Post new creative movesets/EV spreads here:

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Well I guess I'll post mine.

Shuckle
Bide
Stone Edge
Power Trick
Rest
Sturdy
Leftovers

This only works if your HP, atk., Def., and Sp.Def IV's are Maxed and if shucke's nature is relaxed. Shuckle Must also have the following EV's:
Hp: 129
Sp.Def. 129
Def.252
The strategy is for shuckle to use bide and rest until its safe to use power trick. I actually intended rest and Bide as a stall for PP drain but that didn't work out. Then when you use power trick, use stone edge. It is almost always a 1 hit kill. This will not work on groudon or other High defense rock resistant Pokemon. If things become to ugly you can just use power trick again, BEWARE OF ENCORE.
 
On my new team, I have been working with Zapdos, and I feel it is one of the most useful leads in the game.

Anti Lead Zapdos@ Lum Berry
Calm Nature: 252 HP/ 220 SpDef/ 36 Spe

- Thunderbolt
- Thunderwave
- Roost
- U-turn

This works as a great anti lead. Lum Berry will cure your status problem, allowing you to use Thunderwave. Leads like Gengar become alot less threatening when they lose their speed. This set uses a Calm nature in order to counter threats such as Yammaga, Gengar, Starmie and others. U-turn allows you to scout for a switch, and is also used to hit Celebi and Tyranitar for signifant damage. This is not meant to stay in on Hippowdon, Garchomp or Swampert, but often they will run away to avoid being hit by Hidden Power. 36 Speed EVs allow you to outspeed almost all Gyarados, so you can kill with Thunderwave.
 
Well I guess I'll post mine.

Shuckle
Bide
Stone Edge
Power Trick
Rest
Sturdy
Leftovers

This only works if your HP, atk., Def., and Sp.Def IV's are Maxed and if shucke's nature is relaxed. Shuckle Must also have the following EV's:
Hp: 129
Sp.Def. 129
Def.252
The strategy is for shuckle to use bide and rest until its safe to use power trick. I actually intended rest and Bide as a stall for PP drain but that didn't work out. Then when you use power trick, use stone edge. It is almost always a 1 hit kill. This will not work on groudon or other High defense rock resistant Pokemon. If things become to ugly you can just use power trick again, BEWARE OF ENCORE.
I don't get your set...Shuckle is practically immobile while Biding, and if you use Power Trick, opponent switches in Double Edge Blissey and you die...

Plus, there are many rock resists...
 
I've been working on a Special Flygon (which is a monstrous pain in the ass to raise).

Flygon (Modest) @ Choice Scarf
Give enough defense EVs to survive a surprise Ice Shard and put the rest into SpA.
-Earth Power
-Flamethrower/Fire Blast
-Draco Meteor
-Silver Wind

Earth Power for STAB and all those bulky rock and steel types that typically have worse SpD than Def.

Fire moves mainly for Skarm and Bronzong.

Draco Meteor as the major power move and for those Salamences and Gyarados hoping to cripple you with intimidate (and Kingdra pre-rain).

Silverwind is on here almost exclusively for Starmie who should not outspeed you unless scarfed.

Thoughts, comments, concerns?

Even if it's special based, U-Turn. It allows for scouting, and you can masquerade as a typical Scarf Flygon.

Personally, I think the Scarf set in the analysis works a lot better (and I use a variant of the set). Special Walls can't switch in, fearing STAB Earthquake, or Stone Edge (or even frail Ghost fearing Crunch).
 
Here's something I was thinking up the other day while talking to Bentendo on AIM:

Aerodactyl @ Leftovers
Jolly, 76 HP / 126 Atk / 100 SpDef / 168 Spd
Pressure
- Protect
- Rock Slide
- Roost
- Taunt

Notes: This is an interesting set and on paper it seems as if it could work. 76 HP EVs gives Aero 320 HP, a good number for Leftovers (you're gaining 20 HP per turn), 56 SpDef EVs give it 211 SpDef, which amounts to 316 in Sandstorm. 168 Spd EVs allow it to outspeed plus-nature base 120 Speed Pokemon, such as Dugtio and Sceptile, as you wouldn't want to be staying in on the other base 130s or Weavile anyways, and they won't want to be staying in on you.

Taunt prevents your opponent from healing or statusing you, Protect allows you to scout and PP-stall, Roost heals your HP and gets rid of your rock/ice weakness, and Rock Slide gives you a decent STAB move with twice the PP of Stone Edge and that also has a good 30% chance of flinching, which is Aerodactyl is easily able to take advantage of with its awesome speed.
 
Here's something I was thinking up the other day while talking to Bentendo on AIM:

Aerodactyl @ Leftovers
Jolly, 76 HP / 126 Atk / 56 SpDef / 212 Spd
Pressure
- Protect
- Rock Slide
- Roost
- Taunt

Notes: This is an interesting set and on paper it seems as if it could work. 76 HP EVs gives Aero 320 HP, a good number for Leftovers (you're gaining 20 HP per turn), 56 SpDef EVs give it 200 SpDef, which amounts to 300 in Sandstorm. 212 Spd EVs allow it to outspeed plus-nature base 125 Speed Pokemon, such as Weavile, as you wouldn't want to be staying in on the other base 130s anyways (such as Jolteon or Crobat), and they won't want to be staying in on you.

Taunt prevents your opponent from healing or statusing you, Protect allows you to scout and PP-stall, Roost heals your HP and gets rid of your rock/ice weakness, and Rock Slide gives you a decent STAB move with twice the PP of Stone Edge and that also has a good 30% chance of flinching, which is Aerodactyl is easily able to take advantage of with its awesome speed.

The idea is sound, but Aerodactyl probably has better things to be doing. If you look at the list of Pokemon with Pressure, most of them are what people would consider 'bulky'. Aero is not. Once the cats out of the bag that your only attack is Rock Slide, watch out, because all his usefulness has just been taken away.
 
Being bulky has its merits, but so does being the fastest user of Taunt in the game (tied with Crobat). It also has a very fast Roost, which gets rid of many of its weaknesses, and Sandstorm really helps a lot more than it may seem (Blissey's Ice Beam only does 36% max, Cressy's [the first set listed in the analysis] does 45% max, but who runs modest with 232 SpAtk EVs?).

It also has an extremely fast sub if you want to use it, it takes advantage of the flinch rate of Rock Slide with its speed, and so what if they know your set? What will they send out to wall it? Taunt + Protect causes a lot of trouble for most walls.
 
I think Blisseys and Skarmories are already afraid of Zangooses. Cresselia and Spiritomb normally don't and this isn't doing anything to break them down. =[
I know Cresselia / Spirotomb walls this, but why would Skarmory fear Zangoose with its puny 60 Base Sa, unless it had a huge investment in Sa EVs.
 
Need some help on a Naughty Azelf I got with good IV's looking for some suggestions.

Was thinking:

Azelf @ Choice Scarf
Naughty, 252att/252sp.att/4spd
-Explosion
-U-turn
-Psychic
-Flamethrower/thunderbolt

U-turn is to handle Weavile that think they can safely switch in , Psychic for STAB(shame it doesn't get psyco cut), Explosion will be powerful with +att nature and flamethrower/thunderbolt is filler for last slot.
 
If anything, the only advantage Aerodactyl would gain for being bulky is a safer bet on Stone Edge. I might try this set out soon and see if it's decent enough when applied.

~EDIT~ Holy crap, two posts came up before I got to post mine. =[
 
Jirachi@Life Orb
252 Atk / 152 Spe / 100 Sp Atk
Naughty/Lonely | Serene Grace
-Fire Punch
-Ice Punch
-Grass Knot
-Hidden Power [Ground]

Weird Jirachi set made to counter its counters. This has been surprisingly effective. Once it's in safely and you have a good idea of what the opponent's going to bring in based on what you've seen of their team, use the appropriate attack. I've killed Garchomps, Brelooms, Lucarios and Bronzongs with this, and it usually gets a couple of kills a game due to its total unpredictability =)
I'm awful with EVs, but the given Sp Atk EVs should be enough to 1HKO Magnezone and 2HKO Tyranitar.
 
Being bulky has its merits, but so does being the fastest user of Taunt in the game (tied with Crobat). It also has a very fast Roost, which gets rid of many of its weaknesses, and Sandstorm really helps a lot more than it may seem (Blissey's Ice Beam only does 36% max, Cressy's [the first set listed in the analysis] does 45% max, but who runs modest with 232 SpAtk EVs?).

It also has an extremely fast sub if you want to use it, it takes advantage of the flinch rate of Rock Slide with its speed, and so what if they know your set? What will they send out to wall it? Taunt + Protect causes a lot of trouble for most walls.


The problem is not being walled by.. well, 'walls'. It's being vulnerable to Pokemon who resist Rock Slide and will attack back with a lot of force (if you need examples, think Metagross, Rhyperior, Tangrowth, Lucario to name a few). I'm sure you won't be staying in on half of them, but it just exposes of the limitations of the set. You'll probably surprise one Pokemon with Taunt, or drain an extra 2 PP off a Tyranitar's Stone Edge (which would be handy, of course), but the set has extreme limits.
 
This is an Azelf set I have been running so just tell me what you think, it's not much different from those in the Stratergydex but I find it takes on some of his counters quite effectivley

dpmfa482.png
@Choice Scarf
Levitate
Naive (32 Atk, 252 Sp.Atk, 220 Spd)
-U-Turn
-Grass Knot
-Thunderbolt/Flamethrower/Psychic
-HP Ground

You basic scarfzelf however I find this to be much more effective with the use of heatran seemingly rising and is the seemingly perfect switch in to azelf it gets nailed by Hidden Power Ground, same exact EV's as the stratdex scarfzelf however it may be worth maxing speed to get the jump on other elfs. The only real thing this guy cannot take on is grass and ghost types for super effective however in the beggining enemys such as Gengar and other ghosts should be running at the thought of Psychic and Flamethrower should be seriously considered for other pokemon switching in even though this guy isnt packing it (however it can be put over other moves if deisred) mostly just a small MS change also Tbolt is really just for Gyarados and if this thing isnt leading flamethrower may be more preferable (as a lead I would suggest Tbolt but as a revenge killer Fthrower or Psychic)
 
So I've been running around with a Choice Scarf Starmie on Shoddy, and it's been pretty damn effective. Why Scarf you ask? Because it lets Starmie counter it's bane, Weavile. Not only that, this Starmie allows you to come in and kill that Gyarados that has got 2 DDs under its belt. Outraging ScarfChomp? No problem, sacrifice something and revenge kill it with ease. Without further ado, here's the set:

Starmie@ Choice Scarf
92 Hp/252 SpA/164 Spd
Modest
-HP Fighting
-Surf
-Ice Beam/Recover
-T-Bolt/Recover

The biggest selling point of this set is HP Fighting, ordinarilly, Weavile gets the jump on Starmie and either Night Slashes or Pusuits Starmie to death. However, with a Choice Scarf, Starmie outspeeds Weavile and delivers a swift OHKO with HP Fighting. The speed Evs allows it to outpace Scarf Chomp, as well as +Nature Base 95s with a Choice Scarf. It hits fairly hard with Modest and 252 Evs, and will always 2HKO Tyranitar, even with a SS Boost. Alternately, you could run Recover over either Ice Beam or T-Bolt, and can try to make Starmie last longer, although you lose coverage.
 
Why would you need Hidden Power Fighting, thats useless. Clearly you're probably not going to risk switching into a Weavile or Tyranitar, meaning they're switching into you. Surf will 2HKO both.
 
Why would you need Hidden Power Fighting, thats useless. Clearly you're probably not going to risk switching into a Weavile or Tyranitar, meaning they're switching into you. Surf will 2HKO both.
Oops I forgot to mention, it works as a lead as well, so you get the jump on Weavile leads.

Edit: To elaborate, the only reason I included HP Fighting is because I lead with it, and try to get the jump on Weavile, otherwise yo ucan just frop HP Fighting for Grass Knot/Recover. Probably should've included this in the post.
 
Jirachi@Life Orb
252 Atk / 152 Spe / 100 Sp Atk
Naughty/Lonely | Serene Grace
-Fire Punch
-Ice Punch
-Grass Knot
-Hidden Power [Ground]

Weird Jirachi set made to counter its counters. This has been surprisingly effective. Once it's in safely and you have a good idea of what the opponent's going to bring in based on what you've seen of their team, use the appropriate attack. I've killed Garchomps, Brelooms, Lucarios and Bronzongs with this, and it usually gets a couple of kills a game due to its total unpredictability =)
I'm awful with EVs, but the given Sp Atk EVs should be enough to 1HKO Magnezone and 2HKO Tyranitar.
Looks nice, and the EVs need testing, and unless you predict correctly, a Garchomp that switches into anything but Ice Punch would kills you, so basically, unless you know your Jirachi counter, or predict madly, this set gets owned.
 
@R2D2 - Definitely run Rest > Recover. You won't be using Recover multiple times in a row, and Rest can take advantage of Natural Cure. :naughty:
 
sub heatran is fuckin scary because so many people send in shit that's just to revenge kill it or something/heatrans who predict a ff boost. it's awesome.

Heatran@leftovers
Modest
252 satk 120 hp 136 speed
IVs: 31/10/30/31/31/31 (hp ice 70 with shoddy restrictions)
- Sub
- Lava Plume/Fire Blast
- Earth Power
- Hidden Power [Ice]

really recommending this since heatran can kill so many of it's revenge killers.
 
Jumpluff@leftovers
Timid
252 hp/252 speed/4 def
- Sleep Powder
- Stun Spore
- Encore
- U-Turn

This is meant to earn free switches to stuff. Sleep Powder+U-Turn, Encore+U-Turn. Since there weren't enough slots for SUbSeed, I threw on Stun Spore for a decent paralysis move that nothing is immune to.
 
Just throwing this out here...it's nothing incredibly innovative, but it isn't listed anywhere and finds a nice niche for one of my favorites from the in-game RBY days; Victreebel.

Victreebel @ Life Orb
Modest nature
116 HP / 252 SpA / 32 SpD/ 108 Speed

- Sleep Powder
- Growth
- SolarBeam
- Hidden Power Fire

Yeah, common SunnyBeamer but with a stat-boosting move. I made it for helping with my Battle Tower streak, but tested it out a bit on Shoddy just for fun...it was okay but the ever common Heatran pisses on it, especially Sleep Talk versions. To be fair, it's a UU Poke and should be used accordingly...I just couldn't find a UU battle.

Anyway I've been using another Poke to set up Sunny Day and get him in for free with a slow Baton Pass (Vaporeon in case you're curious). With 404 speed, he can normally sleep a Poke buying him a free turn to use Growth. Now he has 492 SpA, 404 Speed and free SolarBeams and boosted Hidden Powers. A few calcs just to demonstrate the power:

+1 SolarBeam vs 16/0 Garchomp = 111.36% - 131.02%
+1 Hidden Power vs 252/0 Metagross = 123.90% - 145.60%
+1 Hidden Power vs 4/0 Gengar = 99.62% - 117.18%
+1 Hidden Power vs 252/94 Sassy Bronzong = 90.53% - 106.51%
+1 SolarBeam vs 212/0 Gyarados = 91.67% - 107.81%
+1 Hidden Power vs 252/0 Celebi = 102.23% - 120.30%

Obviously, nobody cares how it fares against OU pokes, but I think that's a little easier for most people to interpret.
 
Looks nice, and the EVs need testing, and unless you predict correctly, a Garchomp that switches into anything but Ice Punch would kills you, so basically, unless you know your Jirachi counter, or predict madly, this set gets owned.

Ehh, I've never really had a problem with Garchomp. The few times I had a Jirachi vs Chomp matchup and hadn't used Ice Punch, it tried to Swords Dance and got Punched anyways. Yache berry is annoying though.
 
Fell back without being acknowledged so, I'm reposting it.
dpmfa248.png

Tyranitar (♂) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 60 Atk / 176 Def / 20 SDef
Adamant Nature (+Atk, -SAtk)
- Pursuit
- Taunt
- Earthquake
- Stone Edge

I've been leading with this sturdy T-Tar set on Shoddy and it's been working significantly well. He catches many people off guard with Taunt when they try setting up first and are then followed by a boosted STAB Pursuit when switching out. If they decide to stay in, I slam them with the harder hitting moves Earthquake or Stone Edge, or switch out and proceed to set up, myself.

252 HP allows T-Tar to absorb hits from both ends of the spectrum fairly well. 60 attack EVs and a positive nature gives him a solid 350 attack and 176 defense EVs for a good 300 defense. The remaining EVs went into special defense.
 
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