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

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Medicham does learn a lot of good defensive/support moves. Bulk Up, Recover, Calm Mind, Reflect, Light Screen, Baton Pass, and Trick. If someone tests Power Trick, and it does indeed make Medicham's defense the same as his attack AFTER Pure Power, then I would consider running a mixed tank with Power Trick, Light Screen / Reflect, Recover, and Force Palm / Brick Break. Obviously Force Palm is there for the 30% chance of paralysis, while Brick Break breaks opposing screens.
That's actually interesting, because Medicham has a higher base defense than attack (75 vs 60), which means if it is +defense with defense EV maxed and then power trick is used, Medicham can potentially have 546 Attack instead of the 480 it can have when it's +attack with max attack. It wouldn't really be all that useful anyway though since Medicham isn't fast enough nor defensive enough.

Thx for the new idea of a 546 attack medicham, I am so glad I brought out an interesting idea, I am gonna try it out and make a moveset with it. And again, feel free to try it out yourself or make the moveset.

Thx for the idea of a 546 atk medicham.
I am thinking of a set similar to this:
252hp/252def/6spd@impish
light screen
power trick
force plam
zen headbutt
or some other fillers like:
recover
bulk up
reflect
meditete
or some other stuff

Or maybe something like this:
endure
power trick
salac berry
reversal
filler
 
I have an interesting set, which unfortunately does not work on Shoddy because the item is unavailable *pissed off*

dpmfa080.png

Slowbro
Moveset Name: Tail Tricker
Trick
Slack Off
Surf
Ice Beam
Item: Lagging Tail
Ability: Own Tempo
Nature: Bold
EVs: 252 HP, 56 Def, 200 SpDef

So the basic concept is to trick a Lagging tail onto a sweeper. Lagging Tail always makes you go last, so that screws over, well pretty much any sweeper, and hurts a lot of bulk too. Im not sure if it makes Quick Attack/Ice Shard moves go last though. Slowbro is the only one I can find whos bulky enough to pull it off.



Why not the Iron Ball?
it cuts speed and also nullifies the holder's flying or levitating inmunity to ground moves... maybe...
 
Why not the Iron Ball?
it cuts speed and also nullifies the holder's flying or levitating inmunity to ground moves... maybe...

Iron Ball isn't available either, though it may be in the next set of patches.
 
new leadape

Infernape (M) @ Focus Sash
Ability: Blaze
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Fire Blast
- Endeavor
- Vacuum Wave
- Stealth Rock
---
 
I have an interesting set, which unfortunately does not work on Shoddy because the item is unavailable *pissed off*

dpmfa080.png

Slowbro
Moveset Name: Tail Tricker
Trick
Slack Off
Surf
Ice Beam
Item: Lagging Tail
Ability: Own Tempo
Nature: Bold
EVs: 252 HP, 56 Def, 200 SpDef

So the basic concept is to trick a Lagging tail onto a sweeper. Lagging Tail always makes you go last, so that screws over, well pretty much any sweeper, and hurts a lot of bulk too. Im not sure if it makes Quick Attack/Ice Shard moves go last though. Slowbro is the only one I can find whos bulky enough to pull it off.

Another reason he is good for this purpose is that he's already so slow that he doesn't care if he can't get rid of it, because he's already going last anyway.
 
new leadape

Infernape (M) @ Focus Sash
Ability: Blaze
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Fire Blast
- Endeavor
- Vacuum Wave
- Stealth Rock
---

This actually looks like an incredible lead. I'd really like it if you'd provide some strategy to using it though, because that would greatly increase the amount of people that would want to use this set. Amazing, well done. I will try this sometime. :]
 
new leadape

Infernape (M) @ Focus Sash
Ability: Blaze
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Fire Blast
- Endeavor
- Vacuum Wave
- Stealth Rock
---

Usually helps if you include some kind of explanation of why you chose the moves you did. My guess is Stealth Rock, Sash+Endeavor something to 1 HP, Vacuum Wave for the kill, Fire Blast for STAB. Seems reasonable, although I'm not sure how much this accomplishes, especially against suicide leads who are already trying to kill themselves to provide free entry for something else.
 
Usually helps if you include some kind of explanation of why you chose the moves you did. My guess is Stealth Rock, Sash+Endeavor something to 1 HP, Vacuum Wave for the kill, Fire Blast for STAB. Seems reasonable, although I'm not sure how much this accomplishes, especially against suicide leads who are already trying to kill themselves to provide free entry for something else.

The set requires a ton of prediction to use, but it does accomplish a lot. For instance, if you're facing another suicide lead, you could SR if you predict that they'll SR as well, and then Endeavor their attack, killing them with Vaccum Wave the next turn. Then, if the opponent sends out something that's slower than Infernape after the lead dies, they get Endeavored to 1 HP.

This effectively ruins 2 of your opponent's Pokemon right at the start of the match, killing the first one, and severely crippling the 2nd one by sending them straight down to 1 HP. The only problem with it is that it requires A LOT of prediction to work well, which may put a few people off of using it. However, if you're a risk-taker, then it is a great set.

The only thing I'd recommend is putting Overheat as an option over Fire Blast, because Overheat has the ability to OHKO Bronzong, while Fire Blast does not.
 
Well Power Trick doesn't give Medicham astronomical defense after the swap on Shoddy, someone want to test ingame really quick?
 
The set requires a ton of prediction to use, but it does accomplish a lot. For instance, if you're facing another suicide lead, you could SR if you predict that they'll SR as well, and then Endeavor their attack, killing them with Vaccum Wave the next turn. Then, if the opponent sends out something that's slower than Infernape after the lead dies, they get Endeavored to 1 HP.

This effectively ruins 2 of your opponent's Pokemon right at the start of the match, killing the first one, and severely crippling the 2nd one by sending them straight down to 1 HP. The only problem with it is that it requires A LOT of prediction to work well, which may put a few people off of using it. However, if you're a risk-taker, then it is a great set.

The only thing I'd recommend is putting Overheat as an option over Fire Blast, because Overheat has the ability to OHKO Bronzong, while Fire Blast does not.

True, although I doubt you'll get the second endeavor hit with all the skymins, scarftrans, bullet punch scizors, and assorte skymin counters. The point is that even if this strategy works, at best you've killed their suicide lead, who by definition is meant to die, and crippled one pokemon, and most likely you've just killed their suicide lead or died, possibly without even getting up stealth rock. I think this set does have the potential to work pretty well though.
 
Another reason he is good for this purpose is that he's already so slow that he doesn't care if he can't get rid of it, because he's already going last anyway.

Iron Ball works too, but I can't find how much the speed cut is.

Yeah, Slowbro is the only one I can find who's bulky enough to pull it off, Slowking might be able too also.

The Infernape lead is ok, but ,as do all Endeavor Quick Attack Pokemon, it dies to Sandstorm, and ghost types.
 
Iron Ball works too, but I can't find how much the speed cut is.

Yeah, Slowbro is the only one I can find who's bulky enough to pull it off, Slowking might be able too also.

The Infernape lead is ok, but ,as do all Endeavor Quick Attack Pokemon, it dies to Sandstorm, and ghost types.

(following refers to Infernape lead) Yes, but sandstorm means either Tyranitar or Hippowdon, probably Tyranitar, who will be injured severely or killed by a Vacuum Wave. And against a ghost type, just overheat or set up stealth rock and run.
 
(following refers to Infernape lead) Yes, but sandstorm means either Tyranitar or Hippowdon, probably Tyranitar, who will be injured severly or killed by a Vacuum Wave. And against a ghost type, just overheat or set up stealth rock and run.

Vacuum Wave damage to 252 / 216 Careful Ttar: 28.22 - 34.16%.

Quite pathetic really. Of course most will run immediately in fear of Close Combat, but once they start expecting the set it is something that this Infernape would have to start running from or sacrifice itself just for Stealth Rock with no damage done.
 
352Kecleon.png

Trick Room Kecleon @ Choice Band
Sassy 0 Spe IVs
252 HP 6 SpA 252 SpD
Shadow Claw/Return/Sucker Punch
Drain Punch
Trick
Trick Room

Okay this is meant to be be a UU Trick Roomer, used to back up Trapinch and Clamperl to an extent. Basically Trick Choice Band onto something that will give it Lefties then initiate Trick Room. Kelceon next serves as an awesome wall on the Choice user because Color Change causes it to change types to the move last used so it is hopefully not very effective (think Surf of Thunderbolt). Its also important to note that Dragon moves aren't very common in UU and if Kecs is still Normal, he will be immune to Ghost attacks.

Later on in the match, Kecleon gets awesome coverage from Ghost and Fighting, and Drain Punch serves Recovery purposes. Brick Break is also an option, as is Focus Punch with some prediction. Choice Band can also be used to sweep if he doesn't need to Trick it away.

I'm unsure on the Evs, so I made it a Standard set. Sassy for Special Walling, but Brave can also be an option for extra umph.

Looking for rates and suggestions, particularly on the Nature. Would this be viable in OU as a TRer as well?
 
Latios makes a fairly obvious point, why do you? I dont really like your EVs, because in UU, there are more physical Pokemon than special. I would recommend something like 200 HP, 152 SpDef, 100 Def, 56 Atk (roughly). Evens it out more, but the nature is good. The defense protects a bit better against opponents like Toxicroak.
 
Vacuum Wave damage to 252 / 216 Careful Ttar: 28.22 - 34.16%.

Quite pathetic really. Of course most will run immediately in fear of Close Combat, but once they start expecting the set it is something that this Infernape would have to start running from or sacrifice itself just for Stealth Rock with no damage done.

What does 252/216 Careful Tar have to do with anything? What about straight-up 252/252 Adamant DDtar?
 
352Kecleon.png

Trick Room Kecleon @ Choice Band
Sassy 0 Spe IVs
200 HP, 152 SpDef, 100 Def, 56 Atk
Shadow Claw/Return/Sucker Punch
Drain Punch
Trick
Trick Room

Okay this is meant to be be a UU Trick Roomer, used to back up Trapinch and Clamperl to an extent. Basically Trick Choice Band onto something that will give it Lefties then initiate Trick Room. Kelceon next serves as an awesome wall on the Choice user because Color Change causes it to change types to the move last used so it is hopefully not very effective (think Surf of Thunderbolt). Its also important to note that Dragon moves aren't very common in UU and if Kecs is still Normal, he will be immune to Ghost attacks.

Later on in the match, Kecleon gets awesome coverage from Ghost and Fighting, and Drain Punch serves Recovery purposes. Brick Break is also an option, as is Focus Punch with some prediction. Choice Band can also be used to sweep if he doesn't need to Trick it away.

The EVs are meant for an even spread that adds some defense against the Physical threats common to the UU metagame.
 
In reference to the Lagging Tail/Iron Ball thing, I really want it to be available on Shoddy...

I swear, Lopunny usage would certainly increase....but yeah, having slow Trickers use it would certainly make them more worthwhile. Too bad a lot of Levitators learn Trick as well (Bronzong, Rotom)...I'd stick with Lagging Tail.
 
Bronzong could work also, but Iron Ball totally ruins it. Does anyone know why the items are unavailable on Shoddy?

The Bronzong set would be something like

Bronzong
Moveset Name: Tail Tricker
Trick
Hypnosis
Explosion
Gyro Ball/Reflect/Light Screen/Confuse Ray
Item: Lagging Tail
Ability: Levitate
Nature: Relaxed/Sassy
EVs: ???
 
Eh, I think they're unavailable because they're not the most competitively viable items? Maybe something like that, although it has weird things like the +Def berries.

I'd still stick to Lopunny if you'd want to do that kind of thing, though.
 
In reference to the Lagging Tail/Iron Ball thing, I really want it to be available on Shoddy...

I swear, Lopunny usage would certainly increase....but yeah, having slow Trickers use it would certainly make them more worthwhile. Too bad a lot of Levitators learn Trick as well (Bronzong, Rotom)...I'd stick with Lagging Tail.

Problem is lopunnny would be really predictable. If you see a lopunny, you know there's a good chance it's trying to throw bad items at you.
 
Eh, I think they're unavailable because they're not the most competitively viable items? Maybe something like that, although it has weird things like the +Def berries.

I'd still stick to Lopunny if you'd want to do that kind of thing, though.

Exactly! Who do I talk to about that anyways?

That would be one of the only Lopunny sets though, you can always just switch in a wall and get rid of it.
 
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