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New and "creative" moveset/EV spread thread "Mark 2"

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name: CM Reflect
move 1: Reflect
move 2: Calm Mind
move 3: Thunderbolt
move 4: Hidden Power Ice / Hidden Power Grass
item: Leftovers
nature: Timid
evs: 64 HP / 72 Def / 96SpA / 24SpD / 252 Spe
I really like this set. It appears to be very thought out Ev wise and Reflect + Calm Mind is a nice little combo.

Scizor
Move 1: Thief
Move 2: Pursuit/ U-Turn
Move 3: Counter / Roost
Move 4: Light Screen/ Iron Head
Item: None
Ability: Technician
Nature(s): Adamant
EVs: 252 HP / 252 Atk / 4 Def
I would definitely not use this Scizor as a lead. However, I do like the idea of Thief. As, from what I've seen, common switch ins to Scizor such as Heatran or Gyarados will not enjoy their item being stolen.
 
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name: CM Reflect
move 1: Reflect
move 2: Calm Mind
move 3: Thunderbolt
move 4: Hidden Power Ice / Hidden Power Grass
item: Leftovers
nature: Timid
evs: 64 HP / 72 Def / 96SpA / 24SpD / 252 Spe

I thought about something like this before, but it looks good on paper only. That Raikou is still getting shitted on by Earthquakes and instead of using a turn to Calm Mind, your turning Earthquake into a 2HKO. Meh...

Here's a Raikou Wdro was telling me he would try:

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name: Screener
move 1: Reflect
move 2: Light Screen
move 3: Thunderbolt
move 4: Roar / Thunderwave / Hidden Power Ice / Hidden Power Grass
item: Light Clay
nature: Timid
evs: 252 HP / 252 Spe / 4 SpA


Cool looking set eh? Its a typical screener. Once your opponent thinks they can stat up on you.... just Roar them out, or stun them with paralysis. You can use an attacking option in the fourth slot, but it won't do much...
 
This one came to me while I was out running earlier and I just couldn't wait to get home and start running calculations. It's yet to be tested and it's still something of a WIP so if anybody wants to refine it/playtest it then please do so. :) I'm sure the EVs could be a little more efficient for a start.

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name: DDTar with a Twist
move 1: Dragon Dance
move 2: Crunch/Stone Edge
move 3: Earthquake
move 4: Counter
item: Chople Berry/Leftovers
nature: Jolly
evs: 252 HP/ 8 Atk / 248 Spe

This set plays out like a standard Dragon Dance Tyranitar, except it exchanges Taunt or Ice Beam for Counter allowing it to defeat the majority of it's counters with a little prediction.

Simply switch in on something that will flee and DD as they run to their counter sending your Attack and Speed up to 459 and 363 respectively. Common Tyranitar counters include Gliscor, Hippowdon, Swampert, Machamp and Hariyama.

Bulky Grounds generally will attack Tyranitar straight away as both Gliscor and Swampert are 2HKO'd by the standard DDTar and can't afford to mess around. Hippowdon will require a little more prediction as he may opt to Slack Off depending on his remaining health but generally you should be able to predict an Earthquake. With 252HP, not even 416 Atk Rhyperior can ensure an OHKO with Earthquake and Adamant 394 Atk Garchomp will never OHKO. This means you're safe to take comparitively weak Earthquakes from the Bulky Grounds.

0 Atk Gliscor Earthquake vs 252/0 Tyranitar = 48.02% - 56.44% (194 - 228HP)

Tyranitar will counter this attack back for 388-456 damage, effortlessly OHKOing a 354HP Gliscor.

0 Atk Swampert Earthquake vs 252/0 Tyranitar = 54.21% - 63.86% (219 - 258HP)

The 404HP Swampert has no chance as Counter deals 438-516 dmg.

0 Atk Hippowdon Earthquake vs 252/0 Tyranitar = 55.20% - 64.85% (223 - 262HP)

Hippowdon's huge base HP won't save him from this easy KO.

The Chople Berry is listed as it is somewhat useful in helping Tyranitar against those "100% counters" like Machamp, Hariyama and Hitmontop.

252 Atk Adamant Machamp Dynamic Punch vs 252/0 Tyranitar w/ Chople Berry = 82.92% - 97.52% (335 - 394HP)

Provided you can overcome the inevitable confusion, you'll dispatch Machamp with ease.

180 Atk Impish Hariyama Close Combat vs 252/0 Tyranitar w/ Chople Berry = 80.94% - 95.30% (327 - 385HP)

Bye bye fatty.

The Chople Berry also allows you to overcome revenge killers like Jolly CB Weavile w/Brick Break, Focus Blast ScarfGar and even gives you a chance against ScarfHera but the value of Leftovers on something with 404HP/256Def/354SpD can't be easily dismissed.

This set can function as a lure and as a sweeper in itself; with the primary DDTar counters out the way, you should have a much easier time rampaging through the opponent's team.

Rate, critique and improve please!
 
Counter is a one-use only move, whether you run it with Chople Berry, Sash or Lefties...and the general point of DDTar is to outrun its usual counters an overpower with strong attacks. CurseTar is a set I'd EXPECT Counter on.
And the loss of a third move slot will not help either. Good try, mind...
 
Lee, that set was in a peer edit a while ago. I don't know if they mentioned Chople Berry but it was definately in there. Another thing I hate about counter is that it may miss Gliscor and Garchomp... lol. But nothing can help that. Still, it is a good set as long as you get rid of Skarm.
 
Counter is a one-use only move, whether you run it with Chople Berry, Sash or Lefties...and the general point of DDTar is to outrun its usual counters an overpower with strong attacks. CurseTar is a set I'd EXPECT Counter on.
And the loss of a third move slot will not help either. Good try, mind...

I wholeheartedly disagree with this. this actually makes a great leadtar and then with wish support can easily get back up to health and sweep later on, once its counters have been "countered" (pun intended). but erik is right, I've seen this in a peer edit by evil hamster, I believe.
 
Ah, I see. I know Jump used a CounterTar in ADV but this was original to my kowledge. Oh well! :)
 
skarm IS an issue due to not having taunt or anything. also, when I played around with that set, I also found lum berry to be decently useful, as this was the time that people were trying to use hypnosis bronzong more often and stuff, though usually they just gyro ball or eq off the bat, but surviving random hax as well as sleep moves was pretty cool. now, if he could only take dynamicpunches so that the lum could cure confusion and he could counter back.....
 
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Xatu @ Flame Orb
FlameShifter

Psycho Shift
Roost
Trick/Light Screen
Light Scren/Reflect/attacking move

Synchronize
Timid

EVs: 252 HP/252 Def/6 Spd

Alright. Well, this is clearly designed to pass off Burn and other statuses through a mixture of flame orb+psycho shift or synchronize+pyscho shift. This allows this Xatu to act as a physical wall and generally cripple multiple members of your opponent's team. Flame Orb + Psycho shift allows you to burn one of your opponent's pokemon (preferably a physical attacker), then Roost off damage for a while either until they are dead or they switch, or switch to something that wants to set up (DDOutrageMence, SDScizor...take your pick.) I would like to mention here that while this set should work fine in UU, I have only tested in OU, where it worked just fine.

For the third slot you have two options. Your first choice is to trick, to actually put the flame orb on something, either so you don't have to deal with it temporarily, so you can permanently afflict something like a blissey while simultaneously stealing their leftovers, or so you can take something that likes its item and cripple it as a side effect. You can always take it back later if you want since that's what the set is designed to do.

For the last move, you can throw in some Psychic, Shadow Ball, Hidden Power of some type for specific coverage, or even his new toy Sucker Punch if you want to finish off something that's close to death (although this would warrant a switch to Jolly). You could also Light Screen here if you put Trick above or Reflect if you put light screen, but I would recommmend at least one attacking option just in case.

Also, I could use help with the EVs. They work ok, but i'm sure they could be better.
 
The problem with the Chople Berry, Lee, is that you can't rely on it unless you can always remove SR. The set seems ingenious in itself, and I'm probably centering a team around it in the near future.
 
I'm going to go ahead and say that this is VERY gimmicky. Very

Swellow
Jolly
4HP 252 ATK / 252 Speed
@Life Orb
-Sleep Talk
-Whirlwind
-Brave Bird

This takes a bit of set up, and even then is still pretty stupid. First, you have to get at least SR up. Maybe some spikes. Don't even go for toxic spikes in UU, it's pointless (especially with the addition of venusaur, as if toxicroak, nidos, vileplume, muk etc. weren't enough). Switch into a sleep move, and absorb the sleep. The opponent will be loling that your swellow got slept "before it could activate its flame orb."

That is until you start sleep talking. Sleep Talking ignores the priority of the move it picks, so essentially unless interfered with, you can continuously whirlwind FIRST using Swellow's awesome speed. The set could be run with Brave Bird in case you're worried about swellow becoming dead weight if it can't get to sleep. You also get guts boost so picking brave bird with sleep talking is still pretty good.

Overall gimmicky but hey. Someone came up with this set for crobat a while ago, and I thought it would be funny for swellow (or aero I guess) to do it in UU.
 
One more UU set, but as I like this one I hope no one pays attention to this post. Still, it's too fun to let be, and I want to sound smart for posting it. >.>

Glaceon
Quiet
252 HP, 4 DEF, 252 SATK
@Leftovers
-Ice Beam
-Wish
-Hidden Power Grass
-Ice Shard

Standard Wish-Glaceon, with a few twists. First of all, now that we are all using Glaceon in UU I found HP Fight/Ground to be fail compared to HP Grass, especially now that Steelix is in UU.

What types resist Ice? Steel, Fire, Water and Ice. First off Steel-- we don't really use any of them outside of Steelix, who is hit harder by ice beam than any hidden power anyway, and usually 1 HKO'd by it I might add, while Gyro Ball does pitiful damage to Glaceon's 110 base defenses and -SPD nature. One could say that an over-dependance on Steelix (as well as over-abundance of CC abusing Fighting Types) has given Glaceon more elbow room, without having to worry about Probopass or Bastiodon raining on its parade.

Ok, so with Fire HP Ground is the once choice of the 3 that is realy useful. HP Grass loses here, but then most fire types are still taking nice amounts of damage from Ice Beam. The main one to look out for is Torkoal, but he's become relatively rare.

Next Water, which is everywhere in UU and gets hit for super effective by Hidden Power Grass. One could always go Bolt-Beam with HP Electric, but honestly I almost never see Mantine, who takes a nuetral hit from Ice Beam anyway. On the other hand there is no shortage of Omastar, Kabutops and friends. Add in Electric's being immuned by Ground while Grass having no such disadvantage, and Grass is a clear winner in UU.

Last is Ice at which point it becomes a contest of Grass v. Fighting since ground is only nuetral to ice anyway. Out of Ice Types in UU, the some are also water type (Walrein, Lapras, and the rare Dewgong). Those that are not include Froslass who is immune to fighting (1 pts grass), Jynx who is nuetral to fighting (tie), Articuno who is nuetral to Ice (moot), and Glaceon (1 pt fight).



Next, why Quiet + Ice Shard? First let's take a look at Glaceon's fighting mentality-- Glaceon deals massive amounts of damange each time it comes in, but cannot continue to switch in because it lacks resistances and is weak to stealth rock. When picking a 4th move for Glaceon I thought about what would help it stay in longer. I found that while Fake Tears lets Glaceon take down enemy special walls, that these walls were not in the way nearly as much as faster opponents. Let's face it, Hypno and Grumpig may be sturdy, and Grumpig even has thick fat, but the two are not going to be taking repeated beatings from Glaceon, ESPECIALLY since Glaceon can always forego wish to carry Shadow Ball, which is also very fun btw. Faster opponents can be a major headache for Glaceon, and even if it's coming from Glaceon's pathetic base ATK, the frail Swellow, Jumpluff, Aerodactyle, Scyther and 4x weak altaria are not going to like STAB ice shard when they're already struggling with SR. Admittedly, the damage calcs against any other opponent are lol, usually coming off with 1 or two leftovers but then I doubt there will be many opponents switching out in fear of ice shard.

You also take less damage from Gyro Ball? xD
 
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Xatu @ Flame Orb
FlameShifter

Psycho Shift
Roost/Wish/Rest
Psychic/Shadow Ball/Protect/Sleep Talk/Reflect/Light Screen
HP Fighting/HP (type)/Protect/Sleep Talk/Reflect/LIght Screen

Synchronize
Timid

EVs: 252 HP/252 Def/6 Spd

Alright. Well, this clearly is designed to pass off Burn and other statuses through a mixture of flame orb+psycho shift or synchronize+pyscho shift. Flame Orb + Psycho shift allows you to burn one of your opponent's pokemon (preferably a physical attacker), then Roost off damage for a while until they are dead to cause a switch. You can throw in some Psychic or HP Fighting when you don't need to Roost or if you are faster and can kill them. I really just have Psychic/HP Fight for type coverage. You can replace one or both of the moves with otehr attacks, such as Shadow Ball or a different HP. You can also use a variety of other support moves or healing moves, as seen above. Wish+protect can be used in place of Roost, but due to sacrificing 25% HP to burn, it's probably not a good idea, unless you plan on passing wsh most of the time. You could also combine it with U-Turn. You could also use Roost with Protect for some stalling, but you end up with the same problem as before. Another option is ResTalking, or just Rest. ResTalking allows you to sleep a non-statused opponent, and you can use it with early Bird to drop to a one turn sleep. The last option, but by no means the worst, is to use a screen. Also, I need major help with the EVs. They work ok, but i'm sure they could be better.
Pretty cool set. I gave it a try and it was really fun to use. It got a Primeape with it, as well as a lot of Steelix's. I tried both Roost and Rest and I liked Roost better, Rest is just set up fodder and I don't like things setting up on me. I didn't the want the loss of a move to add Protect in for Wish so I didn't even try it. The 12% damage isn't even noticeable since I'm never in for long. The only thing that I found troubling was that it is pretty slow and most special attacks spell death for it. Other than that I don't see why it isn't used as often its a great switch in to fighters and makes a decent physical wall.
 
I don't know if this set, or something similar, has been posted before, but I've been trying it out on a new Shoddy team and it has been working rather well (it's won me several matches when it's been my last Pokemon). I didn't see a specific set on the analysis either.
EDIT: I have rewritten it now to look better
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CMZong
Bronzong @ Leftovers
Levitate
Relaxed/Bold (since 0 Spd is not needed)
252HP/58Def/100SpAtk/100SpDef
(The EVs are a little odd because I'm not very good at EV spreads)
Hypnosis
Calm Mind
Psychic/Hidden Power/Shadow Ball
Grass Knot/Hidden Power (see section below for types)/Charge Beam/Shadow Ball

This is best brought out late in the game when the opponent has fewer Pokemon left to switch in. I usually bring this in either on a weak special attacker or a weak wall, Hypnotize them and CM up (twice generally). Psychic is the better STAB option and after a couple of Calm Minds is very powerful. The tough part is choosing the final slot, so I'll split this into two parts - Hidden Powers and other moves.
Grass Knot is useful for Tyranitar, Milotic, Dugtrio and general coverage. I use this at the moment but I'm finding more and more Pokemon I get walled by. Weavile in particular is a major threat, Metagross (especially if AgiliGross sees an opportunity to set up), Magnezone and Celebi like me too. Shadow Ball covers some of these threats but leaves you completely open to T-tar. Charge Beam is there for the Electric coverage (and if you forego STAB you can get pseudo-BoltBeam) but is a weaker option than most of the other options.
Hidden Power Types
There are lots of these that can be used, so I'll explain the advantages and disadvantages of each.
Electric:Covers Gyarados mainly. A slightly more powerful version of Charge Beam without the SpAtk boost.
Fire: Leaves you wide open to Heatran and T-tar but covers Magnezone, Celebi, Metagross and Weavile as well as other Bronzong.
Ground: Helps cover Heatran, Metagross and Magnezone, but leaves you wide open to Celebi (among others)
Ice: 4x Dragons, nothing resisting it 4x plus an extremely weak pseudo-BoltBeam if you run Charge Beam (remember this means no STAB move).
Fighting: Steel-types, Blissey/Snorlax and T-Tar, but this leaves you wide open to Celebi. Also, if you run this with Shadow Ball Ghost/Fighting is a good move combo, which hits lots (if not all) Pokemon for at least neutral. But you will have to forego STAB or Hypnosis, which is not recommended.
Dark: If you get 31/31/31/31/31 IVs, you get this HP type, which hits other Psychics at the cost of T-Tar or Heatran coverage.


I have three Shoddy logs since this was initially posted in which CMZong has killed 3 or more Pokemon. :)
 
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Salamence@Life Orb
Ability: Intimidate
EV's: 120 Att, 136 SpAtt, 252 Spe
Nature: Hasty
~Draco Meteor
~Crunch
~Fire Blast
~Roost

This Mixmence was designed for Uber play. Hasty is the preffered nature because the Uber Metagame revovles around Special, so lowering your Special defense is suicide. Now you may be wondering why use this over Rayquaza? Well Mence has 5 more base speed than over Raquaza so you could outrun with non Scarf Palkia and non Scarf Quaza, so an easy revenge kill. And with proper support, KO Lugia. Draco Meteor and Crunch are the most important moves here and the most used. Draco Meteor OHKOs and 2HKOs everything Fragile even with the Special attack drop, and 3HKOs most walls with Spikes support. Crunch hits all the Psychics and Ghosts running around in Uber, and Fire Blast is to hit Steels, the only things walling this set.
 
Houndoomdude, I'd still prefer to run Brick Break or else Blissey walls you completely, thus ruining the point of being a mixed attacker. Crunch really isn't too useful to be honest, because most of what you will be using it on will be faster than you, or will just laugh it off anyways.

I really don't see why you wouldn't use Rayquaza anyways because it gets ExtremeSpeed and Thunderbolt. The extra speed isn't really relevant because even if it isn't Scarf Palkia (which most are), it is still only a 50/50 chance and opponents will usually have a better revenge-killer anyways. Rayquaza is usually Swords Dance, which strike your -Def nature hard with +1 ExtremeSpeed, or else Dragon Dance which outspeed anyways.

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"All-out Sweeper Togekiss"
Togekiss @ Life Orb
Trait: Serene Grace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature (+Spe, -Atk)
- Nasty Plot
- Air Slash
- Aura Sphere
- Fire Blast

It's not particularly creative, but I've never seen this set used or posted so here it is. Even though Togekiss has fine defenses and can focus on building up Nasty Plots against tanks, let's not forget about that acceptable Base 85 Speed. The speed really catches people off-guard, as Togekiss usually invests only about 100 EVs in Speed with a neutral nature, as does Fire Blast, which easily OHKOs Aura Sphere-neutral Steels after a Nasty Plot (with the possible exception of Heatproof Bronzong).

I've used this on a team with paralysis support, and it really can turn the game around with the blink of an eye. It's also bulkier than, say, Azelf, so at 80% health it can't be revenge-killed by the usual ScarfTran-type revenge killers. And paralysis and 60% flinch rate can be game-breaking, putting Snorlax in range of an Aura Sphere before it can Body Slam you, for example.
 
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Salamence@Life Orb
Ability: Intimidate
EV's: 120 Att, 136 SpAtt, 252 Spe
Nature: Hasty
~Draco Meteor
~Crunch
~Fire Blast
~Roost

This Mixmence was designed for Uber play. Hasty is the preffered nature because the Uber Metagame revovles around Special, so lowering your Special defense is suicide. Now you may be wondering why use this over Rayquaza? Well Mence has 5 more base speed than over Raquaza so you could outrun with non Scarf Palkia and non Scarf Quaza, so an easy revenge kill. And with proper support, KO Lugia. Draco Meteor and Crunch are the most important moves here and the most used. Draco Meteor OHKOs and 2HKOs everything Fragile even with the Special attack drop, and 3HKOs most walls with Spikes support. Crunch hits all the Psychics and Ghosts running around in Uber, and Fire Blast is to hit Steels, the only things walling this set.

IMO the best pokemon in the game is rayquaza. he outclasses salamence in EVERY SINGLE WAY (except speed) there is no reason to run salamence in ubers, it is not strong enough and only has 1 good stab
 
Huntail (M) @ Leftovers
Ability: Swift Swim
EVs: 5 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Waterfall
- Body Slam
- Snatch
- Baton Pass
---
Not to many poke's get Snatch and Baton Pass.. Not in UU any ways. I generally use this to switch into something that fears it, follow up with Body Slam (hope for para), and if you can Snatch any poke trying to setup on you..

Weezing (M) @ Leftovers
Ability: Levitate
EVs: 196 HP/36 Def/26 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Thunderbolt/ Flamethrower
- Hidden Power [Psychic]
- Pain Split
- Will-o-wisp
---
My offensive Weezing.. 252 Modest helps to 2HKO most things Weezing generally counters. I run T-Bolt, but I still question if I should use it, Stab, Dark Pulse, or Flamethrower. The last 2 moves are "Standard" moves on Weezing.
 
Well I was making an Uber team and decided to use a few different movesets so here is

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Pokemon Name:Mewtwo
Moveset Name: UberLead-Two
Move 1: Taunt
Move 2: Aura Sphere
Move 3: Ice Beam
Move 4: Flamethrower/Grass Knot
Item:Lum Berry
Ability: Pressure
Nature(s): Timid
Any Particular IVs Needed:None
EVs (1): Ordered 40 HP/64 Def/124 SpA/64 SpD/216 Spe
EVs (2): Ordered 40 HP/252 SpA/216 Spe

Description: Well, as the crummy moveset name suggests, this Mewtwo is to be used preferably as a lead but it also has the power to catch most of the Uber metagame for large amounts of damage.

Use Taunt on those increasing number of Darkrai leads, followed by Aura Sphere. If Darkrai is Scarfed, Lum Berry helps you out otherwise it helps against TWave-Dialga, etc. Taunting ScarfRai after it uses Dark Void, will force a switch so you can hit the switch in with Ice Beam (it catches most Ubers for SE damage). If your opponent predicts Taunt, the EVs (1) set allows Mewtwo to survive one Dark Pulse from even Max SpA Modest Darkrai.

Modest:That attack will do between 304 and 358 damage (Mewtwo's HP=363)
Timid:That attack will do between 278 and 327 damage (Mewtwo's HP=363)

The rest of the moveset is for coverage against other Ubers. Aura Sphere catches Dialga and Blissey, Ice Beam is for the Rayquaza, Lati@s, Lugia, etc.

The last moveslot depends on if you run a Sun-team and/or want to catch a surprise on Metagross/Scizor, who think they can switch into your attacks safely. Grass Knot destroys Groudon and Kyogre which is a help, but beware of ScarfOgre's Water Spout (Giratina anyone?)

EVS - 216 Evs are a must on any set, as they allow you to outrun Max-Speed Darkrai by a single point.
(1) The first set, as mentioned, can survive one Dark Pulse from anything but Specs-Darkrai. You cannot OHKO Darkrai with the given SpA, but due to the number of Focus-Sashers, a 2HKO might have been inevitable. Enough power to so considerable damage to other Pokemon as well
(2) 252 SpA Evs hit 407, giving you the highest chance to OHKO Darkrai. However, the minimum required for this is 399 (220 Evs). But you now cannot stand up to a Dark Pulse, although increased firepower might help dent other Ubers a bit more
 
CounterApe
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Infernape @ Passho Berry
Ability: Blaze
EVs: 4 HP / 252 Atk/ 252 Spd
Adamant nature (+Atk, -SAtk)
- Thunderpunch
- Swords Dance
- Mach Punch
- Stone Edge

I was talking to Fishin on IRC a few nights ago and was interested to see what Infernape could do to his counters. I asked him to name the first 5 things that he'd switch in to me if I brought in Infernape. The obvious threats that come where Bulky Waters at number one. Tentacruel, Vaporeon, Milotic, Suicune all come up in that department. Obviously, Thunderpunch poses a threat to all of them, but Infernape, being too weak to survive the threat of Surf, has to rely on Passha Berry, which reduces the damage taken by Water Moves.

This small log is a little example of how I usually get Infernape into the match.


Code:
Inspector Gadget switched in Infernape (lvl 100 Infernape ?).
Infernape used Mach Punch.
It's super effective!
Tyranitar lost 27% of its health.
Super_Pop's Tyranitar fainted.
The sandstorm rages.
Infernape is buffetted by the sandstorm!
Infernape lost 6% of its health.
---
Super_Pop switched in Milotic (lvl 100 Milotic ?).
Pointed stones dug into Milotic.
Milotic lost 12% of its health.
Infernape used Swords Dance.
Infernape's attack was sharply raised.
Milotic used Light Screen.
A barrier was formed!
The sandstorm rages.
Infernape is buffetted by the sandstorm!
Infernape lost 6% of its health.
Milotic is buffetted by the sandstorm!
Milotic lost 6% of its health.
Milotic's leftovers restored its health a little!
Milotic restored 6% of its health.
---
Infernape used Swords Dance.
Infernape's attack was sharply raised.
Milotic used Surf.
It's super effective!
Infernape lost 50% of its health.
The Passho Berry weakened Surf's power!
The sandstorm rages.
Infernape is buffetted by the sandstorm!
Infernape lost 6% of its health.
Milotic is buffetted by the sandstorm!
Milotic lost 6% of its health.
Milotic's leftovers restored its health a little!
Milotic restored 6% of its health.
---
Infernape used Thunderpunch.
It's super effective!
Milotic lost 88% of its health.
Super_Pop's Milotic fainted.
The sandstorm rages.
Infernape is buffetted by the sandstorm!
Infernape lost 6% of its health.
---
Super_Pop switched in Alakazam (lvl 100 Alakazam ?).
Pointed stones dug into Alakazam.
Alakazam lost 12% of its health.
Infernape used Mach Punch.
It's not very effective...
Alakazam lost 17% of its health.
Super_Pop's Alakazam fainted.
The sandstorm rages.
Infernape is buffetted by the sandstorm!
Infernape lost 6% of its health.
---
Super_Pop switched in Venusaur (lvl 100 Venusaur ?).
Pointed stones dug into Venusaur.
Venusaur lost 12% of its health.
Venusaur is fast asleep!
Infernape used Stone Edge.
Venusaur lost 80% of its health.
The sandstorm rages.
Infernape is buffetted by the sandstorm!
Infernape lost 6% of its health.
Venusaur is buffetted by the sandstorm!
Venusaur lost 6% of its health.
Venusaur's leftovers restored its health a little!
Venusaur restored 6% of its health.
---
Venusaur is fast asleep!
Infernape used Mach Punch.
It's not very effective...
Venusaur lost 7% of its health.
Super_Pop's Venusaur fainted.
Venusaur's light screen wore off!
The sandstorm rages.
Infernape is buffetted by the sandstorm!
Infernape lost 6% of its health.
I understand the fact that although him using Light Screen wasn't the smartest move, however, it can't be ruled out that I wasn't going to switch. Without seeing Life Orb damage, there are now two "obvious" items I could've held at the situation, one being Focus Sash (although that's pretty retarded now adays considering we have at least one sort of residual damage) and the other being Choice Band. It was apparent that he thought of that latter, and in turn was trying to set up the rest of his team for the Special Electric threat I had shown him previously in the match, that being Magnezone. In that time, it allows me to set up Sword Dance number one.

From that point on, he now has no idea what item I'm carrying, as Passho Berry is very rarely run on Infernape. This allows me to easily set up Sword Dance number 2 and do a few things. Get rid of his Bulky Water for my team, and luckily for me, finish off the rest of his team, all of which were easily dissaposed of. (Venasaur was asleep, Alakazam was injured, and by that point he left, obviously due to the lack of something that could deal with Infernape)

However, in most of the common situations, I revenge it against something that normal Infernape threatens. I Sword Dance as they bring in sometime to threaten me, be it Starmie, or Tentacruel.

Infernape after getting an SD on the switch to Starmie, who is using Max/Max (not happening lol) - 674 Atk vs 269 Def & 324 HP (75 Base Power): 270 - 318 (83.33% - 98.15%).

At that point, I'm being surfed, hanging on with my Berry. If the case did come to this, I'd rely on Mach Punch to finish it off.

674 Atk vs 269 Def & 324 HP (40 Base Power): 54 - 64 (16.67% - 19.75%)

As you can see, it's not a guarenteed KO, but due to the highly unlikely Max/Max scenario (+the fact you outspeed and can get a second SD then KO lol), but this is just a demonstration to show how deadly this can be.

Vaporeon, Suicune, and Tentacruel all apply under the category of Slower, and allow you to get a second SD instead of attacking while your Berry absorbs the attack.

As for the use of Stone Edge, it applies for the potential Flying switch ins to Infernape. Salamence not running a +speed Nature are easily handled with by Stone Edge after an SD. The most physically bulky mence (Jabba's Physical one) is dealt with by Stone Edge and Stealth Rock.

505 Atk vs 245 Def & 387 HP (100 Base Power): 296 - 350 (76.49% - 90.44%)

Although Mach Punch may seem out of place on the set, it warrants its use. After an SD, Dugtrio is OHKO'd by Mach Punch. It also helps against Tyranitar that have already been dealt damage (doing (68.04% - 80.94%)), and stopping a potential Lucario sweep. It is also quite useful, especially when +4 (which does happen enough), for knocking off some of the less bulky Sweepers. In the log, you saw me pick of a weak Alakazam, who otherwise would've made what I did against Milotic useless. Jolteon has been KOd with Mach Punch at +4 from my battling experience, but I haven't faced much else and remember what I've done.

However, from my battling experience, the least useful move on the set so far has been Stone Edge. I'm currently going through the testing stage of Fire Punch and Blaze Kick, who will both very much have their uses in terms of a full sweep, but cause you to go further away from the purpose of the set, knocking down its counters and checks.
 
Go ahead lol, I wouldn't even bother writing it up. If so, I'd ask that you'd play test around with Fire Punch/Blaze Kick over stone edge, and see where you like to use it.
 
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