Post new creative movesets/EV spreads here:

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I'd still say that the Baton Pass recipient is the best way to use Exploud since he can't be phazed though.
Actually, it's intended to be a Baton Pass recipient. The 8 EVs are to outspeed Swellow after an Agility.

I'd actually prefer Nidoking for the mixed Baton Pass recipient, though, because he doesn't get annihilated by Technician Hitmontop, or Mach Punch in general. You could just go to Mr. Mime if a Roarer shows up.
 
Tyranitar @ Leftovers
Nature: Adamant
Ability: Sand Stream
EV's: 252Hp, 124Def, 108Atk, 20Sp.Def, 4Spe
~ Earthquake
~ Counter
~ Dragon Dance
~ Crunch

To be played with Wish support. Attempts to screw over some of Tyranitar's common counters; Dragon Dance on the switch to Gliscor/Hippowdon/Swampert/Bronzong/etc, and when they hit you with powerful Earthquakes or Gyro Balls, counter them back for the OHKO. The EV's ensure survival of a ScarfChomp Earthquake after Stealth Rock damage. Once counters have been eliminated, Wish him back up to full Hp and attempt a Dragon Dance sweep. Could try it with a Chople berry over Leftovers to beat out Machamp and Hariyama as well, seeing as with this spread and the damage reducing berry, he would survive a Dynamicpunch from a 394 attack Machamp.

Incidentally, Exploud can't learn Focus Punch. He's a yelling, screaming idiot, so he can't focus.
 
Special Groudon? Got a Modest one here ...


Groudon @ Choice Specs
252 HP/Spatk, 6Def (It's only got ~5 Speed IV's so no Speed EV's ... )
Fire Blast/Eruption
Solar Beam
T-Bolt
Dragon Pulse

Can this work?
 
It's sad to say, but Exploud can't actually learn Focus Punch. So he wouldn't be able to use a Boah-esque build. Unless he uses moves like Brick Break or DynamicPunch which are generally inferior to Focus Punch.
 
389.png
@Expert Belt
Timid
252 Sp.atk 96 spd 80 hp 80 def
Taunt
Spikes
Thunderbolt/Psychic
Icebeam

Heres a set I was just pondering. I looked at the deoxys-s annalysis and it had mix atker and spiker. I thought why not have the first deadly spiker. The goal would be to fake the opponent into thinking its a sweeper and have them bring out their wall. You proceed to taunt the wall and get free spikes down. Then sweep late game when their counter to deo is worn down. Its a utilisweeper. F.T.W.
 
Cherrim @Leftovers
(Timid) [252 HP] [252 Spd] [6 Sp,atk]
Sunny Day
Leech Seed
Substitute
Hidden Power Fire

This is a really unreliable subseeder, but the Sunlight boosts Cherrim's special defense to a respectable level, and HP Fire can get rid of any opposing grass types.
 
Special Groudon? Got a Modest one here ...


Groudon @ Choice Specs
252 HP/Spatk, 6Def (It's only got ~5 Speed IV's so no Speed EV's ... )
Fire Blast/Eruption
Solar Beam
T-Bolt
Dragon Pulse

Can this work?
Groudon has really bad Special Attack in the Uber Metagame, and although it could technically work, you'd be hard pressed to find any use for it on a team.
 
Specs God

Arceus@Choice Specs
44 HP / 252 Sp. Attack / 212 Speed (beats + nature base 100s)
Modest
Judgment
Ice Beam
Flamethrower / Thunderbolt
Extremespeed

A STAB 100 Base Power move comeing off 558 SpA is nothing to laugh at, even in Ubers. Most players expect ExtremeKiller when they see no plate so go straight to their best Phy Wall, which you proceed to KO.

it will 2KO 252 HP Lugia most of the time with SR up and leftovers useing Judgement, with Ice Beam it always 2KOs without SR. Ice Bean also Always 2KOs Giratina with no SR.
Blissey does wall this set taking only 27% max from Judgement, and 39% from Extremespeed, but who in their right mind would bring bliss straight into a normal types Arceus?

Flamethrower is very nice for beating the steels, while Thunderbolt gives you a stronger move against Kyorge (84% damage max).
Focus Blast and Extremespeed are your nest options against Blissey, Extremespeed lets you revenge kill things like Deoxys-A, while Focus Blast runs off a much higher stat.
Arceus's 392/276/276 Defenses stop all but the strongest attacks from 1KOing it and it can 2KO most Ubers in return.
 
^ physical wall your talking about is Giratina, who is immune. Set is viable, but much less effective than the extreme killer.
 
Special attacking Bronzong lead.

Bronzong @ Lum Berry
Ability: Levitate
EVs: 252 HP/220 SAtk/36 SDef
Relaxed nature (+Def, -Spd)
- Hypnosis / Stealth Rock
- Toxic / Stealth Rock
- Hidden Power [Electric]
- Psychic

Attempt at a Bronzong lead more adept at handing other common leads. 220EVs is enough for Psychic to kill a Gengar with no focus sash 100% of the time, while HP Electric is a 2hko on Gyarados that stay in to taunt. The lack of Gyro Ball removes the need for 0 speed IV, giving it a better chance to out run other Bronzongs. Psychic is also a 2HKO on Heracross, and an OHKO if it uses Close Combat.

HP Rock is a possible option OHKO Ninjask or Yanmega, Ice is an 2HKO on both as well as being a 2HKO on Salamence and Gliscor . Additionally you can run HP Bug to 2HKO Azelf, who can't 2HKO back if you run Heatproof over Levitate, which is always an option as a lead.

The first two slots are self-explanitory. Hypnosis/Stealth Rock being the standard setup. Toxic is an option to hit pokemon switching in after taking the Hypnosis. Additionally Explosion could be run over either move to attempt to cripple or take out something else after Bronzong's done its job. As a final note, even with no Atk EVs, Earthquake still does enough to 262HP Ttar to break subs.

EDIT: Also Psychic is always OHKO on standard Breloom, and does 97.81% - 115.00% to the 236 Anti-Starter version. If this set worries you, 244 EVs deals 100.00% - 117.81% to the 236HP Breloom.
 
^ physical wall your talking about is Giratina, who is immune. Set is viable, but much less effective than the extreme killer.
I said Ice beam 2KOs Giratina, and yea, its not going to sweep like the SD set, its idea is to take out/weaken Phy. walls so something like SD Salac Groudon or DDQuaza can sweep.
 
Luxray
Quiet/Brave
204 HP / 54 ATK / 252 sATK
@Leftovers
-Hidden Power Fighting/Ground
-Crunch
-Thunderwave
-Lightscreen

I've been playing with this and having quite a lot of success with it on shoddy as a lead on a very offensive team. Intimidate makes this pretty bulky in UU, being able to stand up to most offensive threats. You guys all know the magic of intimidate though, and it'll work for Luxray in UU as much as it does for Gyara in OU.

The value of an ability that nets you some advantage before the battle's even started cannot be underestimated. Lead v. Lead is a point in time when it truly comes down to rock-paper-scissors, and either side could draw bad and be forced to flee. At that point in time you'll be much better off if your ability has already done something for you.

Essentially, this Luxray works very much like Gyarados-- intimidate and powerful disabling support moves it is capable of recking defensive threats, who will be panickedly switched in at the threat of attacks off of 120 base ATK and 95 sp.ATK. People generally don't think of Luxray as a fearsome sweeper due to thunderfang's low base power and a lack of speed, but when you're an intimidated scyther Luxray seems a lot more fearsome.

Speaking of threat, I find that the threat of electric attacks is actually more fearsome than the electric moves themselves. Thunderbolt/Thunderfang are huge threats to all the many competitive water and flying types running around UU. Especially the flying types who generally are physically offensive (I'm looking at you scyther and swellow). Intimidate and the scare of electric attacks generally leads to one conclusion: I'm switching.

Here's where it gets interesting. The threat of electric attacks generally pulls out ground types. The thing about ground types is that the number 1 likely poke to be switched in here, steelix, is 2 HKO'd by a super effective hidden power. This is including all those sp.DEF evs the standard set carries. In addition, Luxray is NOT 1hko'd by steelix' earthquake even WITHOUT intimidate. So luxray will always beat steelix if it HPs on the switch. The other thing about this situation, is its so damn obvious what's coming-- a STAB earthquake. Now's a great chance to bring in your own flyer/levitator-- rotom, swellow, scyther, etc, depending on the situation. There's nothing these types of frail yet powerful sweepers like more than free switch ins, and in the early turn you can play even more mind games by combining this Luxray with U-Turn Flying Sweepers. >:D

Luxray is a switch whore. It wants to switch in, and thus it doesn't mind switching out. It wants to abuse intimidate and force situations where the opponet is forced to make iffy decisions. Thunderwave and Light Screen work beautifully in concert with this mind set of "Come in, screw the opponent up, then get my ass out." The way I play this poke, is I worry very little about its health or losing it. Its my intimidate bitch. I have it t-wave its ass off, attacking where possible from 289/316 offensive stats, and when it's about dead I'll even switch it INTO an incoming earthquake if it means leaving the opponent screwed by 1 more intimidate (I've actually had it do this and live a couple of times too). In other words, this is my go-to pokemon for any unsure switch. Essentially, this guy forces switches, which is something that works beautifully when all his teammates are offensive threats.

As a last word, I'll talk about crunch. It seems like an odd choice, but not really considering its coverage with hidden power fighting and the fact that it shaves off huge chunks from all the psychic type walls. Combined with light screen, it also lets Luxray stay in against opponents like rotom, jynx (if you have another poke asleep) and froslass, making him a threat to special attackers as well as physical attackers. In any case, they all hate thunderwave. Alternatively, Ice Fang could be used here though for added freeze hax or para-flinch-hax. If you do, I'd say go with Hidden Power Ground for coverage.

About nature: Just like with Bulky Gyara, its true that Luxray will get more overall from +ATK nature. You should try not to be tempted by this. Quiet is necessary to secure the 2hko on steelix. You got no chance with brave. On the other hand, with Quiet, you pretty much have no chance of 2HKOing hypno with crunch. IMO, Steelix is more important, as its like the physcial blissy of UU, and it will be switching in against you more times than hypno. Besides, despite the fact that Luxray is slow and has lightscreen, fighting against hypno and its thunderwave is not what it does best. Where possible, stick to switching in against physical attackers and screwing them with intimidate.

Overall, I've had a lot of success with this guy so I'd say give him a shot.
 
Posting this set from the analysis workshop. Just wanted to see if anyone would help in testing my spiking roserade.

Roserade @ Leftovers
Ability: Natural Cure
Nature: Timid
EVs: 252 HP / 252 Spe / 4 Sp Atk
*Spikes
*Grass Knot
*Hidden Power Fire
*Rest

Roserade can switch in repeatedly on several common OU threats including Zapdos (HP Ice is not a 2HKO), Celebi, and bulky waters. Use these opportunities in conjuction w/ Roserades good speed to lay down spikes. Rest replenishes your health when done spiking.

Grass Knot and Hidden Power Fire are good anti-spin measures while you lay your spikes as Donphan, Starmie, Claydol, Cloyster, and Forretress are kept in check by Roserade, and won't bother switching in (if they do, punish them).

I found with this set it's quite easy to get 3 layers of spikes in. And of course, Roserade also benefits your own team by absorbing your opponents toxic spikes.

And before anyone suggests it, Spikes is illegal with Leaf Storm and/or Sleep Powder.
 
That spiking Roserade looks good on paper; it even takes Starmie Ice Beams quite well: a LO 132 SpA EVs (spinner spread) Ice Beam is a 3HKO accounting Leftovers. You can even take a hit, Rest and switch out to a resist next turn.
 
That Rosarade is interesting to say the least, and with it being backed up with your descriptions it seems to have potential. Being able to hit 'super effective' on Rapid Spin Pokemon (apart from Tentacruel) and the fact that it can come in on up-coming Pokemon in the OU environment such as Zapdos, Celebi and Suicune, it helps Rosarade effectively initiate this tactic with (sure to be) formiddable results.

Its overall defensive capabilities will hold it back, however. But it's a matter of using it correctly in the suitable situations to get the best out of this set.

No doubt I will be playing with this set in the near future.
 
Also,that Roserade:
-OHKOs 252 HP Donphan
-Does 70-80% to 252 HP Claydol
-Does 81-95% 160HP Starmie
-OHKOs 252 HP Cloyster
-OHKOs 252 HP Forretress

Using a Life Orb guarantees the kill on Starmie and gives a slight chance of OHKOing Claydol. Doing so would hamper your "tanking" ability a lot, at the cost of taking out Starmie once and for all; however, there is Rest to compensate for the lost HP. Maybe put Life Orb as an alternate option?

But will be testing this also.
 
Drapion @ Brightpowder / Leftovers
Ability: Battle Armor
Nature: Impish
EVs: 252 HP / 252 Def / 4 SpD
*Crunch
*Accupressure
*Rest
*Sleep Talk

Designed specifically for UU. Though there isn't much thought to it; it is a very effective set. Send it into any Pokemon that doesn't focus on damage and start to Acupressure. I find that it best works if you spam Acupressure untill your 'untouchable' and then you can proceed to sweep. Truly the only immediate counter to this is Steelix as he carries Earthquake, Roar, and resists your only attack, Crunch.
 
I've used that Roserade on my Hitmontop team, and I can attest to its usefulness. It is very useful for spiking on the most random things. Rest only makes it better, and can actually be used to outstall Blissey if you really need to. In general it can be very annoying to the more defensive teams.

Good set.
 
Luxray
Quiet/Brave
204 HP / 54 ATK / 252 sATK
@Leftovers
-Hidden Power Fighting/Ground
-Crunch
-Thunderwave
-Lightscreen

I've been playing with this and having quite a lot of success with it on shoddy as a lead on a very offensive team. Intimidate makes this pretty bulky in UU, being able to stand up to most offensive threats. You guys all know the magic of intimidate though, and it'll work for Luxray in UU as much as it does for Gyara in OU.

The value of an ability that nets you some advantage before the battle's even started cannot be underestimated. Lead v. Lead is a point in time when it truly comes down to rock-paper-scissors, and either side could draw bad and be forced to flee. At that point in time you'll be much better off if your ability has already done something for you.

Essentially, this Luxray works very much like Gyarados-- intimidate and powerful disabling support moves it is capable of recking defensive threats, who will be panickedly switched in at the threat of attacks off of 120 base ATK and 95 sp.ATK. People generally don't think of Luxray as a fearsome sweeper due to thunderfang's low base power and a lack of speed, but when you're an intimidated scyther Luxray seems a lot more fearsome.

Speaking of threat, I find that the threat of electric attacks is actually more fearsome than the electric moves themselves. Thunderbolt/Thunderfang are huge threats to all the many competitive water and flying types running around UU. Especially the flying types who generally are physically offensive (I'm looking at you scyther and swellow). Intimidate and the scare of electric attacks generally leads to one conclusion: I'm switching.

Here's where it gets interesting. The threat of electric attacks generally pulls out ground types. The thing about ground types is that the number 1 likely poke to be switched in here, steelix, is 2 HKO'd by a super effective hidden power. This is including all those sp.DEF evs the standard set carries. In addition, Luxray is NOT 1hko'd by steelix' earthquake even WITHOUT intimidate. So luxray will always beat steelix if it HPs on the switch. The other thing about this situation, is its so damn obvious what's coming-- a STAB earthquake. Now's a great chance to bring in your own flyer/levitator-- rotom, swellow, scyther, etc, depending on the situation. There's nothing these types of frail yet powerful sweepers like more than free switch ins, and in the early turn you can play even more mind games by combining this Luxray with U-Turn Flying Sweepers. >:D

Luxray is a switch whore. It wants to switch in, and thus it doesn't mind switching out. It wants to abuse intimidate and force situations where the opponet is forced to make iffy decisions. Thunderwave and Light Screen work beautifully in concert with this mind set of "Come in, screw the opponent up, then get my ass out." The way I play this poke, is I worry very little about its health or losing it. Its my intimidate bitch. I have it t-wave its ass off, attacking where possible from 289/316 offensive stats, and when it's about dead I'll even switch it INTO an incoming earthquake if it means leaving the opponent screwed by 1 more intimidate (I've actually had it do this and live a couple of times too). In other words, this is my go-to pokemon for any unsure switch. Essentially, this guy forces switches, which is something that works beautifully when all his teammates are offensive threats.

As a last word, I'll talk about crunch. It seems like an odd choice, but not really considering its coverage with hidden power fighting and the fact that it shaves off huge chunks from all the psychic type walls. Combined with light screen, it also lets Luxray stay in against opponents like rotom, jynx (if you have another poke asleep) and froslass, making him a threat to special attackers as well as physical attackers. In any case, they all hate thunderwave. Alternatively, Ice Fang could be used here though for added freeze hax or para-flinch-hax. If you do, I'd say go with Hidden Power Ground for coverage.

About nature: Just like with Bulky Gyara, its true that Luxray will get more overall from +ATK nature. You should try not to be tempted by this. Quiet is necessary to secure the 2hko on steelix. You got no chance with brave. On the other hand, with Quiet, you pretty much have no chance of 2HKOing hypno with crunch. IMO, Steelix is more important, as its like the physcial blissy of UU, and it will be switching in against you more times than hypno. Besides, despite the fact that Luxray is slow and has lightscreen, fighting against hypno and its thunderwave is not what it does best. Where possible, stick to switching in against physical attackers and screwing them with intimidate.

Overall, I've had a lot of success with this guy so I'd say give him a shot.

I love it. Makes full use of Luxray's unique talents and limited movepool.

I'd definitely go with HP Ground over Fighting. Believe it or not, Dark/Ground has more potential coverage than Dark/Fighting in UU (plus you get an extra defense point), and in addition to 2HKOing Steelix on the switch you also cover the likes of Camerupt, Nidoking and Toxicroak, who would love to be on the receiving end of an Agility or Swords Dance pass from Scyther. You hit them all harder, making it easier to kill them before they get too dangerous.

My main concern with this set is the lack of an Electric attack as it seems almost a crime to have no STAB move to utilize that impressive special attack. May I suggest Discharge over T-Wave? Sure you lack the reliability for paralyzing stuff but 30% is still a decent rate to work with and most importantly you have a strong STAB attack so your high offenses are better abused. This has particular importance against Scyther as decent counters against the SD version are scarce and you don't want to fall victim to some random shit like Lum Berry. Discharge should OHKO against the 4HP/ 0 Sp Def spread should it stay in.

Once again great job on the set, very unique and outside the box which is what this thread is all about, so good luck with it in the future.
 
Drapion @ Brightpowder / Leftovers
Ability: Battle Armor
Nature: Impish
EVs: 252 HP / 252 Def / 4 SpD
*Crunch
*Accupressure
*Rest
*Sleep Talk

Designed specifically for UU. Though there isn't much thought to it; it is a very effective set. Send it into any Pokemon that doesn't focus on damage and start to Acupressure. I find that it best works if you spam Acupressure untill your 'untouchable' and then you can proceed to sweep. Truly the only immediate counter to this is Steelix as he carries Earthquake, Roar, and resists your only attack, Crunch.

I guess Crunch could be good for the defense drop, but if I'm not mistaken, Night Slash has more PP. It also has a high critical hit ratio that lets it get past bulky opponents trying to set up, hoping for you to get the wrong boosts.

It's also better to even out the defenses, but that's just my preference.
 
I love it. Makes full use of Luxray's unique talents and limited movepool.

I'd definitely go with HP Ground over Fighting. Believe it or not, Dark/Ground has more potential coverage than Dark/Fighting in UU (plus you get an extra defense point), and in addition to 2HKOing Steelix on the switch you also cover the likes of Camerupt, Nidoking and Toxicroak, who would love to be on the receiving end of an Agility or Swords Dance pass from Scyther. You hit them all harder, making it easier to kill them before they get too dangerous.

My main concern with this set is the lack of an Electric attack as it seems almost a crime to have no STAB move to utilize that impressive special attack. May I suggest Discharge over T-Wave? Sure you lack the reliability for paralyzing stuff but 30% is still a decent rate to work with and most importantly you have a strong STAB attack so your high offenses are better abused. This has particular importance against Scyther as decent counters against the SD version are scarce and you don't want to fall victim to some random shit like Lum Berry. Discharge should OHKO against the 4HP/ 0 Sp Def spread should it stay in.

Once again great job on the set, very unique and outside the box which is what this thread is all about, so good luck with it in the future.

Thanks lemi! If DP is the advent of the mix-sweeper, its also the advent of the bulky sweeper imo. Pokemon like Luxray and Swampert are largely misunderstood and mis-utilized imo, and Gyara would have fallen into the same pitfall if people hadn't easily seen it can boost its own speed. Lux doesn't have that luxury, but then I think it has its own game too, especially in UU. The main think I've realized is that while its move-pool may be limited, and its speed/defensive stats may seem average, people really underestimate those awesome 120/95 offensive stats.

About its HP, at first I was running Fighting (mostly because of lack of inexperience and coming from a OU background), but after gaining more experience in UU, I also started to see how much more effective HP ground is for the exact reasons you mentioned. Besides the only thing in UU who resists them both (outside shedinja) is Shiftry. >.> Outside of the pokes you mentioned, HP ground also hits all Luxray's fellow electric types, whose attacks he'll be all to happy to absorb and the bust their speedy little asses with its thunderwave. Fighting's only real appeal to me is its ability to hit ice types, who give my team some problems. In particular, I'm talking about glaceon and lapras, but yeah overall ground is superior.

To be honest I forgot all about discharge. I think it could work really well. I'll be play testing it a while to see how it performs compared to thunderwave. I would even help cover the ice types better, making HP ground even more effective.

Outside just the offensive moves, Luxray has so many other disabling support options-- taunt, roar, swagger, thief . . . but overall I think those take a secondary to this set.

Actually, I've been playing with the idea of Rivalry + Attract Sweeper set. Unlike something like Nidoking, whose other ability is poison point, Luxray not intimidating is a red flag that it is not carrying intimidate. But even if they switch in an opposite gender pokemon, Luxray can just attract it and start setting up howls. Either way, Luxray can start boosting itself up for a massive sweep. >:D
 
This is a moveset that I invented on my own. It involves the rarely seen pokemon, Spinda. Spinda is a NU tier pokemon with base 60 stats in everything. It has a huge movepool but its poor stats hinder it severely. I did whatever I could to try to boost Spinda's usage up and this is the result:

dpmfa327.png


Trick Room/Flail Spinda
move 1: Trick Room
move 2: Protect
move 3: Flail
move 4: Sucker Punch
item: Focus Sash
ability: Own Tempo
nature(s): Brave
EVs: 252 Attack, 252 Sp. Attack
IVs: 0/31/0/0/0/0/0


The point of this set is to get Spinda down to 1 HP as easily as possible. When the Focus Sash activates, Spinda uses Trick Room. Now, Spinda is faster than the opponent and has a full power Flail (200 power @ 1 HP). Spinda is normal type and gets STAB off of Flail and its Attack is maxed through nature, IVs and EVs, meaning it will hit the opponent hard when used the next turn. Flail is powerful enough to 2HKO Palkia and OHKO most sweepers that do not resist normal. Protect prevents the opponent from using Fake Out and ruining this combo and is also used as a scout move. Sucker Punch allows Spinda to hit not only ghosts, but anything else if in case Spinda loses its Focus Sash and/or needs to strike before an opponent uses a speed priority move causing at least some damage. Sucker Punch can also hit the opponent if in case they don't attack Spinda right away. The 252 EVs in Sp. Attack and 0 IVs in every stat except for attack are there to prevent Spinda from taking the opponent's hit too well (with Flail's Power being therefore reduced), meaning the EVs are wasted but wisely wasted.

The only flaws with the set are priority moves, secondary damage like Sandstorm/Hail, Stealth Rock, Toxic Spikes, and Status, Taunt, Substitute, and other things that would affect Spinda after the Focus Sash activates. Also, if the opponent doesn't hit Spinda hard enough, Flail is weakened. Despite this, Trick Room is up and can be used by an incoming pokemon if in case Spinda faints the first turn. Here is an example of what Spinda can do if in case the opponent is unprepared:

Spinda mows through a team
Spinda threatens a skilled OU user
 
Interesting as this is, there are UU pokemon who will stil outslow you, and with all the lunatone/solrock/omastar/steelix/aggron running around, I doubt you're going to get much out of it even in UU. :/

Interesting I guess though, and not screwed by sandstorm/hail like it would be in OU.
 
Weavile@ Life Orb-Naive
-Nasty Plot
-Ice Beam
-Brick Break (2HKO bliss)
-Dark Pulse
216 spd, 114 sp. atk, 180 atk (lower speed EVs for sp. atk EVs maybe?)

or

Weavile @ Choice Specs-Timid
-Ice Beam
-Dark Pulse
-Focus Blast
-Hidden Power Electric (for gyrados)
252 sp.atk, 252 spd, 6 hp

Well along those lines. Try to consider Weavile's special stat. It may not be good, but it seems usable.
 
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