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

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@ Chople Berry
Ability: Early Bird
EVs: 252 HP/252 Atk/5 Def
Adamant nature (+Atk, -SAtk)
- Rest
- Return
- Counter
- Sucker Punch
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MoveSet run through: Rest. Rest allows me to gain full health and fully cured of status at the cost of 1 turn. Rest + Early Bird catches alot of people off guard.

Return is for a solid STAB attack and is generally the main damage output.

Counter is the main focus of this Kanga. It is meant to catch physical attackers off guard, specifically fighting types.

Sucker Punch serves as your Priority Move and your best means of attacking Ghosts.

I generally play the set as if it is a CB set as the sign of no Leftovers or Life Orb can mislead predictions.

Oh, I've only played this on UU. Works nicely.
 
I'm so using this set on my next team, I'm posting this so others may want to as well. Not sure whether or not something like this has been posted before, but....


Santa Claus' Revenge (Stantler) @ Life Orb
Ability: Intimidate
EVs: 252 Atk/6 Spd/252 SAtk
Naughty nature (+Atk, -SDef)
- Earthquake
- Psychic
- Energy Ball
- Return

Haha, I was staring at Stantler's movepool for about an hour before I reached the same conclusion as Kagster.

Anyways, LO mixed Stantler. With no speed. How novelty can this get? Well, the calcs concerning Stantler's wall breaking properties sing a different tune. This by itself outspeeds everything it's supposed to get in and kill. Sweepers are going to have trouble getting in anyways, but overall this Stantler's #1 goal is to feed off of UU's walls and reign terror upon your opponent when their only counter to *insert Pokemon here* is dead.

I'm not going to explain this thoroughly, I'll let the calcs speak for themselves. Sure, it's not spamming OHKOs, but note that a) Stantler is faster and b) most of these lack auto-heal. Note that I only used walls in the top 75% (or top 47 Pokemon) and their common spreads.

Energy Ball to 252 HP neutral Claydol - 45.99% - 54.01%
Sure, it's not even a 2KO, but again note that it's significant damage to something that lacks auto-heal, as well as being most team's only counter to some specific threats.

Earthquake to 252/252 positive Steelix - 28.81% - 33.90%
Energy Ball to same Steelix - 34.75% - 40.68%
Believe me, this is the only disappointing calc you'll see. You can't counter everything....

Return to 252 HP neutral Clefable - 63.71% - 74.87%
This alone is pretty redeeming, right?
To Bold Clefable - 57.87% - 68.27%
Kill Clefable without a Fighting type, guys.

Psychic to 252 HP neutral Hitmontop - 59.21% - 69.74%
252 HP Weezing - 77.84% - 91.62%
252/252 Positive Venusaur - 38.74% - 45.60% =(
252 HP neutral Venusaur - 53.57% - 62.91%
252 HP neutral Poliwrath - 55.21% - 65.10%
0/0 neutral Leafeon - 50.92% - 59.78%
252 HP neutral Nidoqueen - 58.07% - 68.23%
252 HP neutral Vileplume - 59.89% - 70.62%

Return to 252 HP neutral Hypno - 69.25% - 81.55%
252 HP neutral Altaria - 59.89% - 70.34%
252/252 positive Miltank - 34.52% - 40.61% =(
252 HP neutral Mantine - 77.54% - 91.32%
252/252 positive Meganium - 38.74% - 45.33% =(
0/0 neutral Lapras - 58.10% - 68.33%

Earthquake to 252 HP neutral Lanturn - 86.34% - 101.54%
252/252 positive Nidoqueen - 52.34% - 61.46%
252/252 positive Probopass - 87.65% - 103.40%

Energy Ball to 252 HP neutral Blastoise - 46.13% - 54.14%
252 HP neutral Gastrodon - 95.77% - 112.68%

EDIT;; Just to reiterate, this is solely a wall breaker, not meant to sweep teams, although you can certainly try to do so late in the match despite low speed. Just a reminder. ;D
 
I'd just like to chime in and say that Hypnosis should be considered over EQ. Psychic still 2HKO's Nidoqueen and Return still 2HKO's Lanturn. The only pokemon you lose on is Probopass but hes not as common as Steelix or Meganium, whom you can hypnosis and kill before they can hurt you.
 
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This has been tested

Pokemon Name: Deoxys-s
Moveset Name: Anti-Lead
Move 1: Thunderbolt
Move 2: Ice Beam
Move 3: Shadow Ball
Move 4: Psychic
Item: Choice Scarf(wtf????!!!)
Nature(s): Modest(+SpA -Atk)
EVs: 252 HP/252 SpA/4 Def

Description: This set emerged from my hatred of the oh-so-common suicide leads(Aerodactyl, Azelf, other Deoxys-s, etc...). With Deoxys-s's excellent base 180 speed, a Choice Scarf set may seem unnessesary. However, Choice Scarf allows you to run a more offencive Deoxys-s EV spread while maintaining the speed to outrun other Deoxys-s(even if they are using max speed with a +speed nature), and every other OU pokemon, Scarfed or not.

You might be wondering why Psychic and Shadow Ball appear on the same set. The main reason is that Shadow Ball only deals around 80% to Gengar, while Psychic will OHKO them 100% of the time unless they are carrying a Focus Sash. Psychic also works wonders against Infernape and Roserade. Shadow Ball 2HKOs opposing Deoxys-s and Azelf, who doesn't have anything on you except for Explosion, which they probably won't use.

Thunderbolt is needed because of Gyarados, who will often think that you are using the Screen set and stay in against you. Thunderbolt is also helpful for revenge killing Suicune and other random water-types later in the game.

Ice Beam 2HKOs Aerodactyl, who doesn't threaten you in the least, as well as OHKOing Salamence, and 2HKOing Zapdos.

This set was primarily designed to utterly destroy lead Aerodactyl, Azelf, and Deoxys-s. None of these pokemon can OHKO you with a non-critical hit and most will predict a Taunt opt to attack. Therefore, the "suicide lead" will be unable to serve it's purpose of putting down rocks. While they could set up Steath Rocks on turn 1, they will be in a world of hurt, and should they choose to stay in, they would be down 1 pokemon and Deoxys-s would have full HP, ready to come back in later in the game to revenge kill or straight-up sweep.

Speaking of switching in, Deoxys-s can do this rather safely. 252 HP EVs allows you to survive an unboosted Outrage from Garchomp, most of the time, unless Steath Rocks are setup. You should have about a 50% chance of surviving in this case because of the RNG. Needless to say, that's pretty beastly.

Counters:
The main things that you have to worry about are Bronzong, Tyranitar, and to a lesser extent, Weavile. While you may think a fighting move such as Focus Blast would be useful for Tyranitar and Weavile leads, you can't OHKO Tyranitar with max HP, regardless of what you use. The best play is to just switch out against all of these, which you can usually do without concern. Choice Band Metagross can also come in on turn one to Pursuit you, but the strength of this set comes from it's unpredictibility so the odds of your opponent switching a counter just isn't likely.


In conclusion, Choice Scarf Deoxys-s makes for a very reliable lead and remains a vicious revenge killer for the entire game. It's high HP(304) and decent defenses make it easy for it to switch in safely at least once per game, assuming that you are at close-to-full-health prior to the switch.

This set also discourages the opponent's usage of Stealth Rock with their lead, as if they decide to set them up turn 1, then they will be at a great disadvantage.



what

no mention of outspeeding an ohkoing the potent and devastating 252 speed jolly jumpluff in sunshine (the jumpjumpset of course)
 
I don't know if this concept has been done before but I thought of it for one of my teams recently and it is extremely useful.

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SuicideBliss
252 SpAtk 252 Speed 6 HP
Modest
Blissey @ Focus Sash
Counter
Stealth Rock
Ice Beam
Thunderbolt

This set is intended to be used as a lead. Obviously, this isn't meant to switch in repeatedly, so most of the EVs are poured in SpAtk to give it the maximum attacking power. The rest can be allocated as you prefer - Speed isn't a necessity, so you can give it the chance to survive some Special attacks instead if you prefer. For the same reason you can change it to a Calm nature. Abilities... I run Serene Grace and get an unprecedented amount of hax, but you might prefer Natural Cure so you can switch it back in after Gengar has Hypnotised you.
On to the strategy...the first turn, Stealth Rock if you don't see an attacking move coming, Ice Beam if they lead with a Dragon, Thunderbolt Gyarados leads and Counter Lucario, Gallade and Infernape's attacks back at them. Just be wary of them SDing and giving the strategy away. On the whole this Blissey is not all about the attacks, though it can sweep on occasion. It sets up SR, can counter back an attack for a OHKO on anything that uses a physical attack, and has BoltBeam to stop Taunt ruining it.
Comments and criticism welcome. As I said, I don't know if it's been done before, but it's not mentioned on the Analysis.

Main problem is Gengar, since Hypnosis shuts me down completely. Bronzong is a threat especially if it EQs or GBs me instead of exploding. For the same reason, Forretress, who can get rid of my SR and put up his own.
 
I've tried this set before, but the results were only mediocre (not bad, but not amazing), but I thought it was pretty creative, so here it is.

This set is meant to be used in a Trick Room team, and... with Stealth Rock Support, it can probably OHKO a number things (when I tested it I didn't have SR support though so many of the opps got to red or yellow in one hit but didn't die).

Well, probably the best set up for this set would be using a Bronzong to Stealth Rock, Trick Room, and then Explode. Anyway, the pokemon and moveset:

Medicham @ Iron Ball
Brave
Pure Power
252 Attack 252 HP 4 Def (or whatever Defensive spread you want with the remaining 256 EVs)
0 Speed IVs
Brick Break/High Jump Kick
Ice Punch
Thunder Punch
Fling

With Iron Ball and -Speed nature, Medicham is slower than everything in OU/BL other than Slowbro/king (base 30 Speed) that have a -Speed nature and 0 Speed IVs. ... I suppose... that's too bad, but yeah it's even slower than Bronzong which is base 33 Speed.
EDIT: Forgot Snorlax was base 30 speed too.

So the thing is, in the smogon analysis of medicham, the major listed counters were Cresselia and Celebi and Dusknoir because Medicham has no powerful moves that can really hurt them, but holding an Iron Ball, Fling is a 130 base power Dark move which will surely put a huge dent on those psychics/ghosts. Of course after Flinging, Medicham's speed wouldn't be as low anymore, but Fling has done its job, and Medicham is still pretty slow and can kill stuff with its STAB and physical boltbeam attacks.

Without an item to boost Medicham's attack it might not be crazily powerful, but yah I thought it was neat how ironball can be potentially useful in this case both to half Medicham's speed and to let it have a one time powerful dark move.
 
"Physical Cresselia"@Leftovers/Life Orb

252 HP/252 ATK/4 DEF Adamant
Return
Psycho Cut
Swagger
Psych Up

Uh, yeah, not much to say. Swagger and Psych Up for the equivilent of a Swords Dance while the opponent hopefully hits themselves fairly hard. Type coverage is pretty terrible but at least with Psycho Cut you can hit (some) ghosts and have a slightly stronger attack with STAB. Yes, I've actually fainted Pokemon on Shoddy with this set.
 
"Physical Cresselia"@Leftovers/Life Orb

252 HP/252 ATK/4 DEF Adamant
Return
Psycho Cut
Swagger
Psych Up

Uh, yeah, not much to say. Swagger and Psych Up for the equivilent of a Swords Dance while the opponent hopefully hits themselves fairly hard. Type coverage is pretty terrible but at least with Psycho Cut you can hit (some) ghosts and have a slightly stronger attack with STAB. Yes, I've actually fainted Pokemon on Shoddy with this set.

LOL. Just one thing...............spiritomb walls it completely unless you get lucky and confusion hax kills it. The set could be a proteinal sweeper.
 
I'd just like to chime in and say that Hypnosis should be considered over EQ. Psychic still 2HKO's Nidoqueen and Return still 2HKO's Lanturn. The only pokemon you lose on is Probopass but hes not as common as Steelix or Meganium, whom you can hypnosis and kill before they can hurt you.
Thunder Wave could also be a good option because this Stantler isn't running any speed at all.

*sigh* It's one of those things that has a bad case of 4 slot syndrome....
 
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Lead Ampharos @ Focus Sash

Modest
252 SpAtk 252 SpDef 4 Spd

~ Safeguard
~ Counter
~ Thunderbolt
~ Focus Blast / Hidden Power (Ice/Grass)

Meant to be a lead. Safeguard blocks hypnosis and other stats. Counter can be used as a surprise. Thunderbolt for stab and the last moveslot is just for type coverage really.
 
I know this moveset was already posted by another user, but it wasn't formatted, nor did it receive any attention.

Name: AeroStall

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Aerodactyl @ Leftovers
Ability: Pressure
EVs: 208 HP / 84 Def / 216 Spe
Jolly nature (+Spe, -SAtk)
- Substitute / Protect
- Torment
- Taunt
- Roost

The idea is to sub when they hit you, and then use Torment on the next turn, to grant you a free turn. Substitute is useful against status, Protect stops you from getting damaged from creating subs. Taunt stops pokemon from setting up on you. Roost is filler, but can be replaced for an attacking move.

The EVs give maximum lefties recovery+1 so you can make 4 subs or switch into SR 4 times. You don't need the speed to tie with 130s because you will have to outspeed them twice in a row for it to make any difference.
 
I posted a AeroStall earlier... I think. But I used for him for UU. He used Stone Edge/ EQ/ Sub/ Protect. I think I'll try mine with torment over protect that way he can Damage and be protected from Damage.
 
AeroStall looks resonable, but you do run the risk of getting walled because it has no attacks.

Skill Link Cloyster and Pokemon with Feint (who uses that anyway) beat it haha.
 
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Lead Ampharos @ Focus Sash

Modest
252 SpAtk 252 SpDef 4 Spd

~ Safeguard
~ Counter
~ Thunderbolt
~ Focus Blast / Hidden Power (Ice/Grass)

Meant to be a lead. Safeguard blocks hypnosis and other stats. Counter can be used as a surprise. Thunderbolt for stab and the last moveslot is just for type coverage really.

The thing is, with some EVs into defense, Ampharos can take a non-STAB powerful Earthquakes and counter back without the Focus Sash. Really, there are a lot of Pokemon that can Sash+Counter. I'd also say as a lead, trying to set the table for the rest of the team, Discharge's 30% paralysis rate is more attractive.

Safeguard is OKAY, but really, Amphy is so slow he'll be eating the Hypnosis before he has a chance to use it in many cases. Reflect seems like the superior option, especially if you're trying to survive physical onslaughts. If you're bent on Focus Sash to no end, Light Screen will 'force' them to attack your physical side.

You're probably intending to use this in OU, so I just don't see Ampharos working as a lead. He just can't muster a great amount of damage against many of the leads.. especially when they're setting up Stealth Rocks, Hypnosis' Amphy before he moves, etc.
 
This set was probably already mentioned/talked about but putting it out there

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Lickilicky (M) @ Choice Specs
Ability: Own Tempo
EVs: 6 HP/252 Atk/252 SAtk
Quiet nature (+SAtk, -Spd)
- Thunderbolt
- Hammer Arm/Power Whip
- Ice Beam
- Fire Blast

Hammer Arm is preferred over Power Whip; however Power Whip will seriously damage Swampert who otherwise walls this set completely

Some Damage Calculations
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Hammer Arm vs. Bold 252 HP/252 Def Blissey: 41.46% - 49.02% (77% chance to 2hko with Stealth Rock)

Fire Blast vs. Bold 252 HP/252 Def Celebi (the current standard): 76.73% - 90.59% (20% to ohko with Stealth Rock)

Fire Blast to Sassy 252 HP/128 Sp. Def Bronzong: 66.27% - 78.11% (sure 2hko)

Hammer Arm vs. 6 hp/0 def Heatran: 48.77% - 57.41% (definite 2hko with Stealth Rock, although you'll have to hit it on the switch in as Lickilicky can only survive 1 unboosted Fire Blast from Heatran)

Thunderbolt vs. 252 HP/0 Sp. Def Gyarados: 125.89% - 148.22%

Fire Blast vs. 252 HP/0 Sp. Def Metagross: 93.41% - 109.89% (OHKO 92% of the time with Stealth Rock up)

Ice Beam will OHKO Garchomp, Salamence and Dragonite barring Yache.

Calcs. vs. Lickilicky
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CB Tyranitar Crunch vs. 362 HP/226 Def Lickilicky: 63.26% - 74.86% (2hko, while you can OHKO TTar with Hammer Arm)

CB Tyranitar Stone Edge vs. 362 HP/226 Def Lickilicky: 79.56% - 93.65% (2hko)

+1 Life Orb Gyarados Waterfall vs. 362 HP/226 Def Lickilicky: 78.18% - 92.27% (2hko 72% of the time with Stealth Rock in play)

CS Modest Heatran's Fire Blast vs. 362 HP/226 Sp. Def Lickilicky: 62.15% - 73.20% (definite 2hko)
 
Here's a new Ninetales set that was suggested to me through a PM:

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Ninetales@Choice Scarf

Timid/Modest

EVs: 252 Spd./252 Sp. Atk./6 HP

-Dark Pulse
-Flamethrower/Heat Wave
-Solarbeam
-HP Ground/Ice/Water

This is meant to be used in a Sunny Day theme team and I think it does its' job quite well as it out speeds all threats to it in UU and can practically KO the opposing pokes that think they resist it. So that's the new Ninetales set that was suggested and I think it looks pretty cool, so enjoy:)

Clearing up some stuff on this guy. He should have HP ice or Ground.
Fire attack can be overheat, Fire Blast. Basically whatever tickles your fancy.
It should always be modest, seeing as it is scarfed the extra speed(timid) is over kill ( for UU that is.) Hypnosis can be added over the HP, I personally love Scarf status. You can always replace Solar Beam with Energy Ball, but what is the fun in that?

The entire thought proses behind this is, Have a grass type set up your sunny day. Bate the fire attack, switch in scarftales. And chose your move accordingly now.

The list of options on the move set it endless, Wil~O~Wisp can be added, you can even sleep talk(not rest) and have it switch into all the UU hypnosis( or sleep powder as UU has it) and then rest talk away. Now you will be stuck on rest talk once you wake up, so pray you sleep longer.

This was thought up to make a chained ninetales still worth something( no hypnosis or energy ball) Tho if it is bred, the options just keep piling up.
 
The calcs on Specs Lickilily just aren't that impressive.

It comes as no surprise that it can ohko pokemon with 4X weaknesses like the Dragons and 'Dos, but the real issue is that it has no big time stab move that can really put a hurting on pokemon that would be hit neutral.

That's part of what make SpecsMence so effective. Not a lot pokemon resist Draco Meteors, which allows you to punch big holes in teams.
 
SithLord, the Lickilicky set doesn't look that bad, but you seem to be overlooking two great moves that Lickilicky has access to.

Wring Out is Lickilicky's Special STAB move that has 121 BP if the opponent has full health. That means that it could be quite useful early-game when everything's at high health. 121 BP during the early-game with 100% accuracy is impressive, so you should be taking advantage of that as it helps to soften up your opponents for your late-game sweeper.

Also, I'd honestly recommend moving the 252 Atk EVs to HP, to take advantage of what makes a Choice Lickilicky good - the bulkiness. However, I would recommend keeping the Quiet nature for 1 reason. That reason is that you should really be using STAB Explosion instead of Hammer Arm. Hammer Arm can easily screw up in your face, due to the 90% accuracy, and the fact that it really won't be hurting much besides Blissey. However, Explosion, with its massive 750 BP (counting the defense halving and STAB) WILL KO something if it doesn't have a resistance. If you really wanted, you could keep those 252 Atk EVs to KO a lot of things that even have a resistance to it. Plus, the Explosion could really help out your team if it happens to have a lot of problems with a certain wall (except Skarm and Zong).
 
Really stupid theorymon set that doesn't sound horrible on paper:

Aerodactyl @ Leftovers
252 HP / 4 Def / 252 Spd; Jolly
- Roar
- Whirlwind
- Rest
- Sleep Talk

the basic idea is to cancel out Roar and Whirlwind's speed drop by Resting, while Sleep Talk allows you to phaze first a lot. Too bad Aerodactyl is too frail to take hits on a third of attacks or when using the move Rest.
 
Don't know if something this dumb has been said yet...

Gallade (M) @ Leftovers
Ability: Steadfast
EVs: 252 HP / 252 Atk / 4 SDef
Adamant nature (+Atk, -SAtk)
- Thunder Wave
- Confuse Ray
- Focus Punch
- Psycho Cut/Night Slash

Parafusion to make the enemy only attack 25% of the time, making STAB focus punch possible. If they switch to get rid of confusion, free focus punch. Psycho Cut for coverage and STAB, Night Slash for better coverage.

No speed Evs because hopefully the opponent is either paralyzed or you are focus punching. Could probably work with more defensive EVs too.
 
Parafusion makes the opponent not attack 5 times out of 8. Probability isn't just odds + odds (25% para hax + 50% confusion =/= 75%)

Don't just say "Coverage", know exactly what you'll be hitting with slot 4. It's a decent set idea though. Night Slash is probably best because only Heracross and Toxicroak resist Fighting / Dark and they hate paralysis. Ice Punch is an option too for Gliscor and other Grounds you can't paralyze. Psycho Cut seems a little pointless except for the occasional Nidoqueen. Granted, Nidoqueen is increasing in popularity, but Ice Punch handles it nicely.
 
Indeed I would have to agree that Ice Punch is looking very nice for the last spot.

Yanmega and crobat are some of the best people against focus punchers. But neither of them will want to come in once they see you have Twave AND Ice punch.

I will run some damage calcs today to see if you can lose some ATK EVs for defense.
 
Name: Sub + Bulk Up
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Hariyama @ Leftovers
Impish - Thick Fat
212 Hp / 252 SpD / 44 Spe
- Substitute -
- Bulk Up -
- Force Palm -
- Ice Punch -

You sub up and kill. Simple. Force Palm to abuse that Paralysis. Ice Punch is for Gliscor, but I suppose Earthquake and Rock Slide can be decent alternatives. 44 Speed EVs outruns neutral no EV Blissey.
 
Blissey won't be staying in on Hariyama any time soon, so I don't see any need for keeping the speed EVs just to outspeed Bliss.
 
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