- Steam Eruption
- Fire Blast/ Flamethrower
- Sludge Bomb
- Hidden Power Ice/ whatever

No pic cuz mobile

This is a pretty simple lure for ferrothorns and landori who think they can switch into a choice locked move. The Evs are standard of a sweeper, but a bulkier spread is probably better. Usually when u run eb ppl think ur specs, then u use the right coverage and they die.


http://replay.pokemonshowdown.com/ou-361059891

tbh not that great of a replay, but does showcase how ebelt Volcanion is able to lure in lando.
 

Finchinator

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I've been building way too many teams lately, so I figured I'll share one thing that I've found to be overlooked; it's an old trick from the BW days.


Reuniclus (M) @ Life Orb
Trait: Magic Guard
EVs: 252 HP / 232 Def / 16 SAtk / 8 Spd
IVs: 0 Atk
Bold Nature (+Def, -Atk)
- Calm Mind
- Psyshock
- Focus Blast
- Recover

This is essentially standard CM Reuniclus, but with Life Orb over Leftovers and a small special attack investment. Bit of a history lesson: Leftovers seems like the obvious item for survivability purposes, but back in BW days some people used LO to win Reuniclus wars (LO +6 Psyshock 2HKOd opposing Reuniclus) when Reuniclus was a common win condition on those generic sand spike teams. Obviously, Reuniclus is nowhere near as common or relevant as it used to be back in its prime last generation, but I was tinkering around with a core that happened to have it and I wanted to see if LO was worthwhile at all in the current metagame and it got so many 2hkos/OHKOs that it previously couldn't get, did well in practice for 10-15 games (ik there's a 1 replay per set rule in the OP to prove its worth, but I'd rather not compromise the privacy of the alt I've been using and a lot of dudes on the last page didn't include replays either, so I hope it's ok that I don't include any - if not, I'll edit one in later), and didn't miss leftovers all too much (main drawback is not being able to eat two specs Keldeo Hydro Pumps reliably with 1 CM boost, but that is a rare scenario and if you find yourself in it, just kill Keldeo w/ Psyshock or CM up again as it tries to 2HKO and proceed to stall it out anyway). Sometimes, the item is irrelevant as it gets Knocked Off fairly early, so this really isn't a huge departure from the norm anyway, but the damage input is very relevant at times. I'll save the essay and get to posting calcs to prove its worth!

+1 16 SpA Life Orb Reuniclus Psyshock vs. 132 HP / 0 Def Tornadus-T: 250-294 (75.3 - 88.5%) -- guaranteed OHKO after Stealth Rock**
+1 16 SpA Life Orb Reuniclus Psyshock vs. 252 HP / 136+ Def Amoonguss: 421-499 (97.4 - 115.5%) -- 87.5% chance to OHKO & guaranteed OHKO after Stealth Rock**
+1 16 SpA Life Orb Reuniclus Psyshock vs. 252 HP / 172 Def Clefable: 216-255 (54.8 - 64.7%) -- guaranteed 2HKO after Leftovers recovery**
16 SpA Life Orb Reuniclus Psyshock vs. 0 HP / 0 Def Keldeo: 304-359 (94.1 - 111.1%) -- 56.3% chance to OHKO & guaranteed OHKO after Stealth Rock**
16 SpA Life Orb Reuniclus Psyshock vs. 92 HP / 0 Def Azumarill: 165-196 (45.3 - 53.8%) -- 41% chance to 2HKO & guaranteed 2HKO after Stealth Rock
+1 16 SpA Life Orb Reuniclus Focus Blast vs. 248 HP / 200 SpD Mega Scizor: 170-201 (49.5 - 58.6%) -- 99.6% chance to 2HKO & guaranteed 2HKO after Stealth Rock
16 SpA Life Orb Reuniclus Focus Blast vs. 0 HP / 0 SpD Tyranitar in Sand: 369-437 (108.2 - 128.1%) -- guaranteed OHKO**
16 SpA Life Orb Reuniclus Focus Blast vs. 0 HP / 0 SpD Excadrill: 393-463 (108.8 - 128.2%) -- guaranteed OHKO**
+1 16 SpA Life Orb Reuniclus Focus Blast vs. 0 HP / 4 SpD Jirachi: 205-243 (60.1 - 71.2%) -- guaranteed 2HKO
+1 16 SpA Life Orb Reuniclus Focus Blast vs. 0 HP / 0 SpD Mega Gyarados: 330-390 (99.6 - 117.8%) -- 93.8% chance to OHKO & guaranteed OHKO after Stealth Rock* & **
+1 16 SpA Life Orb Reuniclus Focus Blast vs. 252 HP / 252+ SpD Skarmory: 186-220 (55.6 - 65.8%) -- guaranteed 2HKO after Leftovers recovery
16 SpA Life Orb Reuniclus Psyshock vs. 0 HP / 0 Def Terrakion: 304-359 (94.1 - 111.1%) -- 56.3% chance to OHKO & guaranteed OHKO after Stealth Rock
+1 16 SpA Life Orb Reuniclus Psyshock vs. 0 HP / 0 Def Latios: 125-147 (41.8 - 49.1%) -- 78.5% chance to 2HKO after Stealth Rock
16 SpA Life Orb Reuniclus Focus Blast vs. 144 HP / 0 SpD Magnezone: 302-356 (95.2 - 112.3%) -- 68.8% chance to OHKO & guaranteed OHKO after Stealth Rock
+1 16 SpA Life Orb Reuniclus Psyshock vs. 0 HP / 4 Def Thundurus: 274-325 (91.6 - 108.6%) -- 50% chance to OHKO & guaranteed OHKO after Stealth Rock**
16 SpA Life Orb Reuniclus Psyshock vs. 0 HP / 4 Def Mega Lopunny: 289-343 (106.6 - 126.5%) -- guaranteed OHKO**
16 SpA Life Orb Reuniclus Focus Blast vs. 72 HP / 0 SpD Mega Charizard X: 157-186 (49.8 - 59%) -- 99.6% chance to 2HKO & guaranteed 2HKO after Stealth Rock
16 SpA Life Orb Reuniclus Psyshock vs. 248 HP / 0 Def Talonflame: 183-216 (50.9 - 60.1%) -- 86.7% chance to 2HKO after Leftovers recovery**

*Needs 24 SpA EVs to OHKO 100% of the time
**Fairly important/relevant calc
 
because people are too unimaginative with chomp and they don't utilise it as the offensive monster that it is


Garchomp @ Life Orb
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- Draco Meteor
- Fire Blast

been using this on a few offensive teams lately and it does a good job of weakening rotom, lando, clef, slowbro, hippo etc., the stuff that gives offense a hard time. considering that the usual answers to chomp kinda blanket check a lot of offensive mons, paired with shit that appreciates said answers weakened or eliminated, it functions excellently.

4 Atk Life Orb Garchomp Earthquake vs. 252 HP / 172 Def Clefable: 185-218 (46.9 - 55.3%) -- 15.6% chance to 2HKO after Leftovers recovery
252 SpA Life Orb Garchomp Draco Meteor vs. 240 HP / 0 SpD Garchomp: 460-541 (110.3 - 129.7%) -- guaranteed OHKO
252 SpA Life Orb Garchomp Fire Blast vs. 252 HP / 252+ SpD Skarmory: 205-242
4 Atk Life Orb Garchomp Earthquake vs. 252 HP / 232+ Def Slowbro: 121-144 (30.7 - 36.5%)
252 SpA Life Orb Garchomp Draco Meteor vs. 252 HP / 24 SpD Slowbro: 234-277 (59.3 - 70.3%)
252 SpA Life Orb Garchomp Draco Meteor vs. 248 HP / 0 SpD Rotom-W: 188-224 (62 - 73.9%)
-2 252 SpA Life Orb Garchomp Draco Meteor vs. 248 HP / 0 SpD Rotom-W: 95-113 (31.3 - 37.2%)
252 SpA Life Orb Garchomp Draco Meteor vs. 252 HP / 8 SpD Landorus-T: 238-281 (62.3 - 73.5%)
-2 252 SpA Life Orb Garchomp Draco Meteor vs. 252 HP / 8 SpD Landorus-T: 121-142 (31.6 - 37.1%)
252 SpA Life Orb Garchomp Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 348-411 (98.8 - 116.7%) -- 87.5% chance to OHKO
252 SpA Life Orb Garchomp Fire Blast vs. 244 HP / 200+ SpD Gliscor: 103-122 (29.2 - 34.6%)
252 SpA Life Orb Garchomp Draco Meteor vs. 244 HP / 200+ SpD Gliscor: 183-216 (51.9 - 61.3%)
-2 252 SpA Life Orb Garchomp Draco Meteor vs. 244 HP / 200+ SpD Gliscor: 91-109 (25.8 - 30.9%)

u get the picture, right? if not:

http://replay.pokemonshowdown.com/ou-363431435
http://replay.pokemonshowdown.com/ou-363436160 (this one isn't great thanks to the forfeit, but the set does its job well)
http://replay.pokemonshowdown.com/ou-363447356

afterthought: not only does it act as a lure for a whole range of relevant pokemon, it doesn't have to sacrifice coverage or power in order to do so, unlike all other lures. you still beating all the shit you normally would with a regular offensive chomp
 
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because people are too unimaginative with chomp and they don't utilise it as the offensive monster that it is


Garchomp @ Life Orb
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- Draco Meteor
- Fire Blast

been using this on a few offensive teams lately and it does a good job of weakening rotom, lando, clef, slowbro, hippo etc., the stuff that gives offense a hard time. considering that the usual answers to chomp kinda blanket check a lot of offensive mons, paired with shit that appreciates said answers weakened or eliminated, it functions excellently.

4 Atk Life Orb Garchomp Earthquake vs. 252 HP / 172 Def Clefable: 185-218 (46.9 - 55.3%) -- 15.6% chance to 2HKO after Leftovers recovery
252 SpA Life Orb Garchomp Draco Meteor vs. 240 HP / 0 SpD Garchomp: 460-541 (110.3 - 129.7%) -- guaranteed OHKO
252 SpA Life Orb Garchomp Fire Blast vs. 252 HP / 252+ SpD Skarmory: 205-242
4 Atk Life Orb Garchomp Earthquake vs. 252 HP / 232+ Def Slowbro: 121-144 (30.7 - 36.5%)
252 SpA Life Orb Garchomp Draco Meteor vs. 252 HP / 24 SpD Slowbro: 234-277 (59.3 - 70.3%)
252 SpA Life Orb Garchomp Draco Meteor vs. 248 HP / 0 SpD Rotom-W: 188-224 (62 - 73.9%)
-2 252 SpA Life Orb Garchomp Draco Meteor vs. 248 HP / 0 SpD Rotom-W: 95-113 (31.3 - 37.2%)
252 SpA Life Orb Garchomp Draco Meteor vs. 252 HP / 8 SpD Landorus-T: 238-281 (62.3 - 73.5%)
-2 252 SpA Life Orb Garchomp Draco Meteor vs. 252 HP / 8 SpD Landorus-T: 121-142 (31.6 - 37.1%)
252 SpA Life Orb Garchomp Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 348-411 (98.8 - 116.7%) -- 87.5% chance to OHKO
252 SpA Life Orb Garchomp Fire Blast vs. 244 HP / 200+ SpD Gliscor: 103-122 (29.2 - 34.6%)
252 SpA Life Orb Garchomp Draco Meteor vs. 244 HP / 200+ SpD Gliscor: 183-216 (51.9 - 61.3%)
-2 252 SpA Life Orb Garchomp Draco Meteor vs. 244 HP / 200+ SpD Gliscor: 91-109 (25.8 - 30.9%)

u get the picture, right? if not:

http://replay.pokemonshowdown.com/ou-363431435
http://replay.pokemonshowdown.com/ou-363436160 (this one isn't great thanks to the forfeit, but the set does its job well)
http://replay.pokemonshowdown.com/ou-363447356

afterthought: not only does it act as a lure for a whole range of relevant pokemon, it doesn't have to sacrifice coverage or power in order to do so, unlike all other lures. you still beating all the shit you normally would with a regular offensive chomp
Chainchomp is one of my favorite sets, but something i've been fooling around with focuses on having some Atk investment to help out with gardevoir and clefable.



Garchomp @ Life Orb
Ability: Rough Skin
EVs: 176 Atk / 80 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- Draco Meteor
- Fire Blast

176 Atk Life Orb Garchomp Earthquake vs. 0 HP / 24 Def Mega Gardevoir: 277-328 (100 - 118.4%) -- guaranteed OHKO (ohko's 16/8 gardevoir as well)
176 Atk Life Orb Garchomp Earthquake vs. 252 HP / 172 Def Clefable: 211-250 (53.5 - 63.4%) -- guaranteed 2HKO after Leftovers recovery
80 SpA Life Orb Garchomp Fire Blast vs. 252 HP / 252+ SpD Skarmory: 172-203 (51.4 - 60.7%) -- 91.8% chance to 2HKO after Leftovers recovery

Because you are reducing heavily from the Satk stat however, draco meteor damage output becomes heavily reduced. If you're willing to reduce from atk and give yourself >75% chance to ohko gard and a >85% chance to 2hko clef, you can pump the other evs into SAtk and boost your draco meteor damage output by 4-5%. The reason I made this was because its extremely annoying to lead chomp when they lead gardevoir, but netting the ohko turn 1 can be insanely good. Additionally, once you reveal a strong LO EQ, fire blast / draco becomes even more unexpectd. The main benefit of this set over physical with SD > Fire Blast and Dragon Rush/Outrage > Meteor is that you don't have to waste a turn to sd in order to damage lando, meaning it can switch out if they realize they badly need it for something else. It also means you can start to pressure skarmory immediately, although i'm sure +2 LO dragon stab does a fuckton. Its also really solid to 2hko or heavily weaken clef, so you should use this set > regular chainchomp when you need to deal with those fairies a little bit better. I unfortunately don't have replays, but i'll add them if i get any.
 
at first glance, i'm not sure that the reduction in spatt is worth it, if i'm honest. here's a list of pokemon that come to mind that you're now going to have a lot more trouble with: missing out on the rotom 2hko and getting hit with pain split really sucks, you're missing the 2hko on lando and eq really hurts even if it is from def lando, missing out on the possible 3hko on gliscor, as well as missing out on the eq+draco kill on slowbro, and you don't 100% prevent rocks/dtail from tankchomp.

i'll give your spread a try, though.
 

Martin

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at first glance, i'm not sure that the reduction in spatt is worth it, if i'm honest. here's a list of pokemon that come to mind that you're now going to have a lot more trouble with: missing out on the rotom 2hko and getting hit with pain split really sucks, you're missing the 2hko on lando and eq really hurts even if it is from def lando, missing out on the possible 3hko on gliscor, as well as missing out on the eq+draco kill on slowbro, and you don't 100% prevent rocks/dtail from tankchomp.

i'll give your spread a try, though.
At the end of the day all of these spreads are dependent on the situation that you are considering. In a lead matchup, FlamingVictini's spread functions better given how people often lead with Gardevoir or Clefable when paired up against a chomp due to being able to them being able to take on standard ChainChomp with ease and not dying to Sash/Lum variants easily. This comes at the cost of making the mid-game matchup that much harder for the reasons you have listed. Ultimately which spread is better comes down to just how your team is structured and how well it matches up against threats x, y and z, so I wouldn't get too hung up on details like that.
 
Here are a couple of fun sets for the ever versatile mew, some including transform to troll fire types like Volcanion that usually switch in on standard stallbreaker/defog mew. For evs you can use bold 252/236/16spe defensive to wall medichams and the like or a bit quicker with timid to outspeed things like fast heatran. I like to run CM/NP pass mew with an attack so it can be a threat in its own right.

replay:
http://replay.pokemonshowdown.com/ou-363211395 (CM baton pass to Volcanion)
http://replay.pokemonshowdown.com/ou-363051760 (CM baton pass variant again)



-Calm mind / Nasty plot
-Transform
-Roost
-{attack} flamethrower/ice beam/ earth power

This set is a lovely troll for volcanion as you transform and water absorb it's attack. Since many are choiced this wreaks havoc. Iron defense, rock polish, and other boosting moves can be used in the top slot.


-Thunder wave / Wil-o-wisp / Toxic
-Transform
-Roost
-{attack} flamethrower/ice beam/ earth power

This set is similar but with status instead of a boosting move to cripple many threats.

-Nasty plot / Calm mind
-Baton pass
-Roost
-Flamethrower / other attack

This set forgoes transform, but allows passing to your Volcanion, Lati, or something else. Balloon Volcanion (lol) can be used to prevent them predicting earth power if they are on that level.

Also you can run CM 2 attacks
- Calm mind
- Roost
- Earth Power
- Psychic / flamethrower / ice beam
 
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Eclipse

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Sceptile-Mega @ Sceptilite
Ability: Overgrow
EVs: 152 Atk / 180 SpA / 176 Spe
Naive Nature
- Leaf Storm
- Dragon Pulse
- Focus Blast
- Rock Slide

Mega Sceptile is a mon that I have been having a lot of fun using of late due to its good matchup against offense, and I found this to be a phenomenal lure that always worked whenever I was up against a Charizard/Volcarona/Talonflame. The basic idea for Rock Slide is that the three mons I just mentioned usually switch in or set-up for free against Sceptile, but not with Rock Slide. This always works because it OHKO's Char-Y, Volcarona, and is EV'd to OHKO Max HP Talon 100% of the time, while also having an 82.4% chance to 2HKO 168 HP AV Torn-T, as AV Torn easily takes advantage of Sceptile. And it also works easily against Zard-X, as pretty much no sane Zard-X player will ever try to mega evolve against Sceptile. The EV's are all up to whatever you want to switch them to, I just use 152 Atk EV's for the aforementioned offensive benchmarks, and then 176 speed to outspeed base 135's with the rest in SpA to beef up its special attacks. And just to prove it doesn't suck that badly:

http://replay.pokemonshowdown.com/ou-359558737 - Catches the Zard-Y turn 1, getting rid of a crucial member of the opposing team.
http://replay.pokemonshowdown.com/ou-360079021 - Lures in the Volcarona who thinks it will get the easiest set up of its life, before Rock Slide easily gets rid of it.
http://replay.pokemonshowdown.com/ou-363836882 - Eliminates the Zard-X who tries to stay in regular form just to DD.
 

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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 40 Def / 220 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Surprised no one posted this yet. Fast Rotom, while not as bulky as normal spreads, works surprisingly well if used right. It is able to take on most things that normal Rotom is able to, while also having the added benefit of burning a +2 Bisharp and Breloom before either can knock you out, as they would a normal Rotom. It is also pretty cool for pretty much always outspeeding other things such as Lando-T and opposing Rotoms, which can be crucial in a pinch. This isn't the most innovative set out there, but it is useful on certain teams.

http://replay.pokemonshowdown.com/smogtours-ou-152041

You can kinda see it put in work here vs the Landorus but I don't know how much speed he ran on it. All I know is that speedy Rotom put me in a much better position than outright sacking a mon to Lando, even if I did lose the game in the end.
 

Martin

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With the above Rotom-W spread, it is a good idea to speed creep because there is a lot of stuff which creeps the positive base 70 speed tier that Rotom-W appreciates outpacing to get off Wisps and Hydros versus, including but not limited to TankChomp, 180 Spe Lando-T and the plethora of defensive base 100s.

Also while we're on the topic of fast Rotom, a sort of middle-ground spread for that is 248 HP / 132 Def / 128 Spe which outpaces adamant Bisharp in exchange for more bulk, although once again I'd recommend creeping a little with this spread due to the speed tier being very crowded. I'm not going to post a replay of it because it functions very similarly to the spread posted above and because its not very much of a different set from the above ine, but I thought I'd mention it as something else to consider with Rotom-W.
 
I credit this set to Archphantom from an ancient Next Best Thing thread but lately it's been super clutch and has won me games I had no business winning:

Latin Lover (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Tailwind
- Defog
This set helps offensive teams a ton by providing a switch in to Keldeo and Volcanion (once) and removing hazards. Once its outlived its usefulness or gets worn down (as it will do without recover) just use Tailwind. The doubling of speed aids in sweeping and revenge killing by making already fast mons impossible to outspeed or by making slow mons (like megacross and Volcanion) legitimately fast allowing them to crush rival offensive teams. The best part is it often catches opponents completely by surprise allowing you to gain some value from being Pursuit trapped or during Sucker Punch 50/50s instead of just dying. Here's a replay of this move aiding in closing out a game however unspectacular:
http://replay.pokemonshowdown.com/ou-365133580
 
So here's a set I made for a pokemon that I find extremely underrated rn



Deadly Flourish (Roserade) (F) @ Black Sludge
Ability: Natural Cure
EVs: 236 HP / 64 SpA / 20 SpD / 188 Spe
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Toxic Spikes
- Venoshock
- Synthesis/Rest​

The metagame for Roserade is perfect with bulky waters making a reapperance as she is one of the very few that can take on all Azumarill variants and scarf Tyranitars while destroying Clefable, Serperior, Quagsire and being able to take specs Keldeo Hydro Pump x2 and OHKO back. It has enough speed to outspeed Jolly Breloom as well allowing it to take on all variants as a solid check, if not counter. Add on to this the ability to do an insane amount of damage with both Leaf Storm and (what I personally use) Venoshock or Sludge Bomb, you can annihilate a plethora of mons that normally can take unresisted hits. It has no dead turns at all as you can always either attack with two options, you often only get to put up one Toxic Spikes at a time, and if nothing else you can heal up with Synthesis, keeping Roserade a healthy hazard setter and support/wallbreaker hybrid. The role compression is what really makes this shine however as it can fit onto almost any type of team with a bunch of options between Sleep Power and Aromatherapy, Spikes, and even Technician HP Fire or another attacking move. Status absorption is also really nice for it as it can often pivot into Will-o-Wisp's from Rotom-W etc etc and threaten them out. The choice between Synthesis and Rest is basically if you're facing a weather team use Rest and if you aren't use Synthesis.

EDIT: People messaged me asking for partners and counters so I'll go ahead and give a quick summary of what I've found works and what this doesn't work against.

Really good teammates include Mandibuzz as one of the best options to pair with Roserade, as it not only handles a slew of physical attackers, it also deals with Tornadus-T when tailored for it. The set for Mandibuzz I use alongside her is:

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 240 HP / 136 Def / 76 SpD / 56 Spe
Impish Nature
- Foul Play
- Knock Off
- Roost
- Toxic

160 SpA Tornadus-T Hurricane vs. 240 HP / 76 SpD Mandibuzz: 144-169 (34.2 - 40.1%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

This guarantees the 3HKO against Tornadus-T's Hurricane after Hidden Sediments while still maintaining her physical resist and having enough speed to outspeed neutral natured base 55's. Being able to Knock Off AV from Torn-T is a huge deal and can often allow it very few safe switch-ins after that. Toxic is great as it brings Venoshock online on the flying types Mandibuzz naturally beats.

Other ones include Trapping Gastrodon, Heatran, Hex Gengar, Pursuit Trappers, Spinblockers, Volt-Turners etc.

Counters are flying/ground/steel types like Talonflame/Gliscor/Heatran because you do nothing to them. Just get a layer of TSpikes on the ground if you think they'll switch into something you can't beat.

The ability to soft check a bunch of other mons I did the calcs for that you can read at your own lesiure will be down below. There's probs a bunch of others like this too I ain't no superhero go find your own calc adventures

AZUMARILL
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 236 HP / 0 Def Roserade: 225-266 (70.7 - 83.6%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 236 HP / 0 Def Roserade: 183-216 (57.5 - 67.9%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
64+ SpA Roserade Sludge Bomb vs. 92 HP / 0 SpD Azumarill: 330-390 (90.6 - 107.1%) -- guaranteed OHKO after Stealth Rock
64+ SpA Roserade Leaf Storm vs. 92 HP / 0 SpD Azumarill: 474-558 (130.2 - 153.2%) -- guaranteed OHKO
64+ SpA Roserade Venoshock (130 BP) vs. 240 HP / 16 SpD Assault Vest Azumarill: 308-366 (76.8 - 91.2%) -- 25% chance to OHKO after Stealth Rock

KELDEO
252 SpA Choice Specs Keldeo Hydro Pump vs. 236 HP / 20 SpD Roserade: 126-148 (39.6 - 46.5%) -- guaranteed 3HKO after Stealth Rock and Black Sludge recovery
252 SpA Keldeo Icy Wind vs. 236 HP / 20 SpD Roserade: 112-134 (35.2 - 42.1%) -- guaranteed 3HKO after Stealth Rock and Black Sludge recovery
252 SpA Keldeo Secret Sword vs. 236 HP / 0 Def Roserade: 98-116 (30.8 - 36.4%) -- 64.5% chance to 3HKO after Stealth Rock and Black Sludge recovery
+1 252 SpA Keldeo Secret Sword vs. 236 HP / 0 Def Roserade: 147-174 (46.2 - 54.7%) -- 9% chance to 2HKO after Black Sludge recovery
64+ SpA Roserade Leaf Storm vs. 0 HP / 0 SpD Keldeo: 428-506 (132.5 - 156.6%) -- guaranteed OHKO
64+ SpA Roserade Leaf Storm vs. +1 0 HP / 0 SpD Keldeo: 288-338 (89.1 - 104.6%) -- 62.5% chance to OHKO after Stealth Rock

CLEFABLE
0 SpA Clefable Flamethrower vs. 236 HP / 20 SpD Roserade: 118-140 (37.1 - 44%) -- guaranteed 3HKO after Stealth Rock and Black Sludge recovery
64+ SpA Roserade Sludge Bomb vs. 252 HP / 84+ SpD Clefable: 248-294 (62.9 - 74.6%) -- guaranteed 2HKO after Leftovers recovery
64+ SpA Roserade Venoshock (130 BP) vs. 252 HP / 84+ SpD Clefable: 356-422 (90.3 - 107.1%) -- 43.8% chance to OHKO

SYLVEON
252+ SpA Choice Specs Pixilate Sylveon Hyper Voice vs. 236 HP / 20 SpD Roserade: 131-155 (41.1 - 48.7%) -- guaranteed 3HKO after Black Sludge recovery
64+ SpA Roserade Sludge Bomb vs. 240 HP / 0 SpD Sylveon: 218-258 (55.7 - 65.9%) -- guaranteed 2HKO
64+ SpA Roserade Venoshock (130 BP) vs. 240 HP / 0 SpD Sylveon: 314-372 (80.3 - 95.1%) -- 50% chance to OHKO after Stealth Rock

VOLCANION
252+ SpA Choice Specs Volcanion Steam Eruption vs. 236 HP / 20 SpD Roserade: 139-164 (43.7 - 51.5%) -- guaranteed 3HKO after Black Sludge recovery
64+ SpA Roserade Leaf Storm vs. 0 HP / 0 SpD Volcanion: 214-253 (71 - 84%) -- 68.8% chance to OHKO after Stealth Rock
64+ SpA Roserade Sludge Bomb vs. 252 HP / 0 SpD Volcanion: 150-177 (41.2 - 48.6%) -- guaranteed 2HKO after Stealth Rock

SERPERIOR
252 SpA Life Orb Serperior Leaf Storm vs. 236 HP / 20 SpD Roserade: 44-53 (13.8 - 16.6%) -- possible 8HKO after Stealth Rock and Black Sludge recovery
+2 252 SpA Life Orb Serperior Hidden Power Fire vs. 236 HP / 20 SpD Roserade: 221-263 (69.4 - 82.7%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
64+ SpA Roserade Sludge Bomb vs. 0 HP / 4 SpD Serperior: 284-336 (97.5 - 115.4%) -- guaranteed OHKO after Stealth Rock
64+ SpA Roserade Venoshock (130 BP) vs. 0 HP / 4 SpD Serperior: 408-482 (140.2 - 165.6%) -- guaranteed OHKO

BRELOOM
252 Atk Life Orb Technician Breloom Mach Punch vs. 236 HP / 0 Def Roserade: 90-107 (28.3 - 33.6%) -- 0.3% chance to 3HKO after Stealth Rock and Black Sludge recovery
+2 252 Atk Life Orb Technician Breloom Mach Punch vs. 236 HP / 0 Def Roserade: 181-213 (56.9 - 66.9%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
252+ Atk Breloom Focus Punch vs. 236 HP / 0 Def Roserade: 191-225 (60 - 70.7%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
64+ SpA Roserade Sludge Bomb vs. 0 HP / 0 SpD Breloom: 410-486 (157 - 186.2%) -- guaranteed OHKO

GARDEVOIR-MEGA
232 SpA Pixilate Mega Gardevoir Hyper Voice vs. 236 HP / 20 SpD Roserade: 106-126 (33.3 - 39.6%) -- guaranteed 3HKO after Stealth Rock and Black Sludge recovery
64+ SpA Roserade Venoshock (130 BP) vs. 16 HP / 0 SpD Mega Gardevoir: 306-360 (108.8 - 128.1%) -- guaranteed OHKO

SCEPTILE-MEGA
252 SpA Mega Sceptile Giga Drain vs. 236 HP / 20 SpD Roserade: 31-37 (9.7 - 11.6%) -- possibly the worst move ever
252 SpA Mega Sceptile Leaf Storm vs. 236 HP / 20 SpD Roserade: 54-64 (16.9 - 20.1%) -- possible 6HKO after Stealth Rock and Black Sludge recovery
252 SpA Mega Sceptile Dragon Pulse vs. 236 HP / 20 SpD Roserade: 142-168 (44.6 - 52.8%) -- guaranteed 3HKO after Black Sludge recovery
64+ SpA Roserade Sludge Bomb vs. 0 HP / 4 SpD Mega Sceptile: 312-368 (111 - 130.9%) -- guaranteed OHKO

STARMIE
4 SpA Starmie Psyshock vs. 236 HP / 0 Def Roserade: 246-290 (77.3 - 91.1%) -- guaranteed 2HKO after Black Sludge recovery
64+ SpA Roserade Leaf Storm vs. 252 HP / 0 SpD Starmie: 450-530 (138.8 - 163.5%) -- guaranteed OHKO
64+ SpA Roserade Sludge Bomb vs. 252 HP / 0 SpD Starmie: 156-184 (48.1 - 56.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

LANDORUS-THERIAN
0 Atk Landorus-T Earthquake vs. 236 HP / 0 Def Roserade: 211-249 (66.3 - 78.3%) -- guaranteed 2HKO after Black Sludge recovery
252 Atk Landorus-T Earthquake vs. 236 HP / 0 Def Roserade: 252-297 (79.2 - 93.3%) -- guaranteed 2HKO after Black Sludge recovery
64+ SpA Roserade Leaf Storm vs. 252 HP / 8 SpD Landorus-T: 235-277 (61.5 - 72.5%) -- guaranteed 2HKO

EXCADRILL
252 Atk Mold Breaker Excadrill Earthquake vs. 236 HP / 0 Def Roserade: 238-282 (74.8 - 88.6%) -- guaranteed 2HKO after Black Sludge recovery
64+ SpA Roserade Leaf Storm vs. 0 HP / 4 SpD Excadrill: 279-328 (77.2 - 90.8%) -- guaranteed 2HKO

SLOWBRO(-MEGA)
0 SpA Slowbro Psyshock vs. 236 HP / 0 Def Roserade: 246-290 (77.3 - 91.1%) -- guaranteed 2HKO after Black Sludge recovery
136+ SpA Mega Slowbro Fire Blast vs. 236 HP / 20 SpD Roserade: 228-270 (71.6 - 84.9%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
64+ SpA Roserade Leaf Storm vs. 252 HP / 24 SpD Slowbro: 458-542 (116.2 - 137.5%) -- guaranteed OHKO
64+ SpA Roserade Leaf Storm vs. 252 HP / 80 SpD Mega Slowbro: 428-506 (108.6 - 128.4%) -- guaranteed OHKO

ROTOM-W
0 SpA Rotom-W Hydro Pump vs. 236 HP / 20 SpD Roserade: 58-69 (18.2 - 21.6%) -- possible 6HKO after Stealth Rock and Black Sludge recovery
64+ SpA Roserade Leaf Storm vs. 248 HP / 108 SpD Rotom-W: 336-396 (110.8 - 130.6%) -- guaranteed OHKO

HIPPOWDON
0 Atk Hippowdon Earthquake vs. 236 HP / 0 Def Roserade: 169-199 (53.1 - 62.5%) -- guaranteed 2HKO after Stealth Rock, sandstorm damage, and Black Sludge recovery
64+ SpA Roserade Leaf Storm vs. 252 HP / 112 SpD Hippowdon: 446-528 (106.1 - 125.7%) -- guaranteed OHKO

TYRANITAR
252 Atk Tyranitar Stone Edge vs. 236 HP / 0 Def Roserade: 237-280 (74.5 - 88%) -- guaranteed 2HKO after sandstorm damage and Black Sludge recovery
252 Atk Tyranitar Pursuit vs. 236 HP / 0 Def Roserade on a critical hit: 144-171 (45.2 - 53.7%) -- guaranteed 2HKO after Stealth Rock, sandstorm damage, and Black Sludge recovery
64+ SpA Roserade Leaf Storm vs. 0 HP / 0 SpD Tyranitar in Sand: 264-312 (77.4 - 91.4%) -- 25% chance to OHKO after Stealth Rock

THUNDURUS
252 SpA Life Orb Thundurus Hidden Power Ice vs. 236 HP / 20 SpD Roserade: 159-187 (50 - 58.8%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
64+ SpA Roserade Sludge Bomb vs. 0 HP / 0 SpD Thundurus: 165-195 (55.1 - 65.2%) -- guaranteed 2HKO
64+ SpA Roserade Venoshock vs. 0 HP / 0 SpD Thundurus: 118-141 (39.4 - 47.1%) -- guaranteed 2HKO after Stealth Rock

FERROTHORN
0 Atk Ferrothorn Iron Head vs. 236 HP / 0 Def Roserade: 117-138 (36.7 - 43.3%) -- guaranteed 3HKO after Stealth Rock and Black Sludge recovery

NIDOKING
252 SpA Life Orb Sheer Force Nidoking Ice Beam vs. 236 HP / 20 SpD Roserade: 234-278 (73.5 - 87.4%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery (flamethrower is the same)
64+ SpA Roserade Leaf Storm vs. 0 HP / 0 SpD Nidoking: 249-294 (82.1 - 97%) -- 25% chance to OHKO after Stealth Rock

QUAGSIRE
0 Atk Quagsire Earthquake vs. 236 HP / 0 Def Roserade: 135-159 (42.4 - 50%) -- guaranteed 3HKO after Black Sludge recovery
64+ SpA Roserade Leaf Storm vs. 252 HP / 4 SpD Quagsire: 1116-1312 (283.2 - 332.9%) -- guaranteed OHKO
64+ SpA Roserade Leaf Storm vs. 252 HP / 252+ SpD Quagsire: 744-876 (188.8 - 222.3%) -- guaranteed OHKO


Also I've only got one replay and it doesn't hugely show off her walling side but still shows she can win games for you given the chance. I'll post more replays tomorrow or something Idk

http://replay.pokemonshowdown.com/ou-365417274

Point is she slays try her
 

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So here's a set I made for a pokemon that I find extremely underrated rn



Deadly Flourish (Roserade) (F) @ Black Sludge
Ability: Natural Cure
EVs: 236 HP / 64 SpA / 20 SpD / 188 Spe
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Toxic Spikes
- Venoshock
- Synthesis​
Always been a fan of Roserade and am fairly intrigued by your set. Would it be worth considering Rest over Synthesis since you're using Natural Cure? Reckon twould allow Roserade to halt stall even more (more PP, less weather-reliant,...). Still, Sun is pretty prevalent plus Roserade might not have the time to spare to switch & shed sleep.
 

Srn

Water (Spirytus - 96%)
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Always been a fan of Roserade and am fairly intrigued by your set. Would it be worth considering Rest over Synthesis since you're using Natural Cure? Reckon twould allow Roserade to halt stall even more (more PP, less weather-reliant,...). Still, Sun is pretty prevalent plus Roserade might not have the time to spare to switch & shed sleep.
Perhaps you're thinking of gen 5; in oras ou the more common sand+rain hinders synthesis a lot.
I hate the idea of a roserade without technician hp fire in the first place but anyway

Landorus-Therian @ Leftovers / Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Hidden Power [Flying]

probably not the first person to come up with this, and it's by no means genius or anything, just a simple solution to the balance-splitting bulky mega cross that's been pretty popular nowadays. Hp flying kills it with no investment after a close combat, otherwise you'll need two hits or wait for it to sub/switch into SR twice. I was thinking about fly but it's a little too exploitable even if it does ohko, it's more effective to just catch mega-cross with an hp flying as it tries to whittle with rock blast or sub.
0 SpA Landorus-T Hidden Power Flying vs. 248 HP / 0 SpD Mega Heracross: 264-312 (72.7 - 85.9%) -- guaranteed 2HKO

Depending on the team you can definitely run knock off/u-turn over stone edge or whatever, and feel free to run the holy lax nature if you value speed more than sdef.
Here's a replay of it putting in some work (forgot colbur on my jelli lol) (Sorry about low ladder)
http://replay.pokemonshowdown.com/ou-365092243

really tho there's no reason to run this if your balance doesn't lose to mega-cross; that's the only thing hp flying does lol
 
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Always been a fan of Roserade and am fairly intrigued by your set. Would it be worth considering Rest over Synthesis since you're using Natural Cure? Reckon twould allow Roserade to halt stall even more (more PP, less weather-reliant,...). Still, Sun is pretty prevalent plus Roserade might not have the time to spare to switch & shed sleep.
Rest is a cheeky option but usually means you can't stay in and abuse her consistent utility/damage. Also her stalling potential is not as strong as her "dueling" I guess. She can often overcome a lot of opponents and would be checks if she's got time to TSpikes earlier but without it a lot of physical attackers can potentially OHKO her with set-up. It has potential against stall but at the same time it often makes no difference as you cannot be Toxic'd/Spored, burns are meh and Para is obnoxious. There's not a lot of reason to cure your statuses except with Natural Cure as the time spent doing that is often spent better elsewhere. Against weather teams it's better though. No doubt about that. I'll slash it in actually, thanks. <3
 
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Martin

A monoid in the category of endofunctors
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I quite like offensive LO Roserade with Dazzling Gleam as a spiker that can beat sableye easily 1v1. Leaf storm also does a ton.
I'm not quite sure what you achieve with Dazzling Gleam outside of hitting Dragon-types (who really don't appreciate switching into Sludge Bomb anyway outside of Garchomp/Zygarde (who get chunked by Leaf Storm regardless) due to STAB+poison chance and against which you aren't keeping Roserade in against--not to mention that the damage ranges for Sludge Bomb vs. Gleam against Latios overlap while not gaining a chance to OHKO after rocks) as versus Sableye (the intended target) STAB Leaf Storm is 21.875% stronger than a super effective Dazzling Gleam and almost always 2HKOs after accounting for the drop anyway (does a minimum of 94.7% assuming you're using timid as opposed to modest)
 
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