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

Status
Not open for further replies.
how bout this:

Lanturn (M) @ Life Orb
Ability: Volt Absorb
EVs: 32 HP/252 SAtk/224 Spd
Modest nature (+SAtk, -Atk)
- Agility
- Ice Beam
- Thunderbolt
- Surf

ok so i was looking at lanturn and this could actually be a decent sweeper if used correctly. lanturn gets 3 base 95 moves, two with stab and the other that may be the best attacking type in the game. the plan is to switch in on something that wont like you and simply agility up. with all the special attack and life orb, you will be doing some damage. i could see this useful for beating heatran or aerodactyl or whatever you might fight lategame. also beats suicune/vaporeon/ect. (of course suicune cant have 2 calm minds, then again what will suicune do back to you?)

at first i picked 220 evs in speed because it outspeeds neutral base 100s with a choice scarf / dd after agility such as adamant ddmence or scarf-flygon. ice beam ohkos these fools.

i already knew i need 252 spa and modest so that stayed.

finally i went to hp. 36 gave me 400 hp which was a terrible number. it meant i couldnt get a perfect life orb number and it wasnt a great defensive number. so i went down to 399 which gave me a life orb / sr / ect. number. 32 hp evs was needed for this so then i bumped the speed to 224. this might be the best desicion imo.
 
You stole that from my CHinchou in LCF ;_;

Main problem is the lack of Special Attack, otherwise it's pretty good. For creative movesets...
 
ok chinchou would definitely do that much better haha, sorry chris i didnt even see your thread there. my main problem with lanturn is his low special attack which is what maxing special attack + life orb should fix.
 
Interesting idea kd24, I didn't know lanturn got agility. Seems viable seeing how it has such a great typing for both attacking and defending. Might be a like the offensive suicune of uu.
 
I tried an Agility Lanturn way back, and it utterly fails in OU. Lanturn only reaches 359 Special Attack even with Life Orb. The only thing it has is it's typing and dual STAB. Sometimes however, a Garchomp would switch in on an Agility and I got to smack it with Ice Beam.

I have not tried it in UU though. I'm backing up an OU viable Lanturn evo though :p
 
I'm not really offended KD, it's kind of an "obvious" set.

I don't think it would be particularly viable with Lanturn not hitting a respectable Special Attack, but you can definitely try it late game or something in New NU when it comes out.
 
sure it can: I'm sure it has enough sp. defense to take a hit and get rid of the spikes, which you must really want gone if you've gone to the point of using an extra moveslot just to guarantee that NOTHING stops you. Obviously an option for Shedinja teams, anyway.

For a Shedinja team, wouldn't it be more efficient to "lure" Rotom into a Blastoise, with your "real" spinner such as Donphan waiting? You could either run Choice Specs and Surf Rotom, or you could just Mirror Coat for the KO. Then send in Donphan and problem solved.
 
So since New and Creative Movesets is the same thing as "almost ok movesets" I present the ridiculously bad novelty of Aqua Ring Empoleon, which would be so much better if it didn't take 2 turns of set up unlike Walrein.

Empoleon @ Leftovers
252 HP / 160 Def / 96 SpD; Calm
- Aqua Ring
- Substitute
- Protect
- Surf / Toxic

In theory it could work just like Stallrein, provided you get 2 free turns instead of just one: One to Aqua Ring, then one to plop the first Sub up. Maybe a Sub passed to it would be ideal for that free Aqua Ring? Anyway, you heal 25% of your health in 2 turns, meaning you get 32 turns of stall between Protect and Substitute PP "once set up". You should never use the fourth attack, but Toxic or Surf is ideal. Support it with Toxic Spikes and Sandstorm and you have a Stallrein that doesn't work, but with better typing.
 
So since New and Creative Movesets is the same thing as "almost ok movesets" I present the ridiculously bad novelty of Aqua Ring Empoleon, which would be so much better if it didn't take 2 turns of set up unlike Walrein.

Empoleon @ Leftovers
252 HP / 160 Def / 96 SpD; Calm
- Aqua Ring
- Substitute
- Protect
- Surf / Toxic

In theory it could work just like Stallrein, provided you get 2 free turns instead of just one: One to Aqua Ring, then one to plop the first Sub up. Maybe a Sub passed to it would be ideal for that free Aqua Ring? Anyway, you heal 25% of your health in 2 turns, meaning you get 32 turns of stall between Protect and Substitute PP "once set up". You should never use the fourth attack, but Toxic or Surf is ideal. Support it with Toxic Spikes and Sandstorm and you have a Stallrein that doesn't work, but with better typing.

The nice thing of stallrein is that pretty much nothing competitive resists Hail. Even with toxic spikes, a steel type can come in and comfortably sit there until you go away again. Maybe even set up (are there steel types that set up?).
 
I guess Specs Magnezone support would help. Empoleon / Tentacruel / SpecsZone / Sandstream / ??? / ??? = new stall team, lol

Also, Dive is worth a look as filler to suck some more PP from your opponent. It's as good as the set is at least.
 
Well, it isn't really a bad set, but still, setting it up won't be really easy. You'll have to know your opponent's team and eliminate anything that can outspeed and threaten Empoleon before attempting this set. Stallrein really does it by like every way better. Lower special defense, but higher Hp and defense, plus the fact that a lot of pokemon resist sandstorm in the OU metagame, unlike Hail. Also, I don't really think Dive is good. It can give your opponent a free turn of set up..

No offense, but theorymon in my opinion. Did you test it?
 
Didn't see the need to, I thought it up and it sounded like it sucked then someone was like "post it for the lulz in creative moveset" so I did.

Walrein has a disadvantage in that it doesn't resist anything, but it's otherwise, you know, better in every way.
 
Didn't see the need to, I thought it up and it sounded like it sucked then someone was like "post it for the lulz in creative moveset" so I did.

Walrein has a disadvantage in that it doesn't resist anything, but it's otherwise, you know, better in every way.

Well, I guess Hail is inferior to Sandstorm. But other than that, yeah.
 
I've got a penny to add to the pile:

MixTran (Heatran) @Life Orb
252Att/252SpA/4HP
~Fire Blast
~Earth Power
~Stone Edge
~Iron Head

As far as Heatran goes, the current analysis only includes moves focusing on his 130 spA stat, barring explosion. This set takes advantage on a decent 90 Att stat while still using his great ability to the best use. Fire Blast and Earth Power both hit steels on their usually-weaker spD stats. I guess you could try Magma Storm also if you wanted =D Iron Head is a secondary STAB move that works well versus any Blissey that switch in, doing ~30% damage for the suprise factor. You would then switch while she softboils to another more competent physicall sweeper. Stone Edge also works well against just about anything else that resists the other three moves. Speed has never really been Heatran's strongpoint, and you really shouldn't be staying in on and EQs anyways. Flash Fire allows easy switch-ins so you can nail in other things on the switch.

I guess you could tack on a choice band over the LO, but the boosts on both I think pretty much outweigh the attack boost the the Band gives along with only using one move. I've got to go to school now, I'll edit in some other stuff later.
 
I've got a penny to add to the pile:

MixTran (Heatran) @Life Orb
252Att/252SpA/4HP
~Fire Blast
~Earth Power
~Stone Edge
~Iron Head

As far as Heatran goes, the current analysis only includes moves focusing on his 130 spA stat, barring explosion. This set takes advantage on a decent 90 Att stat while still using his great ability to the best use. Fire Blast and Earth Power both hit steels on their usually-weaker spD stats. I guess you could try Magma Storm also if you wanted =D Iron Head is a secondary STAB move that works well versus any Blissey that switch in, doing ~30% damage for the suprise factor. You would then switch while she softboils to another more competent physicall sweeper. Stone Edge also works well against just about anything else that resists the other three moves. Speed has never really been Heatran's strongpoint, and you really shouldn't be staying in on and EQs anyways. Flash Fire allows easy switch-ins so you can nail in other things on the switch.

I guess you could tack on a choice band over the LO, but the boosts on both I think pretty much outweigh the attack boost the the Band gives along with only using one move. I've got to go to school now, I'll edit in some other stuff later.

If this were to be used on suspect, I'd put Payback in as an option, probably over Iron Head which offers the weakest coverage here. The point of a set like this I'm guessing is to lure common Heatran switch-ins and hit them hard. I think LO Payback from 306 Attack Heatran can OHKO 0/0 Latias with Stealth Rock, but I'm not sure. Either way, it is the best option Heatran has for dealing with it.
 
how bout this:

Lanturn (M) @ Life Orb
Ability: Volt Absorb
EVs: 32 HP/252 SAtk/224 Spd
Modest nature (+SAtk, -Atk)
- Agility
- Ice Beam
- Charge Beam
- Surf

I used this a couple of times on UU ladder. She always netted a kill and hits hard (enough). I subbed in Charge Beam to increase sweeping potential. Thanks for bringing this set to my attention.
 
Hmm..
I think that Lanturn would cause more harm with Leftovers and Charge Beam. Leftovers won't kill you with recoil, helps out defensively, and Charge Beam would raise Special Attack higher than Life Orb's and since Lefties help you last wayy longer, there's more time to get more boosts.
 
So since New and Creative Movesets is the same thing as "almost ok movesets" I present the ridiculously bad novelty of Aqua Ring Empoleon, which would be so much better if it didn't take 2 turns of set up unlike Walrein.

Empoleon @ Leftovers
252 HP / 160 Def / 96 SpD; Calm
- Aqua Ring
- Substitute
- Protect
- Surf / Toxic

In theory it could work just like Stallrein, provided you get 2 free turns instead of just one: One to Aqua Ring, then one to plop the first Sub up. Maybe a Sub passed to it would be ideal for that free Aqua Ring? Anyway, you heal 25% of your health in 2 turns, meaning you get 32 turns of stall between Protect and Substitute PP "once set up". You should never use the fourth attack, but Toxic or Surf is ideal. Support it with Toxic Spikes and Sandstorm and you have a Stallrein that doesn't work, but with better typing.
WTF man just because other people post poor or gimmicky sets doesn't meen you have the right to make a mockery of the whole thread like this, a lot of people, myself included actually try to use this thread for serious opinions on sets that we think are good, and we don't need idiots like you throwing in your worthless spam at least most others only post sets they think are usable
 
Vespiquen, with the addition of Signal Beam in Platinum, has gained new power to deal with its foes.

Specsquen
Vespiquen @ Choice Specs
Ability: Pressure
Nature: Modest

SIGNAL BEAM
POWER GEM
HIDDEN POWER (FIGHTING)/HIDDEN POWER (GROUND)
AIR CUTTER/OMINOUS WIND/U-TURN/ENDEAVOUR

EVs: 248 HP, 252 SAtk, 8 Spd

In the DP Metagame, Vespiquen's Special Attacking side was often overlooked for its stronger Physical side, which was surprising considering the fact that their base stats were equally strong. However, the differences were plain to see. On the physical side was strong STAB attacking options and a STAB scouting move in U-turn. All that the special side had to offer was a low-power Silver Wind and the only moves in its entire arsenal that could hurt its biggest foes, Fire, Ice, Flying, Rock and Steel-types.

But with the additions of the long-awaited Signal Beam (hurrah!), lesser STAB options like Air Cutter and lesser type coverage like Ominous Wind, Vespiquen now has enough options to make a reasonable attempt at a Choice Specs set (it can't be any worse than the DP Choice Band set...). Vespiquen is also naturally bulky and can waltz into any Fighting-type move with ease, and then prepare to begin dishing out damage.

Common switches into Vespiquen in the DPPt UU metagame are primarily Rock and Steel-types, who resist everything, or nearly, that Vespiquen can throw at them. However, Aggron is not going to like switching into a 4x effective move off of 426 Sp. Atk. Steelix is hit hard on its weaker side by the same attack, and Clefable doesn't like taking HP fighting, although it can manage. Fire, Flying, and Ice-types are hit hard by Power Gem, Articuno, Moltres and Charizard being the most prominent. Regice can easily survive a Gem or two with plenty to spare and KO with Ice Beam. If Regice is a great concern, Toxic is an acceptable substitute in the final slot for a filler.

Both Hidden Powers provide a powerful method of dealing with Rock and Steel-types. Fighting is good for dealing with Normal-types like Clefable and Chansey whereas Ground deals with Poison, Fire and Electric-types that threaten Vespiquen.

The last move is a filler and wholly up to personal preference. Air Cutter provides solid albeit weak STAB, although it has the possibility of a critical hit when needed and allows Vespy to switch into Stone Edge-less Fighting-types and pose an immediate threat. It also poses a threat to Grass-Poison types that take neutral damage from Signal Beam, Venusaur in particular. Ominous Wind hits the ghosts that wall this set (Rotom and Spiritomb in particular) as well as Medicham and Gallade. U-turn scouts threats and Endeavour is a gimmicky option for a last, massive amount of damage (getting something like Regice or Chansey can be very satisfying).

The most obvious counters to this set are Rock and Steel types, but these can be hard to switch in if the user is firing off Hidden Powers. Cradily and Armaldo are clear favourites for this role for Rock-types, Cradily having a neutrality to HP Ground and Air Cutter, and Armaldo with a neutrality to both Hidden Powers and Air Cutter (although Power Gem may pose some problems). Cradily has Recover and Armaldo threatens with STAB Stone Edge, and both benefit from an added resistance, provided there is some Hippopotas support.
Registeel is the best Steel-type for the job, with even Super-Effective Hidden Powers being easily soaked up by its titanic defences, and . Wormadam-s has neutrality to all attacks that Vespiquen has, but little to threaten it back with. Nearly all Fire, Ice and Flying-types are dealt with by Power Gem, a notable exception being Blaziken, who benefits from 4x resistance to Bug, who can be dealt with by HP Ground or Air Cutter.
Ghost-types are a good choice, being resistant to Bug and immune to HP Fight. Froslass, Shedinja and Drifblim are all hit hard by Power Gem, but Rotom and Spiritomb can easily come in and threaten. Rotom is best at this, boasting immunity to both Hidden Powers, resistance to Air Cutter and Super-Effective STAB Thunderbolt. Spiritomb has none of this but deserves special mention as the only Ghost that does not fear Ominous Wind. Finally, Poison-types are especially deadly, and only Hidden Power Ground can frighten them. Weezing has little Special Defence but can kill with Fire Blast and resist nearly every attack thrown at it. Venusaur has a neutrality to both HP Ground AND Signal Beam, and only Air Cutter frightens it. Apart from these, anything faster with a Rock or Fire move will easily overcome Vespy, provided they aren't hit hard on the switch.
 
Hmm..
I think that Lanturn would cause more harm with Leftovers and Charge Beam. Leftovers won't kill you with recoil, helps out defensively, and Charge Beam would raise Special Attack higher than Life Orb's and since Lefties help you last wayy longer, there's more time to get more boosts.

Wow. I tested this in Shoddy's OU. Domination. It seems Leftovers+Charge Beam > T-Bolt+Life Orb. I'm also using Hydo Pump > Surf, too. I've 6-0d 2 people with it in the 20 minutes I've used it.
 
Wow. I tested this in Shoddy's OU. Domination. It seems Leftovers+Charge Beam > T-Bolt+Life Orb. I'm also using Hydo Pump > Surf, too. I've 6-0d 2 people with it in the 20 minutes I've used it.

lol. I'm really interested in seeing how this happened. Mind posting a log or PMing me?
 
I didn't save the log, but what happened was I came in on a Gyarados, Agilitied up. Charge Beamed on the incoming Suicune who thought it could Calm Mind and got 2 boosts, killing Suicune, and finished off a Salamence w/ Ice Beam, and the rest with Hydro Pump. In the other one it was almost same scenario, except a Rotom Tricked a Choice Scarf (burned me too!) on to me after getting two boosts already and made me really really fast, essentially a nasty plot, and Stabbed Hydro Pump.

Also, I'm in a game right now where I Charge Beamed/Hydro Pumped through a Blissey (who couldn't do shit to it).
: ]
Now it's my third 6-0 with just this Poke. Heh.
 
Vespiquen, with the addition of Signal Beam in Platinum, has gained new power to deal with its foes.

Specsquen
Vespiquen @ Choice Specs
Ability: Pressure
Nature: Modest

SIGNAL BEAM
POWER GEM
HIDDEN POWER (FIGHTING)/HIDDEN POWER (GROUND)
AIR CUTTER/OMINOUS WIND/U-TURN/ENDEAVOUR

EVs: 248 HP, 252 SAtk, 8 Spd
Deleted part to save space.

It seems like it might do well in UU, but it faces some of the same problems that my old Specs Articuno set does - 4x weakness to Stealth Rock, weak to Fire... and with its low speed and lack of a priority move, it may face some big problems. Make sure its HP stat is odd, so you can switch into SR twice and still live.
 
Status
Not open for further replies.
Back
Top