Sketchmons ORAS - Diggersby and Shell Smash Banned!

sin(pi)

lucky n bad
Surprised nobody's mentioned god Swoobat yet. It's the only mon which gets simple and stored power naturally, and you can sketch it any good setup move - shell smash/geomancy seem the best (quiver dance is an option too but seems inferior), although geomancy makes you much more vulnerable to strong priority since Swoobat's 67/55/55 bulk is even frailer than Weavile. After a SS, Stored Power is a 260 BP STAB at +4 (though 74 base SpA is pretty pathetic).

Sample set:
Swoobat @ Focus Sash/White Herb/Leftovers/Power Herb/pinch berry
Ability: Simple
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Shell Smash/Geomancy
- Stored Power
- coverage move
- coverage move/Roost

Modest because what is beating 981 speed (at +4)?
Its movepool is pretty wide, giving you access to Giga Drain/Energy Ball/Shadow Ball/Heat Wave/Air Slash/Signal Beam/Charge Beam (lol)/HP of your choice.
All you really need is priority removed (haven't done calcs but it's probably 2HKO'd by Mach Punch after a Smash), preferably darks, psychics and steels as well, then giving it a free turn gets you a sweep. Hazard removal is useful especially with sash (but you didn't need me to tell you that).

There was an OM a while back which banned this but I can't remember its name

first post woo
 

Josh

=P
is a Team Rater Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Hoopa-Unbound @ Assault Vest
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flame Charge
- Gunk Shot
- Knock Off
- Zen Headbutt

Yknow how hoopa-u loves that scarf in standard play to make up for its subpar speed? Well hello Flame Charge! Moves can be changed depending on what your team needs, but this hoopa-u is a fucking monster once it charges ONCE. Turns into a wincon if they have no -atespeed.
EDIT: And the reason it's not shift gear etc is because of all of the priority topsy-turvy, I don't want to risk that.

Manectric @ Focus Sash
Ability: Lightning Rod
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Electrify
- Discharge
- Hidden Power [Ice]
- Quick Attack

Fastest Electrify/Lighting rod abuser, outspeeds a LOT and punishes hard. Discharge for para chance, quick attack for priority, HP ice for grounds and dragons.


ps; message me on showdown (username is Josh) for a sketchmons game.
 
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sin(pi) said:
Surprised nobody's mentioned god Swoobat yet. It's the only mon which gets simple and stored power naturally, and you can sketch it any good setup move - shell smash/geomancy seem the best
Yeah, I remember going back to the alphabet cup forums and Swoobat was banned there, but was still destroyed by priority.
Also, a topsy turvy user is probably almost required on all teams as if you don't have one, crazy set-up will happen. This is why Thundurus wasn't banned, as it prevented it being STABmons but worse.
 
Hoopa-Unbound @ Assault Vest
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flame Charge
- Gunk Shot
- Knock Off
- Zen Headbutt

Yknow how hoopa-u loves that scarf in standard play to make up for its subpar speed? Well hello Flame Charge! Moves can be changed depending on what your team needs, but this hoopa-u is a fucking monster once it charges ONCE. Turns into a wincon if they have no -atespeed.
I get what you're going for, but I feel like if you're going to try and tank a hit to boost, you may as well run Shift Gear/Shell Smash with less speed investment and more bulk investment. With your set, the combination of no attack boost and no boosting item is really lackluster in the face of the other crazy threats that show up in this meta.
 
Modest because what is beating 981 speed (at +4)?
Its movepool is pretty wide, giving you access to Giga Drain/Energy Ball/Shadow Ball/Heat Wave/Air Slash/Signal Beam/Charge Beam (lol)/HP of your choice.
All you really need is priority removed (haven't done calcs but it's probably 2HKO'd by Mach Punch after a Smash), preferably darks, psychics and steels as well, then giving it a free turn gets you a sweep. Hazard removal is useful especially with sash (but you didn't need me to tell you that).
252+ Atk Technician Hitmontop Mach Punch vs. -2 0 HP / 4 Def Swoobat: 70-82 (25.4 - 29.8%) -- guaranteed 4HKO

It doubly resists Mach Punch. It's not scared of it.

252 Atk Tough Claws Mega Metagross Bullet Punch vs. -2 0 HP / 4 Def Swoobat: 304-358 (110.5 - 130.1%) -- guaranteed OHKO

STAB, Tough Claws-boosted, 145 Attack neutrally effective priority is a OHKO by a decent margin, and of course Sucker Punch is hell, but it's not actually that weak to priority.

On the other hand, why go with Shell Smash when you can either go for Geomancy+Power Herb for the same boost with no stat-weakening, or go for the safer, more reliable, Quiver Dance? (You can carry a Focus Sash or something if you're running Quiver Dance)

+2 252+ SpA Swoobat Heat Wave vs. 0 HP / 4 SpD Mega Metagross: 294-348 (97.6 - 115.6%) -- 87.5% chance to OHKO

That's after one Quiver Dance. Mind, Geomancy Swoobat is insane.

+4 252+ SpA Swoobat Stored Power (260 BP) vs. 0 HP / 4 SpD Mega Metagross: 226-266 (75 - 88.3%) -- guaranteed 2HKO

Mega Metagross is doubly resistant with decent bulk! Look at that!

Probably an excellent choice for cleaning out teams once the (relevant) priority is gone, yeah.
 
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canno

formerly The Reptile
I agree with Ghoul King in the sense that QD and Geomancy are much better than Shell Smash. Shell Smash is just way too weak to any priority not named Mach Punch - this isn't even factoring in the fact that you're probably going to be dropped to your sash so Mach Punch will be killing. QD and Geomancy also have less problems setting up - what exactly is SmashBat going to set-up on? It's not like bat is a threat before setting up, and it's not exactly bulky either. At least QD and Geomancy can potentially set-up on slower special attackers because of the SpDef boost. Geomancy is probably the best set - even though its on-time set-up, bat is probably going to be a late-game sweeper anyways, and will probably only be able to set-up once regardless of what move you choose.

EDIT: Also Stored Power is stupid af

+4 252+ SpA Swoobat Stored Power (260 BP) vs. 4 HP / 252 SpD Eviolite Chansey: 502-592 (78.1 - 92.2%) -- 37.5% chance to OHKO after Stealth Rock

one mon should not be allowed this power
 
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252+ Atk Technician Hitmontop Mach Punch vs. -2 0 HP / 4 Def Swoobat: 70-82 (25.4 - 29.8%) -- guaranteed 4HKO

It doubly resists Mach Punch. It's not scared of it.

252 Atk Tough Claws Mega Metagross Bullet Punch vs. -2 0 HP / 4 Def Swoobat: 304-358 (110.5 - 130.1%) -- guaranteed OHKO

STAB, Tough Claws-boosted, 145 Attack neutrally effective priority is a OHKO by a decent margin, and of course Sucker Punch is hell, but it's not actually that weak to priority.

On the other hand, why go with Shell Smash when you can either go for Geomancy+Power Herb for the same boost with no stat-weakening, or go for the safer, more reliable, Quiver Dance? (You can carry a Focus Sash or something if you're running Quiver Dance

+2 252+ SpA Swoobat Heat Wave vs. 0 HP / 4 SpD Mega Metagross: 294-348 (97.6 - 115.6%) -- 87.5% chance to OHKO

That's after one Quiver Dance. Mind, Geomancy Swoobat is insane.

+4 252+ SpA Swoobat Stored Power (260 BP) vs. 0 HP / 4 SpD Mega Metagross: 226-266 (75 - 88.3%) -- guaranteed 2HKO

Mega Metagross is doubly resistant with decent bulk! Look at that!

Probably an excellent choice for cleaning out teams once the (relevant) priority is gone, yeah.
AND White Herb exists for Shell Smash sets. In that case, Mega Metagross 2HKOes so you can fire back with Heat Wave for a OHKO.
Swoobat will need a slow U-turn/Volt Switch, and removing Sucker Punch users and Thundurus (or any Prankster Topsy-Turvy). Also Memento/Dual Screens for setting up, and hazard removal which is almost mandatory on any team anyway. Is that a lot of support?
EDIT: Magnezone can now Sketch a stronger Fire-type attack to destroy the Steel-types it traps. Blue Flare probably, and Fiery Dance if you feel gimmicky (and lucky).
EDIT 2: Speaking about gimmicks Reflect Type could work on Pokémon with a horrible typing (Articuno, Aurorus maybe?).
 
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Alright, here's a few sets that I think should be good to play with.

Scizor @ Scizorite
Ability: Technician
EVs: 252 Atk / 252 HP / 4 SpDef
Adamant Nature
- Belly Drum
- Bullet Punch
- Pursuit
- Superpower

Essentially, Scizor smashes out Belly Drum T1. Hopefully the opponent has no fire moves, because apart from those, it's pretty hard to break scizor in one turn. After this, Scizor can priority sweep, or drop superpower on any bulkier stalls, such as Chansey. Pursuit can be used for some trippy prediction.

Clefable @ Power Herb
Ability: Unaware
EVs: 252 Hp / 252 Def / 4 SpDef
Timid Nature
- Geomancy
- Moonblast
- Flamethrower
- Thunderbolt

Alright, what we have here is a sweep-stopper plus revenge sweeper. T1 Clefable can drop Geomancy, cranking its Special Attack and Defense right up and giving a helpful boost to speed. With Unaware, Clefable can come in and put a stop to a boosted sweeper, effectively wall special mons and drop a large range of meta-encompassing attacks.

Well, there they are!
 
Here are some more sets. Not sure if they're actually viable, though (Sketched moves are bolded).

Leafeon @ Life Orb / Miracle Seed
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Knock Off
- High Jump Kick

Pidgeot @ Pidgeotite
Ability: Big Pecks
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind / Hyper Voice
- Hurricane
- Heat Wave
- Roost / Hidden Power Ice

Regigigas @ Leftovers
Ability: Slow Start
EVs: 148 HP / 252 Atk / 108 Spe
Adamant Nature
- Skill Swap
- Return
- Earthquake
- Stone Edge / Knock Off

Slaking @ Leftovers
Ability: Truant
EVs: 148 HP / 252 Atk / 108 Spe
Adamant Nature
- Skill Swap
- Return
- Earthquake
- Night Slash / Fire Punch
 
I've also though of some sets hopefully some of them are viable. Sketched moves in bold.

Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Return
- Earthquake
- Explosion

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Skill Swap
- Brave Bird
- Whirlwind

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Blue Flare
- Flash Cannon
- Thunderbolt

Heracross @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Shift Gear

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Night Daze
- Recover
- Will-O-Wisp

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Recover
- Leech Seed
- Gyro Ball
- Thunder Wave

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog
- Mirror Coat
- Whirlwind

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Iron Head
- Will-O-Wisp
- Roost
- Whirlwind
 
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Josh

=P
is a Team Rater Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Alright, here's a few sets that I think should be good to play with.

Scizor @ Scizorite
Ability: Technician
EVs: 252 Atk / 252 HP / 4 SpDef
Adamant Nature
- Belly Drum
- Bullet Punch
- Pursuit
- Superpower

Essentially, Scizor smashes out Belly Drum T1. Hopefully the opponent has no fire moves, because apart from those, it's pretty hard to break scizor in one turn. After this, Scizor can priority sweep, or drop superpower on any bulkier stalls, such as Chansey. Pursuit can be used for some trippy prediction.

Clefable @ Power Herb
Ability: Unaware
EVs: 252 Hp / 252 Def / 4 SpDef
Timid Nature
- Geomancy
- Moonblast
- Flamethrower
- Thunderbolt
Alright, what we have here is a sweep-stopper plus revenge sweeper. T1 Clefable can drop Geomancy, cranking its Special Attack and Defense right up and giving a helpful boost to speed. With Unaware, Clefable can come in and put a stop to a boosted sweeper, effectively wall special mons and drop a large range of meta-encompassing attacks.

Well, there they are!
I'd go for roost over pursuit because nothing will be switching out really anyways for the most part, and longevity is nice since scizor is quite bulky. I'd add a couple speed evs to speed creep just in case, but otherwise yeah nice set.

Clefable could work, I'd like to see it in play rather than theorymon though.

Here are some more sets. Not sure if they're actually viable, though (Sketched moves are bolded).

Leafeon @ Life Orb / Miracle Seed
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Knock Off
- High Jump Kick

Pidgeot @ Pidgeotite
Ability: Big Pecks
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind / Hyper Voice
- Hurricane
- Heat Wave
- Roost / Hidden Power Ice

Regigigas @ Leftovers
Ability: Slow Start
EVs: 148 HP / 252 Atk / 108 Spe
Adamant Nature
- Skill Swap
- Return
- Earthquake
- Stone Edge / Knock Off

Slaking @ Leftovers
Ability: Truant
EVs: 148 HP / 252 Atk / 108 Spe
Adamant Nature
- Skill Swap
- Return
- Earthquake
- Night Slash / Fire Punch
HJK Leafeon could work, but eh.

Hyper voice doesn't add a ton because rocks and steels are mutual resists. Calm mind could work, but pigeot isn't all that bulky and espeed will be rampant so I don't think it'll be viable.

Skill swap truant/slow start is good.

A gimmick isn't worth the mega spot imo, because threats like mega-pinsir and mega-garde are so good. 'Tis a good gimmick though.

I've also though of some sets hopefully some of them are viable. Sketched moves in bold.

Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Return
- Earthquake
- Explosion

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Skill Swap
- Brave Bird
- Whirlwind

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Blue Flare
- Flash Cannon
- Thunderbolt

Heracross @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Shift Gear

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Night Daze
- Recover
- Will-O-Wisp

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Recover
- Leech Seed
- Gyro Ball
- Thunder Wave

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog
- Mirror Coat
- Whirlwind
Explosion altaria? W-why? You want to sack your mega? Bleh imo.

What does skill swap give skarm? Sturdy is already pretty handy.

Blue flare is a nice add-on to magnezone.

Night daze sableye... n.

Recovery on ferrothorn is good.

Mirror coat could work, but eh, seems situational. Skarm isn't super weak to status anyways.
 
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HJK Leafeon could work, but eh.

Hyper voice doesn't add a ton because rocks and steels are mutual resists. Calm mind could work, but pigeot isn't all that bulky and espeed will be rampant so I don't think it'll be viable.

Skill swap truant/slow start is good.


A gimmick isn't worth the mega spot imo, because threats like mega-pinsir and mega-garde are so good. 'Tis a good gimmick though.


Explosion altaria? W-why? You want to sack your mega? Bleh imo.

What does skill swap give skarm? Sturdy is already pretty handy.

Blue flare is a nice add-on to magnezone.

Night daze sableye... n.

Recovery on ferrothorn is good.

Mirror coat could work, but eh, seems situational. Skarm isn't super weak to status anyways.
Well this were random thoughts I know some of them are gimmicky.
Well first, Pixilate Explosion is extremely powerful, especially after a boost, allowing Mega Altaria to take down another mon when its weak, or even sacrifice itself to take down a potential threat to do this.
Skill Swap seems mediocre on Skarmory, but lets it bypass ability-reliant Pokémon such as Azumarill while potentially getting a good ability such as Magic Bounce from Mega Sableye.
Mirror Coat Skarm... well that was a gimmick and not an actually viable set.
EDIT: I'll do more calcs later but for now...
+1 252+ Atk Pixilate Altaria Explosion vs. 4 HP / 252+ Def Eviolite Chansey: 513-604 (79.9 - 94%) -- guaranteed 2HKO
Without a boost is still a 2HKO, doing around 50-60%.
 
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sin(pi)

lucky n bad
Here are some more sets. Not sure if they're actually viable, though (Sketched moves are bolded).

Leafeon @ Life Orb / Miracle Seed
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Knock Off
- High Jump Kick

Pidgeot @ Pidgeotite
Ability: Big Pecks
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind / Hyper Voice
- Hurricane
- Heat Wave
- Roost / Hidden Power Ice

Regigigas @ Leftovers
Ability: Slow Start
EVs: 148 HP / 252 Atk / 108 Spe
Adamant Nature
- Skill Swap
- Return
- Earthquake
- Stone Edge / Knock Off

Slaking @ Leftovers
Ability: Truant
EVs: 148 HP / 252 Atk / 108 Spe
Adamant Nature
- Skill Swap
- Return
- Earthquake
- Night Slash / Fire Punch
Boomburst > Hyper Voice on the Pidgeot set.

Another potential cleaner is SD Diggersby with Espeed (I think it has the strongest espeed)

252+ Atk Huge Power Diggersby Extreme Speed vs. 0 HP / 0 Def Mew: 169-201 (49.5 - 58.9%) -- 99.6% chance to 2HKO
+2 252+ Atk Huge Power Diggersby Extreme Speed vs. 0 HP / 0 Def Mew: 339-399 (99.4 - 117%) -- 93.8% chance to OHKO
vs
252+ Atk Mega Lopunny Extreme Speed vs. 0 HP / 0 Def Mew: 150-177 (43.9 - 51.9%) -- 10.9% chance to 2HKO

This is without an item on Diggersby, but Lopunny can hit ghosts (mainly gengar) thanks to scrappy. Lopunny is also a lot faster and gets fake out for fakespeed (wonder where I've seen that before?), and also healing wish/BP which are both very useful moves, but can't really beat fatmons such as Skarm without a SE move (and even with one it struggles).
There is Snorlax as another option, but it's too slow to reliably beat anything which resists espeed -physically defensuve skarm (and probably SpD too) can tank a hit and phase, and terrakion can destroy it with CC but needs to invest in 76 EVs in defense to always survive a +6 Espeed after Rocks:
+6 252+ Atk Snorlax Extreme Speed vs. 0 HP / 0 Def Terrakion: 278-327 (86 - 101.2%) -- 12.5% chance to OHKO
+6 252+ Atk Snorlax Extreme Speed vs. 0 HP / 76 Def Terrakion: 255-301 (78.9 - 93.1%) -- guaranteed 2HKO after Stealth Rock

180 Atk Terrakion Close Combat vs. 4 HP / 252 Def Snorlax: 384-452 (83.1 - 97.8%) - guaranteed 2HKO (KOs after a BD even if snorlax has max defensive bulk, and most won't)

Neither can switch in after a successful BD, though, and even Max def skarm is OHKO'd by +6 Fire punch.

Speaking of gengar, the Slaking set posted can't touch it without Night Slash if it still has Levitate as its ability.
 
Boomburst > Hyper Voice on the Pidgeot set.

Another potential cleaner is SD Diggersby with Espeed (I think it has the strongest espeed)

252+ Atk Huge Power Diggersby Extreme Speed vs. 0 HP / 0 Def Mew: 169-201 (49.5 - 58.9%) -- 99.6% chance to 2HKO
+2 252+ Atk Huge Power Diggersby Extreme Speed vs. 0 HP / 0 Def Mew: 339-399 (99.4 - 117%) -- 93.8% chance to OHKO
vs
252+ Atk Mega Lopunny Extreme Speed vs. 0 HP / 0 Def Mew: 150-177 (43.9 - 51.9%) -- 10.9% chance to 2HKO

This is without an item on Diggersby, but Lopunny can hit ghosts (mainly gengar) thanks to scrappy. Lopunny is also a lot faster and gets fake out for fakespeed (wonder where I've seen that before?), and also healing wish/BP which are both very useful moves, but can't really beat fatmons such as Skarm without a SE move (and even with one it struggles).
There is Snorlax as another option, but it's too slow to reliably beat anything which resists espeed -physically defensuve skarm (and probably SpD too) can tank a hit and phase, and terrakion can destroy it with CC but needs to invest in 76 EVs in defense to always survive a +6 Espeed after Rocks:
+6 252+ Atk Snorlax Extreme Speed vs. 0 HP / 0 Def Terrakion: 278-327 (86 - 101.2%) -- 12.5% chance to OHKO
+6 252+ Atk Snorlax Extreme Speed vs. 0 HP / 76 Def Terrakion: 255-301 (78.9 - 93.1%) -- guaranteed 2HKO after Stealth Rock

180 Atk Terrakion Close Combat vs. 4 HP / 252 Def Snorlax: 384-452 (83.1 - 97.8%) - guaranteed 2HKO (KOs after a BD even if snorlax has max defensive bulk, and most won't)

Neither can switch in after a successful BD, though, and even Max def skarm is OHKO'd by +6 Fire punch.

Speaking of gengar, the Slaking set posted can't touch it without Night Slash if it still has Levitate as its ability.
On Pidgeot I think Boomburst (arguably better than Hyper Voice) shuts down a huge opportunity cost in Inferno or Zap Cannon. Seriously, especially with Zap Cannon, this thing it's a true nightmare to switch into for offense.
About FakeSpeed you've seen this in Balanced Hackmons probably.
EDIT:
Explosion altaria? W-why? You want to sack your mega? Bleh imo.

What does skill swap give skarm? Sturdy is already pretty handy.

Blue flare is a nice add-on to magnezone.

Night daze sableye... n.

Recovery on ferrothorn is good.

Mirror coat could work, but eh, seems situational. Skarm isn't super weak to status anyways.
Mirror Coat is a special Counter. You got confused with Magic Coat I think. Anyway, that's a gimmick, I'd go with WoW Skarmory or Skill Swap Skarmory.
Speaking of Skill Swap Skarmory, another mon it counters is defensive Heatran with some speed creep, by getting Flash Fire via Skill Swap. Mega Sableye is another potential victim. Also you can get rid of Skill Swap Truant or Slow Start.
 
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Funbot28

Banned deucer.
Here are some interesting sets:



Talonflame @ Leftovers
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Earthquake
- Flare Blitz
- Swords Dance

With EQ, Talon can finally hit some of it's counters in Heatran and Mega Manectric SE. Hit's really hard after +2, and is super threatening.




Serperior @ Life Orb
Ability: Contrary
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Leaf Storm
- V-create
- Dragon Pulse
- Taunt

Finally getting another useful Contrary move in V-Create, Serperior an also effectively hit Steel types that use to wall if before, while also getting +1 in Def, SpDef and Spd.




Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Transform
- Wish
- Heal Bell
- Seismic Toss

The infamous Imposter hansey makes a return... sort of. With Eviolite coupled with high HP. Chansey can become a devastating threat, copying your opponents mon.
 
More ideas:

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Taunt
- Recover

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Imprison
- Thunder Wave
- Transform
- Foul Play

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Sticky Web
- Earthquake
- Dragon Tail
- Fire Blast

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Water Shuriken
- Earthquake
- Ice Fang

Glalie @ Glalitite
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Naughty Nature
- Explosion
- Extreme Speed
- Earthquake
- Freeze-Dry
 
More ideas:

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Taunt
- Recover

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Imprison
- Thunder Wave
- Transform
- Foul Play

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Sticky Web
- Earthquake
- Dragon Tail
- Fire Blast

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Water Shuriken
- Earthquake
- Ice Fang

Glalie @ Glalitite
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Naughty Nature
- Explosion
- Extreme Speed
- Earthquake
- Freeze-Dry
Why would you transform klefki? I dunno if imprison imprisons the moves after the transform instead but if not that's not viable.

Why would you use a multi hit move on gyarados? The priority is nice but it's gonna dragon dance anyway and then having a less relaible water moves seems stupid
 
Why would you transform klefki? I dunno if imprison imprisons the moves after the transform instead but if not that's not viable.

Why would you use a multi hit move on gyarados? The priority is nice but it's gonna dragon dance anyway and then having a less relaible water moves seems stupid
It does exactly that. A niche for Smeargle in Linked was linking together Imprison and Transform for a quick surprise (especially if you're faster)
 
Why would you transform klefki? I dunno if imprison imprisons the moves after the transform instead but if not that's not viable.

Why would you use a multi hit move on gyarados? The priority is nice but it's gonna dragon dance anyway and then having a less relaible water moves seems stupid
Well as always it was a random idea. I understand your point.
On Klefki, the Imprison + Transform (+ Prankster) combo forces the foe to Struggle if it doesn't switch out. Sadly it learns no trapping moves...
As I'm bored, more sets:

Heatran @ Air Baloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Energy Ball

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Will-O-Wisp

Aron @ Berry Juice
Level: 1
Ability: Sturdy
EVs: 252 Spe
IVs: 0 Atk
Timid Nature
- Endeavor
- Feint
- Toxic
- Sandstorm

Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Recover
- Heavy Slam
- Toxic
- Roar

Manectric @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat
- Ice Beam

Manectric @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Tail Glow
- Flamethrower
- Hidden Power Ice
 
Well as always it was a random idea. I understand your point.
On Klefki, the Imprison + Transform (+ Prankster) combo forces the foe to Struggle if it doesn't switch out. Sadly it learns no trapping moves...
As I'm bored, more sets:

Heatran @ Air Baloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Energy Ball

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Will-O-Wisp

Aron @ Berry Juice
Level: 1
Ability: Sturdy
EVs: 252 Spe
IVs: 0 Atk
Timid Nature
- Endeavor
- Feint
- Toxic
- Sandstorm

Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Recover
- Heavy Slam
- Toxic
- Roar

Manectric @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat
- Ice Beam

Manectric @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Tail Glow
- Flamethrower
- Hidden Power Ice
He i see. Was fun tho.

Heatran's great.

Chomp will scare physical attackers out so maybe Twave's better here?

But why the ultimate (frail) pivot as a setup sweeper? Yeah it's nice but mega mane's pretty frail and any moderately strong special move will kill him. He may force switches but he gets forced to switch quickly too
 
He i see. Was fun tho.

Heatran's great.

Chomp will scare physical attackers out so maybe Twave's better here?

But why the ultimate (frail) pivot as a setup sweeper? Yeah it's nice but mega mane's pretty frail and any moderately strong special move will kill him. He may force switches but he gets forced to switch quickly too
Yeah Thunder Wave would be cool too as well as any entry hazard really.
I thoght about Tail Glow Mega Manectric because people usually think it is going to pivot so a Ground-type will be sent while you set up to destroy things later. Intimidate helps with priority but yeah is possibly a bad set. Maybe Raikou could work?
And...
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Ice Beam / Thunderbolt / Volt Switch / Trick
 
Yeah Thunder Wave would be cool too as well as any entry hazard really.
I thoght about Tail Glow Mega Manectric because people usually think it is going to pivot so a Ground-type will be sent while you set up to destroy things later. Intimidate helps with priority but yeah is possibly a bad set. Maybe Raikou could work?
And...
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Ice Beam / Thunderbolt / Volt Switch / Trick
Well it works yeah (+3 252 SpA Mega Manectric Hidden Power Ice vs. 252 HP / 112 SpD Hippowdon: 382-450 (90.9 - 107.1%) -- 43.8% chance to OHKO. )
But as soon as tail glow is revealed a mon will probs be sacked and then something that can and will hit it hard enough will come out to kill mane and intimidate works only when the intimidator is send out so any physical attacker can revenge kill easily too (and there are some OP physical attackers here(. Not necessarily every team can do it that way but every team in this meta will have something against setup sweepers.
Also, raikou's worse. Most of his bulk comes from assault vest and it can't run that item in that case so is forced to use leftovers/life orb not that bad but raikou doesn't force that many switches.

Also:

Raikou @ Assault vest
Ability: Pressure
EVs: 252 SpA / 252 Spe / 4 Hp
Timid Nature
-Volt Switch
-Thunderbolt
-Hidden Power Ice
-Oblivion wing

Now we have semi-relaible recovery on assault vest raikou! Although lackluster coverage

Manectric @ Manectite
Ability: Lightning Rod -> Intimidate
EVs: 252 SpA / 252 Spe / 4 Hp
Timid Nature
-Volt Switch
-Thunderbolt
-Hidden Power Ice
-Oblivion Wing / recover

Now we have (semi)relaible recovery on our ultimate pivot! But even worse coverage
 
Since I have nothing better to do, here are some more sets.

Cloyster @ Life Orb
Ability: Skill Link
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Shell Smash
- Water Shuriken
- Icicle Spear
- Rock Blast

Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Foul Play
- Toxic
- Recover
- Heal Bell / Refresh

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 132 HP / 160 SpA / 216 Spe
Timid Nature
- Oblivion Wing
- Focus Blast
- U-Turn
- Knock Off

Garchomp @ Garchompite / Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Iron Head

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Hasty / Naive Nature
- Dragon Dance
- Dragon Claw
- Fusion Bolt
- Ice Beam / Earth Power
 
Garchomp @ Garchompite / Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Iron Head

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Hasty / Naive Nature
- Dragon Dance
- Dragon Claw
- Fusion Bolt
- Ice Beam / Earth Power
Shift Gear is better than Dragon Dance in every way.
 

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