Project The Next Best Thing

Approved by prem;
Credit to Fatty for the OP, Kappaten for previous NBT, I'm waiting to insert credit for banner, I've just found it on BW LC topic







What is this?:
I'm pretty sure all of us LCers feel as though there is some untapped power within the LC environment. There is substantial evidence for this idea in the form of one commonality for most tiers, LC included: there always seems to be one or more new-fangled, hyped up sets that weren't originally main-stay or seen as "viable" by the community, but somehow has taken the metagame by storm. This can be seen in DPP OU (with Special Lucario transitioning to SD Lucario, Heatran eventually running items other than Choice Scarf, and the influx of ChestoRest Kingdra) in ADV (with the vaunted TyraniBoah now becoming almost an urban myth in comparison to Special and DD Tyranitar, and the increasing popularity of SupeRachi) and in BW OU (with the advent of SubSalac Terrakion, SubDisable Gengar, and ChestoRest Volcarona). Speaking about LC, Bulky Drilbur was born in this way.
Yes, some of these sets may have been found early on with respect to the creation of the tier or fairly recently, the point is, though, that there seems to be an endless supply of effective and potent sets out there yet to be discovered, especially factoring in metagame swings and the possible tier shifts. The purpose of this project will be to systematically subject each and every LC pokemon to a collective body of research in an attempt to uncover these "hidden gems", so to speak, and hopefully spark some creativity throughout the LC community, which many argue is very lacking of variety.


The Process:

Each 10 days, I will choose a different LC Pokemon, sometimes chosen by random, sometimes chosen by curiousity, of which participants will try to personally create a new set for that is not already on-site or in the process of being put on-site. Participants will be given 7 days to create their set, with discussion about the particular sets being promoted throughout, and on next 7 days, a vote will be held to choose which user's set represented the most creative and simultaneously competivitely viable set to utilize in the current LC metagame. Once the votes are tallied and a winner is crowned, the set will be archived in the OP and the process will start all over again for the next pokemon specimen.

What are we looking for?:

Specifically, I want to stress the importance of the balance between creativity and viability when picking a set to post for the Pokemon in question. There's a very fine line between a "creative" set and a "gimmick", and this project is not meant to produce gimmicks, rather emphasize the ability to think outside the box when using a specific Pokemon in order to maximize it's potential. Having said that, I would also like to deviate from simple one move / item changes. For example, using Life Orb over Eviolite does nothing to show any untapped potential DD Scraggy has because we already have a basic understanding of what DD Scraggy is and does, it's just now better at dealing damage . The same goes for using Payback over Knock Off on Mienfoo, it doesn't yield productive discussion or results for the project. I am looking for sets that test what we think we know about checks or counters, so-called standards, and what it means to be viable. Maybe a particular option for a Pokemon looks inferior at first glance for that particular pokemon, but dig deeper and try and find what it might mean in the big picture, for the entire team.


The first test subject is....

Abra


Things to consider:

  • What is thought to "counter" this pokemon?
  • Is there anyway to bypass this pokemon's so-called "counters?
  • What moves are seldom used on this pokemon, but have the most upside?
  • What niches can this pokemon potentially fill in the current metagame?
  • What opposing pokemon does this pokemon do well against?
  • How can this pokemon benefit it's teammates?

Posting sets deadline: 24th August 4 PM EST
It's time to vote (until 2nd August, 4 PM EST)



Trubbish @ Berry Juice
Ability: Sticky Hold
Level: 5
EVs: 116 HP / 36 Atk / 100 Def / 20 SDef / 236 Spd
Jolly Nature
- Recycle
- Gunk Shot
- Explosion
- Spikes

don't you just hate Defog? A quick Explosion blocks Defog completely (it's one of the only ways to block it, Pawniard doesn't count) This set works best if the defogger in question is afraid to switch in on a Gunk shot (when it's in 2hko range). In that case, depending on how much risk your opponent is willing to take, it's very easy to get 3 layers of spikes up (your opponent will think he can just sack the current mon and switch in the defogger to get rid of them) but then BOOM rip rip explode bye defog hello hazards!

i haven't tested this exact set, only a variant with Normal Gem and it managed to block defog twice (I had SR+1/2 layers of Spikes)

if your team depends on hazards, use boombag


Tirtouga @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 212 Atk / 180 Spd / 12 Def / 76 SDef
Adamant Nature
- Stealth Rock
- Knock Off
- Rock Slide
- Aqua Jet


Croagunk @ Eviolite
Ability: Dry Skin
Level: 5
EVs: 52 HP / 188 Atk / 116 Def / 116 SpD / 36 Spe
Adamant
- Substitute
- Focus Punch / Drain Punch
- Sucker Punch
- Knock Off / Gunk Shot / Drain Punch

188+ Atk Croagunk Focus Punch vs. 0 HP / 36 Def Carvanha: 56-68 (266.6 - 323.8%) -- guaranteed OHKO

Substitute is nice on Croagunk because it blocks status and eases prediction. From there, Croagunk can fire off Sucker Punch now that the opponent is forced to attack Croagunk, or just use one of its powerful STAB moves. Opponents that Croagunk can't deal enough damage to will probably lose their item before Croagunk goes (unless Trubbish). The given EVs maximize Croagunk's attack and hit Eviolite numbers.

omg Kiba beat me to Subgunk ;-;


Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 196 Spd / 180 Atk / 76 Def
Jolly Nature
- Substitute
- Acrobatics
- Earthquake
- Endeavor

Substitute avoids Pawniard's Sucker Punch so Earthquake can kill it, checks Fletchling fine since switching into Acrobatics after SR activates Berry Juice letting Acrobatics wreck it. Point of the set is Endeavor, which lets it go out with a bang. After it's subbed down to his maximum capacity, he should have 2 HP (or at least, less than 5 HP). If he's about to die, or they went into like Spritzee or Hippopotas, Endeavor them, die, and let something else take care of them. Easy peasy.


did people vote blara just cos he is tier leader or something idgi

Cottonee @ Choice Specs
Ability: Prankster
Level: 5
EVs: 224 SAtk / 116 Def / 40 SDef / 116 HP
Modest Nature
- Switcheroo
- Hidden Power [Ground]
- Dazzling Gleam
- Memento

Common switch-ins to cottonee include Pawniard, Fletchling, Foongus, Croagunk, Doduo, Ferroseed - all of which would hate Choice Specs.
Also acts as a 1 time encore for shit and still stops set-up sweepers being effective.
HP Ground hits Mag and Ponyta, who might not mind specs and trubbish who has sticky hold.
Memento when you have no more use for it anymore.
You don't even have to trick specs away if you don't want check out these calcs
224+ SpA Choice Specs Cottonee Dazzling Gleam vs. 0 HP / 0 SpD Fletchling: 18-22 (85.7 - 104.7%) -- 43.8% chance to OHKO - you can calc with a more defensive spread i guess idk what is standard, but still probs KOs with rocks or something
224+ SpA Choice Specs Cottonee Dazzling Gleam vs. 0 HP / 36 SpD Pawniard: 16-21 (76.1 - 100%) -- 6.3% chance to OHKO (scarf)
224+ SpA Choice Specs Cottonee Dazzling Gleam vs. 212 HP / 116 SpD Eviolite Croagunk: 10-13 (41.6 - 54.1%) -- 56.3% chance to 2HKO (outspeeds most Gunks)


Porygon @ Life Orb
Ability: Download
Level: 5
EVs: 200 Spd / 240 SAtk / 40 Def
Modest Nature
- Agility
- Tri Attack
- Hidden Power [Fighting]
- Psychic / Shadow Ball

Basically, this Porygon sets up Agility on something it forces out (for example, Misdreavus) and then KOes everything. Psychic OHKOes foo even without download. If you setup on something specially weak, it's even better. HP fighting KOes Pawniard (you outspeed scarf), and evio, well...
236 Atk Pawniard Sucker Punch vs. 0 HP / 36 Def Porygon: 12-15 (52.1 - 65.2%) -- guaranteed 2HKO

196+ Atk Fletchling Acrobatics (110 BP) vs. 0 HP / 36 Def Porygon: 13-16 (56.5 - 69.5%) -- guaranteed 2HKO
it tanks priority pretty well.

Psychic if you're afraid of fighting types, Shadow Ball for ghosts.

+1 236+ SpA Life Orb Porygon Shadow Ball vs. 36 HP / 0 SpD Eviolite Misdreavus: 21-26 (91.3 - 113%) -- 68.8% chance to OHKO
+1 236+ SpA Life Orb Porygon Psychic vs. 0 HP / 236 SpD Eviolite Timburr: 26-31 (108.3 - 129.1%) -- guaranteed OHKO
236+ SpA Life Orb Porygon Psychic vs. 0 HP / 36 SpD Eviolite Mienfoo: 18-23 (85.7 - 109.5%) -- 75% chance to OHKO

It's p much an excellent setup sweeper, and it forces out a lot of things that think you're standard pory.

Now onto Tri Attack...

236+ SpA Life Orb Porygon Tri Attack vs. 156 HP / 52 SpD Fletchling: 21-25 (91.3 - 108.6%) -- 50% chance to OHKO
+1 236+ SpA Life Orb Porygon Tri Attack vs. 252 HP / 252+ SpD Eviolite Cottonee: 16-19 (69.5 - 82.6%) -- guaranteed 2HKO
+1 236+ SpA Life Orb Porygon Tri Attack vs. 0 HP / 0 SpD Eviolite Drilbur: 21-25 (95.4 - 113.6%) -- 50% chance to OHKO
+1 236+ SpA Life Orb Porygon Tri Attack vs. 0 HP / 60 SpD Eviolite Scraggy: 16-19 (76.1 - 90.4%) -- guaranteed 2HKO (80% on average)
+1 236+ SpA Life Orb Porygon Tri Attack vs. 236 HP / 76+ SpD Eviolite Porygon: 13-17 (50 - 65.3%) -- guaranteed 2HKO (lol)

all these "x chance to OHKO" become guaranteed with SR or Spikes.

It's pretty much never seen.


Porygon @ Eviolite
Trait: Trace
EVs: 40 Def / 200 SpA / 200 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Tri Attack
- Shadow Ball / Psychic
- Hidden Power Fighting

This is one of my favourite Trick Room setters, and simultaneously one of the better abusers of the move. While this might not be the most creative use of Porygon, it is easily one of the most prominent Pokemon in the Trick Room playstyle.

Plus it screws with web teams. Looking at you, Superpowerdude.


Corphish @ Choice Band
Ability: Adaptability
Level: 5
EVs: 196 Atk / 76 Def / 236 Spe
Adamant Nature
- Switcheroo
- Crabhammer
- Knock Off
- Aqua Jet

Basically this thing hits extremely hard and still has wall breaking capabilities. Common Corphish switch-ins include Chinchou, Foongus, Cottonee, and Croagunk. None of these would appreciate being given a choice band. The only one that could make any use of it is Croagunk, but when you know what move it is choice locked into, it's very easy to abuse. This thing rips through stall and is still very useful against other teams with its Choice Banded Adaptability Aqua Jets, capable of cleaning late game. This sets a lot of fun to use and can break the way for other sweepers like Carvanha and Tirtouga.


Corphish (M) @ Eviolite
Ability: Adaptability
Level: 5
EVs: 196 Atk / 76 Def / 236 Spe
Jolly Nature
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet

Swords Dance Corphish is clearly the best wallbreaker in the metagame, boosting its already high Attack to make it hit 32 allows it OHKO most of the metagame and with Sticky Web support it can sweep through teams easily.


Corphish @ Berry Juice
Ability: Adaptability
Level: 5
EVs: 76 Def / 196 SpA / 236 SpD
Sassy Nature
- Ice Beam
- Knock Off
- Scald
- Switcheroo

The trashy special/mix set. Use switcheroo once you your BJ runs out. No one will expect this trashy set ;)


FEAR FISH (Corphish) @ Focus Sash
Ability: Adaptability
Level: 5
EVs: 196 Atk / 76 Def / 236 SpD
Adamant Nature
- Endeavor
- Aqua Jet
- Knock Off
- Superpower
This is FEAR FISH. FEAR FISH's job is to stop powerful Set-Up sweepers, like Fletchling, but the niche it has over many other Fletchling checks is that it can ultimately remove Fletchling from the game entirely. Teamed up with Fake Out Mienfoo and a reliable Defogger/Spinner like Drilbur, FEAR FISH can stop any set-up sweeper that might threaten your team. Corphish can effectively put a stop to Scraggy, which pretty much has no check once it's set up enough, but the only thing that can stop it is FEAR FISH.


Corphish @ Eviolite
Trait: Adaptability
EVs: 236 Atk / 36 SpA / 196 Spe
Naughty Nature
- Aqua Jet
- Crabhammer
- Knock Off
- Sludge Bomb

This set allows Corphish to get past its biggest counter in Cottonee. Corphish can catch Cottonee on the switch and hit it up with a Sludge Bomb. With just 36 Special Attack EVs, here's what happens:

36 SpA Corphish Sludge Bomb vs. 116 HP / 196 SpD Eviolite Cottonee: 20-24 (90.9 - 109%) -- guaranteed OHKO after Stealth Rock
(20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 24)

With Eviolite, Corphish is still bulky enough to do its ordinary job, busting walls, knocking off Eviolites and picking off weak opposition with Aqua Jet whilst being able to lure in and outmuscle a common counter.


Corphish @ Eviolite
Ability: Adaptability
Level: 5
EVs: 196 Atk / 76 SpD / 236 Spe
Adamant Nature
- Dragon Dance
- Swords Dance
- Crabhammer/Aqua Jet/Aerial Ace (lol)
- Knock Off

Double Dance Corphish combines sheer wallbreaking power and a lategame sweeping role into one set. When combined with a Memento user, Corphish finds lots of opportunities to set up either a Dragon Dance or Swords Dance depending upon the situation, and can fuck shit up from there. With Eviolite, it often has just enough bulk to live a hit or two, and when paired with an aforementioned memento user, can set up both boosts which usually spells out "gg" for the opposing team. Even if you don't get a chance to Dragon Dance and Swords Dance at the same time, each move can be used to best fit what is going on in the battle, so having both boosts isn't necessarily mandatory.


foongus is bad @ Eviolite
Ability: Swift Swim
Level: 5
Shiny: Yes
EVs: 76 HP / 196 SpA / 236 Spe
Timid Nature
- Shell Smash
- Surf
- Earth Power
- Reflect Type

In all actuality this set probably isn't the great, but the idea is that is that you don't need ice beam, because when you reflect grass types, oftentimes you end up walling them, instead of the other way around. For example the two moves Foongus would use on a Omanyte after a smash are giga drain or spore, which omanyte now is immune to or 4x resists, and afterwards 2HKOs. Another example of being able to overcome a counter because of this set is that you 100% wall ferroseed after Reflect Type, but t-wave still cripples you, so your sweep pretty much ends after ferroseed. Against sucker punch users you can Reflect Type and then attack the next turn, resisting it. Like I said, there's probably very limited uses for this, but I just thought it was cool that it had it in its movepool.


Magby @ Liechi Berry / Apicot Berry
Ability: Vital Spirit
Level: 5
EVs: 236 Atk / 252 Spe
Jolly Nature
- Natural Gift
- Flare Blitz
- Thief
- Mach Punch

Standard Belly Drum Magby is walled by pretty much any bulky mon that resists its STAB and is neutral to Mach Punch, aka most Bulky Water and Fire-types. A 100 BP Grass/Ground-type move in Natural Gift allows Magby to KO or heavily damage common switch-ins to Magby. Thief lets Magby steal Eviolite from Chinchou and Slowpoke after you hit them with Natural Gift (magby is too weak to KO them smh). In this scenario, the added bulk lets Magby tank a Scald from them, and KO them the next turn. Mach Punch is piss-weak priority, but is useful for hitting Pawniard and winning speed ties in a pinch.


Froakie
Ability: Protean
Level: 5
EVs: 28 HP / 228 Atk / 36 Def / 4 SpD / 188 Spe
Jolly Nature
- Taunt
- Thief / Waterfall
- Acrobatics
- U-Turn

I've actually almost used this once which makes me an authority on it. Essentially, itemless Froakie is and always will be the way to go to abuse Thief and Acrobatics. The point of this set is Taunt as with it, Froakie has a chance to block hazards and support your team. A potential first turn would be, say, Taunting a Dwebble and using Thief or U-turn on a switch. I don't include Waterfall since it's not necessary and since Acrobatics is your main STAB move; be careful not to steal an Eviolite when using Thief. Because that risk exists, you can use Waterfall instead of it, but it's nice grabbing Berry Juice and shit.

I like Taunt Froakie.


Snubbull @ Eviolite
Ability: Intimidate
Level: 5
EVs: 196 HP / 36 Atk / 36 Def / 196 SpD / 36 Spe
Careful Nature
- Play Rough
- Bulk Up
- Rest
- Sleep Talk

CroSnubbull. Play Rough has good coverage and no immunities, so it pulls off mono-attacking better than most mons. max spdef helps it tank special hits better, as with intimidate and BU not much def investment is needed. can be pretty hard to take down if you lack something like magnemite, and its basically the physical version of cm spritzee. it can take on ponyta and larvesta much easier than cm spritzee too, so thats nice.


Elekid @ Petaya Berry
Trait: Vital Spirit
EVs: 240 SpA / 240 Spe
Timid Nature
- Substitute
- Thunderbolt
- Psychic
- Hidden Power Fire

This one is just a simple SubPetaya set, really. Elekid has the speed necessary to set up a Substitute on almost all opponents, and after a Petaya boost, it can nail opponents with its attacks, and while behind a Substitute, it is less susceptible to priority attacks from opponents such as Timburr and Tirtouga.


Staryu @ Life Orb
Ability: Natural Cure
Level: 5
EVs: 76 Def / 196 SpA / 236 Spe
Timid Nature
- Gravity
- Hydro Pump
- Thunder
- Blizzard

Gravity Staryu. Use on teams with spikes support to make the most out of gravity. Accurate powerful LO boosted moves. Excellent wallbreaker.


Pancham @ Eviolite
Ability: Mold Breaker / Iron Fist
Level: 5
EVs: 140 HP / 180 Atk / 100 Def / 52 SpD / 12 Spe
Adamant Nature
- Bulk Up
- Drain Punch
- Knock Off
- Gunk Shot / Parting Shot

Basically, this hits the same spread as Timburr, but has one more point in Attack (18 as opposed to Timburr's 17), and one more point in Speed (11 as opposed to 10). It also has the added bonus of hitting fairies for insane damage with Gunk Shot, or by maintaining your team's momentum by utilizing Parting Shot. Mold Breaker is the suggested ability because it can prevent Shellos from being a pain, and it makes removing Trubbish less troublesome; however, Iron Fist can be used to ensure the OHKO on Porygon and Lickitung at +1 (Ferroseed is OHKO'd at +1 regardless of your ability). This will easily be one Pancham's less popular sets, but it definitely looks like it could be fun, and I will definitely be trying it out. You can even run 92 Spe by removing 80 EVs from Def and changing the nature to Impish to out speed Pumpkaboo-XL. Also, 140 HP / 20 Atk / 100 Def / 212 SpD / 12 Spe with an Adamant nature can be used over the suggested spread to increase Pancham's bulk, and a Jolly nature can be ran to out speed Pumpkaboo-XL as well. (It still has more Atk and Spe than Timburr using 25/14/14 defenses).


Skrelp @ Life Orb
Ability: Adaptability
Level: 5
EVs: 36 HP / 36 Def / 200 SpA / 36 SpD / 200 Spe
Modest Nature
- Hydro Pump
- Sludge Wave
- Hidden Power [Fire]
- Icy Wind

My LO Icy Wind set, I've explained it before in this post


Just taking another stab at this thread!
Amaura @ Berry Juice
Ability: Refrigerate
Level: 5
EVs: 60 HP / 36 Def / 220 SpA / 12 SpD / 160 Spe
Modest Nature
- Rock Polish
- Hyper Voice
- Earth Power
- Substitute

Amaura is usually run with a Choice Scarf, but I didn't feel like being very standard, so yeah (Choice Scarf was already taken anyway.) Rock Polish helps give Amaura more speed than a Choice Scarf would give it. No unboosted pokemon can outspeed Amaura after one boost, even lots of Choice Scarf Pokemon that are just trying to hit 21 speed. Amaura is a great switch-in to Fletchling, so Amaura can take a hit, predict a switch, then Substitute. After getting a Sub Up, Amaura is free to set up a Rock Polish, and Demolish (it rhymes so I had to say it). Berry Juice Makes it so Amaura can either keep on producing Subsitutes, or so Amaura can act like an Agility Porygon, taking a hit, recovering, then boosting it's speed. Substitute is helpful to have, so that a Mach Punch From Timburr won't completely wreck Amaura.


Stunky @ Eviolite
Ability: Aftermath
Level: 5
EVs: 172 HP / 12 Atk / 60 Def / 244 Spe
Jolly Nature
- Snatch
- Play Rough
- Crunch
- Pursuit

the snatch stunky, the zig/setup sweeper counter and the timburr lure. stunky is set up bait for timburr, but with snatch you steal their boosts, to beat it.

+1 12 Atk Stunky Play Rough vs. 0 HP / 156 Def Eviolite Timburr: 12-16 (50 - 66.6%) -- guaranteed 2HKO
196 Atk Timburr Drain Punch vs. +1 172 HP / 60 Def Eviolite Stunky: 6-7 (24 - 28%) -- 22.8% chance to 4HKO

most common memento users are cottonee, diglett, stunky and drifloon. due to its typing, stunky can switch into all easily (but diglett) and then steal the set up sweepers boosts. this messes with smashers and zigzagoon, who always switch in after the memento user dies.

although gimmicky, stunky can still do its usual job of trapping abra+ghosts with pursuit


Zafina (Snivy) (F) @ Eviolite
Ability: Contrary
Level: 5
EVs: 156 Def / 76 SpA / 156 SpD / 196 Spe
Modest Nature
- Leaf Storm
- Glare
- Taunt
- Knock Off

Okay here's the skinny.

EVs:
hitting 21/14/14 to maximize bulk
hits 14 Speed so is optimal for Webs

Moves:
Leaf Storm important free +2 SpA
KO gets rid of items
Taunt blocks those pesky status moves
Glare paralyzes pokes to ruin later

Stallbreaking Snivy huzzah

Not much to say here. Strong Addition to a Webs team or can be slapped on a normal team with the proper support. Reason im not opting for a HP is because i dont want Snivy in the whole match and i want to ruin defensive switch-ins like Ferroseed. You will need a check for Birdspam and Hazard Control so make that an option when you are teambuilding.


Aipom is a toughie because the main analysis set is just really solid but here's "Lurepom"

Aipom @ Life Orb
Ability: Skill Link
Level: 5
EVs: 76 HP / 196 Atk / 236 Spe
Jolly Nature
- Fury Swipes
- Knock Off
- Fire Punch
- Seed Bomb

The idea is to surprise and really hurt/kill two of the most common switch ins being Ferroseed and Tirtouga. Losing fake out sucks but you still retain most of the coverage of Brick Break as you can still hit ground/steel types SE.


Gothita @ Eviolite
Ability: Shadow Tag
Level: 5
EVs: 236 SpA / 196 Def / 76 SpD
Modest Nature
- Taunt
- Psychic
- Energy Ball
- Hidden Power Fire

Basically this set lets Gothita reliably trap more walls and retain the ability to check some Fighting-types. It can come in on Foongus, Taunt to block Spore, and 2HKO with Psychic. It can also trap Ferroseed pretty well. More or less, you lose the ability to trap stuff like Mienfoo, Archen, and Chinchou, and can reliably Taunt and KO walls.


Deino @ Berry Juice / Eviolite
Ability: Hustle
Level: 5
EVs: 180 HP / 76 Atk / 196 Def / 36 SpD
Adamant Nature
- Dragon Tail / Outrage
- Thief
- Thunder Wave / Taunt
- Superpower

With his typing, Deino can be a really good check to some threat of the metagame like Evio Pawn, Ponyta, Pumpkaboo (Warning to Wow), Vullaby, Abra without Dgleam and some others thing, with a really amazing offensive presence.

156 Atk Pawniard Iron Head vs. 180 HP / 196 Def Eviolite Deino: 7-10 (29.1 - 41.6%) -- 99% chance to 3HKO
76 Atk Ponyta Flare Blitz vs. 180 HP / 196 Def Eviolite Deino: 5-6 (20.8 - 25%) -- 31.6% chance to 4HKO
0 Atk Vullaby Brave Bird vs. 180 HP / 196 Def Eviolite Deino: 7-10 (29.1 - 41.6%) -- 99% chance to 3HKO

It's a pretty good knock off absorber, so thief is logic. With Hustle, Thief is really powerful. Dragon Tail is also a good solution to avoids set-ups.
Twave cripples switch-ins. Super Power allows him to lure and OHKO Ferroseed, Magnemite (With SR) and Pawniard. Godness set imo.


Koffing @ Eviolite
Ability: Levitate
Level: 5
EVs: 156 Def / 116 SpA / 156 SpD / 76 Spe
Calm Nature
- Toxic Spikes
- Venoshock
- Fire Blast
- Pain Split

Bulky Toxic Spikes Koffing is a really cool option to set up toxic spikes and then hit hard with Venoshock. Fire Blast provides good coverage, and Pain Split provides decent recovery because of Koffing's low HP. Venoshock Koffing walls fighters and is able to 2HKO even poisoned Timburr with Venoshock. Also speed creep to outspeed timburr always, and ties with standard Pancham. So yeah, it supports the team with residual damage, checks fairies and fighters, and hits for nice damage.


Houndour @ Power Herb
Ability: Early Bird
Level: 5
EVs: 36 Atk / 196 SpA / 36 SpD / 236 Spe
Hasty Nature
- Thief
- SolarBeam
- Sucker Punch
- Fire Blast
This is the Destroyer of Worlds, the Hero of Time, the 5th Dog-Horseman of the Apocalypse, the Hero of Gotham, the Bringer of Light, the Bane of Evil, Killer of Death, Champion of the Frozen Wastes, Commander of the Horde, Bringer of Nightfall, the Chosen Jedi, Protector of the Helpless, Guardian of the Gates of Hell, Knight of Legends, the Master of Tearing Through Walls.

You'll be hard pressed to switch into houndour normally, with Solarbeam amplifying this ability two fold. Pseudo Knock Off is created by the use of Solarbeam, as is the distinct absence of Chinchou. Solarbeam puts a solid dent into anything, which is particularly useful once you look at the 17 speed Houndour possesses. Walls such as Spritzee fail to counter or revenge this set, while Porygon is forced to T wave. Ferro is of course beaten too, making this a great but niche partner to many sweepers, particularly Shellder.


Tyrunt @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 204 Atk / 76 SpD / 212 Spe
Jolly Nature
IVs: 23 HP
- Stealth Rock
- Dragon Dance
- Outrage
- Earthquake

This set is a great offensive lead that takes inspiration from Stealth Rock Shell Smash Dwebble. Sturdy lets it live any hit other than Drilbur's Earthquake or Pancham's Drain Punch, and then get back to full health with Berry Juice. First turn you set up rocks, and next turn you can Dragon Dance and start hitting the opposing team for big damage. Outrage and Earthquake are used to get good neutral coverage while hitting as hard as possible. This set helps blow holes in the opponent's team early game while also getting rocks up to wear down the opponent over time.


Taillow @ Life Orb
Ability: Scrappy
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- U-turn
- Tailwind
- Frustration
- Pursuit

Alright so lemme break it down, you got the u-turn for momentum grabbing, tailwind to support the team if you want to sack. Scrappy Frustration so you can choose when you get worn down, and pursuit to trap them nasty ghosts like pumpkaboo n gastly.


Minccino @ Berry Juice
Ability: Technician
Level: 5
EVs: 36 Def / 200 SpA / 240 Spe
Timid Nature
- Calm Mind
- Dazzling Gleam / Thunderbolt
- Hidden Power [Fire] / Hidden power Fighting
- Hyper Voice

Hits p fucking hard, you calm mind on the switches and then nuke stuff like ferro and fighters, hyper voice is for easy clean up. Berry juice for taking small hits and going back to full, not hard when calm mind increases special bulk. Needs some knock off support though, but most hits are 2HKOs anyway

+1 252 SpA Minccino Dazzling Gleam vs. 0 HP / 36 SpD Mienfoo: 20-24 (95.2 - 114.2%) -- 56.3% chance to OHKO (20, 20, 20, 20, 20, 20, 20, 22, 22, 22, 22, 22, 22, 22, 22, 24)

+1 252 SpA Minccino Dazzling Gleam vs. 76 HP / 236+ SpD Timburr: 16-20 (64 - 80%) -- guaranteed 2HKO
(16, 16, 16, 16, 16, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 20)

+1 252 SpA Technician Minccino Hidden Power Fire vs. 84 HP / 148+ SpD Eviolite Ferroseed: 20-28 (90.9 - 127.2%) -- 93.8% chance to OHKO
(20, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 28)

+1 252 SpA Minccino Hyper Voice vs. 76 HP / 0 SpD Chinchou: 16-19 (64 - 76%) -- guaranteed 2HKO and you set up on it anyway once it comes in.
(16, 16, 16, 16, 16, 16, 16, 16, 18, 18, 18, 18, 18, 18, 18, 19)
LC QC member, VM me for a check.


Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Knock Off
- Iron Head
- Sucker Punch
- Role Play

Role Play gives Pawniard some rather incredible longevity thanks to Mienfoo being so quick to switch into Pawniard. A long living Pawn is never fun as it can quickly wear down teams and make sweeps happen. Pair with something like Spritzee for best effects.


Bunnelby @ Eviolite
Ability: Huge Power
Level: 5
EVs: 52 HP / 228 Atk / 220 Spe
Jolly Nature
- Return
- Earthquake
- Wild Charge
- Spikes

Offensive Spiker. Use Spikes when you can force something out. Wild Charge hits common Defoggers Archen+vullaby, also wrecks Rapid Spin Staryu. Eviolite means it can survive Archen's Acrobatics and OHKO back.


Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Jolly Nature
- Swords Dance
- Facade
- Knock Off
- Drain Punch

I think this is honestly so cute and potent.

+2 196 Atk Mienfoo Facade (140 BP) vs. 0 HP / 52 Def Chinchou: 30-36 (125 - 150%) -- guaranteed OHKO
+2 196 Atk Mienfoo Facade (140 BP) vs. 76 HP / 212+ Def Chinchou: 24-29 (96 - 116%) -- 87.5% chance to OHKO
+2 196 Atk Mienfoo Facade (140 BP) vs. 156 HP / 196 Def Eviolite Mantyke: 17-20 (73.9 - 86.9%) -- guaranteed 2HKO
+2 196 Atk Mienfoo Facade (140 BP) vs. 76 HP / 156 Def Eviolite Larvesta: 17-20 (73.9 - 86.9%) -- guaranteed 2HKO
+2 196 Atk Mienfoo Facade (140 BP) vs. 0 HP / 236 Def Eviolite Ponyta: 16-19 (76.1 - 90.4%) -- guaranteed 2HKO

v straightforward, unfortunately it doesn't hit another famous will-o-wisper, pumpkaboo, but it still well reams some Scald-users and other WoW-users after an SD boost. pretty fun to use so far in my experience. make this famous, all your kids will talk about Mienfacade/Facadefoo.


Abra @ Focus Sash
Ability: Magic Guard
Level: 5
EVs: 240 SpA / 200 Spe
Timid Nature
- Psychic
- Hidden Power [Fighting]
- Protect
- Torment

Torment abra is really good. Protect is useful to scout sucker punch and torment it, and after that you can click HP fight without losing the sash. It is also useful to beat scarf Gothita.
 
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Goddess Briyella

Banned deucer.


Porygon @ Eviolite
Ability: Download
Level: 5
EVs: 156 HP / 196 Def / 156 SpA
Modest Nature
IVs: 0 Atk
- Toxic
- Conversion
- Recover
- Tri Attack / Psychic


This set is designed to beat the one type of enemy that immediately threatens Porygon and is the most conventional thing that players rely on to beat it. Conversion in XY causes its user's type to change to the move that's first in its move list, which will change Porygon to a Poison-type in this case. In addition to resisting Fighting-type attacks, it also resists Mienfoo's U-turn and at least isn't weak to Knock Off (which is the only reason I didn't use Shadow Ball in the first slot). This Porygon will still need teammates to beat Steel-types, just as it would need teammates to beat Fighting-types for its most commonly used set. However, this set is ironically able to beat the usually troublesome Fighting-types with ease and can punish the opponent for saving their Fighting-type as a win condition to beat Porygon. By altering what is expected to beat what and forcing the opponent to be wrong by assuming the obvious, this Pokemon can overcome its typical answers (bar Dragon Dance Scraggy).

This would be a lot cooler to me if Porygon got just one Fairy-type move to use this with, because then it could wall Knock Off and absolutely murder Scraggy after using Conversion, but it unfortunately doesn't get any.
 
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The Avalanches

pokemon tcg
is a Contributor Alumnusis a Smogon Media Contributor Alumnus

Porygon @ Eviolite
Trait: Trace
EVs: 40 Def / 200 SpA / 200 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Tri Attack
- Shadow Ball / Psychic
- Hidden Power Fighting

This is one of my favourite Trick Room setters, and simultaneously one of the better abusers of the move. While this might not be the most creative use of Porygon, it is easily one of the most prominent Pokemon in the Trick Room playstyle.

Plus it screws with web teams. Looking at you, Superpowerdude.
 
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Rowan

The professor?
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Hi, I think the reason this hasn't got much attention is because Porygon was the last mon in Kappaten's thread, so no-one really wants to bother submitting for the same Pokemon. I'm not saying you should end the thread, because NBT always proves to be popular, just to move on to another mon, which will hopefully get more submissions.

(Though tbh, Briyella's set is the coolest thing since sliced bread.)
 
I vote for Bri. This doesn't mean The Avalanches' set is bad as Porygon is one of the best Trick Room setters in the meta, but Bri's set is so creative.
 

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