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New and 'creative' moveset/EV spread thread Mk. 5

There's already a Lead-Ape set, the difference here is that Infernape trades the ability to beat Azelf, Metagross, Tyranitar and Aerodactyl in order to beat... Swampert. Hippowdon still beats you imo.


except:

Infernape GK vs 252/0 Pert:
307 Atk vs 216 Def & 404 HP (80 Base Power): 328 - 388 (81.19% - 96.04%)
Never OHKOs. Heck, Azelf needs either an expert belt or a + SpA nature to guarantee the OHKO (with max neutral it averages exactly 404 dmg... lol)
 
Swampert can no longer Waterfall twice and KO Infernape while avoiding a 2HKO from any of Infernape's moves, thus it's beaten >_>.
 
Stallrein

Walrein @ Leftovers
Bold Nature
252 HP / 252 Def / 4 SDef
- Aqua Ring
- Substitute
- Protect
- Blizzard / Surf / Toxic / Super Fang / Roar

Walrein has gained Aqua Ring as a new move addition in HGSS. Aqua Ring,paired with Ice Body and Leftovers,heals 18.75% of Walrein's HP, when paired with Protect, is 37.5% HP in two turns, enough to make infinite Substitutes. Plus, Walrein easily stalls pokemon out with Substitute + Protect, stalling their PP out. Hail does 6.25% HP damage too, and can annoy people. The last slot is of your choice. Blizzard gains 100% Accuracy in Hail and has STAB, bringing it to 180 Power. Surf also has STAB and also hits all Ice- pokemon who resist hail. Toxic is the best option here, as it stalls out pokemon along with Hail. In a turn, a pokemon can lose at least 12% of HP. Super Fang is also another option, to reduce Pokemon's HP by half and letting Hail kill them. Use it 3 times, reduce it to 12% HP, set up Sub, and Protect. Hail kills them. Roar is another move if you have Spikes, Toxic Spikes and Stealth Rock on your team,which makes it a good option as pokemon who are non Levitating take 37.5% damage every turn. Inclusive of Hail,it takes 43.75% HP damage everytime it switches in.

Some combinations that are paired with Walrein:

Encore - Encore a move,switch into Walrein, set up Substitute on the switch.

Leech Seed - Leech Seed a Pokemon and switch out to Walrein.Opponent loses 18.75% HP each turn inclusive of Hail.

Stockpile Pass - Pass Stockpile boosts to Walrein and increase its defense.

Ingrain - Set up Ingrain to prevent phazing ; and to let Walrein heal 6.25%+6.25%+6.25%+6.25% HP each turn which adds up to 25% HP.

Rock Polish/Agility - Allows Walrein to be faster than Pokemon and stall easier.

Hypnosis - Allows Walrein to switch in and setup Substitute while crippling a pokemon.
 
Pokemon Name: Rotom-S
Moveset Name: Parafusion
Move 1: Thunder Wave
Move 2: Confuse Ray
Move 3: Pain Split
Move 4: Shadow Ball/Thunderbolt/Air Slash/Reflect
Item: Leftovers
Ability: Levitate
Nature(s): Bold
EVs: 252 HP/168 Def/88 Spe

With Rotom's new move Pain Split in HGSS, Rotom can now be an even more effective Spin Blocker/Defensive pokemon than before. This set is Rotom-H's standard set, with a few minor changes. To begin with, this set has Thunder Wave instead of WoW. Thunder Wave will change a 100% chance to move to 75%. Confusion from CRay gives the opponent a 50% chance of retaliating on top of that, leaving your opponent at a 37.% chance of moving each turn. This is almost guaranteed to force a switch, unless your opponent has Volt Absorb or Own Tempo, or Lum Berry. You then have Pain Split which is a viable recovery move in case your opponent gets a move in.

The final move can be a bit of a tricky choice. Shadow Ball provides a stab move which can help against opposing Rotom. Thunderbolt can help with Skarmory who would probably otherwise wall this set with no problem. Air Slash can help provide a 30% flinch rate per use. If you factor in Confusion, Paralysis, and Air Slash spam, you leave your opponent at a ~27% of moving. However, Air Slash is unSTAB'd, and is resisted by a multitude of types. Reflect can help when something like Tyranitar or Scizor comes in, neither of which mind being Paralyzed.

Rotom-S's EV spread is the exact same as Rotom-H's standard set, allowing for physically defensive capabilities. And I copy-paste from Rotom-H's page: The EVs are focused on Rotom-S's overall durability by investing fully in HP. 88 Speed EVs allow Rotom-S to outrun maximum Speed Adamant Scizor and the remaining EVs were delegated to Defense. Some investment in Special Defense may not be a bad idea to better handle Starmie's and Tentacruel's Surfs when you switch in expecting Rapid Spin.
 
Koopa-hi everyone. Seems this is a new place I haven't looked at before. I've tried this Sunny Day combo at the Battle Frontier and it turned out good so far. However, I'm still thinking if this team is good for Double Battles. I'll show you right now.

157.png

Pokemon Name: Typhlosion
Nature: Modest
Ev's: 252 Sp. Atk/252 Spe
Held Item: Life Orb
Move 1: Eruption
Move 2: Flamethrower
Move 3: Solarbeam
Move 4: Protect

Yep, this is the big and bad Typhlosion we all know of. You might be thinking that it's silly to have 2 fire type attacks on my team, right? Well, that's because you don't know how this Pokemon works.

The first and priority move is Eruption, it can hit BOTH Pokemon very hard. It might even OHKO both Pokemon that aren't Water, Rock or Dragon types.

Flamethrower is another move which is good if Typhlosion took some damage. It's almost the same as Eruption, but a bit less power and have a chance of burning the opponent.

Now Solarbeam is an unpredictive move somehow when the sun is shining brightly. You don't need a Power Herb for it and again, really powerful.
Protect is a common move in Doubles to stall for a turn. A good chance for me to set up.

169.png

Pokemon Name: Crobat
Nature: Timid
EV's: 252 Sp. Atk/252 Spe
Ability: Inner Focus
Held Item: Heat Rock
Sludge Bomb
Heat Wave
Sunny Day
Taunt

This Crobat's usually the best Pokemon for setting up Sunny Day. Faster, cannot be stopped and stops other Pokemon setting up something bad like Trick Room and Rain Dance with Taunt. The plan is Crobat to use Sunny Day for Typhlosion's Eruption to do MAJOR damage. Or I'd use Taunt first for Trick Roomer or status affecters and Protect on my Typhlosion.

Then I'd rather sweep with Sludge Bomb or Heat Wave depending on the opponent.

Fun fact: Heat Wave does more damage than Sludge Bomb when Sunny Day is in effect.

289.png

Pokemon Name: Slaking
Nature: Adamant
EV's: 252 Atk/4 Def/248 Speed
Held Item: Leftovers
Return
Fire Punch
Earthquake
Shadow Claw

This is another huge and dangerous sweeper in this team which'll also do alot of damage.

This Pokemon is useful for teaming up with Tyhlosion or my supporting Crobat. When I found myself a Skill Swapper or a Pokemon that has Gastro Acid, look out world!

Return is used for well, STAB sweeping. It can almost OHKO any Pokemon (excluding the type disadvantadges if it has a chance).

Fire Punch is used when Sunny Day is up and running for more damage. Makes Grass and Steel types melt away.

Earthquake is to break apart Rock and Electric type Pokemon.

And finally, Shadow Claw is for Ghost and even Psychic types. It has a high critical hit ratio so it's most likely to get critical hits.

Now, I'm still not sure which is the best Pokemon to team up with the Slaking. It has to be a Pokemon with Skill Swap or Gastri Acid to disable Traunt for Slaking to sweep. Can you help me on the last slot and please tell me if this is a good Frontier team so far? Thank you.
 
Bulky Mixnine. (Arca) Nine hour nap.

Hi guys, this is a Arcanine set i've been using with great results. Check it out: ( this set is called:

(Arca) Nine hour nap. (Bulky mixed Arcanine set)




59_arcanine_2_m.png

Arcanine@ Life orb
Ability: Flash Fire (or Intimidate)
Ev's: 112Hp/ 16Atk/ 12Def/ 252Spatk/ 116 Spe
Nature: Naive (+Spe, -SpD)
-Extremespeed
-Fire Blast
-HP Ground
-Rest/ Crunch/ Morning Sun ( If you have HG/SS)

Ok, Lets start off with the Ev's. 112 Hp brings you to 349 for a stat. This allows you to take some hits, and last longer with the recoil damage. Since I use rest on this set, i have someone on my team with heal bell so after i rest on a switch or something, i can switch out, and save him for later after clearing his status. Other than that, you can go with crunch, or even a chesto berry to wake you from your rest. Whatever floats your boat. Also, as "blasphemy1" brought to my attention, you could use morning sun over rest if you have HG or SS right now. I would suggest Morning sun, as that is going to be the only viable option once they get released in English.

With 252 Special attack and life orb, you can 1HKO a + Speed nature heatran with no scarf and minimal HP investment without stealth rock damage on it after switching in to a fire blast or something. As for UU play, lets take houndoom for example. When arcanine switches in on a fire attack, it can hit it with HP ground, and 1HKO 95% of the time without stealth rock damage inflicted. But the other 5% of the time, you can follow up with an extremespeed right to it's face for the KO. Just for an example of it against some top competitors in OU play: He can come in on (Adamant) lucario as it swords dances, and then out speed it, and 1HKO with fire blast. He can also take a swords danced extremespeed 50% of the time at full health. He also can switch in on a scizor with no spD Ev investment, take a bullet punch, and then KO with fire blast.

With 116 speed Ev's, he can come in and out speed all pokemon up to neutral base 90 pokemon with 252 Ev's in speed and no scarf. I only put 16 Ev's into attack because with life orb, extremespeed will already be picking off what it needs to. Mostly weakened pokemon.

12 Ev's in defense is purely so i could get a few points up in that stat. It further helps coming in on physical attacks, as well.

I chose Naive nature on him because i wanted to outspeed Heatran and Lucario with as little Ev's given as possible. I changed it from hasty to take physical hits better. Namely, scizor's bullet punch.

I personally use flash fire for my team, but intimidate is definitely an option for coming in on the likes of lucario and scizor better, as it cuts their attack in half and if they swords danced it could get rid of their +1.

The great thing about this arcanine is that it can come in at any time, do what you need it to do, rest up (if needed), and get out. I hope i explained this enough. Thanks. I hope you like it. Give it a try!

Just do give you an idea of this guys power and defensive abilities:

Damage calculations: (offensive)

Fire Blast vs. 0 Hp/ 0SpD Adamant lucario = 303.2%-357.3% (OHKO)
Fire Blast vs. 248 Hp/ 0SpD Adamant scizor = 444.2% - 523.3% (OHKO)
Fire Blast vs. 248Hp/ 252SpD Adamant scizor = 337.0% - 398.8% (OHKO)
HP Ground vs. 0Hp/ 0 SpD Naive heatran = (OHKO) (Sorry guys, i couldn't find a damage calc with HP on it :/ )

I'll put the defensive side up soon, as soon as the damn damage calculator starts working >.<
 
Hi guys, this is a Arcanine set i've been using with great results. Check it out: ( this set is called:

(Arca) Nine hour nap. (Bulky mixed Arcanine set)




59_arcanine_2_m.png

Arcanine@ Life orb
Ability: Flash Fire
Ev's: 124Hp/ 16Atk/ 252Spatk/ 116 Spe
Nature: Naive (+Spe, -SpD)
-Extremespeed
-Fire Blast
-HP Ground
-Rest/ Crunch

Ok, Lets start off with the Ev's. 124 Hp brings you to 352 for a stat. This allows you to take some hits, and last longer with the recoil damage. Since I use rest on this set, i have someone on my team with heal bell so after i rest on a switch or something, i can switch out, and save him for later after clearing his status. Other than that, you can go with crunch, or even a chesto berry to wake you from your rest. Whatever floats your boat.

With 252 Special attack and life orb, you can 1HKO a + Speed nature heatran with no scarf and minimal HP investment without stealth rock damage on it after switching in to a fire blast or something. As for UU play, lets take houndoom for example. When arcanine switches in on a fire attack, it can hit it with HP ground, and 1HKO 95% of the time without stealth rock damage inflicted. But the other 5% of the time, you can follow up with an extremespeed right to it's face for the KO. Just for an example of it against some top competitors in OU play: He can come in on (Adamant) lucario as it swords dances, and then out speed it, and 1HKO with fire blast. He can also take a swords danced extremespeed 50% of the time at full health. He also can switch in on a scizor with no spD Ev investment, take a bullet punch, and then KO with fire blast.

With 116 speed Ev's, he can come in and out speed all pokemon up to neutral base 90 pokemon with 252 Ev's in speed and no scarf. I only put 16 Ev's into attack because with life orb, extremespeed will already be picking off what it needs to. Mostly weakened pokemon.

I chose Naive nature on him because i wanted to outspeed Heatran and Lucario with as little Ev's given as possible. I changed it from hasty to take physical hits better. Namely, scizor's bullet punch.

The great thing about this arcanine is that it can come in at any time, do what you need it to do, rest up (if needed), and get out. I hope i explained this enough. Thanks. I hope you like it. Give it a try!

A few questions:

-Why not run Intimidate? This increases Arcanine's ability to threaten Lucario and Scizor.
-Why not run 112 HP EVs > 124? It gives you 349 HP, which is better for Life Orb. This allows you to shift 12 EVs into another stat.
 
That's a good idea. I'll change that. Other than that, how do you like it? Oh and i run flash fire just because for my team i come in on fire attacks most of the time. But intimidate can be a solid option.
 
This is a very good point. I will change that. Other than that, how do you like it?

Seems solid. In UU, I would slash Morning Sun > Crunch, as it gives you very little use outside of Mismagius(who, despite being pretty bulky, takes plenty from Fire Blast). Morning Sun also allows you to mitigate stealth rock and life orb damage.
 
Seems solid. In UU, I would slash Morning Sun > Crunch, as it gives you very little use outside of Mismagius(who, despite being pretty bulky, takes plenty from Fire Blast). Morning Sun also allows you to mitigate stealth rock and life orb damage.

Aha! Another great idea. Is that a HG/SS move though? because if it is, then i'll just make it morning sun instead of rest or crunch when HG/SS comes out. Aside from that, i'll just put Rest/ Morning sun, since not all people have HG/SS
 
You may want to stick to Crunch or Rest since Morning Sun won't do you very well against any teams running Sandstorm (i.e. Tyranitar/Hippowdown).
 
So, little sick of trying to rapid spin stuff away only to be blocked by a guy I can't really do anything against. Lacking a significant way to impact the ghost that just came in. I made a quick list of pokes who can learn rapid spin and results from what a a blockers could do, or have done to them. Looking to do decent damage to, or cripple the blocker.

Assuming rotom as the spin blocker (he's the best really)


Starmie
dpmfa121.png

Pro
Natural cure to help with WoW or toxic.
Can run a choice set equally well to help with trick
Can do good return damage with hydropump

Con
Is threatened out by both stabs of rotom.
Really can't do anything back except hit it on the switch in.
Known for spinning.
Hydro pump likes to miss at bad times.
Donphan
dpmfa232.png

Pro
Ice shard
Immune to electric stab


Con
Wow ruins him as a useful poke.
Only has Assurance to hit for SE damage.
Known as spinner.


Forretress
dpmfa205.png

Pro
Hazards
Payback for SE damage

Cons
Rotom H will easily kill it.
Move pool outside hazards is limited.
Known spinner


Sandslash
dpmfa028.png

Pros
Night Slash or Shadow Claw for SE attacks.

Cons
Outclassed
WoW susceptible


Blastoise
dpmfa009.png

Pro
Good move pool with options

Cons
Bite as his best SE answer
Hit SE by Rotom stab

Tentacruel
dpmfa073.png

Pro
Has payback.
Toxic spikes and absorbs toxic spikes.

Cons
Rotom stab and electric weakness.


Cloyster,
dpmfa091.png

Pros
Payback

Cons
Low special D and weakness plus stab.


Hitmonlee
dpmfa106.png

Pros
Has sucker punch,
Not a known spinner so you may be able to get it in as surprise.

Cons
But Sucker Punch does nothing against wow, who is then crippled
However at the same time they may switch into a ghost anyway for the predicted fighting attack.

Delibird

.... yeah moving on


Armaldo
dpmfa348.png

Pros
It can spin?

Cons
No good moves to hit back ghosts.

Hitmonchan
dpmfa107.png

Pros
Has pursuit.
Decent coverage with elemental punches.
Not expected spinner

Cons
WoW issues.
Lack of other utility.
Likely to still switch into ghost to avoid fighting move


Kabutops
dpmfa141.png

Pros
Rain Dance teams
Learns Night Slash
Swords dance

Cons
Outside of rain team looses alot of oomph.
WoW weakness.
Electric weakness
Uncommon spinner


Hitmontop
dpmfa237.png

Pros
Two really good ablities.
Pursuit
Sucker punch


Cons
Priority move list outside sucker punch doesn't bother rotom.
WoW weakness.


That is all of them except the focus of this thread


Claydol
344.png

Pros
Immune to spikes/toxic spikes
Resist SR
Electric immunity
Good defenses
Alot of options
As special attacker doesn't mind WoW

Cons
Ghost weakness
Mediocre offensive stats.
Weak to other rotom forms special move.

I want to try claydol as an option for a spinner on my teams. However I would like to do significant damage back when the blocker comes in. Unsure of what I want to fit into the spaces on this build.


Claydol @ ???
modest
???/252 spatk/
Shadow ball
Earth Power
Rapid Spin
???

Ev options
His speed is medicore at 75. I don't think adding evs here will do much for him offensivly. Dumping them into hps is likely the best option.

Move slot options
Huge list of choices. I could dump Earth Power and use Ice/Charge beam for better coverage. However that would leave a lack of stab moves.

Viable options include
Ice beam
Charge beam
Explosion
calm mind
toxic
screens
psychic
grass knot
trick

Item options

Choice specs/trick combo would help against trick rotoms. Giving choice for choice, and then just dump whatever they give me off on something else.
Leftovers are always an option.
Screens would be good to have light clay.

At current I am leaning towards a trick/specs build. Looking to get some feedback into him before serious testing.
 
You may want to stick to Crunch or Rest since Morning Sun won't do you very well against any teams running Sandstorm (i.e. Tyranitar/Hippowdown).

exactly,lets not forget this is for OU,so t-tar and hippo are farly common...i also want to post a dragonite that i made myself using what i learned from all my battles,and he show the clear different from mence and nite
dragonite @ Life Orb
Ability: Inner Focus
EVs: 144 Atk/114 Spd/252 SAtk
Rash nature (+SAtk, -SDef)
- Draco Meteor
- Extremespeed
- Thunderbolt
- Superpower

this guy...he is a monster,the moveset explain everything by itself,draco meteor is so overpowered with STAB,and ohko lots of different pokemons,extreme speed does good damage to most pokemons,got priority what allow me to kill faster and weakned pokemons,thunderbolt ohko gyarados,2hko vaporeon and does good damage to other pokemons,superpower ohko t-tar,often ohko snorlax and always ohko blissey with SR in play,the evs are different,enough speed evs to outspeed any pokemon that try to outrun adamant t-tar by 1 point,max out special atack to deal massive damage with draco meteor,and the rest is put into atack that by a funny concidency,allow me to score some neat ohkos and 2hkos with my physical moves...i call this dragonite..the draco knight!!!
 
You may want to stick to Crunch or Rest since Morning Sun won't do you very well against any teams running Sandstorm (i.e. Tyranitar/Hippowdown).

Reread my post, heck, I'll post it here for you:

Seems solid. In UU, I would slash Morning Sun > Crunch, as it gives you very little use outside of Mismagius(who, despite being pretty bulky, takes plenty from Fire Blast). Morning Sun also allows you to mitigate stealth rock and life orb damage.

Note, "In UU". Nuff said.

@ Super Weavile: Yes, it is a HGSS egg move. There will probably be plenty of Morning Sun Arcanine floating around(has become a great move on him) by the time the english version is released, so you can just add it as a third slash.

@ Lucalibur: I feel that Extremespeed is more of "another option" since it doesn't help with coverage. Fire Blast > Thunderbolt allows you to simultaneously hit Metagross and Skarmory super effective, and if you want to 2HKO bulky waters with Thunderbolt + Draco Meteor, Tbolt is most likely the better option. I'd use the analysis anti-lead set if you want to use Extremespeed. It still packs a punch late game, but supports your team as well.

@ Bamce: Armaldo is actually has it easy when attacking ghosts, as it has access to STAB Stone Edge AND Knock Off, the latter of which helps against bulkier ones like Rotom-A and Dusknoir, while Stone Edge eliminates Froslass and Gengar.
 
Hitmontop
dpmfa237.png

Pros
Two really good ablities.
Pursuit
Sucker punch

From my experience it seems almost every Rotom carries WoW or TWave and will abuse it ASAP. What you could try doing here is throwing sub on to Hitmontop, and then Sucker Punch perhaps? Or Pursuit. The sub would force Rotom to use up an attack and eat a Punch, likely resulting in a KO, or to switch out with a pogey out with a sub up. Pursuit would work in a similar fashion, it would just ensure you do get rid of Rotom. Throw a little investment in to HP/SpD EV's and I think it could work. I'm just throwing out random theorymon here and I'm kinda tired but it's an idea that grazed my mind.

Reread my post, heck, I'll post it here for you:



Note, "In UU". Nuff said.

Erm, I actually didn't read your post to be honest. I just read where he posted "-Rest/ Crunch/ Morning Sun ( If you have HG/SS)" and posted as such. No need to assume I was ignorantly directing it at you. * Yawn *
 
the dragonite itself is not a electivire,i dont use him to hit the entire metagame super effective,i fell that be able to kill the likes of vaporeon hard with no drop in special atack is better then hit metagross,who is often lead and will be dead by the time and the likes of jirachi and scizor are not a lot off trouble for my team,fire blast or thunderbolt really varies on the team,and extreme speed was no filler on the moveset,its not made for coverage but finish off weakned pokes,you say that is like saying extreme speed is filler on lucario...
 
Lucalibur: although that set is not exactly innovative, as you just replaced flamethrower with ES from the mixNite in the analysis, I think that you should consider running a + Spe nature. With an EV spread of 112 Atk\ 162 SpA\ 236 Spe and a hasty\naive nature you achieve 332 Atk\ 276 SpA\ 280 Spe. 280 Spe is extemely important as it allows you to beat a lot of Pokemon which you can't hit hard enough with ES, notably: adamant Gyarados (which you can ohko with thunderbolt before it ko's you with stone edge), adamant Kingdra, naive Heatran (which may ohko you with hp ice, while you can ko it with superpower), and adamant Lucario.

With this spread the SpA loss is notable, but I think that it's worth testing as thunderbolt + DM still eliminate what they need to.
 
no serious? i did? i never saw the mixnite set on the smogon analysis..sorry about that! haha...well i might give this set a shot,but like i said before,it depend on your team and what exactly you want the dragonite to cover,i pretty much got kingdra,heatran covered and lucario to a extend,but if this set you showed work better...well i am going to test,thanks anyway! and sorry again about the set being almost the same of the analysis,i had no idea....
 
Here's a little number I've been using the past day or so with success.

Sharpedo
Item: Focus Sash
Nature: Naughty
EV's: 252 Attack, 54 Speed, 204 Special Attack
- Aqua Jet
- Crunch
- Earthquake
- HP Fire


So, this is an anti-lead I've been using. Posting it up since I'll be switching my team around soon, but this has worked fairly well if I do say so. Takes care of your common leads like Azelf, Metagross, Jirachi, Infernape and Aerodactyl, while providing as a solid check for Scizor as well as Skarmory, Forretress and the like.

Lead starts off, either Crunch or Earthquake. If it's your typical Focus Sash user, they'll likely Stealth Rock (which is fine, my team isn't overly weak to SR anyway), and you bring them down to 1 HP. Then knock them out with Aqua Jet. Against other leads like Jirachi and Metagross, if they attack, you'll still get the 2HKO. If they don't, it's even better, as once they SR and you 2HKO, they'll bring in a physical wall or pogey with good resists assuming it's holding Choice Band. Typically this is Scizor, although Forretress will also come in too. HP Fire is a 1HKO on 252 HP Forrey, and a 1/2HKO against Scizor depending on the circumstances. HP Fire will always 1HKO if the HP EV's are not maxed/near max. If they are, it's a 2HKO 100% of the time if Scizor comes in on anything at all then gets hit via HP Fire, gets hit by HP Fire then is hit via priority of Aqua Jet, or if Scizor is hit by HP Fire and then hits Sharpedo with Bullet Punch/Quick Attack/U-Turn/Everything else basically, all thanks to Rough Skin. Most of the time it's a 1HKO.

Special Attack EV's are there to KO Forrey in 1HKO, Attack EV's self explanatory, and rest were thrown in to Speed. I was too lazy to come up with a magic number. A few calcs below:

Azelf 252 HP 103% with Crunch
Metagross 252 HP 49% with Earthquake
Jirachi 252 HP 55% with Earthquake
Aerodactyl 252 HP 64% with Aqua Jet
Infernape 252 HP 102% with Earthquake
Forretress 252 HP 101% with HP Fire
Scizor 252 HP 288/344 HP Fire, 67/344 Crunch, 56/344 Earthquake
 
Ive been trying a new lead Azelf and i really like it
487.png

Azelf
Jolly
252 Attack/ 252 Speed/ 4 HP
Item: Choice Scarf
Trick
Thunder-Wave
Stealth Rock
Explosion

This lead has done pretty well for me Trick the Scarf on the other Poke that lays down Rocks and while they Switch you Paralyze the Poke coming in. (Ive seen that the most common switch in to it is Rotom/Gengar So thats good to get them statused right away :D) You then get to lay down your Rocks and sometimes you gain a Focus Sash in return so no matter what you get them up. And then Explode when your all finished XD The only leads that this really fails against is Tyranitar (Although works if they SR first but its still an iffy move) Ninjask but only if it protects the first turn. And Infernape.
 
Ive been trying a new lead Azelf and i really like it
487.png

Azelf
Jolly
252 Attack/ 252 Speed/ 4 HP
Item: Choice Scarf
Trick
Thunder-Wave
Stealth Rock
Explosion

This lead has done pretty well for me Trick the Scarf on the other Poke that lays down Rocks and while they Switch you Paralyze the Poke coming in. (Ive seen that the most common switch in to it is Rotom/Gengar So thats good to get them statused right away :D) You then get to lay down your Rocks and sometimes you gain a Focus Sash in return so no matter what you get them up. And then Explode when your all finished XD The only leads that this really fails against is Tyranitar (Although works if they SR first but its still an iffy move) Ninjask but only if it protects the first turn. And Infernape.
I've been using a similar set with Uxie, the Trickscarf set. That Uxie has U-turn over Explosion, but no other moveset changes from this Azelf. Uxie is better for the job because it is bulkier, so it can survive the first turn and set up SR against things like Metagross and Shucatran. Uxie doesn't have Azelf's Speed, but still has enough Speed to outspeed Aerodactyl with the Scarf boost. The extra Speed from going to Azelf only helps with Scarf Jirachi, and Azelf loses to it anyway. Uxie also has the bulk to beat Infernape, and can spread Thunder Wave paralysis better with its higher defenses.
 
I've been using a similar set with Uxie, the Trickscarf set. That Uxie has U-turn over Explosion, but no other moveset changes from this Azelf. Uxie is better for the job because it is bulkier, so it can survive the first turn and set up SR against things like Metagross and Shucatran. Uxie doesn't have Azelf's Speed, but still has enough Speed to outspeed Aerodactyl with the Scarf boost. The extra Speed from going to Azelf only helps with Scarf Jirachi, and Azelf loses to it anyway. Uxie also has the bulk to beat Infernape, and can spread Thunder Wave paralysis better with its higher defenses.

I havent tried Uxie yet..... but yeah that set has problems with Infernape, either it gets to SR or Trick its scarf to it :/ But Explosion is why i use Azelf lol
 
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