OU DPP OU creative and underrated sets

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Dragonite @ Lum Berry / Yache Berry / Expert Belt
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Ice Punch
- Thunder Punch

- Earthquake

One of the downfalls of standard dd nite is it can be easily baited into an outrage. This set overcomes this flaw with the super effective coverage of thunder and ice punch. You no longer need to click outrage to take on a large portion of opposing threats. Ie. Latias, Gliscor, Dragonite, Flygon, Celebi, Gyarados, Hippowdon, Starmie, Suicune, Zapdos

This set plays differently to the standard dd. Because it’s missing the auto nuke button in outrage. I find it works better in the early - mid game where it has the surprise element to poke holes. Rather than at the end to clean up.

The item is customisable to your needs. Lum heals status. Yache to tank an ice move. Expert belts give a solid power up with the large amount of super effective coverage. All are fine options.

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Infernape @ Fist Plate
Ability: Blaze
EVs: 36 HP / 252 Atk / 220 Spe
Adamant Nature
- Close Combat
- Flare Blitz
- U-turn
- Mach Punch

When using Infernape you’re stuck between a rock and a hard place. If you run Life Orb you pretty much insta die, and if you run leftovers you hit like a bitch. With a +atk nature and a type boosting item you can help remedy both of those issues.

I lead with close combat as much as possible. It hits like a truck and allows me to potentially bluff being cb. Don’t mess around with jolly. You need the power of adamant, and jolly makes it impossible to bluff a cb.

+atk / +spa nature Ape is very under explored and has a lot of potential.

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Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 232 HP / 184 SpD / 92 Spe
Calm Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Protect
- Thunderbolt
- Hidden Power [Fire]
- Toxic

Nothing new or innovative about toxic and protect. But it works very well on spdef Magnezone.

I custom made this set for a team that needed a Pokemon to counter to Skarmory, Scizor and Latias in one.

Magnezone is surprisingly bulky on the special side, with resistances to many common special moves.

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Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Soft-Boiled
- Thunderbolt
- Ice Beam
- Fire Blast / Thunder Wave

This is my favourite way to use Blissey. A bulky special attacker with insane coverage. It often nets multiple surprise kills. The Bolt beam combo is used most of the time. As it hits a large amount of Blissey’s common switch ins very hard.

Sometimes this set feels a bit prediction heavy. You rely a lot on hitting the opposing targets on the switch, or baiting them into setting up. Eg. Dd gyara / nite and sd sciz.

For the last slot. Fire blast provides great coverage and gets the ohko on loom. T-wave is nice to help cripple tar, who is this sets biggest enemy.

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Roserade @ Choice Scarf
Ability: Natural Cure
EVs: 8 HP / 204 Def / 104 SpA / 192 Spe
Modest Nature
IVs: 2 Atk / 30 Def
- Sleep Powder
- Leaf Storm
- Hidden Power [Ice]
- Toxic Spikes

This Roserade is designed specifically to be used in the lead slot. I find this set gives a nice mid ground between standard choice scarf and sash leads.

Sash is guaranteed to survive an attack. While scarf overcomes fast taunt and jira iron heads. With the defensive investment and scarf you can do both at once, allowing you more flexibility over the lead meta.

The thing I like about this set is that it doesn’t die immediately. It often gets through the early game alive where it still has lots of utility. Being able to revenge kill or throw off a fast sleep.

EV'd to outspeed Aerodactyl, always survive metagross mash, and ohko cb azelf.
 
Band Hippo :

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Hippowdon @ Choice Band
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 Atk
Adamant Nature
- Earthquake
- Crunch
- Stone Edge / Ice Fang
- Slack Off / Stealth Rock

I've seen this set be surprisingly effective. Crunch KOs a lot of common switch-ins such as Starmie, Latias, Rotom, Gengar, etc while the Band makes Earthquake extremely powerful for hitting stuff neutrally (for example pure Water types switching in). Stone Edge or Ice Fang is in the third slot for hitting Gyarados, Zapdos, Gliscor, or Breloom. Last move is just a support move thrown on to use when the opportunity is there.

I've had success pairing this with a wall-breaker Infernape (removing Pokemon with Crunch gives good synergy with Infernape).
 
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Dusknoir @ Custap Berry
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Thunder Punch/Shadow Sneak
- Ice Punch
- Earthquake
- Destiny Bond/Memento

Over the last two days I've been experimenting with Dusknoir in the lead slot and it's been very good. The natural bulk means nothing has a guaranteed OKHO on it apart from CB Tar's Crunch so it doesn't mind not running a Focus Sash. Dusknoir's great coverage + Custap D-Bond means you often get a 1-for-1or 2-for-1, giving you an early advantage against your opponent. Heatran & Infernape are great partners for it beacuse they beat the leads that give Dusknoir the most trouble(Skarm, Loom, Rose, Gross). Scarf Rotom/Latias are also good partners because Dusknoir often batis in Tar and Scizor and can weaken these two to the point where they can't check the scarfer, letting them revenge kill much easier.
Even though I haven't tested Memento on it, I feel it is worth mentioning because of its ability to lower att and spa by two stages.

I was able to get low 1500s with this team, and I had a lot fun playing with it on the ladder.

Edit: Something to keep in mind is Modest Specs Tran has a 93.8% chance to OKHO Dusknoir, making it the only lead likely to OHKO it.
 
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Dusknoir @ Custap Berry
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Thunder Punch
- Ice Punch
- Earthquake
- Destiny Bond/Memento

Over the last two days I've been experimenting with Dusknoir in the lead slot and it's been very good. The natural bulk means nothing has a guaranteed OKHO on it apart from CB Tar's Crunch so it doesn't mind not running a Focus Sash. Dusknoir's great coverage + Custap D-Bond means you often get a 1-for-1or 2-for-1, giving you an early advantage against your opponent. Heatran & Infernape are great partners for it beacuse they beat the leads that give Dusknoir the most trouble(Skarm, Loom, Rose, Gross). Scarf Rotom/Latias are also good partners because Dusknoir often batis in Tar and Scizor and can weaken these two to the point where they can't check the scarfer, letting them revenge kill much easier.
Even though I haven't tested Memento on it, I feel it is worth mentioning because of its ability to lower att and spa by two stages.

I was able to get low 1500s with this team, and I had a lot fun playing with it on the ladder.

I feel like Shadow Sneak has more value than Thunder Punch, since all I can see Thunder Punch covering is lead Gyarados, whereas Shadow Sneak comfortably 2HKOs bulkless Azelf leads and has a decent chance at 2HKOing bulky Azelf leads.

It can also pick off Aero leads after the initial Ice Punch hit with priority (as well as probably some other leads that I can't think of right now).
 
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Great idea togaquest. Being able to come out of the Aero exchange at full HP is huge for your hit taking capabilities. Also, being able to break a Sleep Lead's sash and potentially activate Poison Point/Effect Spore to block the sleep is nice as well. Another thing Shadow Sneak lets you do is get chip on Rotom, Gar, and Latias trying to finish you off. Actually threatening Azelf is big, because the other moves are a 3HKO at best.

Admittedly, Thunder Punch was probably the move I clicked the least, but it definitely still had value. I used it against lead Gyara, Gyara that switched in and tried to set up in front of me, and against Starmie and Suicune.

Both moves have their own pros and are worth using. I'm going to edit Shadow Sneak into my original post. Thanks for the suggestion.
 
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One last idea would be to run Superpower with Shadow Sneak, though I'm not sure over Earthquake or Ice Punch. One main reason is that it is effective against Empoleon leads.

The damage calc shows that Earthquake + Shadow Sneak isn't enough to KO uninvested HP/Def Empoleons, but Superpower + Shadow Sneak is.

If you put Superpower over Earthquake, you are now less effective versus Metagross leads. If you put Superpower over Ice Punch, you are now less effective against Dragonite leads.

I guess its a matter of preference.

Now that I'm looking into it, there are a whole bunch of niche coverage moves you can run. For example Zen Headbutt to KO lead Machamps faster, or Wood Hammer to KO lead Swamperts.
 
One last idea would be to run Superpower with Shadow Sneak, though I'm not sure over Earthquake or Ice Punch. One main reason is that it is effective against Empoleon leads.

Unfortunately, Dusknoir doesn't learn superpower.

Now that I'm looking into it, there are a whole bunch of niche coverage moves you can run. For example Zen Headbutt to KO lead Machamps faster, or Wood Hammer to KO lead Swamperts.

Not sure what to make of this. Are you looking at a different pokemon (Exeggutor), or a different format by any chance?
 
Unfortunately, Dusknoir doesn't learn superpower.



Not sure what to make of this. Are you looking at a different pokemon (Exeggutor), or a different format by any chance?
Ah I was looking at the movelist for Dusknoir in the https://calc.pokemonshowdown.com/?gen=4 site. Now I realize it just lists all moves - I assumed that it was moves that Dusknoir had access to.

Anyway I see Dusknoir has Focus Punch. So that may work over Superpower. For example:

Turn 1:
Dusknoir is focusing
Empoleon uses Stealth Rock
Dusknoir uses Focus Punch
Empoleon holds on with its sash

Turn 2:
Dusknoir uses Shadow Sneak to finish off Empoleon

So this set:

Dusknoir @ Custap Berry
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Focus Punch
- Ice Punch
- Shadow Sneak
- Destiny Bond

would be a good anti-lead to Empoleon, Smeargle (ah nevermind Smeargle is immune to Shadow Sneak), Aerodactyl, and Dragonite, as well as solid against Azelf. It then has the ability to hopefully KO another team member with Destiny Bond afterwards. If Focus Punch didn't have the charge it would also be good against Tyranitar (unless it goes for SR instead of Crunch).
 
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Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 SpD / 4 Def
Calm Nature
- Iron Defense
- Protect
- Surf
- HP Electric / Ice Beam / Grass Knot

Although I haven't tested this set yet, I feel like it can work. Iron Defense turns Empoleon into a fantastic mixed wall and essentially eliminates his physical Ground and Fighting weaknesses. Protect is there to double Leftovers recovery, however it probably could be interchanged with another coverage move or maybe even Toxic.

For example after an Iron Defense boost Empoleon can take an Infernape Close Combat and KO with Surf, a Swampert Earthquake and KO with Grass Knot, a Dragonite Superpower and KO with Ice Beam, or a Gyarados Earthquake and KO with HP Electric.

Edit: Upon thinking on this more, Iron Defense + Surf + Ice Beam + Grass Knot would be a good moveset, as it would allow Empoleon to still cover threats on the special side decently well. For example: Heatran, Starmie, Latias, Kingdra, Suicunes that aren't too boosted, but still give coverage against Dragonite, Infernape, Swampert.

So a good situation to bring Empoleon in and get an Iron Defense would be on like a Choiced-locked Tyranitar Pursuit, or a Choice-locked Latias 0.5 Draco Meteor.
 
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:tangrowth:
Tangrowth @ Leftovers
Ability: Leaf Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Stun Spore
- Pain Split
- Grass Knot
- Hidden Power [Fire]

Yesterday I realized Tangrowth learned Pain Split and decided to give it a shot. Tangrowth got high HP, high Defense, and very good Special Attack. Grass typing is pretty nice defensively for some of the common physical threats, such as Gyarados, Tyranitar and Breloom. Anything mixed really messes this up though because it got low very Special Defense (base 50).

Moveset wise, it can be flexible but I picked these 4 moves because they fit my team the most. Stun Spore is great because stuff like Latias and Heatran like to switch into it. Grass Knot and HP Fire are self explanatory and Pain Split for longevity. There are plenty of other options such as Sleep Powder, Leech Seed, Earthquake, Leaf Storm, HP Ice, Toxic, Knock Off, Synthesis, etc.

Its ability is almost useless defensively, but I decided to make use of it, which meant I had to use Sunny Day. Here is the team I've been using with it if anybody wants to give it a shot: https://pokepast.es/df7b2f0bcdede9ca

Sunny Day doesn't last long and isn't very beneficial in the first place. I wish Leaf Guard healed you from status in the sun, but it only protects you from being statused in the sun sadly. That means if you got Thunder Waved outside of sun it's gonna stay paralyzed during the sun. That's why in this team Sunny Day is more for weather clearing for Suicune to set up late game, but it can be nice for Tangrowth once in a while when you switch it into stuff like Body Slam from Jirachi in the sun.
 
A couple of dumbass gimmicks:

Gyarados @ Leftovers
Ability: Intimidate
EVs: 252 Atk / ???
Adamant Nature
- Waterfall
- EQ / Facade / ???
- Sleep Talk
- Dragon Dance

Absorb sleep, try to get a couple of DDs. Dumb and gimmicky, but maybe can be finessed into something useful

Mamoswine @ Custap Berry
Ability: Oblivious
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Ice Shard
- Endeavor
- Endure

Endure + Custap + Endeavor (+ Sand) = Macgyver destiny bond. Because, realistically, what else is Mamo doing with those moveslots... ice fang?


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Edit: A less dumbass set I've been having fun with:

:latias:
Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Draco Meteor
- Dragon Pulse
- Roost

After all, who needs coverage, anyway? Neutral DM out-damages super-effective Surf, and resisted DM out-damages neutral Surf. So, you can really just drop Surf at the cost of not hitting Heatran as hard. (Or you can use Surf over DP, idc I'm not a cop)

I think this set plays similar to Specs. You get a bit more power (after a Calm Mind) at the cost of not being able to Trick against bulkier teams. It's relatively easy to get a +1 boost, and use that to punch holes in the opponents team. Latias benefits from the fact that a lot of the chunkier mons that would try to resist or tank Latias's hits don't get reliable recovery, and can open up space for another mon to sweep.

Roost/Recover adds some longevity and Dragon Pulse is for cleaning up later on, if you're still alive.

Some calcs:
  • +1 252 SpA Life Orb Latias Draco Meteor vs. 252 HP / 0 SpD Heatran: 188-222 (48.7 - 57.5%)
  • +1 252 SpA Life Orb Latias Draco Meteor vs. 48 HP / 184 SpD Tyranitar in Sand: 220-261 (62.3 - 73.9%)
  • +1 252 SpA Life Orb Latias Draco Meteor vs. 252 HP / 4 SpD Metagross: 216-254 (59.3 - 69.7%)
  • +1 252 SpA Life Orb Latias Draco Meteor vs. 252 HP / 252+ SpD Skarmory: 178-210 (53.2 - 62.8%)
  • +1 252 SpA Life Orb Latias Draco Meteor vs. 252 HP / 128+ SpD Bronzong: 141-167 (41.7 - 49.4%)
  • +1 252 SpA Life Orb Latias Draco Meteor vs. 0 HP / 4 SpD Empoleon: 195-231 (63.1 - 74.7%)
  • +1 252 SpA Life Orb Latias Draco Meteor vs. 252 HP / 252+ SpD Empoleon: 141-166 (37.9 - 44.6%)
  • +1 252 SpA Life Orb Latias Draco Meteor vs. 252 HP / 252+ SpD Clefable: 306-360 (77.6 - 91.3%)
  • +1 252 SpA Life Orb Latias Draco Meteor vs. 252 HP / 4 SpD Blissey: 306-360 (42.8 - 50.4%)
 
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Alright here we go- I've been running the Trick Room Electivire team near the top of ladder for a bit now and its only gotten better since I changed up my Evire set to better answer Rotom, which was one of my big weaknesses.

Last I checked, the Evire article suggested running a special biased mixed attacker with Tbolt/Flamethrower/CrossChop, but it also suggested not running Evire at all.

Evire has some known weaknesses. It is susceptible to all 3 entry hazards, most physical hits will take it down, and Thunder Punch is a rather weak BP move to run for a primary STAB. The 75 BP Thunder Punch is why people suggest running special with Thunderbolt instead. However, I think if you intend to run Evire, you should run physical biased sets. If you want a special biased Evire, obviously Zapdos is going to do something similar but better. All of the notable Electric types are specially biased, with the exception of Evire. so if you do run it, I strongly suggest going physical. The only other Electric type with a notable attack stat is Luxray, and it doesn't even get Thunder Punch (yikes).

The low BP of Thunder Punch is an issue, but it can also be a strength in some cases. Electivire can come in on a +N Suicune, outspeed it, and actually threaten it unlike most other Electric types. Im not going to post the calc, I know its not a guaranteed OHKO, but thats what hazards and chip damage is for. Skarmory is similarly not going to want to take a +0 physical Thunder Punch from Evire which not too many physical attackers can boast.

So if you run Thunder Punch on this, the obvious second move is Ice Punch. Boltbeam coverage is well known because its good. Flygon, Gliscor, Latias, Celebi, for instance, resist the STAB, but will be hesitant to take an Ice Punch. Granted Flygon, especially with a Scarf, outspeeds Evire. If you want to run Evire you are going to have to be willing to make some predictions and keep people guessing. If you come in on a Starmie's electric attack, you may want to swing an Ice Punch out there because odds are decent one of the four I mentioned will be switching in.

I used to round this set off with Cross Chop and Flamethrower. Cross Chop in theory is nice because its going to OHKO Tyranitar and its the most directly threatening option into Clefable. Flamethrower beats Scizor and Forretress. The latter is not particularly common, so its mostly for Scizor. Evire resists bullet punch and threatens the OHKO on Scizor with it. That said, I don't run these moves anymore. Jirachi usually laughs off a Flamethrower from physically biased Evire and Scizor sometimes runs Occa so it wins anyways.

What to run instead? I find Earthquake to be nearly mandatory alongside Thunder/Ice Punch. On a physical biased set, this will be the most consistent option into Jirachi. It will be just about as good into Metagross. Notably, Earthquake is not going to OHKO Tyranitar which is not good because TTar will OHKO Evire in response. However, if TTar eats a Thunder Punch on the switch in, Earthquake should be enough to finish it off. The 20% miss chance on Cross Chop has failed me into TTar more times than I can remember. Earthquake is more reliable and usually good enough for the matchups where you want it. Of course Heatran without Shuca is taken down by this as well.

Alright, so the final move is a bit more flexible. You -could- run Cross Chop here or maybe Fire Punch / Flamethrower, but I don't like that as much as Taunt. Taunt became a very specific move on my team which uniquely struggled against defensive Rotom. Defensive Rotom, especially without Shadow Ball, is declawed with Taunt and forced out. Sub/Roost Zapdos is stopped in its tracks, especially if they run Toxic on the set. Common switch-ins, Swampert and Hippowdon, won't like taking a taunt since it prevents them from setting Rocks or Slacking Off. Again, you may need to predict those switches or moves because Evire wont survive an Earthquake if you do take a turn to Taunt them. Clef is also threatened by Taunt. Even if Evire doesn't beat Clef outright, Taunt pressures it and prevents it from healing.

I think a Jolly nature is runnable, but I am biased towards Adamant. You can check calcs for yourself. Not all of the calcs are too impressive, but this set offers very strong coverage and a strong utility option into stall teams.

Electivire @ Expert Belt
Ability: Motor Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thunder Punch
- Ice Punch
- Earthquake
- Taunt
 

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Flygon (M) @ Choice Scarf / Life Orb
Ability: Levitate
- Screech
Inspired by Mael’s earlier post on Screech Flygon. Haven’t spent enough time with it, but I feel it could be a cool filler move on Scarf or Physically Based Mixed sets, allowing it to pressure teams after a Knock Off.
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Gyarados @ Lum Berry
Ability: Intimidate
EVs: 244 Atk / 12 SpD / 252 Spe
Adamant Nature
- Waterfall
- Double-Edge
- Dragon Dance
- Taunt / Substitute
French Gyara lead is a classic set that is underrated in today’s game. Taunt DD lets you break through Stall Pokes that would otherwise wall you. Sub is really good into offense teams as you can easily force an Explosion, get big chip on your opponent’s water type check, or reveal their Scarfer to be Pursuit trapped by Tar. 12 SpD is to have better odds of living Specs Kingdra's Draco from full.
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Gliscor @
Ability: Hyper Cutter
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
- Earthquake
- Ice Fang
- Stone Edge
- Swords Dance
Stone Edge is a nice coverage move on Gliscor, allowing it to hit all of Zapdos, Gyarados, and Togekiss in one slot. It also does big damage to neutral targets like the Ghosts, Latias, and the rare Heracross who would otherwise wall you.
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Breloom @ Toxic Orb
Ability: Poison Heal
- Focus Punch
- Superpower
- Mach Punch
- Seed Bomb
Four attacks is legit. Sometimes you want to check Offensive Tar, deal big damage to Skarm, and have the immediate hit on Clefable, so you end up with three fighting moves and Seed Bomb.
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Hariyama @ Leftovers
Ability: Guts
EVs: 252 SpD
Adamant Nature
- Bulk Up
- Close Combat
- Payback
- Ice Punch
Shout outs to Excal for highlighting this set in his post in the metagame discussion thread. Hariyama is a monster for every team archetype to face because it is so strong and bulky, making it difficult to ko. Guts is also really great because it lets you take advantage of the status that is so rampant in this metagame, something very few mons can do. I really like max SpD ‘cause you can do crazy things like live stab Psychics and Modest Specs Latias Draco Meteors. The rest of the evs should be distributed to fit your team’s needs.
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Togekiss @ Choice Specs
Ability: Serene Grace
EVs: 12 HP / 248 SpA / 8 SpD / 240 Spe
Timid Nature
IVs: 0 Atk
- Hyper Beam
- Aura Sphere
- Fire Blast
- Trick
A really strong and underrated threat, Specs Togekiss hits like a truck. Hyper Beam came from a NP Toge I saw from JohnnyG2. Having to recharge isn’t great, but the majority of the time you are clicking Fire Blast or Aura Sphere and Hyper Beam ends up being used in scenarios where you can afford to click it or you are desperate for an OHKO on like Zapdos or something. Trick lets you cripple a mon on top of the KO you already picked up. It’s a great opener for Specs Latias and fits well alongside Breloom and Heatran. The evs are to improve rolls against Timid SuperCune, Timid Magnezone, Specs Latias, and CB Flygon.
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Infernape @ Black Belt / Charcoal / Salac
Ability: Blaze
EVs: 32 HP / 248 Atk / 228 Spe
Adamant / Jolly Nature
- Flare Blitz
- Close Combat
- U-turn / Mach Punch / Substitute?
- Swords Dance
The idea of this SD Ape looked really appealing to me so I thought I'd share my idea, even if I haven't tried it myself. Inspired by 199 Lives' post above and Pkel's use of SD Salac Ape in DPPPL.
 
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