Post new creative movesets/EV spreads here:

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Looks pretty good I guess. -Speed would be better if you don't plan on outspeeding any taunters(and a lot of them if not all of them will be outspeeding you because of your lack of Speed EVs). Also I don't get why you'd opt with Vacumm Wave(priority fight move iirc) is there anything specific you're thinking to hit that the other two can't hit? Weavile is ohko by an SD Bullet Punch. So is DDTar, the most bulky TTar you'll see is Boah BPunch does around 76-90% damage to it after a single SD. I'm guessing you added it to abuse TTar's and company's 4x weak to fighting moves but in order to have a shot at ohkoing BoahTar you'll have to go with Quiet(or any other SAtk+ Natures). Oh yeah one last thing using a non-quiet VWave allows you to ohko CBTar.

You should go with Quiet. SD makes up for the Neutral attack nature. Also, I'm guessing Bullet Punch is there for SD support (It's physical - VC isn't).
 
I would probably suggest using a Quiet, Rash, or Mild nature instead of modest and dropping the last slot for Earthquake. It is really really funny if a grounon of all things is walled by blissey...

Nuetral natured EQ with 0 EVs on a 0/252 Calm Blissey:46.85% - 55.15%

With Blissey's Leftovers and Softboiled, EQ doesn't 2HKO. If you put 252 Attack EVs, then you lose that much needed speed. With Mild, Rash or Quiet you also either get less bulky, or slower again. Though if you had a Trick Room uber team, a Quiet Specs Groudon with EQ could work I suppose.
 
Not sure if this set has been created yet, but it worked well for me.

Electivire@Magnet
Nature: Jolly
EVs: 252 Attack and Speed, 6 HP
Ability: Motor Drive

Thunderpunch
Ice Punch
Substitute
Meditate

The only way this Electivire can be a complete success is if he is accompanied by Motor Drive. Vire being in a Jolly nature, if Motor Drive is activated he can outspeed Jolly Garchomp and I am pretty sure Infernape as well. When you suspect being paralyzed by Blissey switch to Vire. They expect you to Cross Chop so they will switch out, and that is when you Sub. Meditate whenever you are provided the chance; like against Spiritomb for example. When you can't pull off Meditate it will just become a Sub Puncher. Magnet helps deal extra damage on Skarmory even with Thunderpunch.
 
Not sure if this set has been created yet, but it worked well for me.

Electivire@Magnet
Nature: Jolly
EVs: 252 Attack and Speed, 6 HP
Ability: Motor Drive

Thunderpunch
Ice Punch
Substitute
Meditate

The only way this Electivire can be a complete success is if he is accompanied by Motor Drive. Vire being in a Jolly nature, if Motor Drive is activated he can outspeed Jolly Garchomp and I am pretty sure Infernape as well. When you suspect being paralyzed by Blissey switch to Vire. They expect you to Cross Chop so they will switch out, and that is when you Sub. Meditate whenever you are provided the chance; like against Spiritomb for example. When you can't pull off Meditate it will just become a Sub Puncher. Magnet helps deal extra damage on Skarmory even with Thunderpunch.

Nothing extraordinary.... Leftovers is better imo to at least make you subset-up properly without dying to SS/Hail quickly.
 
A variation of FlinchKiss
Togekiss@Lefties
Calm
100 sp def 149 def 252 hp
Roost
T-Wave/Body Slam
Attract
Sweet Kiss

Evil, just evil.... Attract makes the pokemon 50% percent to attack, T-Wave/Body Slam paralyses them, , sweet kiss makes it more annoying, so errm, Roost is too heal yourself if you get hit hard. I'm not sure about this set.... :S
 
A variation of FlinchKiss
Togekiss@Lefties
Calm
100 sp def 149 def 252 hp
Roost
T-Wave/Body Slam
Attract
Sweet Kiss

Evil, just evil.... Attract makes the pokemon 50% percent to attack, T-Wave/Body Slam paralyses them, , sweet kiss makes it more annoying, so errm, Roost is too heal yourself if you get hit hard. I'm not sure about this set.... :S


A variant of flinchkiss? How, when it doesn't even have a flinch move? :P
 
I say sweet kiss or roost are the ones to go, because sweet kiss can miss, and it wears off quickly.


Make sure to use this with TOXIC SPIKES or Stealth Rock support.
 
A variation of FlinchKiss
Togekiss@Lefties
Calm
100 sp def 149 def 252 hp
Roost/Attract
T-Wave/Body Slam
Air Slash
Sweet Kiss

Evil, just evil.... Attract makes the pokemon 50% percent to attack, T-Wave/Body Slam paralyses them, , sweet kiss makes it more annoying, so errm, Roost is too heal yourself if you get hit hard. I'm not sure about this set.... :S

Oh lol, forgot about Air Slash :P.
 
Make sure to use this with TOXIC SPIKES or Stealth Rock support.


If the opponent is poisoned, they can't be paralyzed, and will probably outspeed Togekiss, making flinching impossible. No Toxic Spikes! I would say put Attract over Sweet Kiss instead of Roost, so you can heal.
 
Infernape
@ Life Orb / Leftovers
Ability: Blaze
Nature: Jolly
EVs: 26 HP / 252 Atk / 232 Spd
- Encore
- Protect
- Flare Blitz
- Close Combat

I wanted to abuse Encore .. idk if it works though ..
 
Most Infernapes don't run max speed, as the only thing it would be outspeeding is...Infernape. The EVs hit 341 Speed to outspeed Pokemon with 339 Speed.

In case your wondering why it's 341 not 340 is because it + Speed nature increases it by a point.
 
Good point. Max speed. Rey, use Swords Dance over protect... what is it accomplishing? And remove Flare Blitz and use Fire Punch or Blaze Kick. You should be sweeping with Close Combat anyway, and Flare Blitz recoil will kill you.
 
Protect is to scout a move for encore. I would put SD as an option, and always max speed...nape simply can't take hits so hp evs are counterproductive. You will outspeed all apes that run 232 evs in speed which is a big advantage.
 
Wow, I saw this on lord sunday's RMT, so I credit him with this. Anyway I eagerly tested it, and actually want to build a team around it!

Togekiss @ Leftovers
Ability: Serene Grace
Nature: Modest
EVs: 228 HP / 192 Speed / 88 Special Attack
*Air Slash
*Ancientpower
*Aura Sphere
*Roost

368 HP for lefties, 192 Speed nets 244, so you can outspeed and kill tyranitar. More importantly, if you get the ancientpower boost (which is VERY likely), many things hover around 360, so you will be faster than starmie, azelf, and kou


Oh yeah I tested this Tyranitar to catch things off guard

Tyranitar @ Life Orb
Ability: Sandstream
Nature: Naive
EVs: 96 Attack / 252 Speed / 160 Special Attack
*Crunch
*Dragon Dance
*Fire Blast
*Ice Beam

After a DD, there is very little that can slow you down. One thing is... other Tyranitars! lol. But Fire Blast will always do 100% or greater to Skarm, and Ice Beam takes care of the bulky grounds. Crunch pretty much runs through everything else.
 
Not sure how "new and creative" this is, but I have had some success with this Lucario set:
Lucario @ Life Orb
Ability: Inner Focus
Nature: Adamant
EVs: 6 HP / 252 ATK / 252 SPE (change accordingly to your team)
*Swords Dance
*Hidden Power Ice
*Close Comabt
*Extreme Speed/Bullet Punch/Stone Edge (once again, depends on team)

Obviously the gimmick here is HP Ice. This set benefits greatly from SR support and even further, Tyranitar support. Gliscor will die if it switches in with SR out; even if you Sword Dance on the Switch in. HP Ice will do a min of 96.89%, but after SR and Leftovers, he'll have ~93.75% HP left. Anyway, obviously Cresselia comes in and walls him to no end, but Tyranitar can quickly end that. Over all this is a pretty fun set. :heart:
 
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Machamp@Leftovers
Impish l 204 Hp/176 Def/52 Spd/76 Atk
No Gaurd
-Dynamic Punch
-Encore
-Stone Edge
-Thunder Punch

Ultimate tyranitar counter i built for my team.Encore boahs subs.All attacks from tyranitar will not 2HKO iirc.52 Spd outspeeds boah.Stone Edge hits dragons and d-punch hits chomp hard enough.T-punch for gyara ownage.
 
I was working on a real bulky utility poke and I got this:

Milotic @ Leftovers
Calm/Bold (I can't decide... Help?)
Marvel Scale
212 HP, 252 Def, 48 SpD
-Toxic
-Haze
-Rest
-Surf

Well, I don't think they're are any Steel/ResistWater pokes at the moment (there may be, but they elude me... Oh yeah, I'm not worried about Tentacruel or Quilfish) so with Toxic and Surf you can wear down most things quickly... The 212 HP gives you 384, for a maxed lefties recovery of 24 HP a turn. I put the max 252 in Def because this seems a very Ph Atk oriented metagame. And the more I think about it, without Sleep Talk, should I just go with Bold? Because I think my awake Def (it's over 400 when asleep) is still less than the SpD with 48 EVs... Just looking for some help with this.

Thanks,
Tyranids
 
i dicided to pick a pokemon at random and see if i could come up with a new (and not to bad) moveset for it here is what i came up with:

Swift Swim Relicanth

Relicanth@Life Orb (not Damp Rock it needs the power)
252 Attack/4 Sp.Def/252 Speed
Adamant nature
Swift Swim

Rain Dance
Waterfall
Rock slide/Stone Edge
Earthquake/Yawn

once you have a rain dance up you will out speed anything up to and includeing max speed ScarfTran, you will also tie speed with choice scarf base 90's. Waterfall gives you a flinch chance as does rock slide but the power of Stone Edge is also appealing. Head Smash is probably bast avoided here as LO+recoil will add up fast.

if you Yawn as they switch to their counter you can get a free rain dance up, but EQ's coverage is usefull.

best in UU, however the OU weather changers will not like switching in, hippo/tar will not like waterfall and snow will hate a Super efective rock attack.



SunnyPluff
Jumpluff@focus sash
Clorophyll
Timid
252 HP/196 Def/60 Speed(outspeeds scarf gengar and other base 110's) OR 252 HP/112/144 Speed (outspeeds jolly 80 speed ninjask after 1 speed boost)

Sunny day
U-Turn
Sleep Powder
Aromatherapy/Toxic/Memento

this is ment to be a lead, or switch it in after one of your pokemon has fainted.
sunny day on your first turn to clear the weather and double your speed (surviveing with F sash) then sleep your oponent, your next move depends on what you chose for the 4th moveslot:
if aromatherapy, U-turn outa there and save for later in the game as a sacrifice or to heal your team.
if toxic, use it on the pokemon the oponent is bringing in.
if memento, use it to bring in your bellyzard/smeregle safely.

that was fun, anyone got a pokemon you want me to make a new moveset for? (no OU's people have found most of the good sets there)

ok someone i know picked Eevee as the next pokemon.. its best stat is a 65 in Sp. defence... so here we go!

Eevee@Focus Sash
adamant/jolly
4 HP/252 Attack/252 Speed
Adaptability

Flail
Bite
Iron Tail
Yawn/Quick Attack

altenitive set

Eevee@Salac Berry/lichi berry
Adamant/Jolly
252 attack/4 Defence/252 Speed
Adaptability

Endure/Substitute
Flail
Bite
Iron Tail/Quick Attack

The basic idea of both sets is to have a 1-3HP Adapability STAB flail, though with only 55 base attack (229 max, 209 with out + nature) it will not do much outside NU and myabe a little in UU.
bite is to do something to ghosts.
iron tail is there for lack of a better attack and for rocks, if it was not such a crap move dig could go here.
yawn will incapasitate something.
quick attack is to stop priority moves from slaying it.

Eevee@Focus Sash/Leftovers
252 HP/200 Defence/56 Sp.Def
Calm
Adaptability

Wish
Batton Pass
Protect/Substitute/Yawn
Toxic/Trump Card/Yawn

Can help the team a bit.

ScarfMage
Mismagius@choice scarf
Modest
8 HP/4 Defence/252 Sp. Attack/244 Speed (outspeeds adamant scarfchomp) OR 68 HP/28 Defence/252 sp. attack/160 Speed
Shadow Ball
Thunderbolt
Destiny Bond
Taunt

ment as a lead.
Choice Scarf lets it outspeed most leads, Shadow Ball gets STAB, Tbolt is for gyra and other flying leads, Destiny bond lets it revenge kill most things after it has taken some damage. Taunt is to stop those anoying SR and Sleep leads in there tracks, they will probably switch out once they are taunted, but you will have to aswell.

TauntMage
Mismagius@Focus Sash
Timid
84 HP/40 Defence/132 Sp. Attack/252 Speed
Taunt
Destiny Bond
Shadow Ball
Will-o-Whisp/Thunder Wave

At 339 speed its decently fast, not many common leads like to be taunted, and those who dont mind (mostly choice users) will hate to be hit by a status. After your sash is used up you can revenge kill most things late game with destiny bond, your oponent will not try to set up as they will have seen it taunt.
W-o-W V TW is a hard choice, halve attack and do damage or cripple speed and maybe get a free turn? i think TW is probably better, most leads are fast.

will write info for this later
 
Swift Swim Relicanth

Relicanth@Life Orb/maybe damp rock... nah it needs the power.
252 Attack/4 Sp.Def/252 Speed
Adamant nature
Swift Swim

Rain Dance
Waterfall
Rock slide/Stone Edge/Head Smash
Earthquake/Yawn

once you have a rain dance up you will out speed most things, waterfall gives you a flinch chance as does rock slide but the power of SE is also appealing. HS is bast avoided here as LO+recoil will add up fast.

if you yawn on the switch to their counter you can get a free rain dance up, but EQ's coverage is usefull.

best in UU, however the OU weather changers will not like switching in, hippo/tar will not like waterfall and snow will hate a SE rock attack.
Looks pretty good, but TBH I'd rather use a Rock Polish one and keep the power of Head Smash with no recoil. But this has its advantages; immediate speed boost (assuming prior Rain Dance support) along with being a better team player on a Rain team. The STAB Boost is nice too.
i dicided top pick a pokemon at random and see if i could come up with a new (and not to bad) moveset for it, i picked skiploom... but changed it to jumpluff. here is what i came up with:

SunnyPluff
Jumpluff@focus sash
Clorophyll
Timid
252 HP/196 Def/60 Speed(outspeeds scarf gengar and other base 110's) OR 252 HP/112/144 Speed (outspeeds jolly 80 speed ninjask after 1 speed boost)

Sunny day
U-Turn
Sleep Powder
Aromatherapy/Toxic/Memento

this is ment to be a lead.
sunny day on your first turn to clear the weather and double your speed (surviveing with F sash) then sleep your oponent, your next move depends on what you chose for the 4th moveslot:
if aromatherapy, U-turn outa there and save for later in the game as a sacrifice or to heal your team.
if toxic, use it on the pokemon the oponent is bringing in.
if memento, use it to bring in your bellyzard/smeregle safely.
Toxic and Memento are much better than Aromatherapy in my opinion; I wouldn't rely on your opponent not having SR set up. And assuming it is on a Sunny Day team, you probably won't have room to waste a moveslot for Rapid Spin. I've used a similar set with BellyZard as you stated; Sunny Day + Blaze + +6 ATK + Fire Punch = ouch. In contrast though, I used Heat Rock and on the first turn I would use Sleep Powder. Then I would use Sunny Day on their switch, and then I'll use the fastest Memento in the game to get BellyZard set up.
ScarfMage
Mismagius@choice scarf
Modest
8 HP/4 Defence/252 Sp. Attack/244 Speed (outspeeds adamant scarfchomp) OR 68 HP/28 Defence/252 sp. attack/160 Speed
Shadow Ball
Thunderbolt
Destiny Bond
Taunt/HP Ice

ment as a lead.
scarf lets it oputspeed most leads, shadow Ball gets STAB, Tbolt is for gyra and other flying leads, Destiny bond lets it revenge kill most things after it has taken some damage. HP fight is mostly for tar, but has good coverage. taunt is to stop those anoying SR and sleep leads in there tracks.
How does this outclass Gengar in any way? If it was UU I could see some merit in it, but since it isn't I don't see why anyone would use it over Gengar. Taunt seems a bit... bad. You already are losing one attacking slot to Destiny Bond, so if you are running Shadow Ball/TBolt/D-Bond/Taunt, your attacking options are extremely limited.
TauntMage
Mismagius@Focus Sash
Timid
84 HP/40 Defence/132 Sp. Attack/252 Speed
Taunt
Destiny Bond
Shadow Ball
Will-o-Whisp/Thunder Wave

will write info for this later
Taunt-Destiny Bond do work pretty well on a fast Pokémon like Mismagius, and the Status can only help. I like this set, since what probably will happen after you taunt is that they will suspect CM. Then they will send in their hard hitters on the Physical side, only to get wasted by W.o.W. Nice set, I have quite the affection towards Mismagius so I've been testing all sorts of crazy sets with it.
 
thanks for replying
Looks pretty good, but TBH I'd rather use a Rock Polish one and keep the power of Head Smash with no recoil. But this has its advantages; immediate speed boost (assuming prior Rain Dance support) along with being a better team player on a Rain team. The STAB Boost is nice too.

you are kinda right about rock polish being better often, but as you say it does have advanteges (it can be passed rain dance, it can help its team, it gets a boost for its water attacks)

Toxic and Memento are much better than Aromatherapy in my opinion; I wouldn't rely on your opponent not having SR set up. And assuming it is on a Sunny Day team, you probably won't have room to waste a moveslot for Rapid Spin. I've used a similar set with BellyZard as you stated; Sunny Day + Blaze + +6 ATK + Fire Punch = ouch. In contrast though, I used Heat Rock and on the first turn I would use Sleep Powder. Then I would use Sunny Day on their switch, and then I'll use the fastest Memento in the game to get BellyZard set up.

i put aromaterapy up there cos not all teams have something to take advantage of Memento, and so many things get Toxic it seams a shame to put it on something with such a good movepool. However i do see your point about SR makeing aromatherepy useless, but i am sure you could fit a spiner onto a sunny day team somewhere. i was also thinking maybe stun spore as another option?
As to the Heat rock thing i dont like the fact that if you miss witha 75% acc move youre 5:6 down on the first turn, and this has one big advantage over other sash leads: it can handle weather. if you sunny day on the first turn and have a sash you can set up sunny day and survive to sleep them.

How does this outclass Gengar in any way? If it was UU I could see some merit in it, but since it isn't I don't see why anyone would use it over Gengar. Taunt seems a bit... bad. You already are losing one attacking slot to Destiny Bond, so if you are running Shadow Ball/TBolt/D-Bond/Taunt, your attacking options are extremely limited.

oh i see your point about Gengar... but mage does have 30 more base sp. def and only 5 less speed+25 less sp. attack, as this set is mostly about the taunt bit the loss loss sp. attack is not that bad, the speed loss is anoying though.

Taunt is for 2 things
1. stops SR leads, stat upper leads and sleep leads all of which are very common.
2. makes your oponent more lightly to simply attack you next time they see it, this helps you catch them with Destiny Bond

Taunt-Destiny Bond do work pretty well on a fast Pokémon like Mismagius, and the Status can only help. I like this set, since what probably will happen after you taunt is that they will suspect CM. Then they will send in their hard hitters on the Physical side, only to get wasted by W.o.W. Nice set, I have quite the affection towards Mismagius so I've been testing all sorts of crazy sets with it.

Great!
i think Thunderwave may be better though, as it stops those fast sweepers in their tracks
and thanks for the help.

any requests for what pokemon i should do next? anyone? (no OU's people have found most of the best sets for them already)
 
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