Post new creative movesets/EV spreads here:

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maybe but those moves only work if the opponants attack, a sub lead would beat it as you cant set up yourself or damage it it any way, also allows free set ups. ;) drop Twave and put taunt it might be more interesting
 
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Cresselia@Flame Orb
Bold Natured
252 HP/108 Def/72 Sp.Atck/72 Sp.Def
Rest
Sleep Talk
Psycho Shift
Psychic

I needed a MixApe counter and thought of this. The Psycho Shift idea is credited to Kuja20 of marriland. Psychic for STAB and, like I said, counters MixApe, or any other Ape of that matter.
 
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Cresselia@Flame Orb
Bold Natured
252 HP/108 Def/72 Sp.Atck/72 Sp.Def
Rest
Sleep Talk
Psycho Shift
Psychic

I needed a MixApe counter and thought of this. The Psycho Shift idea is credited to Kuja20 of marriland. Psychic for STAB and, like I said, counters MixApe, or any other Ape of that matter.

this has been posted on this thread like 20 something times by people who think it's new. It's not
 
I am very sorry. Is it really the same exact one? I thought Kuja and everyone else used Ice Beam.

the EV's and fourth move may have been different between the multiple sets posted, but the basic idea of burning and putting to sleep opponents with psycho shift is the same.
 
I've been testing this in my team lately:

Breloom @ Choice Scarf
Adamant
Effect Spore
252 Atk/252 Spd/4 HP
Spore
Sky Uppercut
Seed Bomb
Stun Spore(?)


This can be used for a lot of different things, one of my favorite things though is to switch in Swampert, Stealth Rock, they switch to Gyara, they Taunt and I Roar to no avail, switch to Breloom as they DD and I still outspeed them with a Spore.

Scarf/Spore is something that I've been thinking about for awhile, and no one ever expects it on a Breloom. If I used something like Smeargle it would take away the surprise factor, and Breloom can even sweep with Seed Bomb or Sky Uppercut late in the game if everything is down to low health and paraed/slow.

Stun Spore is a filler move, and it went with my para team theme, though I'm not sure if nothing else would fit better.

Any thoughts? Thanks.
 
Heeeere's.... CurseBreon!
Pokemon: Umbreon
Nature: Brave
Item: Leftovers
EVs; 252 ATK, 200 Sp. Def, 52 HP.
Attacks;
Curse
Payback
Moonlight
Quick Attack/Last Resort

The idea here is to use Curse to up Attack (for Payback sweeping) and Defense (to stay alive), and to lower speed (to ensure Payback goes last). Payback will be the main move here. With STAB, and the added effect of doubling in power when going last, we're talking 150 base power here! Moonlight to recover inevitable HP loss, and Quick Attack/Last Resort as filler. I posted this set WAAAAAY back, but with 52 defense EVs as opposed to HP. Any help with the EVs would be greatly appreciated.
 
Heeeere's.... CurseBreon!
Pokemon: Umbreon
Nature: Brave
Item: Leftovers
EVs; 252 ATK, 200 Sp. Def, 52 HP.
Attacks;
Curse
Payback
Moonlight
Quick Attack/Last Resort

The idea here is to use Curse to up Attack (for Payback sweeping) and Defense (to stay alive), and to lower speed (to ensure Payback goes last). Payback will be the main move here. With STAB, and the added effect of doubling in power when going last, we're talking 150 base power here! Moonlight to recover inevitable HP loss, and Quick Attack/Last Resort as filler. I posted this set WAAAAAY back, but with 52 defense EVs as opposed to HP. Any help with the EVs would be greatly appreciated.

Nothing new, this has been around for ages, even battle tower umbreons use it iirc.

Either way, I prefer either wish and baton pass on the last two slots or rest/sleep talk.
 
Trick Memento Noir
Dusknoir@Leftovers
Sassy/Relaxed
EVs: Depends on what you want, standard is preferred.
Trick Room
WoW/Calm Mind
Thunder Punch/Ice Punch/Fire Punch/Focus Punch/Shadow Sneak
Memento

This's simple, but effective, Sassy/Relaxed to take advantage for Trick Room setting up, Memento gives you two things, first a free switch to utilize Trick Room, and crippling foe's offensive stats, so they're gonna probably switch, in my recent Trick Room team, I use this combined with CBRampardos with Pursuit, which works pretty well (Foe switched in Gengar, Dusknoir used Trick Room, Dusknoir used Memento, Rampardos switches in and pursuits that gasy ghost to his grave or whatever).
 
Frokko, I don't believe we're supposed to be taking requests...make your own set and then post it, then we'll tell you what we think of it.
 
I would pull a Scyther and do the Baton Passing Sweeper myself. Pick two attacks, throw Agility on there, and when a Steel type comes, just Baton Pass the Speed to something that can kill it, like Hitmonchan or Sandslash.

Late game you could try and clean up with it. The only agility set in that analysis was defensive and had stuff like Taunt on it : /
 
Not sure if this is new or not, but I like the idea.

Lead
Breloom @ Toxic Orb
EVs not decided, but high attack, HP divisible by 4
Protect
Substitute
Focus Punch
Spore
Spore is filler, however funny that may be. Lead because that gives him a free Protect to activate Toxic Orb, and if the enemy is something like Weavile, he can immediately Substitute while Weavile flees fearing Mach Punch. Best used with something like Encore Shuckle, who can Encore status moves for free Breloom switch-ins. Also, this Breloom is also capable of long periods of stall (as much as stallrein), due to Toxic Orb healing 1/4 of his HP over 2 turns (sub+protect). Not as useful due to lack of hail (and from the fact that weather damages Breloom), but Abomasnow and Tyranitar don't enjoy switching in on Subs/Focus Punch, and he could perhaps stall something like Heatran out of Fire Blast and Overheat PP.
 
Something that might be fun for Double Battles:

Dusknoir @ Leftovers
Ability: Pressure
EV: 252 HP / 6 Def / 252 SpDef
Nature: Sassy
Imprison
Protect
Foresight/Pain Split
Earthquake/Shadow Ball

Imprison is a great move in 2v2 and Dusknoir is one of the few with the defences to pull it off. Whats even better is it has access to Foresight. Now you're thinking - huh what a crappy move? Well not really - in double battles Explosion gets abused a lot, especially combined with either a ghost type or Protect. Now by Imprisoning their Protect, and using Foresight on a ghost, you can eliminate both problems, so bring in your own Exploder and blow up that Gengar! Pain Split, although not as great in doubles, can still cause problems for your opponents, and may keep you alive a turn or two longer with Protect.

The fourth move is another Imprisonable move that you may wish to block depending on your teams need. With Shadow Ball Imprisoned, Noir can stop enemy Mismagius and Gengar who can take him out easily. Earthquake with its all-round damage in 2v2 can cause many a team problems, so Imprisoning that can make it easier to bring in something that is weak to Ground.

As for the EV spread, that's just a basic format, I'll try and calculate a more constructive spread based on what will be used more for doubles, except there is very little data to work with for D/P doubles at least.
 
Yes because Wake-Up Slap does so much more damage to a sleeping Pokemon than Focus Punch!

Lets put this in context. Wake-Up Slap is 60 base power, doubled if the opponent is asleep, but wakes them up. Now, the idea of putting them to sleep is so they can be disabled as long as possible, waking them up early goes against that principle, so why even bother putting them to sleep in the first place?

Also the base power isn't nearly high enough. 120 base power sounds nice, but only works once, unless you want to Spore and WUS once again, which is a lame idea. Focus Punch is 150 base power and can be used each turn. So say over 4 turns of Focus Punch you'd do 600 damage (150 times four). 4 round of your strategy wouldnt even reach half of that (120 times two = 240).

I'm sorry, why was this a good idea again, phalanx?
 
i was thinking a long the lines of not getting the sub off means no foucs punch using spore to double your attack power (killing a poke then sleeping next one and so on)
 
Yes because Wake-Up Slap does so much more damage to a sleeping Pokemon than Focus Punch!

Lets put this in context. Wake-Up Slap is 60 base power, doubled if the opponent is asleep, but wakes them up. Now, the idea of putting them to sleep is so they can be disabled as long as possible, waking them up early goes against that principle, so why even bother putting them to sleep in the first place?

Also the base power isn't nearly high enough. 120 base power sounds nice, but only works once, unless you want to Spore and WUS once again, which is a lame idea. Focus Punch is 150 base power and can be used each turn. So say over 4 turns of Focus Punch you'd do 600 damage (150 times four). 4 round of your strategy wouldnt even reach half of that (120 times two = 240).

I'm sorry, why was this a good idea again, phalanx?

Did you not read any of this? I just told you why its a bad idea, read the quote carefully.
 
Wake-up slap is only really good for prediction games with ReSTalkers who come in to absorb your Spore. Which is pretty neat, but it's much too situational. Otherwise, it's useless.
 
Wake-up slap is only really good for prediction games with ReSTalkers who come in to absorb your Spore. Which is pretty neat, but it's much too situational. Otherwise, it's useless.

Its also decent on that mixed scarfed froslass. Its a bit like smelling salt, curing a desireable status effect when theres stronger attacks available anyway.
 
Froslass @ Choice Band / Life Orb
Adamant - 252 Atk, 176 Speed, 80 HP
Jolly - 252 Atk, 252 Speed, 6 HP
Snow Cloak
~ Ice Shard / Ice Fang
~ Crunch
~ Wake-up Slap
~ Return / Destiny Bond
 
I've been thinking of thins Dusknoir for a while. It seems good in theory but hasn't been working out.

Dusknoir
Item: Leftovers
Trait: Pressure
Nature: Bold/Impish(Basically a +Def -some attack stat)
EV Spread: 252 Hp / 252 Def / 4 SDef
Move 1: Mean Look
Move 2: Taunt
Move 3: Will-o-Wisp / Confuse Ray
Move 4: Night Shade

Basically, come in on something, Taunt the counter(hopefully its a worthwhile Tauntee), Mean Look the next thing, and damage it. I use Night Shade because then I don't have to worry about Attack EVs. It only really works on tanks, though. Everything else can take it out before it can set up.

I guess Umbreon is the best Mean Looker.
 
Wanted to make a new set, picked Meganium. Here is what I got.

Meganium@Life Orb/Leftovers
252 HP/252 Attack/4 Defence
Adamant/Brave
-Sword Dance
-Earthquake
-Body Slam
-Leaf Storm/Razor Leaf

After a Sword Dance it reaches a respectable 572 Attack, or an impressive 751 with a Life Orb EQ and Body Slam provide decent type coverage.
Leaf Storm lets it take down physically bulky ground and water types (303 Sp. attack with a STAB 140 base power attack hurts), but Razor Leaf gives it a reliably STAB boosted by SD.

Meganium's bulky 80/100/100 defensive stats lets it get a SD up with little trouble, with leftovers even getting two up is not that hard.

ToxiStaller
Meganium@Leftovers
252 HP/160 Defense/96 Sp. Defense
Calm
-Toxic
-Leach Seed
-Ingrain
-Synthesis/Rest

This will restore 12.5% + 12.5% of the opponents HP each turn, this combined with an instant recovery move and toxic can be very annoying.
Rest is an option over Synthesis for the protection from status and the ability to get all HP back in one turn.
 
Assuming these sets are for use in UU you have a few problems ...

On your Swords Dance/Life Orb set Rotom and Drifblim, both UU standards, can freely switch in on predicted Earthquakes and Body Slams, forcing it to switch out or run this of being crippled by WoW as both typically outspeed Meganium, Rotom always.

The ToxiStaller set will meet a slow painful death if it meets Swalot, and is rendered more or less useless by anything faster with substitute, assuming they switch in during Ingrain or Synthesis. Of course if the sub user is a poison type they can freely switch in on toxic aswell ...
 
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