Nails
Double Threat
So these are a bunch of sets not on the analyses I've used successfully, idk how to post this and I don't want to write them up but here goes.
Poliwrath @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Protect
- Toxic
- Circle Throw
- Scald
Protect allows you to run toxic without giving up burns or phazing and gives free lefties/creates mind games allowing you to outplay your opponent.
Bouffalant @ Leftovers
Trait: Sap Sipper
EVs: 248 HP / 136 Atk / 124 Spd
Adamant Nature
- Swords Dance
- Return
- Stone Edge
- Earthquake
This used to be standard, it's just not on the analysis. EVs outrun base 70s and hit a bonus point in attack while ~maxing hp.
Steelix @ Life Orb
Trait: Sheer Force
EVs: 252 Atk / 208 HP / 48 Spd
Adamant Nature
- Stealth Rock
- Earthquake
- Crunch
- Iron Tail
Iron Tail nukes insanely hard, crunch does 65-78 to slowking, the speed creeps past tomb so you don't get burned without taking it down.
Crustle @ Lum Berry
Trait: Sturdy
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Spikes
- Shell Smash
- Rock Blast
- X-Scissor
An unpredictable set to play against, you lead it and shell smash if you can scare something out and pretty much always get a layer. Against smeargle, assuming he spores, you get a shell smash boost along with sturdy still active and you ohko through sash. X-Scissor kills slowking at +2.
Aggron @ Life Orb
Trait: Rock Head
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Head Smash
- Hone Claws
- Earthquake/Heavy Slam
- Rock Polish
Way less predictable and more versatile than one or the other sets. You hit 2x eq weaks and rock neutrals (qwilfish, kabutops, drapula) harder with head smash than eq, and you're not breaking through steelix and regirock anyways. If their team has lost its fast pkmn you can be reasonably effective with a hone claws boost alone.
Sawsbuck @ Watmel Berry
Trait: Sap Sipper
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Horn Leech
- Return
- Natural Gift
- Swords Dance/Baton Pass
Natural Gift @ Watmel Berry gives an 80 bp fire move. Pretty self explanatory. You could probably drop return for something like nature power, though you have to make sure to use natural gift carefully since you only get one shot.
Gardevoir @ Life Orb
Trait: Trace
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Psychic
- Hidden Power [Fire]
- Taunt
- Thunderbolt
I'm not sure how the analysis doesn't have a LO gard set, but this is my personal favorite way to run gard. I haven't experimented much with stuff like shadow ball/focus blast over tbolt/hp fire, but you hit most psychic resists SE with electric/fire coverage. Taunt is an awesome utility move and gard is as good a place as any to fit it onto your team. Trace is obviously amazing.
Slowking @ Leftovers
Trait: Regenerator
EVs: 252 HP / 200 Def / 56 Spd
Bold Nature
- Fire Blast
- Scald
- Calm Mind
- Slack Off
CM Slowking is the best set it can run, you can set up very easily. The EVs speed creep tomb. The 4th move is 100% team dependant, hp grass/signal beam/psyshock/ice beam can all work.
Tangrowth @ Leftovers
Trait: Regenerator
EVs: 252 HP / 136 Def / 120 SDef
Impish Nature
- Sleep Powder
- Knock Off
- Power Whip
- Earthquake
Couple things about this set, knock off > leech seed in most situations since they'll switch out of leech seed and growth doesn't need healing. EQ is better than AC and deserves a slash because you hit entei so much harder when he tries to switch into sleep powder. Power whip is stronger than giga drain and as mentioned earlier, with regen and crazy bulk you don't really need healing on top of that. And the SDef EVs help for general tanking of mixed attackers, since I've generally found max defense unnecessary. A lot of times I run less defense than that, 252 HP / 80 Atk / 176 SDef Careful has been my standard for a while. Knock off deserves a first slash on the set, and EQ a later slash imo.
Archeops @ Flying Gem
Trait: Defeatist
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Taunt
- Acrobatics
- Head Smash
- U-turn
Lead it, you taunt the uxie so it can't lay rocks and then uturn for free momentum. Acrobatics and head smash are there for nuking stuff. A fantastic hit and run pkmn. Defeatist head smashes still hurt.
Entei @ Leftovers
Trait: Pressure
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Flare Blitz
- ExtremeSpeed
- Toxic
- Protect
One of my favorites, it has so much more bulk than cb entei. With protect you can heal off SR and flare blitz damage. Toxic hits slowking (usually on the switch, but you can often catch them using a coverage move on a predicted switch), and has great synergy with protect. Overall you keep it healthier so you can get that one extra switch into SR and espeed for the game winner. Protect is so clutch.
Ok that's all I got.
Poliwrath @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Protect
- Toxic
- Circle Throw
- Scald
Protect allows you to run toxic without giving up burns or phazing and gives free lefties/creates mind games allowing you to outplay your opponent.
Bouffalant @ Leftovers
Trait: Sap Sipper
EVs: 248 HP / 136 Atk / 124 Spd
Adamant Nature
- Swords Dance
- Return
- Stone Edge
- Earthquake
This used to be standard, it's just not on the analysis. EVs outrun base 70s and hit a bonus point in attack while ~maxing hp.
Steelix @ Life Orb
Trait: Sheer Force
EVs: 252 Atk / 208 HP / 48 Spd
Adamant Nature
- Stealth Rock
- Earthquake
- Crunch
- Iron Tail
Iron Tail nukes insanely hard, crunch does 65-78 to slowking, the speed creeps past tomb so you don't get burned without taking it down.
Crustle @ Lum Berry
Trait: Sturdy
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Spikes
- Shell Smash
- Rock Blast
- X-Scissor
An unpredictable set to play against, you lead it and shell smash if you can scare something out and pretty much always get a layer. Against smeargle, assuming he spores, you get a shell smash boost along with sturdy still active and you ohko through sash. X-Scissor kills slowking at +2.
Aggron @ Life Orb
Trait: Rock Head
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Head Smash
- Hone Claws
- Earthquake/Heavy Slam
- Rock Polish
Way less predictable and more versatile than one or the other sets. You hit 2x eq weaks and rock neutrals (qwilfish, kabutops, drapula) harder with head smash than eq, and you're not breaking through steelix and regirock anyways. If their team has lost its fast pkmn you can be reasonably effective with a hone claws boost alone.
Sawsbuck @ Watmel Berry
Trait: Sap Sipper
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Horn Leech
- Return
- Natural Gift
- Swords Dance/Baton Pass
Natural Gift @ Watmel Berry gives an 80 bp fire move. Pretty self explanatory. You could probably drop return for something like nature power, though you have to make sure to use natural gift carefully since you only get one shot.
Gardevoir @ Life Orb
Trait: Trace
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Psychic
- Hidden Power [Fire]
- Taunt
- Thunderbolt
I'm not sure how the analysis doesn't have a LO gard set, but this is my personal favorite way to run gard. I haven't experimented much with stuff like shadow ball/focus blast over tbolt/hp fire, but you hit most psychic resists SE with electric/fire coverage. Taunt is an awesome utility move and gard is as good a place as any to fit it onto your team. Trace is obviously amazing.
Slowking @ Leftovers
Trait: Regenerator
EVs: 252 HP / 200 Def / 56 Spd
Bold Nature
- Fire Blast
- Scald
- Calm Mind
- Slack Off
CM Slowking is the best set it can run, you can set up very easily. The EVs speed creep tomb. The 4th move is 100% team dependant, hp grass/signal beam/psyshock/ice beam can all work.
Tangrowth @ Leftovers
Trait: Regenerator
EVs: 252 HP / 136 Def / 120 SDef
Impish Nature
- Sleep Powder
- Knock Off
- Power Whip
- Earthquake
Couple things about this set, knock off > leech seed in most situations since they'll switch out of leech seed and growth doesn't need healing. EQ is better than AC and deserves a slash because you hit entei so much harder when he tries to switch into sleep powder. Power whip is stronger than giga drain and as mentioned earlier, with regen and crazy bulk you don't really need healing on top of that. And the SDef EVs help for general tanking of mixed attackers, since I've generally found max defense unnecessary. A lot of times I run less defense than that, 252 HP / 80 Atk / 176 SDef Careful has been my standard for a while. Knock off deserves a first slash on the set, and EQ a later slash imo.
Archeops @ Flying Gem
Trait: Defeatist
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Taunt
- Acrobatics
- Head Smash
- U-turn
Lead it, you taunt the uxie so it can't lay rocks and then uturn for free momentum. Acrobatics and head smash are there for nuking stuff. A fantastic hit and run pkmn. Defeatist head smashes still hurt.
Entei @ Leftovers
Trait: Pressure
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Flare Blitz
- ExtremeSpeed
- Toxic
- Protect
One of my favorites, it has so much more bulk than cb entei. With protect you can heal off SR and flare blitz damage. Toxic hits slowking (usually on the switch, but you can often catch them using a coverage move on a predicted switch), and has great synergy with protect. Overall you keep it healthier so you can get that one extra switch into SR and espeed for the game winner. Protect is so clutch.
Ok that's all I got.
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