SM UU Creative and Underrated Sets

#26

Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Toxic

It is great for bulky offense teams. It catches Latias, Jellicent, Primarina and other Keldeo switch-ins that are not Poison or Steel types.

A really good teammate is Clefable. It counters most Latias and Jellicent sets and force them to take poison damage. A switch-in for Primarina is also appreciated.

http://replay.pokemonshowdown.com/gen7uu-535862665
 

Shiba

just want a chance :(
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#27
A couple cool sets my good friend Cynde and I have been using on ladder :toast:


Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP / 192 Def / 60 SpD / 16 Spe
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Mirror Coat

Really cool lure for mons that usually switch into or want to come in regular Swamperts like Latias, Primarina, Starmie, or Keldeo. The SpDef investment doesn't do anything specific, except that it allows it to take the special hits a bit better than usual and then proceed to just bounce it back with double the power (and in most cases just KOing them back). But yeah, really underrated and really fun move that no one expects at all on Swampert.


Latias @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Trick
- Hidden Power Fire / Thunderbolt
- Psyshock

Specs Latias is also a really fun set, and again pretty underrated as well. With the added boost, it can finally get the 2HKOs it needs with Draco that are lost w/ Life Orb or Soul Dew equipped on Pokemon like Hippowdon. Other than the Specs, the set is pretty straightforward, except with Thunderbolt slashed with HP Fire to hit things like Empoleon, Togekiss, or even Mantine a bit harder provided the team needs that type of coverage.

Overall, fun sets and I encourage you all to try them at some point :D
 
#28

Starstruck (Starmie) @ Psychium Z
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Gravity
- Hydro Pump
- Thunder
- Blizzard/Psyshock

This is a dumb little set I've been having lots of fun with. Z-Gravity gives you a +1 Special Attack Boost, allowing Starmie to take advantage of Gravity's accuracy boost to make sure Hydro Pump/Blizzard/Thunder all hit during a late-game sweep. I've toyed with also running Psyshock so that you have the option of running Shattered Psyche, which might be worth giving up Blizzard's coverage. Analytic makes it hit harder should they decide to switch/wear you down with priority, but I can see how Natural Cure gives it the ability to absorb status until you want to go for your sweep. It does cost a set-up turn and you give up its ability to spin, but it hits a lot harder than your standard Life Orb set without having to deal with recoil.

Replays:
http://replay.pokemonshowdown.com/gen7uu-534475421
http://replay.pokemonshowdown.com/gen7uu-531521201
http://replay.pokemonshowdown.com/gen7uu-547677656

I was also running this set some in OU:
http://replay.pokemonshowdown.com/gen7ou-528033476
http://replay.pokemonshowdown.com/gen7pokebankoususpecttest-511741482
http://replay.pokemonshowdown.com/gen7pokebankoususpecttest-511703787
 
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#29

Hydreigon @ Steelium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Roost
- Flash Cannon

a set ive been rocking lately that has put in a lot of work. a lot of teams rely on clefable to cover hydreigon (and like 60% of the metagame), so this is a nice way to fuck that over. zmove hydra as a whole is also pretty cool as a knock absorber, so it has that going for it i guess lol. generally this is a pretty nice way to let stuff like bulk up / vest conk, mega shark, hawlucha, etc. punch holes in the opposing team. not too much else to say about it since it is extremely straightforward but i thought it was worth posting

heres a team that i built recently that originally had scarf hydra and band raptor, then swapped items around, then gave hydra the z. im not gonna add dry commentary here either but its also a cool team that utilizes the New ANd Improved counter zam!


Staraptor @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- U-turn
- Brave Bird
- Quick Attack

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Counter
- Shadow Ball

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Mach Punch
- Drain Punch
- Knock Off
- Ice Punch

Primarina @ Choice Specs
Ability: Torrent
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Moonblast
- Hydro Pump
- Psychic

Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Earth Power
- Stealth Rock
- Ice Beam

Hydreigon @ Steelium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Roost
- Flash Cannon
 

Six Trails

formerly Analytic_
#30

Cobalion @ Buginium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Iron Head
- X-Scissor

Not sure how viable this is considered, but I have used this Z-Lure Cobalion set to a decent effect. I currently do not have any replays to show, but I will definitely edit some in if I play any time soon.

Calcs:
vs. Slowbro
252 Atk Cobalion Savage Spin-Out (160 BP) vs. 252 HP / 252+ Def Slowbro: 184-218 (46.7 - 55.3%) -- 14.8% chance to 2HKO after Leftovers recovery
+2 252 Atk Cobalion X-Scissor vs. 252 HP / 252+ Def Slowbro: 184-218 (46.7 - 55.3%) -- 14.8% chance to 2HKO after Leftovers recovery
+2 252 Atk Cobalion Savage Spin-Out (160 BP) vs. 252 HP / 252+ Def Slowbro: 366-432 (92.8 - 109.6%) -- 56.3% chance to OHKO

vs. Celebi
+2 252 Atk Cobalion Iron Head vs. 0 HP / 0 Def Celebi: 204-240 (59.8 - 70.3%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Cobalion Iron Head vs. 252 HP / 252+ Def Celebi: 147-174 (36.3 - 43%) -- 97.2% chance to 3HKO after Leftovers recovery
252 Atk Cobalion X-Scissor vs. 252 HP / 252+ Def Celebi: 200-236 (49.5 - 58.4%) -- 56.6% chance to 2HKO after Leftovers recovery
252 Atk Cobalion Savage Spin-Out (160 BP) vs. 0 HP / 0 Def Celebi: 544-640 (159.5 - 187.6%) -- guaranteed OHKO
252 Atk Cobalion Savage Spin-Out (160 BP) vs. 252 HP / 252+ Def Celebi: 392-464 (97 - 114.8%) -- 81.3% chance to OHKO

vs. Reuniclus
+2 252 Atk Cobalion Iron Head vs. 252 HP / 252+ Def Reuniclus: 177-208 (41.7 - 49%) -- guaranteed 3HKO
+2 252 Atk Cobalion X-Scissor vs. 252 HP / 252+ Def Reuniclus: 236-278 (55.6 - 65.5%) -- guaranteed 2HKO
+2 252 Atk Cobalion Savage Spin-Out (160 BP) vs. 252 HP / 252+ Def Reuniclus: 468-552 (110.3 - 130.1%) -- guaranteed OHKO

vs. Mew
+2 252 Atk Cobalion Iron Head vs. 252 HP / 0 Def Mew: 204-240 (50.4 - 59.4%) -- 80.1% chance to 2HKO after Leftovers recovery
+2 252 Atk Cobalion Savage Spin-Out (160 BP) vs. 252 HP / 0 Def Mew: 542-638 (134.1 - 157.9%) -- guaranteed OHKO

vs. Latias
+2 252 Atk Cobalion Iron Head vs. 0 HP / 0 Def Latias: 222-262 (73.7 - 87%) -- guaranteed 2HKO
252 Atk Cobalion Savage Spin-Out (160 BP) vs. 0 HP / 0 Def Latias: 296-350 (98.3 - 116.2%) -- 87.5% chance to OHKO
 
#31
Really surprised I haven't seen this set posted!

I am talking about Normalium Z Keldeo. The specific set is Z hyper beam. This allows Keldeo to completely surprise some of its otherwise safe switchins, most notably Primarina, Latias, Amoonguss and Azumarill. This gives it a 200 BP normal type attack which does ~60-70% to each of these aforementioned mons, so after you get some chip damage on them, you can lure them in with Keldeo and take them out.

Generally, you'd want to bluff a scarf set, and click scald early game to wear down the previously mentioned targets. Once they are in range, surprise them with breakneck blitz and kill them. This is really helpful in overload cores like Keldeo+Bewear, Keldeo+Blastoise (aimed at working together to eliminate common checks) and another amazing partner which appreciates this lure is Calm Mind Raikou, who can win much easier with Amoonguss and Latias gone.

Keldeo-Resolute @ Normalium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Beam
- Hydro Pump
- Secret Sword
- Scald

252 SpA Keldeo Breakneck Blitz (200 BP) vs. 0 HP / 4 SpD Latias: 172-203 (57.1 - 67.4%) -- guaranteed 2HKO after Stealth Rock (Hydro+breakneck blitz kills most of the time, but try to again save this until it's in range).
252 SpA Keldeo Breakneck Blitz (200 BP) vs. 0 HP / 4 SpD Primarina: 190-224 (63.1 - 74.4%) -- guaranteed 2HKO after Stealth Rock (If you hit it with secret sword upon the turn it switches in, this will kill it after)
252 SpA Keldeo Breakneck Blitz (200 BP) vs. 248 HP / 92 SpD Amoonguss: 233-275 (54 - 63.8%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery (Requires more chip damage, so only reveal this when it's in range).
 
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#32
Z-Hyper Beam is kinda nice but to my mind CM is better than H-Pump. It's pretty cool to CM on a Switch :

• +1 252 SpA Keldeo Breakneck Blitz (200 BP) vs. 248 HP / 92 SpD Amoonguss: 350-412 (81.2 - 95.5%) -- 56.3% chance to OHKO after Stealth Rock
• +1 252 SpA Keldeo Breakneck Blitz (200 BP) vs. 0 HP / 4 SpD Primarina: 285-336 (94.6 - 111.6%) -- guaranteed OHKO after Stealth Rock
• +1 252 SpA Keldeo Breakneck Blitz (200 BP) vs. 252 HP / 0 SpD Tentacruel: 277-327 (76 - 89.8%) -- 18.8% chance to OHKO after Stealth Rock (yeah Tentacruel is just a check and can't threaten Keldeo so this calc is a little bit pointless ;_;)

And since Azumarill is actually in test :

• +1 252 SpA Keldeo Breakneck Blitz (200 BP) vs. 252 HP / 4 SpD Azumarill: 389-458 (96.2 - 113.3%) -- guaranteed OHKO after Stealth Rock
 

TSR

you can't break me down!
is a Tiering Contributor
#33
I also have some neat sets I've been playing around with, so here they are :toast:
I don't really have replays of them in action (yet) since I haven't been able to ladder much in the past few days, but that'll be subject to change in the next few days since I'm gonna be voting on azu and'll need to form an educated opinion




Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 240 Def / 20 Spe
Impish Nature
- Play Rough
- Foul Play
- Thunder Wave
- Spikes

Standard Klefki you see pretty commonly, but the open slot goes to Foul Play over Toxic / Magnet Rise / Heal Block. Foul Play is always a nice option with Scizor around to shove its SD boosts right back down its throat, as well as allows you to pressure Bisharp a little bit more (though you shouldn't rely solely on this to check SD Bish, if it wasn't apparent lol). Other than that, its exactly the same as a normal Klefki, so there's not much to say. The speed EVs let it creep max speed Adamant Conkeldurr, which it should probably do just in case, especially if you go on ladder. There's a metric fuckton of Conk, which usually aren't running speed; but if you play someone competent, then there ya go.




Raikou @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Calm Mind
- Roar

Old throwback to an ADV OU set. In the context of SM UU, however, it turns Raikou into its own best check. I found myself giving this a try in conjunction with Ground-types like Gliscor and Zydoge, ones that struggle to take on opposing HP Ice Raikou. This alleviates the pressure on them to take on opposing electrics, and allows you to easily overwhelm other Raikou and other CM users like Clefable, rather than being forced into CM wars that can end up pretty ugly for either side. Again, not much else to explain since only one move differs from the standard, and still functions largely the same.




Slowbro @ Leftovers
Ability: Regenerator
EVs: 248 HP / 232 Def / 28 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Flamethrower
- Slack Off

Rather than running the normal CM Slowbro, this set runs some neat coverage moves it has access to. Ice Beam has more than a 50% chance to OHKO non-spdef Gliscor, which can severely punish any of them that attempt to use Taunt or Toxic as a way of wearing Slowbro down (since an uninvensted Scald with no burn chance isn't exactly Gliscor's biggest nightmare). Also chunks Hydreigon for pretty good damage, which typically could come in for little cost otherwise. Flamethrower makes it so it doesn't have to desperately fish for Scald burns against Scizor and Bisharp, which can be nice when they believe to be forcing you out. Flamethrower can do the job of emergency checking Scizor well enough, so I find the extra power of Fire blast a little unnecessary.

0 SpA Slowbro Ice Beam vs. 244 HP / 0 SpD Gliscor: 328-388 (93.1 - 110.2%) -- 62.5% chance to OHKO

0 SpA Slowbro Ice Beam vs. 0 HP / 4 SpD Hydreigon: 142-168 (43.6 - 51.6%) -- 8.2% chance to 2HKO

0 SpA Slowbro Flamethrower vs. 248 HP / 136 SpD Scizor: 268-316 (78.1 - 92.1%) -- guaranteed 2HKO

0 SpA Slowbro Flamethrower vs. 0 HP / 4 SpD Bisharp: 172-204 (63.4 - 75.2%) -- guaranteed 2HKO
 
#34

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 48 Def / 216 Spe
Jolly Nature
- Earthquake
- U-turn
- Stealth Rock
- Taunt
Yep, those of you who've been following me and my many sparrow ladder alts will have seen this bad boy. Many of you are surprised to see the Speed EVs I am running on him, so let me explain why I think this Gliscor deserves an underrated set recognition. Every one and their mother is running bulky Swords Dance or bulky Taunt/Toxic shenanigans. This set relies upon Gliscor's defensive utility, fantastic speed tier and a teeny bit of surprise factor for its success. Firstly, I will address that monstrous Speed investment. Being faster than +ve base 90s, this Gliscor can function as a late game revenge killer to weakened threats (eg. Lucario, Roserade, Nidoking, Toxicroak, Chandelure & Nidoqueen) - btw outspeeding base 70s should be the standard bench mark for most Gliscor. Secondly, the Speed is handy for a fast, and surprising Taunt versus some of the aforementioned sets preventing set up and hazards. Earthquake is for obvious STAB and U-Turn secures momentum, usually after Taunt. Stealth Rock should be quite straight forward, as Gliscor has many opportunities to set the damn things up.
 
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Eyan

c'est la vie
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#35
Not sure if this falls under creative or underrated but eh.



Latias @ Electrium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Draco Meteor
- Psyshock
- Thunder

I've been having a lot of fun with this set when running it on HO, especially while testing Azumarill. Electrium Z + Thunder is a nice filler if you can spare the Z-Move slot on your team. It helps to stop a bunch of hazard removers; after 1-2 layers of hazards, which isn't difficult to accomplish with HO, Gigavolt Havoc is abe to OHKO Mega Blastoise (a lot of people are willing to take a regular Draco Meteor / Psyshock and spin), Mandibuzz, and Togekiss, and OHKO SpDef Empoleon, Forretress, and bulky Scizor at +1. HP Fire works better for the latter 2 but this is a good catch-all way to deal with them. There are a few others but those pretty much drop to Psyshock or Draco Meteor. OHKOing stuff like Cobalion and Doublade at +1 is also cool since you open up pathways for teammates like SD Scizor.
 
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#36
Hello. I'm sure some of you have ran into this on the ladder, but I have tried this set out and can affirm that it's actually very solid and worth a try. This is Z-encore NP Togekiss.

Togekiss @ Normalium Z
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Nasty Plot
- Aura Sphere / Fire Blast / Roost / Heal Bell
- Encore

The idea behind this set is to encore the opponent into a move that allows you to setup Nasty Plot. Z-encore is really nice as it allows you to get +1 speed. Against more offensive teams, you can outrun everything up to and including Alakazam (unboosted of course) and base 80 and below scarfers. The third move is customizable. You can opt for a coverage option like fire blast or aura sphere (mainly to handle, Bisharp, Klefki and other steel types, as well as require less chip damage on Raikou), or consider running roost to allows Togekiss to be an effective pivot early-mid game. Heal bell is a final option to help beat fatter teams, specifically allowing it to take on Gliscor and Blissey better 1v1. This set easily takes advantage of mons like CB/CS Krookodile, Keldeo locked into fighting STAB, Celebi, -2 Latias, and Gliscor (watch for toxic) and should use these mons as an opportunity to setup. Alternatively, you can setup nasty plot fairly easily against mons that are forced to recover, as they most likely will not expect encore. This set in general works best against offensive and bulky offensive teams as they have little outside of Mega Aerodactyl to take on a +1 speed Togekiss.

Good partners would be mons that could take on Mega Aerodactyl, as it outruns +1 Togekiss and just kills it. Klefki is nice because it checks Aerodactyl and also pressures grounded steel types well with spikes (which are coincidentally this thing's best checks). Raikou is another mon you need to take into account when using this set. Anyways, let me know your thoughts on this set and some potential effective variations to it.
 
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Accelgor

If happiness had a form, what would it look like?
is a Tiering Contributor
#37



Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head / Swords Dance
- Low Kick


I've been toying around with Low Kick Bisharp a bit, and it hasn't disappointed me in the slightest. A great number of offensive teams have been using Cobalion to check Bisharp, and Low Kick completely decimates it if you can catch Coba on the switch. It also allows Bisharp to 1v1 Mega Sharpedo in a pinch as well as prevent pokemon like Krookodile and Hydreigon from checking it as well as they normally would. I've found that an all out attacker set is generally the only way to go if you're using Low Kick in the first place, and this pairs especially well with something like Mega Sharpedo or SD Scizor, both of whom are walled by the mostly the same mons which Low Kick is meant to lure. Running Swords Dance > Iron Head is an unorthodox option, but it may be worthwhile if your team requires some more firepower. Try it out!
 
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#38

Amoonguss @ Eject Button
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Clear Smog
- Giga Drain
- Hidden Power Fire/Synthesis

As a preface: This set should be paired with Magneton for maximum effectiveness.

I've found Eject Button Amoonguss to be quite useful in my time playing with it so far. The primary point of this set is to remove Scizor with ease, simply because the Eject Button cancels out the switching effect of the opponent's U-turn or Volt Switch. This means that if a scizor attempts to use U-turn (Or any other attack) as you switch into Amoonguss, the Scizor stays in as you get to pivot into your Magneton for the kill.

Some calcs to show Amoon can live hits from Scizor:
0 Atk Scizor U-turn vs. 248 HP / 168+ Def Amoonguss: 93-111 (21.5 - 25.7%) -- 1.2% chance to 4HKO

252+ Atk Choice Band Scizor U-turn vs. 248 HP / 168+ Def Amoonguss: 186-220 (43.1 - 51%) -- 5.1% chance to 2HKO

+2 252+ Atk Technician Scizor Bug Bite vs. 248 HP / 168+ Def Amoonguss: 319-376 (74 - 87.2%) -- guaranteed 2HKO (Life orb has a chance to OHKO)


Even if the opposing team has no Scizor or Forretress or what have you, this nifty item won't go to waste. EButton Amoon can provide what is for all intents and purposes a free switch into any of your other mons whenever you want it (Providing Amoon doesn't get OHKO'd). This means that you can pull off a safe switch into Maero with a Scarf Keldeo, or pivoting off of an opposing Gengar into your pursuit Maero, or pass a wish to a low health mon while guaranteeing that it won't die on the way in, or otherwise pull off fun pivots you wouldn't otherwise be able to do when the threatening mon is already on the field once per game. And of course, after the Eject Button is used, it can still function well as Amoonguss usually does at checking things, and even fares better versus Crawdaunt since its item is removed.

You can run Synthesis in the last slot if you want over the usual HP fire if you don't mind not being able to hit Cobalion with it, since Scizor is dealt with well enough thanks to the Eject Button.

It's not a set for everyone, but it's pretty underrated, I feel. Try it if you want!
 
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Dlanyer

Tu te tais, ou je te tais.
is a Smogon Media Contributor
#39
Yo.

I didn't play that much in SM UU. So i started trying some funny sets and i suddenly remember that Z-Trick gives its owner a +2 in Speed. And everybody loonking after this thread knows that chandelure learn it. So this set came to my mind:


Chandelure @ Psychium Z
Ability: Flash Fire
EVs: 16 HP / 252 SpA / 240 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Calm Mind / Dazzling Gleam / Energy Ball
- Flamethrower / Fire Blast
- Shadow Ball

The idea is to switch in something that can't hit/threat you. Then, you click Z-Trick, the oppo z-forfeit.
240 Speed allows you to outspeed non boosted Gator, which is nice considering it can destroy you...
CM can help Chandelure destroy balance/bulky offense that lacks Fire/Ghost resist (no, hippodown doesn't resist them). It's quite difficult to set up a CM, as chandelure is kinda frail. But you can set up in the case you oppo try to sack something to throw his counter safely (i.e Latias: 252 SpA Latias Draco Meteor vs. +1 16 HP / 4 SpD Chandelure: 138-163 (52 - 61.5%) -- 96.1% chance to 2HKO after Leftovers recovery). Still prediction reliant tho.
Dazzling gleam hits his common Dark and Dragon checks hard, namely Hydreigon, Kyurem, Krookodile, Kingdra, Sharpedo, while Energy Ball hits water, ground and rock type such as Keldeo, Sharpedo, Krookodile, Hippowdon.
Note that if you want this set to be effective, you have to weaken these mon, as Chandelure will fail to OHKO them most of the time. That's why Hazard support is crucial, making Chesnaught and Klefki good partners to it. Also, due to his Fire-type and the fact that he's grounded, something that can remove hazard is almost mandatory with Chandelure. Tentacruel, Latias, Togekiss and in a lesser extend Tsareena can help with that.
You might not forget that Chandelure is weak to two quite common priority moves in Aqua jet and Sucker punch; make sure that their users are already gone before trying to sweep with Chandy.

Finally, have fun using this^^

PS: a replay i take sooner this night
http://replay.pokemonshowdown.com/gen7uu-548830583


Edit: just realized that this mon doesn't learn Dazzling gleam. Can't remember where I saw that :x
So you better kill those Dark and Dragon type before setting it up. My bad
 
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#40

Swellow @ Silk Scarf
Ability: Scrappy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Heat Wave
- Substitute
- Endeavor

Straight out of ORAS NU. Sub Endeavor Swellow is a neat set that allows Swellow to surprise Steel-types such as bulky Scizor, Forretress, and Cobalion that assume Swellow is locked into Boomburst only to be roasted by a Heat Wave. Substitute is also helpful for Sucker Punch mind games versus the likes of Bisharp and Mega-Absol, when predicting a Sharpedo to use Protect to accumulate Speed Boosts, and is generally useful as Swellow forces a lot of switches. Once the cat is out of the bag and the set is revealed, Swellow can manually lower its HP with repeated Substitutes and heavily weaken a troublesome wall such as Blissey, Bronzong, or Clefable for a teammate to clean.
252 SpA Swellow Heat Wave vs. 248 HP / 136 SpD Scizor: 296-352 (86.2 - 102.6%) -- 87.5% chance to OHKO after Stealth Rock
252 SpA Swellow Heat Wave vs. 252 HP / 4 SpD Forretress: 432-512 (122 - 144.6%) -- guaranteed OHKO
252 SpA Silk Scarf Swellow Boomburst vs. 0 HP / 4 SpD Cobalion: 124-147 (38.3 - 45.5%) -- guaranteed 3HKO after Stealth Rock
252 SpA Swellow Heat Wave vs. 0 HP / 4 SpD Cobalion: 188-222 (58.2 - 68.7%) -- guaranteed 2HKO after Stealth Rock
(Silk Scarf Boomburst + Heat Wave has a 100% to 2HKO Cobalion with SR damage)
 

Serene's Grace

I know you felt it too
is a Tiering Contributor
#41

Omastar @ Life Orb/Shuca Berry/Waterium Z/Whatever you want
Ability: Weak Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Shell Smash

Omastar is a cool guy who got buffed with Weak Armor giving a +2 Speed Boost instead of just +1. This lets it function as a late game cleaner who can switch into something like Aerodactyl and proceed to outspeed and kill stuff. It is reasonably tanky with 70/125 bulk and also is powerful with a 115 Spatk stat. Shell Smash is a great move and while it does not get to click it as much as it would like, it doesn't need to because all it needs is to switch into 1 physical attack to become a very threatening fast sweeper akin to Agility Empoleon. Life Orb is nice for all around power in the case you don't get a smash opportunity, Shuca Berry lets Omastar set up Shell Smash better, while Waterium Z is good if you have your Z move free.
 
#42

Omastar @ Life Orb/Shuca Berry/Waterium Z/Whatever you want
Ability: Weak Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Shell Smash

Omastar is a cool guy who got buffed with Weak Armor giving a +2 Speed Boost instead of just +1. This lets it function as a late game cleaner who can switch into something like Aerodactyl and proceed to outspeed and kill stuff. It is reasonably tanky with 70/125 bulk and also is powerful with a 115 Spatk stat. Shell Smash is a great move and while it does not get to click it as much as it would like, it doesn't need to because all it needs is to switch into 1 physical attack to become a very threatening fast sweeper akin to Agility Empoleon. Life Orb is nice for all around power in the case you don't get a smash opportunity, Shuca Berry lets Omastar set up Shell Smash better, while Waterium Z is good if you have your Z move free.
Life Orb is ass, taking one hit puts you just outside of most priority range, don't fuck that up. Sitrus/Iapapa is probably better than Shuca tbh, you live most relevant EQs except Krook and healing after getting Bullet Punched seems dope. Waterium Z is the best item by far, switch in on Aerial Ace and you get 2 kills one on Aero, one with Z Hydro. Focus Sash is also good but Z Water is definitely best. HP Grass is shit, Electric/Earth Power is better every time. 60 BP move vs Empoleon is terrible, Gastrodon is terrible, Mantine is okay, and Swampert dies to Z Hydro after any chip.
 

Freeroamer

The greatest story of them all.
#43
Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hidden Power Fire
- Hydro Pump
- Secret Sword
- Scald

I can get why people would look at this and think what the hell, but I've found that sometimes I'm building and I'm using Scarf Keld cos it's a great mon in general, but the way I've built my team requires it to be a Scizor check. Scarf Keldeo does not check in particular bulky Scizor very well at all over the longer course of a game. Cos of the way Scizor plays, especially the bulky sets, often you'll have to take a U-turn here or there and be in a situation where if you were normal scarf keld at 40-50% you'd need to pray that you get the 30% burn otherwise its curtains as a +2 or +4 Bullet Punch smacks through you. Hidden Power Fire does 79-93 to the bulky spread on the analysis, and cleanly OHKOes offensive variants. I don't consider it that much of a loss of coverage because I so rarely click the last slot on Keldeo anyway and the surprise and general clutch factor of this has definitely been handy at times! Only necessary on Scarf obviously, Specs wants a Hidden Power or Icy Wind that breaks through targets it's STAB combination can't and already has the power to beat down Sciz, while other sets don't have the room to spare and don't require it anyway.
 
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#44
This set is more underrated than it is creative but SpA cobalion is a great piviot/rocker.
Cobalion @ Fightinium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Flash Cannon
- Stealth Rock
- Volt Switch

SpA all-out-pummeling hits alot of common defensive switches prepared for physical variants. The rest of the set is pretty basic. It just rocker cobalion but SpA instead of Atk.
 
#45

Zygarde-10% @ Normalium Z
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Thousand Arrows
- Extreme Speed

Hi. Basically, Breakneck Blitz Doge for some decent neutral coverage, normal set otherwise. Hits most Faeries fairly decently, keeps ESpeed after. Could go Groundium-Z, too. Probably should. Just came up with this ladder testing.
 
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#46

Zygarde-10% @ Normalium Z
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Thousand Arrows
- Extreme Speed

Hi. Basically, Breakneck Blitz Doge for some decent neutral coverage, normal set otherwise. Hits most Faeries fairly decently, keeps priority. Could go Groundium-Z, too. Probably should. Just came up with this ladder testing.
Yo, just so you know, z-extreme speed doesn't have priority. It's just a normal type attack.
 
#48
A set I have been planning to use in the Knock Down tournament but couldn't due to the bans.



Latias @ Leftovers
Ability: Levitate
EVs: 184 HP / 72 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stored Power
- Calm Mind
- Reflect Type
- Recover

The idea of this set is to allow Latias to run more bulk and passive recovery in Leftovers for the cost of immediate power, not being a complete set-up fodder and not fear common Pursuit trappers. In other words, with this set you can switch into Keldeo, Stallbreaker Togekiss and others more easily.

72 SpA allows you to Calm Mind alongside Magic Guard Clefable and 2HKO it while you are both at +6 and your Psychic type has been changed.

+6 72 SpA Latias Stored Power (260 BP) vs. +6 252 HP / 84+ SpD Clefable: 197-232 (50 - 58.8%) -- 74.2% chance to 2HKO after Leftovers recovery

Clefable works really well with this set as it can take on most Dark types and absorb status for Latias.

Replays:
http://replay.pokemonshowdown.com/gen7uu-544312256
http://replay.pokemonshowdown.com/gen7uu-544303459
http://replay.pokemonshowdown.com/gen7uu-543179086
http://replay.pokemonshowdown.com/gen7uu-543156972
http://replay.pokemonshowdown.com/azure-gen7uunoteampreview-37791 (g2 of No Team Preview tournament, round 1)
 
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#49
(first uu post woot woot)

Creative Set <-- click for dubstep

Z-Hypnosis Mew <-- this too

<-- you know

Mew @ Psychium Z
Ability: Synchronize
EVs: 16 Def / 252 SpA / 240 Spe
Timid Nature
IVs: 0 Atk
- Hypnosis
- Nasty Plot
- Psychic
- Focus Blast

This is a fun set I have been using for a bit now. Although not as threatening offensively as the Mewnium Z set, it still does its job pretty well, and provides good team support in sleep on the way. Z-Hypnosis put the opponent to sleep and increases Mew's Speed, allowing it to out the entire unboosted meta. It also provides it with the opportunity to set up a Nasty Plot. After Nasty Plot, is able to 2HKO every unresisting target in the tier, even denting the bulkiest of walls and KOing offensive threats with little prior damage. Psychic and Focus Blast give it great neutral coverage, with only Psychic types resisting them (Sableye and Spiritomb too, but you know). 16 EVs in Defense allow Mew to always survive Sucker Punch from Jolly Mega Absol after Stealth Rock damage, while the 240 EVs in Speed along with a Jolly nature allow it to outspeed Hydreigon before Z-Hypnosis (and Choice Scarf Hydreigon after) and hit it with Focus Blast. This set best serves as a late-game sweeper after most of the opposing team has been weakened slightly.

+2 252 SpA Mew Focus Blast vs. 252 HP / 252+ SpD Empoleon: 312-368 (83.8 - 98.9%) -- guaranteed 2HKO after Leftovers recovery

+2 252 SpA Mew Psychic vs. 252 HP / 4 SpD Clefable: 267-315 (67.7 - 79.9%) -- guaranteed 2HKO after Leftovers recovery

+2 252 SpA Mew Psychic vs. 252 HP / 176 SpD Hippowdon: 258-304 (61.4 - 72.3%) -- guaranteed 2HKO after Leftovers recovery

+2 252 SpA Mew Focus Blast vs. 0 HP / 4 SpD Cobalion: 568-670 (175.8 - 207.4%) -- guaranteed OHKO

+2 252 SpA Mew Focus Blast vs. 248 HP / 136 SpD Scizor: 224-264 (65.3 - 76.9%) -- guaranteed 2HKO after Leftovers recovery

+2 252 SpA Mew Focus Blast vs. 252 HP / 4 SpD Blissey: 336-396 (47 - 55.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

+2 252 SpA Mew Focus Blast vs. 248 HP / 252+ SpD Klefki: 171-202 (53.9 - 63.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

+2 252 SpA Mew Psychic vs. 0 HP / 4 SpD Raikou: 244-288 (76 - 89.7%) -- 18.8% chance to OHKO after Stealth Rock


If someone already made this set before me, I apologise, I didn't know.
 
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#50
Z-Howl Entei

Z-Howl is a pseudo Swords Dance (gives +2 attack), a move Entei could only dream of. With a fantastic base 115 attack and Extreme Speed in its movepool, Entei makes a terrifying cleaner. With Substitute, a really good bulk and typing, it can set up a substitute on a lot of Pokémon such as Scizor, Bisharp, Clefable, Amoonguss and passive Pokémon.



Entei @ Normalium Z
Ability: Pressure
Shiny: Yes
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Substitute / Flare Blitz / Stone Edge
- Howl
- Sacred Fire / Flare Blitz
- Extreme Speed

Enough HP for 101 HP substitutes, max attack Adamant for power and rest was put in speed. If running coverage over Substitute, just put the HP EVs in Speed.

http://replay.pokemonshowdown.com/gen7uu-559513864
 
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