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

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Anti lead absol:
Absol @ focus sash
Magic Coat
Counter
Night Slash
Sucker Punch
Hasty Nature (0 def IV)
252 hp, 252 attack, 4 sp. def

Designed to beat common leads such as scyther, swellow and statusers. Sucker Punch takes care of focus sashers. Magic Coat Deals with status and night slash is for a hit when they don't attack (such as when electrode rain dances). Max HP to maximise counter's damage.

Maxing HP and giving a Hasty nature with a Focus Sash is quite redundant. Give it 252 in Spe. Looks pretty good other than that.

EDIT: 1000th reply.
 
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TrickStar (Specs)
@ Choice Specs
Modest - Natural Cure
4HP, 252 SpA, 252 Spe

- Surf / Hydro Pump
- Ice Beam
- Thunderbolt
- Trick
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Starmie can use its varied movepool alongside its powerful Special Attack and high Speed to be a very effective Special Sweeper. This Starmie is guaranteed a 2HKO on a 252HP,252SpD Careful Tyranitar in a Sandstorm, so it has no risk of being Pursuit-ed to death by it. Trick is what really makes this set - an incoming Blissey or Snorlax can be crippled with a well timed Specs Trick, and makes them a lot less effective as special walls, which can open up the way for other Special Sweepers to take them out.

With a Modest nature, this Starmie hits 329 Speed. This is no longer so much of a liability with the removal of Garchomp from the metagame, and 329 still beats +natured base 100 Spe pokemon. A Timid nature can be run to outspeed Gengar and Infernape, but the significant drop in power is why it is not recommended. However, one thing that this Starmie does lose out on is its ability to reliably counter Life Orb Gyarados. The lack of HP EVs mean that a +1 Life Orb Earthquake from Gyarados has a 94% chance of OHKOing the smexy starfish.
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What do you guys think?
 
Borrowing from the recent influx of Endeavor Swamperts, I decided to make the following Mamoswine:

dpmfa473.png


Mamoswine @ Custap Berry
252 Atk/252 Spd*/6 SpDef
Jolly/Adamant
Oblivious**

Substitute
Endure
Endeavor
Ice Shard

The idea is to come in on something, force a switch and set up a sub, then sub to 1 hp, endeavor as they break the sub, then ice shard for the kill. Optionally, of course, you can endure to reduce to 1 hp. Custap guarantees that you hit first with endeavor, meaning something WILL be crippled. Now you may be wondering, "Why Mamoswine?" The reason I chose mamoswine for this task is a) his ability to use ice shard to finish off ANYTHING with 1 hp remaining, and b) his ability to play in both sand and snow for some free kills.

*I am unsure of the value of the speed evs, but i think they should help by allowing you to get off two endeavors sometimes. This warrants testing.

**If you plan on using this in hail, you should probably switch to Oblivious, as you could get screwed if you endure and they miss, then endure fails next time and they kill you.

Note that Mamoswine gets Endeavor through Platinum move tutors.
 
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TrickStar
Modest - Natural Cure
4HP, 252 SpA, 252 Spe

- Surf / Hydro Pump
- Ice Beam
- Thunderbolt
- Trick
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Starmie can use its varied movepool alongside its powerful Special Attack and high Speed to be a very effective Special Sweeper. This Starmie is guaranteed a 2HKO on a 252HP,252SpD Careful Tyranitar in a Sandstorm, so it has no risk of being Pursuit-ed to death by it. Trick is what really makes this set - an incoming Blissey or Snorlax can be crippled with a well timed Specs Trick, and makes them a lot less effective as special walls, which can open up the way for other Special Sweepers to take them out.

With a Modest nature, this Starmie hits 329 Speed. This is no longer so much of a liability with the removal of Garchomp from the metagame, and 329 still beats +natured base 100 Spe pokemon. A Timid nature can be run to outspeed Gengar and Infernape, but the significant drop in power is why it is not recommended. However, one thing that this Starmie does lose out on is its ability to reliably counter Life Orb Gyarados. The lack of HP EVs mean that a +1 Life Orb Earthquake from Gyarados has a 94% chance of OHKOing the smexy starfish.
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What do you guys think?

Use timid so you don't lose to shit like gengar and infernape.
 
^ I explained in my last para why Modest is recommended. It was the threat of Garchomp locked in Outrage outrunning Starmie that influenced people the most to use Timid, since Jolly Chomp outsped Modest Starmie. Modest Starmie still does a great job of countering ape, and the extra 43 points in SpA are not worth taking out just to be able to outspeed Gengar.
 
^ I explained in my last para why Modest is recommended. It was the threat of Garchomp locked in Outrage outrunning Starmie that influenced people the most to use Timid, since Jolly Chomp outsped Modest Starmie. Modest Starmie still does a great job of countering ape, and the extra 43 points in SpA are not worth taking out just to be able to outspeed Gengar.

Grass Knot from mixape OHKOs after SR, so it does not do a "great job" at countering ape.
 
Look at the SpecStar analysis on site. That was written for a metagame with Garchomp in it, and yet it has Modest as the nature. This Starmie is meant to be an independent sweeper - not simply a revenge killer or a counter. With Timid, the damage output just isn't great enough to warrant being locked into a move, since Starmie's rather average 100 SpA needs to be bolstered in any way it can.
Ape will almost always switch out of Starmie anyway, but the Grass Knot OHKO is a good point. However, I have mentioned in my analysis that Starmie no longer does as good a job of countering other pokes.
 
I've been using this starter Blaziken to take out SR leads. It works fairly well.

It's job is essentially to either A: Bait them into attacking because of a type weakness, making them forego Stealth Rock. B: Hit them with a massive attack and finish them before they can Suicide.

Use with a Rapid Spinner to get rid of their layers after they set them down.

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Blaziken @ Focus Sash
Trait: Blaze
EVs: 32 Atk/224 Spe/252 SA
Nature: Rash (+SA, -SD)
~ Fire Blast
~ Vacuum Wave
~ Hidden Power [Grass]
~ Superpower

Most people underestimate Blaziken as just an inferior Infernape. In this case however, Blaziken's strengths shine through. The speed is set at 252. This is enough to always beat Max Speed Jolly Scizor. The true beauty comes in Vs. other leads, especially SR leads. If its a Scarfer, Fire Blast has a small chance to OHKO it. Either way it falls into Vacuum Wave KO Range. Same thing with Aero, only you use Superpower. Swampert eats HP Grass, Bronzong Fire Blast.

Now, to answer the question of this Vs. an Infernape with Grass Knot and Close Combat, here are my notes:

Infernape requires no speed EVs and is already at 252, so it can pump them into attack instead. However, Ape cannot reach Blaziken's SA, falling out of the possible Azelf FB KO margin. The only thing it gets out of it is more Atk, which only boosts CC. Infernape's Grass Knot with Max/Max SA KO's 252/0 HP/Sdef Swampert a small portion of the time, where HP Grass never does.
 
A different version of the TrickStar:

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BurnTrick Starmie
@ Flame Orb
Timid - Natural Cure
136HP, 156 Def, 216 Spe
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- Surf / Psychic
- Recover
- Ice Beam / Thunderbolt
- Trick
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Starmie is the sort of pokemon that brings in either a bulky special wall or a physical attacker. With Trick and Flame Orb, it now has a way of dealing with both. No physical attacker bar Heracross will enjoy the drop in attack from the inflicted Burn, and no wall will like the 1/8 HP residual damage each turn. And the best thing is, Starmie's Natural Cure will get rid of the nasty burn status as soon as it switches.

If you switch Starmie into an attack, the Flame Orb will activate and give you a burn at the end of turn, before you have had a chance to attack. An experienced player will know straightaway that you plan on Tricking the Flame Orb, and so will switch to something that can take the Burn. However, if you switch Starmie in after one of your pokemon has fainted, you will get a chance to use an attack before the Flame Orb activates and so you retain the element of surprise. Arguably the best usage of this set would be to bring it out when one of your pokemon faint, and then Trick straight away. Very, very few pokemon will enjoy taking the Burn.

136 HP EVs puts the HP stat at 295, which allows Starmie to take the minimum amount of damage from the Burn every turn. At 295 it will lose 36HP per turn, whereas at 296 it will lose 37. 216 Spe EVs allows Starmie to outspeed Gengar. The 156 EVs in Def guarantee survival from a +1 Atk Life Orb Gyarados's Earthquake and then the Burn damage.

Psychic is included in the set to OHKO any Heracross who switches into the expected Trick. It also allows you to make the best use of outspeeding Gengar and OHKO it. You also keep your OHKO on Infernape. The choice between Ice Beam and Thunderbolt is down to whether you want Starmie to counter Gyarados or Salamence. However, if you decide to run Psychic over Surf, then it is recommended that you run Thunderbolt so as to not get walled by every Steel type. Recover off any damage you take from a Burn, and also allows Starmie to repeatedly come in and counter things.
 
A different version of the TrickStar:

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Spr_3e_121.gif

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BurnTrick Starmie
@ Flame Orb
Timid - Natural Cure
136HP, 156 Def, 216 Spe
--------------------
- Surf / Psychic
- Recover
- Ice Beam / Thunderbolt
- Trick
--------------------
Starmie is the sort of pokemon that brings in either a bulky special wall or a physical attacker. With Trick and Flame Orb, it now has a way of dealing with both. No physical attacker bar Heracross will enjoy the drop in attack from the inflicted Burn, and no wall will like the 1/8 HP residual damage each turn. And the best thing is, Starmie's Natural Cure will get rid of the nasty burn status as soon as it switches.

If you switch Starmie into an attack, the Flame Orb will activate and give you a burn at the end of turn, before you have had a chance to attack. An experienced player will know straightaway that you plan on Tricking the Flame Orb, and so will switch to something that can take the Burn. However, if you switch Starmie in after one of your pokemon has fainted, you will get a chance to use an attack before the Flame Orb activates and so you retain the element of surprise. Arguably the best usage of this set would be to bring it out when one of your pokemon faint, and then Trick straight away. Very, very few pokemon will enjoy taking the Burn.

136 HP EVs puts the HP stat at 295, which allows Starmie to take the minimum amount of damage from the Burn every turn. At 295 it will lose 36HP per turn, whereas at 296 it will lose 37. 216 Spe EVs allows Starmie to outspeed Gengar. The 156 EVs in Def guarantee survival from a +1 Atk Life Orb Gyarados's Earthquake and then the Burn damage.

Psychic is included in the set to OHKO any Heracross who switches into the expected Trick. It also allows you to make the best use of outspeeding Gengar and OHKO it. You also keep your OHKO on Infernape. The choice between Ice Beam and Thunderbolt is down to whether you want Starmie to counter Gyarados or Salamence. However, if you decide to run Psychic over Surf, then it is recommended that you run Thunderbolt so as to not get walled by every Steel type. Recover off any damage you take from a Burn, and also allows Starmie to repeatedly come in and counter things.

252 hp/40 def gives you the same physical survivability with more special defensive survivability
 
Mix Machamp

Pokemon Name: Machamp

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Move Set Name: MixChamp
Move 1: Dynamic Punch
Move 2: Fire Blast
Move 3: Focus Blast
Move 4: Stone Edge
Item:Life Orb
Ability:No Guard
Nature(s):Mild
EVs: 4hp/252atk/252sp.atk
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This set is a great wall breaker. With 251 spAtk. and Life Orb you will be surprised how much damage this thing can do with focus blast and fire blast. I did some damage calcs and fire blast does 95-100% on Skarmories and can pretty much OHKO any other steel types that dont have a good sp.Def. As for Focus Blast it takes care of Rhyperior doing about 88-100 percent on it.
 
252 hp/40 def gives you the same physical survivability with more special defensive survivability

No, you take 3% more damage on the physical side and take max burn damage. You cannot take Burn damage + DD Life Orb Gyarados EQ and live with your spread.
 
Pokemon Name: Machamp

dpmfa068.png


Move Set Name: MixChamp
Move 1: Dynamic Punch
Move 2: Fire Blast
Move 3: Focus Blast
Move 4: Stone Edge
Item:Life Orb
Ability:No Guard
Nature(s):Mild
EVs: 4hp/252atk/252sp.atk
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This set is a great wall breaker. With 251 spAtk. and Life Orb you will be surprised how much damage this thing can do with focus blast and fire blast. I did some damage calcs and fire blast does 95-100% on Skarmories and can pretty much OHKO any other steel types that dont have a good sp.Def. As for Focus Blast it takes care of Rhyperior doing about 88-100 percent on it.

This is creative, but a little extreme. Mixchamp works fine like this:

Machamp @ Leftovers / Expert Belt
Ability: No Guard
EVs: 252 Atk / figure out the rest
Nature: Naughty / Brave / something
*Dynamic Punch
*Stone Edge
*Fire Blast
*Ice Punch

Most walls won't like this set too much. Switching into Dynamicpunch is hard enough, I don't think you really need to divert maximum special attack and a Life Orb to OHKO Skarmory, when Dynamic Punch + Fire Blast will 2HKO her if you EV it right. Ice Punch will get Gliscor and Celebi for you also.
 
I did a search through this thread and couldn't find anything...so hopefully this hasnt been discussed before

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Sub DD Bounce

Gyarados (M) @ Leftovers
Ability: Intimidate
EVs: 74 HP/252 Atk/184 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Substitute
- Waterfall
- Bounce

I've tried this set out in a few ladder matches, and I have to say it's a monster if it gets a Sub up. Switch to something Gyara will threaten, and Dragon Dance, then Substitute. Bounce on the 3rd turn...your Sub will be unharmed by most attacks, since Bounce will make them miss. In the end not only will they be struck by a base 85 power move (127, factoring in STAB) but your Sub will be left intact as well.

Correct me if I"m wrong, but nothing in OU (only Empoleon in BL) resists the Water/Flying attack combo. Bounce, although it has a paltry 8 pp, has a sweet 30% chance to paralyze...allowing you more turns to set up with Dragon Dance.

The EVs are just ripped off Standard DD Gyara EVs so they might need a little more work.
 
I did a search through this thread and couldn't find anything...so hopefully this hasnt been discussed before

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Sub DD Bounce

Gyarados (M) @ Leftovers
Ability: Intimidate
EVs: 74 HP/252 Atk/184 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Substitute
- Waterfall
- Bounce

I've tried this set out in a few ladder matches, and I have to say it's a monster if it gets a Sub up. Switch to something Gyara will threaten, and Dragon Dance, then Substitute. Bounce on the 3rd turn...your Sub will be unharmed by most attacks, since Bounce will make them miss. In the end not only will they be struck by a base 85 power move (127, factoring in STAB) but your Sub will be left intact as well.

Correct me if I"m wrong, but nothing in OU (only Empoleon in BL) resists the Water/Flying attack combo. Bounce, although it has a paltry 8 pp, has a sweet 30% chance to paralyze...allowing you more turns to set up with Dragon Dance.

The EVs are just ripped off Standard DD Gyara EVs so they might need a little more work.

The only potential problem I see is Bounce's 85% acc.
 
Borrowing from the recent influx of Endeavor Swamperts, I decided to make the following Mamoswine:

dpmfa473.png


Mamoswine @ Custap Berry
252 Atk/252 Spd*/6 SpDef
Jolly/Adamant
Oblivious**

Substitute
Endure
Endeavor
Ice Shard

The idea is to come in on something, force a switch and set up a sub, then sub to 1 hp, endeavor as they break the sub, then ice shard for the kill. Optionally, of course, you can endure to reduce to 1 hp. Custap guarantees that you hit first with endeavor, meaning something WILL be crippled. Now you may be wondering, "Why Mamoswine?" The reason I chose mamoswine for this task is a) his ability to use ice shard to finish off ANYTHING with 1 hp remaining, and b) his ability to play in both sand and snow for some free kills.

*I am unsure of the value of the speed evs, but i think they should help by allowing you to get off two endeavors sometimes. This warrants testing.

**If you plan on using this in hail, you should probably switch to Oblivious, as you could get screwed if you endure and they miss, then endure fails next time and they kill you.

Note that Mamoswine gets Endeavor through Platinum move tutors.

Is anyone going to review this set? Also, I found out that Custap Berry is apparently not implemented into Shoddy, so I've been using Focus Band in its place - obviously this is nowhere near as useful as a Custap would be, but on occasion this allows you to stay alive when you're already at 1 hp, allowing you to endeavor something while you hang on, then ice shard it or endeavor the next poke if it dies from weather. Also, I've been finding myself using Substitute almost exclusively, which means on a hail team, snow cloak can be used, giving you a 20% chance to survive at 1 hp and take out lots of stuff. I need to try this as well.
 
i ran that set with salac, it's really great for suprise kos in the sand especially. if you are behind a sub with salac, 2 kos are easy to get. sr is annoying though.
 
CurseSkarm

Pokemon Name:Skarmory
dpmfa227.png

Moveset Name: CurseSkarm
Move 1: Curse
Move 2: Fly
Move 3: Nigh Slash
Move 4: Roost
Item: Leftovers
Nature(s): Careful
EVs: Ordered 252 HP/4 atk/252 SpDef.

Why can't Skarmory be a Curser? It has a good defense stat without evs and its special defense hits 261 with full evs. CurseSkarm can't have drill peck with curse in the same set so fly will have to do and night slash has decent type coverage as it hits many types for neutral. Like Hippowdon skarmory has acess to a nice healing move. Set is best used with a light screen support.
 
Here's two reasons it can't be a Curser: Heatran and Zapdos (and the Rotom forms). There are so many common special threats that OHKO Skarmory regardless of what it does that I really can't see it being too plausible as a Curser. Skarmory is best used as a team supporter, so it can take advantage of the turns it gets while the opponent switches to their counter without them going to waste.
 
Porygon-Z @ Life Orb
Mild
220 Attack, 72 SpA, 216 Spe

Return
Sharpen / Agility
Thunderbolt
Ice Beam

So basically, Return 2HKOs both Snorlax and Blissey easily. An interesting bonus is that Sharpen boosted Return OHKOs Calm Blissey, which is pretty cool in my opinion. Of course, if you think you can sweep with Return, Thunderbolt and Ice Beam, you can try Agility. Or, you can use that Sharpen boosted Return, and hurt stuff, albeit on a slower, more powerful scale. I put Thunderbolt and Ice Beam so you can hit Skarmory and Hippowdon for huge damage, plus there is that neat Bolt Beam coverage you get.

Before you guys are like, "boo" sharpen sucks, lets compare it to other attacks, on a theoretical pokemon with 200 defense and 400 HP.

Standard Mixape's Life Orb Close Combat: 52.5%-62%
Jolly Mamoswine's Life Orb Earthquake: 62.75%-74%
Adamant Salamence's Life Orb Outrage: 85%-100%
Adamant Lucario's Life Orb Close Combat: 73.25%-86.25%
Adamant Scizor's Swords Danced Life Orb Bullet Punch: 82.25%-97%
Adamant Choice Band Heracross' Close Combat: 92.25%-108.75%

Porygon-Z's unboosted Life Orb Return: 58.25%-68.75%
Porygon-Z's Sharpened Life Orb Return: 87.5%-103%


Hmmm, looks pretty impressive compared to some of these other physical attackers, doesn't it? I am actually considering maybe a bit more Attack EVs to outdamage Choice Band Heracross after the Sharpen Boost.


I am rewriting the whole Porygon-Z analysis, so it might go up there. Opinions?
 
Great set Skiddle. A Return coming with the same power as CB Hera Close Combat from a Special Sweeper is just win. The only problem is its speed, but Heracross doesn't seem to have a problem with it, so I'm assuming PZ should be fine too.

Oh and good call on using Mild over Rash. People might not think it, but PZ is reasonably bulky on the special side with its 'respectable' base 85 Hp.
 
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