Project The Next Best Thing - rip

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MZ

And now for something completely different
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Rapidash @ Choice Scarf
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Drill Run
- Baton Pass/Megahorn

I've run this on a serious team before, but since it doesn't get a main slash in the analysis, I'm assuming it's fair game. It's basically like scarf simipour in that it's a good revenge killer that isn't too common and has great coverage. It's overall solid, although locking itself into one move somewhat detracts from its amazing move pool. Last slot can either be momentum move or megahorn (which deserves much more usage imo)
 

Rapidash @ Power Herb
Ability: Flash Fire
EVs: 76 Atk / 216 SpA / 216 Spe
Hasty Nature
- Flare Blitz
- Drill Run
- Solar Beam
- Megahorn

Here is Lure Rapidash. Lures in Carracosta, Grumpig, Zweilous, Carbink, and some other things I am forgetting. You bluff a choice set, thus luring these things in after you use Flare Blitz or Drill Run.
 
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MZ

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Rapidash @ Expert Belt
Ability: Flash Fire
EVs: 76 Atk / 216 SpA / 216 Spe
Hasty Nature
- Flare Blitz
- Drill Run
- Solar Beam
- Megahorn

Here is Lure Rapidash, which is to be used in Sun obviously. Lures in Carracosta, Grumpig, Zweilous, Carbink, and some other things I am forgetting. You bluff a choice set, thus luring these things in after you use Flare Blitz or Drill Run.
Shouldn't that be power herb?

edit: just saw the specific for sun part
 
Introducing speed racer Rapidash:


Don't Press Red Button @ Charcoal / Lum Berry
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Drill Run
- Wild Charge / Morning Sun
- Agility

The idea of this set unlike Morning Sun+3 attacks Rapidash is to setup an agility and operate as a mid to late game cleaner, and it performs particularly well against offense. Agility>Flame Charge because Agility bypasses Ninetales and Heatmors' Flash Fire, while Flame Charge doesn't do much damage anyways. Rapidash can still run Morning Sun over Drill Run or Wild Charge to have more staying power at the expense of coverage. Lum Berry is a cool option to cure status such as a random toxic from StallTales, or paralysis from Volbeat, as this set decimates sun teams with Agility.
 
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TONE

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Well my initial idea for Agility Rapidash was already posted so I'll attempt to try something different:


Rapidash @ Life Orb
Ability: Flash Fire
EVs: 120 Atk / 136 SpA / 252 Spe
Naive Nature
- Sunny Day
- Fire Blast
- Solarbeam
- Drill Run / Morning Sun

Other pokemon can do this set better sure, but most people won't be expecting a mixed varient of Rapidash, much less a manual weather setter. Sunny Day is for an added boost to Fire Blast, plus weakening super effective Water attacks is nice. Solarbeam bops common Rock- and Water-type switch ins such as Golem and Poliwrath. Drill Run provides Rapidash with a means to hit opposing Fire-types that can come in on either Fire Blast or Solarbeam such as Ninetales and opposing Rapidash, however if you already have something to handle Fire-types, then Morning Sun provides solid recovery from Life Orb recoil as it recovers 2/3 of its health in sunny weather so run 4 Def / 252 SpA / 252 Spe with a Timid nature is chosen. 120 Attack EVs guarentees that Drill Run OHKOs Ninetales after Stealth Rock damage.
 

mael

not the same but equal
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UUPL Champion

Rapidash (F) @ Life Orb
Trait: Flash Fire
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Agility
- Baton Pass
- Flare Blitz
- Wild Charge/Drill Run

This Set is a basically somewhat of a kamikaze commando, except that it has an eject button. Basically you Agility against Stuff like Regice, then if they switch in something to sacrifice it, you can pick it off, if they switch in a hardcouter, you can simply pass the Agility to something like Servine!, Torterra or Simipour or anything that beats whatever switches in . Life Orb is used, because you're most likely not going to clean lategame, with all those Recoil moves, but Charcoal is possible, as in lucas hobbs Set, but Life Orb makes you stronger, and you're most likely going to pass anyway. Wild Charge is really just Coverage for Water Pokemon, while Drill Run hits fire mons and stuff like Golem. The EVs are fairly obvious, it's important to be faster before you Agility, in case you need to revenge kill something.
 
power herb is still better on froggyboy's set, sun won't make use of that set well enough anyway

Rapidash @ Leftovers / Charcoal / w/e else u wanna run
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Morning Sun
- Will-O-Wisp
- Flare Blitz
- Drill Run

will-o cripples a wide variety of threats as well as gets residual damage on stuff like defensive golem. you need drill run for 'tales so i still kept it on the set.

anty told me to post this :0
 
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MZ

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Lucas hobbs
Mfw people don't already run wisp rapidash
 
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