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

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So I've been using this as a lead to some success
Togekiss @ Light Clay
Calm
Serene Grace
EVs: 252 HP/240 Def/16 SDef
-Reflect
-Light Screen
-Tri Attack
-Air Slash/Aura Sphere

It is a dual screen lead. The EVs should give a balanced physical/special spread. I have been able to use it to set up screens both at the beginning and later on, since it is bulky enough to switch in and take hits with no stealth rock in play. Tri Attack can 2HKO Azelfs who Taunt first turn. Aura Sphere is good to dent Tyranitar leads, but since it only does 15-18% to a 240/184 with a positive nature, it is better just to set up a reflect and switch out to a better counter.
 
Power Swap switches Attack and Special Attack boosts, so if you Baton Pass to Salamence, who can Intimidate to preserve its defense, and since Ice Beam is so prevalent, the Special Defense boosts really help it out, while its Attack goes up thanks to the Power Swapped Calm Minds.

Oh right, it didn't occur to me that you were getting the mechanics of Power Swap mixed up. Power Swap switches Attack and Special Attack boosts with the opponent, like a watered down version of Heart Swap, therefore it does not work the way you think unfortunately. All you're doing is making your opponent more powerful on the special side.
 
So I've been using this as a lead to some success
Togekiss @ Light Clay
Calm
Serene Grace
EVs: 252 HP/240 Def/16 SDef
-Reflect
-Light Screen
-Tri Attack
-Air Slash/Aura Sphere

It is a dual screen lead. The EVs should give a balanced physical/special spread. I have been able to use it to set up screens both at the beginning and later on, since it is bulky enough to switch in and take hits with no stealth rock in play. Tri Attack can 2HKO Azelfs who Taunt first turn. Aura Sphere is good to dent Tyranitar leads, but since it only does 15-18% to a 240/184 with a positive nature, it is better just to set up a reflect and switch out to a better counter.

0 special attack togekiss does 39.9%-47.9% to 240/184+ tyranitar with aura sphere.
disappointing for a 4x super effective but still much better than 15%-18%
 
I'm pretty sure I factored in sandstorm, but I may have missed it.

edit: I miscalculated the damage. He's right. Although theoretically I would be switching into a better counter for Tyranitar after setting up a screen, since Togekiss will always survive a stone edge from him.
 
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double boost z
focus sash
modest
adapdibility
252 spatk 252 speed 4 hp
nasty-plot
dark pulse
tri-attack
agility

This set can work wonders but has to be on the right team. My team takes full advantage of it having a spinner and leading with trickgar. Basically the idea is simple switch z in early on before that nasty sandstorm brews up and right into that shadow ball meant for azelf, gengar, or alakazam. On the first turn agility getting speed up to par, if they switch, which the quite often will do especially if i just tricked a scarf onto their gar, your sash still stands and you can then nasty plot and sweep their team. This often falls short in standerd play because of the prevalence of stealth rock and sandstorm BUT it was thought up for that battle tower tourney where out of three pokes priority is much less likely stealth rock isn't as useful and sandstorm is slightly less likely. In practice games and my actual match for this round it has worked wonders every time but one so far sweeping the entire team.
 
EDIT 1: Changed EVs to LR's suggestion + added Ice Beam option.
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Name: SubRain
Starmie @ Petaya Berry
Ability: Natural Cure
EVs: 40 HP/252 SAtk/216 Spe
Timid nature (+Spd, -Atk)
- Substitute / Ice Beam
- Rain Dance
- Thunder
- Surf

Being able to 2HKO Cresselia and dint pretty much any Pokémon (apart from Blissey) is something every Starmie wants, yes? They don't have to wait any longer. Set up a Substitute, Rain Dance and then choose the proper move. Thunder over Thunderbolt due to extra power and 100% accuracy in rain. Timid and 252 EVs in Speed allow Starmie to outrun most of the metagame and it's bulkiness allows for a good Substitute. Blissey, as you can see by the calcs, walls this set - but that was to be expected. If you're considering Hydro Pump over Surf, I'd swap Thunder with Thunderbolt. Having two moves with questionable accuracy is a bit iffy.


Now lets take a look at some damage calcs: (Note, Petaya and Rain)

Surf vs Standard Support Cresselia

Defender HP: 386
Damage: 233-274
Damage: 60.36% - 70.98%

Surf vs Standard RestTalk Cresselia

Defender HP: 444
Damage: 203 - 238
Damage:
45.72% - 53.60%

Surf vs Standard WishBliss

Defender HP: 651
Damage: 180 - 212
Damage:
27.65% - 32.57%

Thunder vs Calm Mind Shuffle Suicune

Defender HP: 404
Damage: 289 - 341
Damage:
71.53% - 84.41%

Now, the Blissey one may not look like a massive feat, but for a Special Attcker against Blissey, it's pretty impressive.
 
That looks like a great Starmie! Blissey walls every special attacker, so just put a good Pursuiter on your team and your in business!

Being walled by grass types too isn't very good. Could Ice Beam go over Substitute? Also, better the EVs came from Spe instead of SpA to go into HP.
 
I've been trying to come up with new leads, and I don't know how these would work. I'm bad with EVs...

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Lead Rapidash
Will-O-Wisp
Charm
Toxic
Flare Blitz
Item: Leftovers
Ability: Flash Fire
Nature(s): Jolly
EVs: I don't know... 252Spd, then split the rest between attack, sp def, and HP somehow.
It's designed to be able to somehow thwart most other leads.
It would have problems with blastoise, non-physical clefable, and non-physical alaria as far as I see.

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Lead Crobat
Taunt
Toxic
U-Turn
Pursuit
Item: Black Sludge/Life Orb
Ability: Inner Focus
Nature(s): Jolly
EVs: No idea
This one is similar to Rapidash, but it is much more dependent on the ability to switch out. Looking at the Smogon page this is pretty similar to Brave Bat, but I think this is a different turn.
 
Looks like a good set Shade. Just a couple of things:

Timid and 252 EVs in Speed allow Starmie to outrun most of the metagame and it's bulkiness allows for a good Substitute

First of all, I don't really see the point of running 252 Spe EVs and a Timid nature. There's really no point in speed tieing with base 115s - the best thing that will happen is that you win a speed tie with an opposing Raikou and do a bit of damage before being KOed. Much more useful would be ensure outrunning base 110s (216 EVs) and then moving the rest of the EVs to HP.

Starmie is only 'bulky' because it normally has heavy HP investment. But you have to remember it has 60/85/85 defenses. With a spread of 40HP, 252 SpA, 216 Spe, its Substitutes are broken by Scizor's Bullet Punch. That also means Scizor can revenge kill you when you're trying a Petaya sweep, as can everything else with a priority attack. Just keep that in mind if you try to use Starmie as a bulky sweeper.

Ice Beam would be great on this set to stop Grass types from completely walling you...

But its a great set anyway, congrats. Looking forward to trying this on my rain team. =)

LR.
 
This is actually a fairly obvious set to run, but I don't believe it's been posted yet.

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Steelix @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 SpD / 4 Atk
Sassy Nature (+SpD, -Spe)
- Rest
- Sleep Talk
- Curse
- Gyro Ball

This looks like it could have a shot at sweeping. Unless the opponent has special Water/Fire hits (or Fighting/Ground, but those are usually either physical or an unSTABbed Hidden Power), or a phazer, this will easily set up Curses and stall with RestTalk, like Crocune. Gyro Ball is chosen not only for a STAB attack that nothing is immune to (barring Shedinja who really can't do anything while Steelix sets up Curses and stalls with Rest), but also because Gyro Ball's power is increased not only by the attack increase, but also the speed decrease, effectively doubling Gyro Ball's damage output with each Curse.

However, that's not to say that this set is without its problems. Claydol will kill you with Earth Power before Steelix can kill it with Gyro Ball, and opposing Steelix can always come in and force you out with Roar. Bulky waters resist your attack and kill you with STAB Surfs, as do Fire-types (with Flamethrower obviously).

Just thought I'd throw this out there.
 
Sleep Talk allows you to use Gyro Ball without wasting PP. Curse increases Gyro Ball's power by both reducing Steelix's already pitiful speed and raising his attack. Nothing is immune to Steel.

Just some things going for the set. Looks good umbarsc.
 
My friends came up with an Arceus set:
Arceus @ Iron Plate
252 Def 252 SDef 4 HP
Cosmic Power
Rest
Thunder/Thunderbolt
Ice Beam

This set is pretty straightforward to us. You start Cosmic Powering- on a Not Very Effective Attack- Preferably a Choice Scarved Ice Beam. Then, you rack up enough Cosmic Powers. After about 3 or 4 Cosmic Powers, you can Rest, getting rid of Status Ailments, or any damage you picked up while Cosmic Powering. Then, you can proceed to attack with Thunder- with its boosted accuracy in the rain, or Ice Beam. These two attacks make “BoltBeam”, offering great type coverage.

However, what is making me angry is now they are banning Arceus from play- for us only. By banning, they are not even allowing him into the Uber Tier, which is quite annoying. I need help attempting to find a weakness in this set.
Any thoughts?
 
Well a Trick Dusknoir.

Dusknoir @ Choice Band
Ability: Pressure
EVs: 252 HP/ 252 Atk/ 4 SDef
Adamant Nature
~Focus Punch
~Fire Punch/Shadow Punch(doubt it)
~Sucker Punch
~Trick

I looked around and all Dusknoir was discussed as was a Trick Roomer, but i thought of this set last night and it seems like it'd work well.

Choice Banded,
Trick your band on to wall, or special attackers and since you know there next move. You can either Focus Punch if they used like T-Wave or a failed sleeping move, or Sucker Punch if you know there going to attack. The last move is a toss up, foregoing your STAB move, as it admitidely would never be used. Sucker punch is an all around better choice, lacking a StAB sucks though so Shadow Punch is still a Choice, Fire Punch is the last option as Dragons are handled by the rest of my team, i needed something to kill scizor easily.

(but stabbed, Sucker Punch would always hit harder on Ghosts, Psychic)

Ghost
Ghost
Psychic

Dark
Ghost
Psychic

I Really cant decied Focus/Sucker make this set, the last move would give me empty coverage.(Shadow Punch/Sneak), and Fire Punch would give me something reliable to hit steels, ice, grass with.
 
I've actually been using this Shedinja set as a lead in Standard, and it's quite fun.

Shedinja@Focus Sash
Adamant 252 atk, 252 sp, 6satk
X-Scissor
Trick
Grudge
WoW/Sucker Punch

The main idea is to wreak havoc with Trick. Most opposing leads are sashed, so when they try to break your sash, you can Trick theirs off and be back where you started, except now you have a sash. If it's a bug weak lead, proceed to kill it with your STAB X-scissor. Otherwise, switch out. Bronzong can't do a thing to this set unless it carries toxic (very rare), so feel free to WoW them before switching out. Lastly, Grudge is a great tool once your sash is gone. Bring sheddy in on something that can't damage it, then Grudge the switch in. They're forced to kill you and lose all PP of that move, or do something else and let Sheddy steal another item. Scarftran are particularly fun. If you have your sash, steal their scarf to cripple them, then switch out (trick the scarf onto something else later). If you don't have the sash, grudge the switch and let them deal with the painful choice of switching out or losing their Fire attack. I had a Magnezone on my team when using this, so killing sheddy resulted in Tran getting trapped, locked into a move with no PP. Needless to say, it was incredibly funny.

Other options on the last slot include Swords Dance and Sunny Day, for obvious reasons. Doesn't need a weather changer, but it helps. X-scissor and WoW both hurt Ttar quite a bit. Hippo...not so much. Spinner is a necessity, though, as well as a good pursuiter to kill those spin-blocking Ghosts. CBcross works well, as it doesn't mind getting WoWed and packs a punch on pursuit after it does. Scarf Absol is a bit of a novelty, but it outspeeds Gar and OHKOs even if it stays in, is a decent revenge killer, and pwns Outraging dragons with Me First.
 
This is actually a fairly obvious set to run, but I don't believe it's been posted yet.

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Steelix @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 SpD / 4 Atk
Sassy Nature (+SpD, -Spe)
- Rest
- Sleep Talk
- Curse
- Gyro Ball

This looks like it could have a shot at sweeping. Unless the opponent has special Water/Fire hits (or Fighting/Ground, but those are usually either physical or an unSTABbed Hidden Power), or a phazer, this will easily set up Curses and stall with RestTalk, like Crocune. Gyro Ball is chosen not only for a STAB attack that nothing is immune to (barring Shedinja who really can't do anything while Steelix sets up Curses and stalls with Rest), but also because Gyro Ball's power is increased not only by the attack increase, but also the speed decrease, effectively doubling Gyro Ball's damage output with each Curse.

However, that's not to say that this set is without its problems. Claydol will kill you with Earth Power before Steelix can kill it with Gyro Ball, and opposing Steelix can always come in and force you out with Roar. Bulky waters resist your attack and kill you with STAB Surfs, as do Fire-types (with Flamethrower obviously).

Just thought I'd throw this out there.
Shedinja can Will-O-Wisp it..

Anyway, I've been thinking of this set, and it seem to be good. Though, I never really tested, or any Curse Steelix set for that matter.
 
...and then Steelix can Rest it off?

and @Legacy Rider;
You're right, I forgot about that propriety lol.
Though this is going to sound really moronic, there are 4 Pokemon in UU who know Heal Block.
One is Claydol.
Two are weak to GB (solrock and lunatone)
and one is Shedinja.

none of them carry them as standard...though Shedinja could find room. But the set itself is fine.

Might Iron Head be an option over Gyro Ball? You'd be dropping MASSIVE DAMAGE for PP, though late game sweepers generally don't care about such things.
 
Though this is going to sound really moronic, there are 4 Pokemon in UU who know Heal Block.
One is Claydol.
Two are weak to GB (solrock and lunatone)
and one is Shedinja.

none of them carry them as standard...though Shedinja could find room. But the set itself is fine.

Might Iron Head be an option over Gyro Ball? You'd be dropping MASSIVE DAMAGE for PP, though late game sweepers generally don't care about such things.

Sleep Talk allows you to use Gyro Ball without wasting PP. Curse increases Gyro Ball's power by both reducing Steelix's already pitiful speed and raising his attack. Nothing is immune to Steel.

Just some things going for the set. Looks good umbarsc.
this
 
Sleep Talk allows you to use Gyro Ball without wasting PP. Curse increases Gyro Ball's power by both reducing Steelix's already pitiful speed and raising his attack. Nothing is immune to Steel.

Just some things going for the set. Looks good umbarsc.

Either you're incorrect or Shoddy has yet another Glitch, not sure which. Because on Shoddy, it takes 1 PP from Sleep Talk and the move chosen.
 
Well I haven't played in like 2 weeks with something that used Sleep Talk but when I did at that time it did....so I guess they fixed the bug or w/e.
 
"TrickStar"
121.png

Starmie @ Choice Scarf
Ability: Natural Cure
EVs: 200 HP/56 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Trick
- Recover
- Surf
- Ice Beam

So here's the deal. Choice Scarf and 56 Speed EVs give Modest Starm the speed to reach an amazing 420 Speed stat. This speed allows it to outspeed; 252 Neutral Speed Natured Ninjask, 252 +Speed Natured Jolteon/Crobat/Aerodactyl, and 252 +Speed Natured ScarfTran.
The set itself is pretty self explanatory, KO whatever possible using Starm's 328 SpAtk stat, and Trick Choice Scarf to anything that is a consistent annoyance to your team, locking them into one move; a la Blissey.
After seeing Starmie's pretty disappointing HP stat pretty much crying, "help me", I decided to pump the remaining EVs into the HP stat. On top of this, I decided to add Recover to add to Starmie's surviability.
Sadly, despite having the potential to outspeed Timid 252 ScarfTran, it only just manages to deliver a maximum damage of 100% from Surf on a Min HP / Mid SpDef Heatran. But of course considering the majority carry at least 4 in the HP stat, this OHKO chance is completely thwarted. On the bright side of things, however, Starm is 3HKO'd by Earth Power, from both Modest ScarfTran and Timid ScarfTran, which gives Starmie the chance to strike back, and make up for that previously missed opportunity, with a 2HKO.

Comments, suggestions?
 
Bulky Calm Mind Alakazam
Timid nature
152 HP / 180 SpD / 176 Spe
@ Leftovers

Substitute
Calm Mind
Signal Beam / Focus Blast
Psychic

Turns any Celebi / Cressilia / Blissey without Seismic Toss into set-up bait. Considering the popularity of Flamethrower/Toxic Blissey, that's quite a few of them. The given EVs prevent them from breaking your subs even before you Calm Mind so you can throw up a sub against them no matter what.

After a couple boosts, Zapdos and Vaporeon do not break your subs either. Just watch out for Sandstorm and Spiritomb and you'll do OK.
 
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