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

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Name: Al Gore Infernape!

Infernape @ Life Orb
Ability: Blaze
Nature: Naive
EVs: 252 Atk / 252 Spe / 4 SpA <--- Kind of Arbitrary, someone can work on this:
*Fake Out
*Mach Punch
*Overheat
*U-Turn

Works like aimpibom. I know... Technician pokemon do this better... but Infernape can unleash an overheat in a pinch. I should do damage calculations to get an optimal spread so that Overheat actually does something noteworthy. Hell, if you want you can drop the speed and just power up attacks, your using priority anyway. The only think I would think you need to outspeed and KO with Overheat is like Roserade really....

Anyway, Fake out on turn 1, go for the kill with Overheat or Mach Punch depending on the situation. Then U-turn the fuck outta there.

I was running a version of Nape similar to this one a few months ago. Mine was

Infernape @Leftovers
Nature: Naive
EVs: 252 Atk / 252 Spe / 4 SpA
Fake Out
Close Combat
U-turn
Overheat

I found it to be extremely effective especially as a lead, as it can scout twice - once with Fake Out, and again with U-turn. Overheat almost 2HKO's Bronzong, and Close Combat is in case you need to hit something really hard.

BTW, Does anyone know if U-turning resets your stats? As in if you Overheat, then U-turn when it's the last pokemon left does the Overheat hit with 140BP, or is it reduced?
 
Someone complimented this set on Shoddy today so I thought I'd share it.

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Machamp @ Leftovers
No Guard
Adamant or Brave nature
252 HP / 252 Atk / 4 SpD
- Dynamicpunch
- Stone Edge
- Bulk Up
- Light Screen

Stupidly simple - switch in on Blissey or Crunching Tar and set your ass up. If you can get up Light Screen and two Bulk Ups, you're effectively dual screened with a Swords Dance. Adding in his natural bulk, Machamp can comfortably tank most moderate hits and strike back with lethal force.

EVs are for maximum power and tankability, though it won't be outspeeding much - add some speed if needed. I use it with great success in Trick Room.
 
TWAVE PUNCHER

GRANBULL (M) @ leftovers
Ability: intimidate
EVs: 252HP/252ATK
Adamant nature (+Atk,-SP ATK)
- Sub
- Crunch
- Thunder Wave/Body Slam
- Focus Punch

I always liked the idea of Thuder Wave and focus punch i dunno why i think this set could work pretty well with intimidat and T wave and suprise factor. Anyway .... I wanna know what you think.
 
Mah Awesome Set!

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Name: Agility Charge Beam Sweeper
Porygon2 @ Leftovers
Trace
Modest
4 HP / 252 SAtk / 252 Spe
- Recover
- Agility
- Charge Beam
- Ice Beam

I don't think has been posted, since the only Porygon2 sets I've really seen so far were Sharpen ones and stuff. This set is meant to sweep by using Agility, then Recovering or Charge Beaming until a threat comes up, so you'd switch or attack it. Trace allows this set to switch into and block things like ScarfHeatran or Vaporeon.
 
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Countercoater Gastrodon @ Leftovers
Sticky Hold
Nature: Bold (+Def - Atk), Calm (+SpD - Atk), Impish (+Def - SpA) Careful (+SpD - SpA)
EV Spread: 252 HP / 252 Def / 6 SpD
IVs: 31 / x / 31 / x / 31 / 31
Final Stats: |426|?|258|?|200|114

~ Counter
~ Mirror Coat
~ Recover
~ Yawn

Among the available Countercoaters, Gastrodon is a pretty neat one because it has acceptable healing methods, (ie Leftovers and Recover). This set should require no explanation. Gastrodon will Yawn foes for assistance, predict wisely and Counter or Mirror Coat, or Recover on the switch. He should be able to withstand a couple of attacks due to his significant defenses (*cough*).

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Pressure Stalling Dusknoir @ Leftovers
Pressure
Nature: Impish (+ DEF - SPA)
EV Spread: 252 HP / 252 Def / 6 SpD
IVs: 31 / 31 / 31 / x / 31 / x
Final Stats: |294|236|405|?|306|?

~ Spite (Platinum Tutor)
~ Pain Split / Substitute
~ Substitute / Taunt
~ Night Shade / Shadow Sneak / Will-O-Wisp / Taunt

Meet the set that falls prey to Taunt :) This may look like a Spiritomb wannabe, but is actually a pretty "bulkier" version if you like to call it that. Pressure Stall is just gay. Dusknoir now has access to Spite via Platinum Move Tutoring, which makes it all the better. Substitute-Spite = ownage. Pain Split is Dusknoir's only decent Healing method, but Taunt is also extremely important to keep the Pressure Stall going. The last move can be for Night Shade or Shadow Sneak IF indeed you are taunted, or Will-O-Wisp for endless fun.


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Drain Puncher or Diamond/Pearl (Tank Version) @ Leftovers
Steadfast
Nature: Careful (+ SPD - SPA)
EV Spread: 252 HP / 252 SpD / 6 Def
IVs: 31 / 31 / 31 / x / 31 / 31
Final Stats: |340|286|167|?|361|196

~ Bulk Up
~ Taunt / Hypnosis
~ Drain Punch / Brick Break
~ Night Slash / Stone Edge

Before we move on, I'd like to point out Gallade gets both Calm Mind and Bulk Up, which is pretty cool :) (As does Medicham, but...) Anyway, this is pretty scary once it's set up. Without any Attack EVs, Gallade gets 2,288 Attack, and (similarly, without 1 Def EV) 1,336 Defense, along with 361 Special Defense. During the delicate process of Gallade's Bulking Up, it's bound to face some threats along the way. Skarmory is a good example; it can Whirlwind you away. Another is Dusknoir; Will-O-Wisping you. These, however, are particularly slow, and can be dealt with a simple Taunt. I prefer Taunt over Hypnosis, but that's up to you. Now comes the sweep. Drain Punch is simple yet effective; sucking up the HP that Gallade lost. You can switch that with Brick Break if you fear PP loss, but it's not recommended. Night Slash provides nice coverage against ghosts, but Stone Edge is also acceptable against Dragons and stuff

This is a surprisingly successful set when tested on Shoddy; a lot have fallen prey to it. Here are a few damage calculations: (all with Max ATK).

NOTE that most of these 2HKO. If Gallade gets hurt, he can simply Drain Punch up and regain HP. Remember that, now!

Drain Punch-:

VS Standard Sassy 252 HP / 80 Def Bronzong: 95.27% - 111.83%
VS Standard Bold 252 HP / 252 Def Blissey (Do you need to ask?) 198.74% - 233.75% - Blissey is also OHKOed after 3x Bulk Up
VS Impish 252 HP / 252 Def Donphan 52.08% - 61.20%
VS Standard Relaxed 252 HP / 96 Def Forretress: 50.56% - 59.60%
VS Impish 252 HP / Def Skarmory: 53.59% - 63.17% (GO DIE, BIRD)
VS +DEF 252 HP/Def Jirachi: 56.19% - 66.09%
VS Impish/Relaxed 252 HP/Def Swampert: 60.15% - 70.79%

Oh, and for fun, to weavile: 578.65% - 680.78% (<3)

Night Slash 97.28% - 114.29% OHKOs 252HP/Def Dusknoir and 70.05% - 82.43% 252 HP/Def Cress

Stone Edge

VS 252 HP / Def Gyarados after Intimidate: 121.83% - 143.40%
VS 252 HP / Def Dragonite 147.41% - 173.32%
VS 252 HP / Def Salamence after Intimidate:120.81% - 142.39%
VS 252 HP / Def Zapdos: 159.11% - 186.98%
VS 252 HP / Def Impish Gliscor: 60.73% - 71.47%

That's it for this set (for now), Adamant might deal more hits but I'll get to making one when I'm not lazy.
 
I like how you presented those sets, but I don't think any of them are new. Pretty sure the Gastrodon is in the analysis even.

The only one is that Dusknoir, but I think Spiritomb does better with no weaknesses.

You don't mention how many Bulk Ups that after for Gallade's damage calcs.. If it's more than 2, don't bother you'd be dead by then.
 
You do know that you can only Bulk Up 6 times, and even that wontt be enough for all pokes.

+6 Stone Edge vs 252/252 Bold...

Slowbro: 81.98% - 96.45%
Cresselia: 68.47% - 80.63%
Weezing: 91.02% - 107.19%
Gliscor: 83.62% - 98.31%
Uxie: 81.07% - 95.48%
Dusknoir: 95.24% - 111.90%

+6 Dynamicpunch vs 252/252 Bold...

Skarmory: 122.16% - 143.71%
Hippowdon: 109.76% - 129.29%
Claydol: 77.16% - 90.74%

As you can see 6 Bulk Ups are never even necessary to achieve 2HKOs.
 
NAME: Lead, TR Bronzong, and Heatran Killer
ABILITY: Heatproof
ITEM: Life Orb
NATURE: Relaxed (?) (The more I think, the more I'm leaning to Adamant)
IVs: 0 speed IVs (TR and Gyroball, obviously), if you're on shoddy max all else, if not, strive for highest attack and SpD
EVs: 104 Health, 252 Attack, 10 Defence, 152 Special Defense (Just sort of thrown together, but 252 Attack for sure)
*Trick Room
*Gyro Ball
*Earthquake
*Explosion

Simple yet effective TR lead. Send it in, and if the other pokemon can taunt/trick/etc, and you're fairly certain it will, drill it with a Gyro Ball/EQ. If it cannot, set up your TR.

Many times, your opponent, not forseeing the Heatproof and Trick-Room setup, will switch in their Heatran, which will eat an EQ and die.

After that, many times your opponent will go to Zapdos/Bulky Water/etc, which is where explosion + LO + 252 Attack EVs are rewarded - Explosion OHKOs damn near everything, including Swampert, Vaporeon, Scizor (which thinks it can set up freely most of the time), and Zapdos, 4 of the most common switch-ins to Bronzong.

Oviously, this Bronzong is more geared towards sweeping after a Trick Room, which it does quite well off its 277 Attack stat, with STAB Gyro Ball.

Fairly simple lead - (and similar to the TR listed, but different in some important ways)

First, it's generally assumed that a Bronzong is going to be Levitate, so many will forgo even testing with a Ground-Type attack. That's why I run Heatproof, because you in essence get 2 resistances. The whole argument of "Well if he isn't Levitate, he can't switch into an EQ" is voided, because you're usually going to explode to dent what ever comes in...

Because you can run heatproof, you have no fear of staying in on anything Heatran can do, and feed him an EQ in return. For this same reason, it deals very adequately with lead Infernapes, which tend to Fake-Out, then SR, (followed by a Trick Room from you), then EQ (from you) and Fire-blast/Flamethrower you back, which you take with a solid amount of HP left.

The only Pokemon that walls this set is Hippowdon (in my experiences with it). Explosion does ~80% in my experience, while Gyro Ball does only like 12% or so...

Sorry if this has been done, or if it's not deemed "original enough". It's the set I run, and I'm yet to see one run like it. This also my first actual "Write-up" of a set, so any comments/criticism about it is more than appreciated.
 
NAME: Lead, TR Bronzong, and Heatran Killer
ABILITY: Heatproof
ITEM: Life Orb
NATURE: Relaxed (?) (The more I think, the more I'm leaning to Adamant)
IVs: 0 speed IVs (TR and Gyroball, obviously), if you're on shoddy max all else, if not, strive for highest attack and SpD
EVs: 104 Health, 252 Attack, 10 Defence, 152 Special Defense (Just sort of thrown together, but 252 Attack for sure)
*Trick Room
*Gyro Ball
*Earthquake
*Explosion

Simple yet effective TR lead. Send it in, and if the other pokemon can taunt/trick/etc, and you're fairly certain it will, drill it with a Gyro Ball/EQ. If it cannot, set up your TR.

Many times, your opponent, not forseeing the Heatproof and Trick-Room setup, will switch in their Heatran, which will eat an EQ and die.

After that, many times your opponent will go to Zapdos/Bulky Water/etc, which is where explosion + LO + 252 Attack EVs are rewarded - Explosion OHKOs damn near everything, including Swampert, Vaporeon, Scizor (which thinks it can set up freely most of the time), and Zapdos, 4 of the most common switch-ins to Bronzong.

Oviously, this Bronzong is more geared towards sweeping after a Trick Room, which it does quite well off its 277 Attack stat, with STAB Gyro Ball.

Fairly simple lead - (and similar to the TR listed, but different in some important ways)

First, it's generally assumed that a Bronzong is going to be Levitate, so many will forgo even testing with a Ground-Type attack. That's why I run Heatproof, because you in essence get 2 resistances. The whole argument of "Well if he isn't Levitate, he can't switch into an EQ" is voided, because you're usually going to explode to dent what ever comes in...

Because you can run heatproof, you have no fear of staying in on anything Heatran can do, and feed him an EQ in return. For this same reason, it deals very adequately with lead Infernapes, which tend to Fake-Out, then SR, (followed by a Trick Room from you), then EQ (from you) and Fire-blast/Flamethrower you back, which you take with a solid amount of HP left.

The only Pokemon that walls this set is Hippowdon (in my experiences with it). Explosion does ~80% in my experience, while Gyro Ball does only like 12% or so...

Sorry if this has been done, or if it's not deemed "original enough". It's the set I run, and I'm yet to see one run like it. This also my first actual "Write-up" of a set, so any comments/criticism about it is more than appreciated.
First of all there's already a Trick Room set on the analysis. Second, Bronzong is in no way a Heatran counter, sure it can TR on the switch and EQ, but it can't take a Speced Overheat well even if Bronzong has Heatproof.
 
bronzong is 2HKOed by modest max spA heatran's fire blast with heatproof, so its not a reliable heatran counter. I don't know why you wouldn't max bronong's mediocre HP stat before doing anything else either (though this still won't save it from a 2HKO from tran)
 
bronzong is 2HKOed by modest max spA heatran's fire blast with heatproof, so its not a reliable heatran counter. I don't know why you wouldn't max bronong's mediocre HP stat before doing anything else either (though this still won't save it from a 2HKO from tran)
I realize that, but if you're leading Zong, there's no way that Tran will be able to touch you.

Say that your opponent leads Heatran. He Fire-Blasts, and you TR. You EQ next turn.

Or the other common scenario-

You lead Zong, your opponent leads something vulnerable to Zong. Your opponent switches into their Heatran, while you Trick-Room. You EQ next turn. Heatran dies.

Maybe "counter" wasn't the right term, maybe Heatran-bait?
 
I realize that, but if you're leading Zong, there's no way that Tran will be able to touch you.

Say that your opponent leads Heatran. He Fire-Blasts, and you TR. You EQ next turn.

Or the other common scenario-

You lead Zong, your opponent leads something vulnerable to Zong. Your opponent switches into their Heatran, while you Trick-Room. You EQ next turn. Heatran dies.

Maybe "counter" wasn't the right term, maybe Heatran-bait?

Maybe it's just me but whenever I lead with Heatran, I always EQ or Earth Power against leading Bronzong. If they have Levitate they switch to their water type, they stay in they obviously have Heatproof.
 
If they stay in you're dead, even with Heatproof, because Bronzong isn't even close to being OHKOed by Earth Power. You still lose to the strategy.
 
NAME: Lead, TR Bronzong, and Heatran Killer

I'm surprised you posted this; I've used this identical set for months. I recently changed Heatproof to Levitate for various reasons, the biggest of which being people actually expect Heatproof Zong leads now.

The spread I use is 252 HP / 160 Atk / 96 SpD

It guarantees a OHKO on Infernape, Heatran and Magnezone while maximising defensive capabilities.
 
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Name: Agility Charge Beam Sweeper
Porygon2 @ Leftovers
Trace
Modest
4 HP / 252 SAtk / 252 Spe
- Recover
- Agility
- Charge Beam
- Ice Beam

I don't think has been posted, since the only Porygon2 sets I've really seen so far were Sharpen ones and stuff. This set is meant to sweep by using Agility, then Recovering or Charge Beaming until a threat comes up, so you'd switch or attack it. Trace allows this set to switch into and block things like ScarfHeatran or Vaporeon.

Actually, I have tested this exact set, and I found that most of the time it was too weak to sweep, and it took too long to power up with Charge Beam. Also, it is easily eliminated from sweeping with a simple t-wave.
 
A little something that I've found to be great in the late game.

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Jirachi @ Wide Lens
Modest
76 HP/ 180 Spe/ 252 SpAtk.
-Charge Beam
-Doom Desire
-Wish
-Protect
Most people can already see where I'm going with this but here it goes anyway. First of all why the heck would you use any other electric attack when you have Serene Grace AND Charge Beam? That's damage and a free special attack boost every time you hit (with Wide Lens I've only missed once). Ranting aside, after you've gotten a couple of boosts with Charge Beam the fun begins, Future Sight and Doom Desire attack based on the special defense of the opponent on the turn it is used. That means if i use +2 Doom Desire on something with low special defense, and they switch out to something else with better defenses then the poke swapped in gets hit for the damage the first poke would have taken(even Blissey). Wish+Protect help to keep you alive while waiting for Doom Desire to take its toll. Speed outruns 280's by 1 point, threw the rest into HP. It works great with entry hazards. P.S. help with a more efficient EV spread woulld be appreciated.
 
To be honest, I'd be more apt to use Calm Mind myself, unless I'm missing something here. This way, you can use Leftovers for healing while you're waiting for Doom Desire to kick in (and obviously works great with Wish and Protect).
 
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