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(maybe) Viable Strategies:

Zangoose w/ Toxic Boost - Zangoose with Toxic Boost can hit obscenely hard with Facade when holding a Toxic Orb. It might not stay around for very long, but it can obliterate a lot of teams.

Weather - Weather abilities make the weather stay around longer, and all of the weather abilities effects are now much better except for maybe Solar Power. Excadrill in sand sounds especially appealing because his speed is quadrupled.
Walrein in hail could possibly be a decent wall.

Mienshao Pivot - If it can get in and out fast enough, Mienshao could be an unkillable pivot with Regenerator healing 2/3 upon switching now.
 
I'm surprised that no one has talked about Darmanitan and the abilities it has. Zen mode now activates at full health, and Sheer Force gets a Life Orb boost without the need of a Life Orb.
Darmanitan @ Leftovers/Specs
Ability: Zen Mode
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk or 1 Atk / 30 Spe
- Overheat/Flamethrower
- Psychic
- Will-O-Wisp/HP Ice
- Grass Knot/Focus Blast
If Darm-Z ever gets used, this would probably be the standard set. Using it as a check to some Pokemon can work as well, especially when you can burn anything that switches in. In fact, it's pretty hard to switch on this guy without being really specially bulky.
Calc:
252+ SpA Choice Specs Darmanitan-Z Focus Blast vs. 252 HP / 188+ SpD Heatran: 332-392 (86 - 101.5%) -- 87.5% chance to OHKO after Stealth Rock
252+ SpA Choice Specs Darmanitan-Z Hidden Power Ice vs. 244 HP / 200+ SpD Gliscor: 416-492 (118.1 - 139.7%) -- guaranteed OHKO
252+ SpA Choice Specs Darmanitan-Z Psychic vs. 248 HP / 144 SpD Mega Venusaur: 390-458 (107.4 - 126.1%) -- guaranteed OHKO
252+ SpA Choice Specs Darmanitan-Z Overheat vs. 252 HP / 84+ SpD Clefable: 336-396 (85.2 - 100.5%) -- 6.3% chance to OHKO

And regular Darm
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Rock Slide
- Earthquake (Bulldoze has 96 BP with Sheer Force so it's still weaker)
- U-turn
I would assume this is would still be superior to Darm-Z. Sheer Force has the same 1.6x you would get in a regular Meta with life orb, but now you can get that same hitting power with Scarf (which out-speeds Mega Alakazam) or even more power with Band. I also heard this is a very offensive Metagame too.
Calc:
252 Atk Life Orb Sheer Force Darmanitan Flare Blitz vs. +4 252 HP / 252 Def Furfrou: 126-149 (35.5 - 42%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
-2 252 Atk Life Orb Sheer Force Darmanitan Rock Slide vs. 88 HP / 4 Def Gyarados: 177-211 (50.1 - 59.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
-2 252 Atk Life Orb Sheer Force Darmanitan Flare Blitz vs. 252 HP / 240+ Def Landorus-T: 136-161 (35.6 - 42.1%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
Anyone else have thoughts on both of them?
 
This little buddy might finally get the respect he deserves under rain

Parasect @ Leftovers
Ability: Dry Skin
EVs: 252 HP / 160 Def / 96 SpD
Careful Nature
- Spore
- Substitute
- Leech Seed
- X-Scissor


This thing was decent last gen, but it fell into obscurity after the nerf to weather.
Now Parasect is healed 1/4 every turn by rain. Parasect can switch in on a water attack, put the opponent to sleep, leech seed it, and become nearly unkillable with 43% of its health being restored every single turn with Leech Seed up. Screw recovery, we have this.

HAIL THE MUSHROOM
 
You know what I like? Breloom.
You know what I like more? 50 Power Bullet Seed


Breloom @ Lum Berry / Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly/Adamant Nature
- Mach Punch
- Bullet Seed
- Spore
- Rock Tomb

Mach Punch now has 80 Power, Bullet seed is a 50 Power multi-hit attack, Spore is Spore, with Rock Tomb, think of stone edge, with more power, more accuracy, and it lowers your opponents speed. Life orb is for the extra damage if you ever need it, and lum berry removes the first para/burn. A jolly nature is used to outspeed some threats, while an adamant nature maximizes attack

Slowbro you don't change very much in this meta, except for the fact that you now recover 66.7% of health on switch out.


Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD (If running Thunder Wave, 252 HP / 252 Def / 4 SpD If Running Calm Mind)
Bold Nature
- Scald
- Slack Off / Fire Blast / Toxic
- Thunder Wave / Calm Mind
- Psyshock

I'm not completely sure how this meta will work, so you may not even need Slack off because switching out heals you more, but I don't know. Scald is for water type STAB and the 30% burn, Slack Off Heals (Although it may not be needed depending on how the OM works) Fire Blast is for coverage, and Toxic is always useful. Thunder Wave can stop other walls and magic guard mons, but if running Toxic, Calm mind is recommended. Psyshock hits specially dedicated walls, and hits Scald Resist. Let me know what you think!
 
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and about the Filter/Solid Rock abilities? almost any hit will be neutral
Pokemon with Solid Rock/Filter actually receive less damage of x2 Super Effective attacks than they do on neutral hits.

If a neutral hit does 100 damage, regular Filter/SR would make super effective moves do 150/300 respectively.

Now, if a neutral hit does 100, Powered-up Filter/SR would make super effective attacks do 75/150 respectively making x2 effective moves Pseudo Resisted.

So Mega Aggron basically has no weaknesses outside of Mold Breaker Fighting/Ground/Fire and has a defensive type advantage of 14 different types. This also gives Rhyperior, and Carracosta 1 to 2 real weaknesses (and 8 to 10 real resistances) while still activating Weakness Policy on all their old weaknesses.
 
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WELCOME TO ONE OF THE MOST GIMMICKY SETS OF ALL TIME

for this meta at least

Durant @ Occa Berry / Choice Scarf
Ability: Truant
EVs: 248 HP / 8 SpD / 252 Spe
Jolly/Timid Nature
IVs:Atk 31/0
- Entrainment
- Filler
- Filler
- Filler
Entrainment completely ruins the other mons' set, no matter what it is, and since the only way for them to lose it is by switching out (or using skill swap if they run it for some reason)
The rest of the moves are filler
Occa berry lessens your one weakness
Scarf lets you outspeed even better
252 Speed+Jolly/Timid is for outspeeding stuff
The HP and Special Defense Investments let you take a hit if you are outsped
A couple problems with this strategy.
1. Entrainment's effects only last if the Pokemon is out. If your opponent switches, they get rid of Truant.

2. If the other opponent has Protect, you basically give them 2 free turn after each protect or you have to switch which can really screw you over.

3. If you're going to use this, you should at least have the Eject Button. This way it can act as like a Memento if you survive and allow set up the same way.
 
A couple problems with this strategy.
1. Entrainment's effects only last if the Pokemon is out. If your opponent switches, they get rid of Truant.

2. If the other opponent has Protect, you basically give them 2 free turn after each protect or you have to switch which can really screw you over.

3. If you're going to use this, you should at least have the Eject Button. This way it can act as like a Memento if you survive and allow set up the same way.
Like I said, its gimmicky
 

AquaticPanic

Intentional Femboy Penguin
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This might work:

unfezant.gif

Unfezant @ Razor Claw
Ability: Super Luck
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Return/Frustration
- Aerial Ace
- Steel Wing
- Quick Attack

It will always crit, and having the hapiness moves for a great STAB is nice. Aerial Ace is the only physical Flying STAB move (Besides Fly and Sky Attack), but the Critstab combo could work well. Steel Wing for Rock and Ice types (Mostly for rock) and Quick Attack for priority.
 
Guts normally does 2* damage, it should do 3*.

Ambipom @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power-Up Punch
- Fake Out
- Aerial Ace
- Double Hit

This Set is insane.
Against A MAX HP Max def Furfrou with Leftovers, with Fur Coat boost, It can take it out With POWER-UP-PUNCH in 3 turns.

*Change Jolly to Adamant

Delcatty @ Leftovers
Ability: Wonder Skin
EVs: 252 HP / 252 Def / 4 SpD
Careful Nature
- Cosmic Power
- Toxic
- Wish
- Dig



This Could be good, Only from the standpoint of Low Accuracy Status Moves Mixed with Cosmic Power, Allowing you to tank some hits and be practically unkillable.
 
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sin(pi)

lucky n bad
Delcatty @ Leftovers
Ability: Wonder Skin
EVs: 252 HP / 252 Def / 4 SpD
Careful Nature
- Cosmic Power
- Toxic
- Wish
- Dig


This Could be good, Only from the standpoint of Low Accuracy Status Moves Mixed with Cosmic Power, Allowing you to tank some hits and be practically unkillable.
not to minimod but please don't quadruple-post, the "edit" button exists for a reason. Also, the delcatty set is not good because
1) it's walled by skarmory which is unfortunate for something that would like to be a stallbreaker
2) Delcatty has awful 70/65/55 bulk (that's less than Weavile, for comparison). It's not walling anything
3) Cosmic Power is cool and all but you're not going to be able to kill anything which can absorb a Toxic, and you'll end up being PP stalled (admittedly, very slowly)
 

AquaticPanic

Intentional Femboy Penguin
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Guts normally does 2* damage, it should do 3*.

Delcatty @ Leftovers
Ability: Wonder Skin
EVs: 252 HP / 252 Def / 4 SpD
Careful Nature
- Cosmic Power
- Toxic
- Wish
- Dig


This Could be good, Only from the standpoint of Low Accuracy Status Moves Mixed with Cosmic Power, Allowing you to tank some hits and be practically unkillable.
Eh, use it as a batton passer if anything. Put Subs instead of toxic, Baton Pass instead of dig. Wish is kinda meh since the HP is really low. If you pass to an Unaware Mon like Quagsire, it would work better. Or to a Swoobat with CM and Stored Power.
 
Delcatty @ Leftovers
Ability: Wonder Skin
EVs: 252 HP / 252 Def / 4 SpD
Careful Nature
- Cosmic Power
- Toxic
- Wish
- Dig


This Could be good, Only from the standpoint of Low Accuracy Status Moves Mixed with Cosmic Power, Allowing you to tank some hits and be practically unkillable.
sin(pi) basically covered all of the reasons this set is bad. if you still want to use a Wonder Skin + Cosmic Power stall set, though, there's always this guy:

Sigilyph @ Leftovers
Ability: Wonder Skin
EVs: 248 HP / 8 SpD / 252 Spe (EVs are probably messed up but w/e)
Timid Nature
IVs: 0 Atk
- Cosmic Power
- Stored Power
- Heat Wave/other filler
- Roost

Sigilyph would undoubtedly prefer to use Magic Guard or Tinted Lens if you're using it at all, but this is most likely the best choice for a Wonder Skin set.
 
As every ability is becoming better why not give the poor old slakin a little love
Maybe skipping a move every 4 turns would be awesome
Not that i like slaking or anything but i feel hes been left out
And DAYUMdem regigigas changes lol
Apparently regigigas potrayed as one of the op legendaries is weaker than...my profile pic
Lol
 
Guts normally does 2* damage, it should do 3*.

Ambipom @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power-Up Punch
- Fake Out
- Aerial Ace
- Double Hit

This Set is insane.
Against A MAX HP Max def Furfrou with Leftovers, with Fur Coat boost, It can take it out With POWER-UP-PUNCH in 3 turns.

*Change Jolly to Adamant

Delcatty @ Leftovers
Ability: Wonder Skin
EVs: 252 HP / 252 Def / 4 SpD
Careful Nature
- Cosmic Power
- Toxic
- Wish
- Dig



This Could be good, Only from the standpoint of Low Accuracy Status Moves Mixed with Cosmic Power, Allowing you to tank some hits and be practically unkillable.
Choice Band with Fake Out?
 
Yeah, I've actually run choice banded fakeout before specifically for fast Pokemon with no bulk. IE: Mega Beedrill, Any sucker Punchers, Extreme speeders, etc.
Nobody ever expects it with a choice banded set.
 

Xayah

San Bwanna
is a Community Contributoris a Forum Moderator Alumnusis a Contributor Alumnus
Venomoth with Wonder Skin seems interesting. Status moves only have 25% accuracy, so it can set up for free essentially (if it has a Sash) and then might have some potential to sweep.
 

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