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

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Ursaring is too slow to go and set up; it has Guts already (Quick Feet is honestly useless on it). I'd rather pass some speed or switch it in to a status or ghost move and force a switch and do heavy damage to whatever comes in. I've never tried a BL Trick Room team around it, seeing as it's not as bulky as some other options available.

It doesn't need Bulk Up or SD to sweep, really. Both are wastes of moves that could be used on its array of options.
It's pretty obvious your experience of Ursaring consists of reading the analysis page. Quick Feet is a great ability, especially since there's no way for your opponent to know it's not Guts until you surprisingly outrun and KO something (savvy players might realize it when they see Toxic Orb instead of Flame Orb, but no one I faced seemed to realize it). SD is certainly a good option, especially for Quick Feet Ursaring. Bring it in on something that will switch out, SD on the switch while Toxic Orb activates, and go to town. Ursaring will almost always go down from Toxic Orb damage before your opponent can lay a scratch on it (protip: use a Wish passer). I haven't used Ursaring since before Platinum was introduced, but I used to use an SD Quick Feet Ursaring on my main team, and it always proved useful on the team.

The best part about Quick Feet on Ursaring is no one knows just how fast it is, and you'll probably get some switch-ins that show that. For example, it isn't fast enough to outspeed max+ Infernape, but it does outspeed standard MixApe, and I KO'ed more than a few back when I used to use it.
 
Zapdos @ Damp Rock
Ability: Pressure
EVs: 252 HP / 84 Def / 136 SpA / 36 Spd
Modest nature (+SpA, -Atk)
- Rain Dance
- Thunder
- U-Turn
- Roost

The yellow bird starts up the rain and kills/paralyze things with Thunder (which has 100% accuracy in the rain). Roost because it is bulky enough to survive to recover off the damage. U-Turn allows me switch in one of my sweepers after I set up Rain Dance to begin in the rain. Thunder dents almost every single lead in the game except for Hippowdon.
 
That's a great set as a lead. I used to use it months ago when I was first getting into rain dance, and it does work really well. The thing that makes it stand out from other rain leads is that it is not suicidal, and can recover itself up to replenish the rain later on in the game. U-turn is also an amazing scouting move on a rain team.

LR.
 
You mean some one trying to <<CENSORED>> like what people thought was happening in my avatar or something else?
My name is 1234gjy, but the j looks like an i.
Okay 1234gjy, and it was something else (and my 8year old brother is watching this, to explain the censor. I'm not trying to be funny here.)
And I have a set that I am currently raising in my Diamond game. See what you think of it.
Shuckle @ Leftovers
Relaxed nature
252/158/100
Toxic
Knock Off
Encore
Rock Slide
Probably going to make it Rest/Sleep Talk eventually, but not yet. Rock Slide to take on other Shuckle and the other moves here just for team support.
 
Defender HP: 244
Damage: 20 - 24
Damage: 8.20% - 9.84%

Your shuckle's rock slide against the support shuckle from the analysis. Unless I messed up on the damage calc, I don't think rock slide will be very good for other shuckles, considering your dealing about 3% damage a turn with it factoring in leftovers.
 
And I have a set that I am currently raising in my Diamond game. See what you think of it.
Shuckle @ Leftovers
Relaxed nature
252/158/100
Toxic
Knock Off
Encore
Rock Slide
Probably going to make it Rest/Sleep Talk eventually, but not yet. Rock Slide to take on other Shuckle and the other moves here just for team support.

You basically took the set in the analysis, gave it worse and completely arbitrary EVs, and added Rock Slide, which will do jack shit to ANY Pokemon let alone another Shuckle. That's not creative, that's just bad.
 
As a bit of a random question here, I'm curious if you guys think Ice Punch on Metagross is worth it. It's been a bit hard for me to choose Ice Punch or ThunderPunch. I've got this moveset put together:

Earthquake (which is a must)
Explosion
Meteor Mash

But, I can't choose between Ice Punch and ThunderPunch for the last set. I will be using Platinum Move Tutors for this. It's pretty much: Do I want to avoid being walled by Skarmory just in case I'm in a tight spot or do I want to be able to dish something unexpected back to a Ground Type who thinks they can do damage to me?

On top of that, I'm also curious if having a Scarfed Metagross would be a better choice than the typical Band. I'm trying to be a bit different with this build and I'm curious what you all might think. Just in case I ran into a Flygon, Garchomp, or something like that, I could out-speed it with a Scarf if I did full Speed in my EVs and got at least a decent Speed IV, at least, by my reconing, I could out-speed them most of the time. I know Chomp is banned around here, but that doesn't mean I won't fight it sometimes around the web.
 
Covet-Flinger

36.png

Ability : Magic Guard
Careful Nature
EV: 252 Sp. Def / 252 HP

Covet
Fling
Softboiled
Seismic Toss

For those that don't know. Covet steals the users held item, while having to damage 40. Fling is when you throw your held item and it damages the opponent, it gets rid of your item.

The main point is too Covet an item and fling it. Covet a next item and fling it. Some items you may keep, some items you may throw, but the main point if too get rid of your opponents items.

Flame OrbBurns the target.King's RockFlinches the target.Light BallParalyzes the target.Poison BarbPoisons the target.Razor FangFlinches the targetToxic OrbBadly poisons the target.BerriesAll Berries activate on the target when Flung.
These are some additional effects. Softboiled is to heal off the damage and Seismic Toss is perfect with Fling because ti gives the Dark/Fighting coverage.
 
Pretty much any item you'll see to fling in D/P/Pt is going to hit for 10 base power, and only a few for 30. It's not really worth it. I can't think of any team that would benefit from that; it would be incredibly easy to set up on that; you lose your item but could get down all your spikes, or 2 swords dances in the time it would take you.

Your EV spread is pretty shaky too. You're also completely walled by ghosts. Lastly if you were to use it you should have iron ball as your equip item because Clefable isn't hurt by low speed and you can do some decent damage with your first fling.
 
Or Flame Orb, as upon activation Clefable is protected from status, and you can burn the Fighting type coming in to try and take advantage of you. Of course it would diminish Covet's power, but 40 BP isn't going to be hurting anyone any time soon. Oh, and Fling + Seismic Toss does not give you Dark/ Fighting coverage, as Seismic Toss is not super effective against anything.

To be honest, it's more of a gimmick set than anything else, especially since Clefable now gets Trick.

LR.
 
As a bit of a random question here, I'm curious if you guys think Ice Punch on Metagross is worth it. It's been a bit hard for me to choose Ice Punch or ThunderPunch. I've got this moveset put together:

Earthquake (which is a must)
Explosion
Meteor Mash

But, I can't choose between Ice Punch and ThunderPunch for the last set. I will be using Platinum Move Tutors for this. It's pretty much: Do I want to avoid being walled by Skarmory just in case I'm in a tight spot or do I want to be able to dish something unexpected back to a Ground Type who thinks they can do damage to me?

On top of that, I'm also curious if having a Scarfed Metagross would be a better choice than the typical Band. I'm trying to be a bit different with this build and I'm curious what you all might think. Just in case I ran into a Flygon, Garchomp, or something like that, I could out-speed it with a Scarf if I did full Speed in my EVs and got at least a decent Speed IV, at least, by my reconing, I could out-speed them most of the time. I know Chomp is banned around here, but that doesn't mean I won't fight it sometimes around the web.
Garchomp isn't banned in Ubers. If you plan to use it in Ubers, use Ice Punch. Look at Dougjustdoug's(did I spell his name right?) statistics for OU.
 
Arcticblast, I am playing in OU, not Ubers. Which is the key reason why I want to replace my Garchomp now since I'd like to begin playing in OU. So, I'd like to know if I can get a good answer about my Metagross build if the standard ThunderPunch is a better choice or if it would be more wise to have Ice Punch to catch Dragons and Ground Types off-guard.
 
381.png
@ Life Orb
Ability : Levitate
Adamant Nature
252 Speed / 252 Atk / 6 HP

Dragon Dance
Dragon Claw
Earthquake
HP Fire

This set isnt in analysis but it really helps around Blissey switch ins. It nets a OHKO with SR down not invested in any Defense EV's, with Dragon Claw. This is pretty much a variation of DD Mence but with a lot of bulk and a wooping 110 base speed.
381.png
@ Life Orb/Leftovers
Ability: Intimidate
Jolly Nature
EVs: 252 HP/180 Def/76 Spd

- Dragon Dance
- Dragon Claw
- Earthquake
- Roost/Recover

BulkyLatios! This guy could take hits while having to heal off damage. This thing could take hits both from defense and special side. You have a choice between Orb and Lefties, if you want more damage Orb, if you want to be safe and remain with lots of health go with Lefties. Basic idea is DD and then heal off until you are ready to sweep.
 
Those sets look pretty useful, but only for the suspect test as it'll get murdered in Ubers. You should use a hasty nature for the first set, and Latios doesn't have intimidate.
 
Lucario @ Life Orb
Adamant/Jolly
252spe252attack6HP

-Bulk Up
-Bullet Punch
-Stone Edge
-Drain Punch

This set was just to try a little something. Lucario Recovers health from a boosted Drain Punch on other steel or rock types. Bullet Punch is a priority move that I might need. Stone Edge is for flyers like Gyrados, Skymin, and Zapdos even though I might not outspeed them. Stone Edge takes a nice amount out of Gyra and Zapdos who I might get off killing with Jolly Nature. Bullet Punch owns skymin too. Bulk Up is to take earthquakes effectively and being able to backfire on swampert and hippowdown. Fire Punches won't do good either.
 
Lucario @ Life Orb
Adamant/Jolly
252spe252attack6HP

-Bulk Up
-Bullet Punch
-Stone Edge
-Drain Punch

This set was just to try a little something. Lucario Recovers health from a boosted Drain Punch on other steel or rock types. Bullet Punch is a priority move that I might need. Stone Edge is for flyers like Gyrados, Skymin, and Zapdos even though I might not outspeed them. Stone Edge takes a nice amount out of Gyra and Zapdos who I might get off killing with Jolly Nature. Bullet Punch owns skymin too. Bulk Up is to take earthquakes effectively and being able to backfire on swampert and hippowdown. Fire Punches won't do good either.

That's worse than the shit Bulk Up Infernape someone posted a while back. When you have access to Swords Dance and Close Combat, Bulk Up and Drain Punch is just lol.
 
Oh, don't be so offensive, people are trying to think of things, they just have to "tune it down", and think before they post. Anyways, I don't like that set for almost the same reasons Teabag doesn't like them. It's not reliable at all.
 
The Pimpin' Pingu
Delibird @ Focus Sash
Timid
4 HP/252 Attack/252 Speed
Icy Wind
Thief
Toxic
Protect

OK, this is a fun little set I've used in a small tourney. We were randomly given one christmas releated pokemon, and we had to make team with it. Now, I had delibird, and I was like, crap, but this thing actually worked quite fine. Now, you won't be doing wonders with this set, but it might at least have some effect on the battle, unlike most delibird sets. You have to switch it in or something that's locked into a ground move, otherwise it won't work. While they switch, you use Icy Wind. Now, hopefuly you should be faster than them, unless they're scarfed. You use toxic, while they attack you. You hang on with focus sash, then protect next turn. On the last turn delibird is alive (Unless your opponent is stupid, or he set up on you lol) you use Thief to steal their item. After that, delibird should be already dead :(
 
The Pimpin' Pingu
Delibird @ Focus Sash
Timid
4 HP/252 Attack/252 Speed
Icy Wind
Thief
Toxic
Protect

OK, this is a fun little set I've used in a small tourney. We were randomly given one christmas releated pokemon, and we had to make team with it. Now, I had delibird, and I was like, crap, but this thing actually worked quite fine. Now, you won't be doing wonders with this set, but it might at least have some effect on the battle, unlike most delibird sets. You have to switch it in or something that's locked into a ground move, otherwise it won't work. While they switch, you use Icy Wind. Now, hopefuly you should be faster than them, unless they're scarfed. You use toxic, while they attack you. You hang on with focus sash, then protect next turn. On the last turn delibird is alive (Unless your opponent is stupid, or he set up on you lol) you use Thief to steal their item. After that, delibird should be already dead :(
Wow... I never thought Delibird actually had any potential...
It looks pretty cool.
 
Strango Pinsir set I've been working on:

127.png

Pinsir @ Salac Berry
Ability: Hyper Cutter (SE) , Mold Breaker (EQ)
Nature: Adamant
EVs: 120 HP / 174 Atk / 216 Spe
- Substitute
- Sword Dance
- X-Scissor
- Stone Edge / Earthquake

Pinsir is one of the coolest Pokemon there is, yet always overlooked. Remember that awesome subsalac Heracross? Meet the Pinsir version. In this new Platinum metagame, it doesn't work quite as well as it used to but comes with a nice surprise.

Why not use Heracross?
1. Pinsir has 100 base defense. With 120 in HP, his subs are never broken by Gliscor's EQ or even Donphan's (who is the highest of bulky grounds, and is OU). This allows you to set up with ease.

2. Abilities: 2 pretty unique things about Pinsir, that can potentially screw them over. If you use Stone Edge, use Hyper Cutter so you can hit Gyara and Mence who may try to intimidate you until you lose your boosts. With EQ, choose Mold Breaker for Bronzong and Gengar.

3. Very late game, you can use his SR weak against the foe by reaching your salac berry sooner or even threaten a sweep just by switching in.


Just give a little support, maybe a Dugtrio or a Magnezone and you got yourself a surprising sweeper.
 
I wouldn't call that potential, but it's better than an empty pokeball. [ack, that was directed at the above comment on Delibird, not your pinsir]

Nice pinsir, though I don't say a sub/SD/Salac set is all that novel, it's nice to know that damage calculation.
 
Strango Pinsir set I've been working on:

127.png

Pinsir @ Salac Berry
Ability: Hyper Cutter (SE) , Mold Breaker (EQ)
Nature: Adamant
EVs: 120 HP / 174 Atk / 216 Spe
- Substitute
- Sword Dance
- X-Scissor
- Stone Edge / Earthquake

Pinsir is one of the coolest Pokemon there is, yet always overlooked. Remember that awesome subsalac Heracross? Meet the Pinsir version. In this new Platinum metagame, it doesn't work quite as well as it used to but comes with a nice surprise.

Why not use Heracross?
1. Pinsir has 100 base defense. With 120 in HP, his subs are never broken by Gliscor's EQ or even Donphan's (who is the highest of bulky grounds, and is OU). This allows you to set up with ease.

2. Abilities: 2 pretty unique things about Pinsir, that can potentially screw them over. If you use Stone Edge, use Hyper Cutter so you can hit Gyara and Mence who may try to intimidate you until you lose your boosts. With EQ, choose Mold Breaker for Bronzong and Gengar.

3. Very late game, you can use his SR weak against the foe by reaching your salac berry sooner or even threaten a sweep just by switching in.


Just give a little support, maybe a Dugtrio or a Magnezone and you got yourself a surprising sweeper.

Wow, looks tight! I also was thinking maybe Gliscor for support for that with Swords Dance and all. Gliscor also can Sub-Pass so you can have both Stone Edge and Earthquake in there if you feel reliant enough on being able to Sub-pass well enough.

It also would be awesome for catching people off-guard since Ice is what people will go about switching in on Gliscor with. Catch them off-guard with Stone Edge on Pinsir once they think they've got you on the defensive.

Also, on an unrelated note, I have a subliminal fear of Pinsirs. A Pinsir ended my 145 win-streak in Battle Tower because it got MAJOR hax, 3 Gullotines in a row somehow hit every time.
 
It's nothing original and not so creative, but I think it's worth a mention. And that set also helps with status, which can screw up badly Dragonite. It works similar to SubPetaya Empoleon. Just Agility on a switch and Substitute to activate Liechi Berry. It works as a late game sweeper and try to use it as late as possible. Just get rid of bulkier steels and Ice Shard users and it works fine. Here's the set.

'LiechiNite'
Nature: Adamant
EVs:252 Atk/56 Def/204 Spe -- 30 IVs
Item: Liechi Berry

Moveset:
~ Substitute
~ Outrage
~ Earthquake / Fire Punch
~ Agility

Advantage with this set against standard AgilityNite is that with Liechi Berry you hit impressive 606 Attack, which is more enough to go throuth most things in late-game sweep. With that set you have much stronger physical attack in a price of loosing one Special Attack. As you know Dragon/Ground gives you impressive coverage resisted only by Bronzong and Skarmory. Fire Punch in place of Earthquake fixes that problem if you're scared of them so much. Just pair it up with Magnezone and you're fine. 204 Speed help in outspeeding Choice Scarf 100 speed pokemon with positive nature. Rest of EVs went to Defence to help in taking some weaker priority attacks. Make sure to have 30 IVs to activate Liechi Berry with 25% HP left. Dragon Claw is an option in a place of Outrage, but Outrage gives you much more power.
 
I do not know if someone has posted something similar like this, but I this is a set I have used since I started competitive pokes back in July 2007, and has proved useful in my team even now.

Tyranitar @ Leftovers
Jolly Nature
44 HP/212 Atk/252 Spe

-Substitute
-Focus Punch
-Stone Edge
-Crunch

Very nice coverage for neutral damage and utilizes both of Tyranitar's STAB'd moves. Come in onto a threat that is sure to switch and set up a free substitute. As it happens, Focus Punch does exactly the same amount as Stone Edge to pokes that are not weak or resist to Rock and Fighting, therefore behind the sub, focus punch should be the move of choice.

The EVs allow Tyranitar to have a sufficient amount of Leftovers gain, at the cost of Attack EVS, the speed is maxed out, this will still surprise the odd Breloom or slower pokes.

Anyway tell me what you think, any ways I can improve it would also be appreciated.
 
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