New and 'creative' moveset/EV spread thread - UU Edition

@Exclamation Point: Are those sets that have been posted before? If so, sorry, never saw those. Whoops!

If they're modifications you made, the moveset changes make sense, but I have to ask why bother putting EVs into Speed when he's not going to be outrunning any leads ever either way. Then again, I suck with EVs... (even WITH speed tiers and such)

Also, Machoke's Bullet Punch will be ridiculously weak...
 
Are those sets that have been posted before?

Not that I know of, however, they are pretty 'standard' sets.
I have to ask why bother putting EVs into Speed when he's not going to be outrunning any leads ever either way.

The 48 Ev's put you 1-2 Points higher than Base Speed 50's notably Registeel, Chansey, and Donphan. Maxing Speed on the Sash set allows him to outrun a majority of walls as well as running HP Evs with Focus Sash is redundant.

Also, Machoke's Bullet Punch will be ridiculously weak...

Two words, Focus Sash.
 
Two words, Focus Sash.

Except I know from testing this that it hardly ever one-hit KOs anything or activates ANY Focus Sashes. Substitute will be much more useful after one Dynamicpunch than Bullet Punch, since you're not taking anything down to Bullet Punch's kill range anyway, and Machoke will probably die if you don't set up to Dynamic whatever's coming out next.
 
Mixed attacking Exeggutor

Exeggutor@ Life Orb
Brave
224 hp / 252 attack / 32 special attack
103.png


Wood Hammer
Zen Headbutt
Leaf Storm
Synthesis

32 special attack with a brave nature allows for a 1hko on Regirock the standard 320 special defense outside of sand storm, and does an average of 72% in SS. Max attack to pump the weaker of the two base stats, the rest was dumped into attack. Wood Hammer does good amounts of damage coming from 317 attack and with Life Orb. Zen Headbutt and Wood Hammer get decent neutral coverage. Synthesis helps with all the recoil you'll be taking.
 
Mixed Coconuts
103.png

@ Life Orb
Ability: Chlorophyll
EVs: 208 Atk/48 Spd/252 SAtk
Lonely/ Naive nature
- Low Kick
- Leaf Storm
- Explosion
- Sleep Powder
---

2HKO's Registeel
Outruns the now ever-common Clefable
Not walled to hell and back by the uncommon Honchkrow and Venusaur
 
Of the two exeguttors, i prefer the second
Im not sure it isnt walled by Insomnia Honch, unless you explode on the switch (people generally dont do that?). If Honch does get in sucker punch/brave bird/pursuit you will fall to one of them.
Venusaurs are getting faster i think, so may be able to sleep you first (if you dont sleep on the switch, you may have already slept something). just watch out for substitute on venusaur which isnt uncommon on SD versions.

@diesel, yeah i sort of concluded the same thing while i was writing.
 
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Mesprit @ Choice Scarf
Psychic
Ice Beam
Thunderbolt
Shadow Ball / U-Turn
Modest
16 HP / 240 Spe / 252 SpA

I'm pretty sure this set is already on Smogon, but I feel it's worth mentioning here anyway. I've been using it to great effect mostly as a revenge killer, but it does a very good job at taking down sweepers and physical walls.

Ice Beam and Thunderbolt's great coverage, Psychic's STAB, and additional coverage brought by either Shadow Ball will severely dent much of UU. Outspeeding everything up to 252 Spe+ Swellow is a huge plus too, allowing you to revenge kill very effectively.

A big part of Mesprit's value is the sheer surprise value, as not many people expect to see Mesprit, and Choice Scarf is one of its rarer sets. It's able to function as a revenge killer and physical wall breaker, and is also able to sweep late game if you get rid of everything that it doesn't like. U-Turn is available in lieu of Shadow Ball, if you'd rather scout.

I've found Blaziken makes a good team mate for Mesprit, being able to use Fighting and Fire STABs on the Steel and Dark types that give this set trouble. I've been using an LO Mixed set on Blaziken with this Mesprit to great effect. Something to lure in the Types of pokemon (Flying, Grass, Ground, etc) that Mesprit can OHKO is very effective as well. Again, Blaziken is great here, as can be Feraligatr and Rhyperior.

Sorry if this post seems jumbled, it's 5 am and I've been up all day, but I hope I made some kind of point. Mesprit becomes one of the best Boltbeamers in UU with this set, and combined with Psychic and Shadow Ball it has fantastic SE coverage.
 
tYxnS.png

Mesprit @ Choice Scarf
Psychic
Ice Beam
Thunderbolt
Shadow Ball / U-Turn
Modest
16 HP / 240 Spe / 252 SpA

I'm pretty sure this set is already on Smogon, but I feel it's worth mentioning here anyway. I've been using it to great effect mostly as a revenge killer, but it does a very good job at taking down sweepers and physical walls.

Ice Beam and Thunderbolt's great coverage, Psychic's STAB, and additional coverage brought by either Shadow Ball will severely dent much of UU. Outspeeding everything up to 252 Spe+ Swellow is a huge plus too, allowing you to revenge kill very effectively.

A big part of Mesprit's value is the sheer surprise value, as not many people expect to see Mesprit, and Choice Scarf is one of its rarer sets. It's able to function as a revenge killer and physical wall breaker, and is also able to sweep late game if you get rid of everything that it doesn't like. U-Turn is available in lieu of Shadow Ball, if you'd rather scout.

I've found Blaziken makes a good team mate for Mesprit, being able to use Fighting and Fire STABs on the Steel and Dark types that give this set trouble. I've been using an LO Mixed set on Blaziken with this Mesprit to great effect. Something to lure in the Types of pokemon (Flying, Grass, Ground, etc) that Mesprit can OHKO is very effective as well. Again, Blaziken is great here, as can be Feraligatr and Rhyperior.

Sorry if this post seems jumbled, it's 5 am and I've been up all day, but I hope I made some kind of point. Mesprit becomes one of the best Boltbeamers in UU with this set, and combined with Psychic and Shadow Ball it has fantastic SE coverage.

I like this set, it seems pretty good... Here are a few damage calcs that I came up with;
Against 4 HP / 0 SpD Missy w/Shadow Ball; 60.31% - 71.76%
Against 4 HP / 0 SpD Dugtrio w/Ice Beam; OHKO
Against 4 HP / 0 SpD Froslass w/ Shadow Ball; 78.72% - 91.92%
Against 252 HP / 0 SpD Froslass w/Shadow Ball; 64.53% - 76.16%
Against 252 HP / 4 SpD Weezing w/Psychic; OHKO

So, just from these few, I can see that this Mesprit makes a great Dugtrio counter, and a suprisingly good Weezing counter too. However, Missy is a problem as it is not OHKO'd and it can OHKO Back with an Unboosted Shadow ball when running 252 SpA / Timid / Life Orb...
I know these are only rough calcs, but they give a fair impression of how this will do against some Offensive and Defensive threats.
 
I like this set, it seems pretty good... Here are a few damage calcs that I came up with;
Against 4 HP / 0 SpD Missy w/Shadow Ball; 60.31% - 71.76%
Against 4 HP / 0 SpD Dugtrio w/Ice Beam; OHKO
Against 4 HP / 0 SpD Froslass w/ Shadow Ball; 78.72% - 91.92%
Against 252 HP / 0 SpD Froslass w/Shadow Ball; 64.53% - 76.16%
Against 252 HP / 4 SpD Weezing w/Psychic; OHKO

So, just from these few, I can see that this Mesprit makes a great Dugtrio counter, and a suprisingly good Weezing counter too. However, Missy is a problem as it is not OHKO'd and it can OHKO Back with an Unboosted Shadow ball when running 252 SpA / Timid / Life Orb...
I know these are only rough calcs, but they give a fair impression of how this will do against some Offensive and Defensive threats.

You can't exactly "counter" Dugtrio without a pokemon that has Trace. Even then, one of your pokemon is still likely to die. Dugtrio will switch out of Mesprit's ground immunity, good defense (105) and ability to use Ice Beam anyways.

If the set is in the analysis, why bother posting it in the creative moveset thread?
 
I've found SubRise Raikou to be quite effective, not least because most opponents don't expect it. The bad thing about it is, if you run Calm Mind as well you are stopped by all Ground-types, even if you are immune to their Earthquakes. Still, it's helpful to dodge Registeel while preserving your Lefties as well as to be able to beat those who don't have other options against it (like Claydol). Raikou's defensive stats are usually decent enough to take a few hits, so no complaints there.

This is the set I have been using:

243.png

Raikou @ Leftovers
Substitute
Magnet Rise
Thunderbolt / Charge Beam
Hidden Power Grass / Ice / Calm Mind
Timid
4 HP / 252 SpA / 252 Spe

Raikou is supposed to be played similarly to SubRise Magnezone in OU, except with no Magnet Pull but much more Speed. Come in on something you threaten, and set up a Sub on the switch. If you predict an Earthquake (not all that hard really) use Magnet Rise, which not only keeps your Substitute intact but also occasionally prevents the opponent from being able to break your Sub with any of your other moves (such as EQ/IS/RS/SR Donphan or non-Explosion Registeel). It also protects you against revenge-killing by Duggy if your Substitute is down. If you can, start Calm Minding or Thunder Waving on the switch, but you can usually pick the right move, as prediction is greatly eased by simply being behind a Substitute. If you choose Charge Beam, you cannot set up on Ground-types such as Steelix, so you will have to make do with Hidden Power. You can set up on most other things though. Hidden Power Grass or Ice is the old coverage argument - on the one hand Lanturn and Quagsire, on the other hand Venusaur and Tangrowth.

This set still has Chansey problems, as well as coverage problems should you lack the correct Hidden Power choice. Duggy is recommended to rid you of Chansey, Lanturn, weakened Steelix and Rhyperior, weakened Venusaur, and just about anything Raikou has problems with. Leftovers can be used in full security, as Magnet Rise makes Shuca Berry redundant.
 
You can't exactly "counter" Dugtrio without a pokemon that has Trace. Even then, one of your pokemon is still likely to die. Dugtrio will switch out of Mesprit's ground immunity, good defense (105) and ability to use Ice Beam anyways.

If the set is in the analysis, why bother posting it in the creative moveset thread?
Because it was 5am and I couldn't be arsed to check. Either way the analysis devotes all of two sentences to it, and only in relation to the OU metagame. In UU it poses a much more potent threat. I felt it was worth bringing up since Scarf Mesprit sees about 0.2% usage and I account for at least two thirds of that.
 
hello ppl I like butterfree cuz there`s lots of memories i have with it so i decided to make up a "better" move set for it.

pokemon:butterfree
moveset name:Betterfree
move1:stun spore/sleep powder
move2:giga drain/dream eater
move3:u turn/bugbuzz
move4:tail wind/poison powder/stun spore/ sleep powder

ability:compound eyes(DUH!!!)
nature(s):jolly(+atk) timid(+spe) modest(+sp.atk)
item:salac berry/custap berry/big root

EVs:well i guess it all depends if u want support or not...
support:/252 spe/252 atk/4 def/
(the atk evs are to make sure u-turn does max-damage)
offense:/252 spe/252 sp.atk/4 def/

stratagy:well as i see it if u use sleep powder/stun spore first u can force a switch and if they switch u can catch em wit poison powder/stun spore if u choose to use it, but if they don`t switch do to shadow tag, block,(ect.) u can use dream eater/giga drain. if u use stun spore on the switch then take a chance and use tail wind after that and if ur still alive use u-turn/bug buzz.
 
hello ppl I like butterfree cuz there`s lots of memories i have with it so i decided to make up a "better" move set for it.

pokemon:butterfree
moveset name:Betterfree
move1:stun spore/sleep powder
move2:giga drain/dream eater
move3:u turn/bugbuzz
move4:tail wind/poison powder/stun spore/ sleep powder

ability:compound eyes(DUH!!!)
nature(s):jolly(+atk) timid(+spe) modest(+sp.atk)
item:salac berry/custap berry/big root

EVs:well i guess it all depends if u want support or not...
support:/252 spe/252 atk/4 def/
(the atk evs are to make sure u-turn does max-damage)
offense:/252 spe/252 sp.atk/4 def/

stratagy:well as i see it if u use sleep powder/stun spore first u can force a switch and if they switch u can catch em wit poison powder/stun spore if u choose to use it, but if they don`t switch do to shadow tag, block,(ect.) u can use dream eater/giga drain. if u use stun spore on the switch then take a chance and use tail wind after that and if ur still alive use u-turn/bug buzz.

With your EVs, Butterfree won't take a single hit, and, tbh, it shouldn't be used offensively. The only time I ever use it is as a lead. This lead, to be exact;
• Butterfree @ Choice Scarf
• Jolly
• 248 HP / 28 Def / 232 Spe
• Toxic
• Sleep powder
• Stun Spore
• U-Turn
This is actually a brilliant UU lead, IMO. The Given EVs allow it to outspeed everything except Electrode, and switch into SR 3 times instead of 2. Triple Stats + Compoundeyes gives me a reliable, flexible way to spread stats around my opponent's team, and U-Turn is for revenge killing opponents on very low HP.
 
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Pokemon: Shiftry

Moveset:

Swords Dance
Seed Bomb
Sucker Punch
Explosion/Brick Break

Item: Life Orb
Ability: Chlorophyll
Nature: Adamant
EVs: 252 Atk, 252 Speed, 4 HP

This Shiftry is a physical based. Use with Sun Support, and it can be devastating. Most people assume that Shiftry is using the standard Solarbeam set, only to be surprised by this set. After a Swords Dance and Life Orb boost, Shiftry will have 852 Attack, enough to wreak havoc. A Swords Danced Seed Bomb nails obvious OHKOs on the walls of UU like Donphan and Milotic. Sucker Punch may seem out of place when you have 518 speed (In sun) but it is his only physical Dark attack that is useful, and there is merit by using it. When your speed is as high as 518 you are bound to attract a lot of priority attackers like Extremespeed, Mach Punch, Vacuum Wave etc. which screw Shiftry up pretty badly, but Sucker Punch will KO them before he gets KOed. Like a Swords Danced Sucker Punch OHKOs Blaziken and Toxicroak (Despite being resisted) before they can use Vacuum Wave on Shiftry and own him. Finally, we have Explosion. This, plus higher speed, is what makes this set not get outclassed by Cacturne. A Swords Dance Explosion will OHKO even resisted stuff. Brick Break is an option to hit Steels but Cacturne generally does that better.
 
275.png

Pokemon: Shiftry

Moveset:

Swords Dance
Low Kick
Sucker Punch
Seed Bomb/ Explosion

Item: Life Orb
Ability: Chlorophyll
Nature: Adamant
EVs: 252 Atk, 252 Speed, 4 HP

Low Kick hits Steels and Rocks harder. Low Kick and Sucker Punch have great coverage together. Seed Bomb is preferred over Explosion to help round out coverage.
 
I've found SubRise Raikou to be quite effective, not least because most opponents don't expect it. The bad thing about it is, if you run Calm Mind as well you are stopped by all Ground-types, even if you are immune to their Earthquakes. Still, it's helpful to dodge Registeel while preserving your Lefties as well as to be able to beat those who don't have other options against it (like Claydol). Raikou's defensive stats are usually decent enough to take a few hits, so no complaints there.

This is the set I have been using:

243.png

Raikou @ Leftovers
Substitute
Magnet Rise
Thunderbolt / Charge Beam
Hidden Power Grass / Ice / Calm Mind
Timid
4 HP / 252 SpA / 252 Spe

Raikou is supposed to be played similarly to SubRise Magnezone in OU, except with no Magnet Pull but much more Speed. Come in on something you threaten, and set up a Sub on the switch. If you predict an Earthquake (not all that hard really) use Magnet Rise, which not only keeps your Substitute intact but also occasionally prevents the opponent from being able to break your Sub with any of your other moves (such as EQ/IS/RS/SR Donphan or non-Explosion Registeel). It also protects you against revenge-killing by Duggy if your Substitute is down. If you can, start Calm Minding or Thunder Waving on the switch, but you can usually pick the right move, as prediction is greatly eased by simply being behind a Substitute. If you choose Charge Beam, you cannot set up on Ground-types such as Steelix, so you will have to make do with Hidden Power. You can set up on most other things though. Hidden Power Grass or Ice is the old coverage argument - on the one hand Lanturn and Quagsire, on the other hand Venusaur and Tangrowth.

This set still has Chansey problems, as well as coverage problems should you lack the correct Hidden Power choice. Duggy is recommended to rid you of Chansey, Lanturn, weakened Steelix and Rhyperior, weakened Venusaur, and just about anything Raikou has problems with. Leftovers can be used in full security, as Magnet Rise makes Shuca Berry redundant.

I like this set, very tricky and can do a lot of harm. Of course there are a couple of problems with this set, namely pokemon that can counter this set entirely. Other raikou for instance, can calm mind freely on this raikou and leave you with no chance of harming it, so make sure you keep dugtrio with you until you have seen the entirety of the opponents team. And chansey. Another problem is the HP type. I'd recommend changung it to fire, because not only does it supply good type coverage with an electric attack, but you can now take out a common pokemon that will switch in, steelix. But I like this set, without a doubt. It's creative, has good surprise factor, and looks like it can so some damage. Hope my opinions helped.
 
275.png

Pokemon: Shiftry

Moveset:

Swords Dance
Seed Bomb
Sucker Punch
Explosion/Brick Break

Item: Life Orb
Ability: Chlorophyll
Nature: Adamant
EVs: 252 Atk, 252 Speed, 4 HP

I've actually been running SD Shiftry on one of teams for a while, and I can safely say, that if you're not in the sun, this set as it is, is totally outclassed by Jolly Absol.

SD Shiftry has its advantages over Absol. The biggest ones are the Base 80 speed, the secondary Grass STAB, and the surprise of Sucker Punch.

So, a better set would run as follows:

Shiftry@Life Orb
Jolly, whatever ability
252 Atk/252 Spd/4 HP
- Swords Dance
- Seed Bomb
- Sucker Punch
- Low Kick

Low Kick is infinitely better than Brick Break. It OHKOs standard Registeel at +2, and IIRC, via the glitch, it can OHKO Regirock and Steelix as well. Explosion is a very hard-hitting move, but you attain far better coverage with Seed Bomb. The only major Pokemon you miss out on taking down is Venusaur, who, IMO, is the biggest threat to the team.

Seed Bomb, like you said, is obvious STAB. It rips most Bulky Waters and Grounds, and Rocks (though Low Kick is better here), and will be your main form of attack on some neutral Pokemon.

Sucker Punch is the crux of the set. It, on numerous occasions, has saved my ass, and is the sole reason I use Shiftry to start with. OHKOs Honchkrow, Houndoom, and Absol after SR, and like you said, beats many Fighters as well. You have to watch out for Hitmonlee, though, hope it doesn't get smart and Mach Punch, if it's CB. CS versions are fair game. IMO, the only common Fighters it has trouble with are Hariyama and Hitmontop, for obvious reasons (read: bulk), though Low Kick deals good damage to the former.

Why use SD Shiftry? Like I said, it has the speed to pull in with a common tier (Base 80), and also has enough power and a good movepool to pull off sweeps. And it carries a surprise value, yet isn't an ineffectual gimmick at the same time.

EDIT: It's only problem is setting up, so I abuse Encore Gardevoir and Poliwrath to help it do so.
 
Grumpig ParaFlinchFusion Set

My friend gave me the idea of this set. It does do a good job of annoying the opponent and can force a lot of switches. Here it is:


Grumpig, Thick Fat, leftovers, Calm, 252 HP, 156 Def, 100 Sp.D
Confuse Ray
Thunder Wave
Extrasensory
Power Gem/Shadow ball (I need a little help with this last move)

Yeah, this set is a little different from most grumpig set's you might have seen, but it is very effective at annoying the opponent. Simple little strategy here, just confuse ray as soon as you get in, t-wave the next (They might switch but it doesn't really matter), and if they did switch confuse again. Then start attacking with extrasensory which adds on a flinch rate. Combine all the hax's together, and your opponent has a 27/80 (Or 33.75%) chance of attacking. You can opt to go with a careful nature and switch extrasensory to zen headbutt for better hax rate (24/80 or 30% chance of attacking), but grumpig's attack stat is so crappy compared to it's special attack that I would go with extrasensory. The last slot is hard, but power gem gives a broader type coverage for grumpig, where shadow ball is a little bit more powerfull but doesn't give much out of psychic's and ghosts. Shadow ball also means dark types can come in and take little damage from this set.

It's also good to have spikes and stealth rock support along grumpig, because this grumpig should will force a lot of switches. This means you should have a ghost on your team to stop an opposing rapid spinner, like mismagius, to keep those rocks and spikes up. This grumpig is made very bulky, and with thick fat, switching in on fire and ice attacks is easy. 252 HP is obvious, and i split the rest of the EV's in both defense's just so it can handle attacks from both sides of the attacking spectrum.

Anyways, it's a little different from most grumpig you've seen (If you've seen any due to it being so underused), but if you like haxing your opponent to death, gathering up damage from SR and spikes, and kicking ass with a pig, then this Grumpig is for you. Please comment and leave any ideas. Thank you.
 
I like it. It makes a great anti-lead as you cover a lot of he common leads in UU. Hell, i'm going to use this set i like it so much. Against alakazam I'd probably protect first though, to see if it is a tricker, but it might sub or something so i'm not sure. I don't see anything wrong with this set, and hope you create more kickass sets like this one.
 
I've actually been running SD Shiftry on one of teams for a while, and I can safely say, that if you're not in the sun, this set as it is, is totally outclassed by Jolly Absol.

SD Shiftry has its advantages over Absol. The biggest ones are the Base 80 speed, the secondary Grass STAB, and the surprise of Sucker Punch.

So, a better set would run as follows:

Shiftry@Life Orb
Jolly, whatever ability
252 Atk/252 Spd/4 HP
- Swords Dance
- Seed Bomb
- Sucker Punch
- Low Kick

Low Kick is infinitely better than Brick Break. It OHKOs standard Registeel at +2, and IIRC, via the glitch, it can OHKO Regirock and Steelix as well. Explosion is a very hard-hitting move, but you attain far better coverage with Seed Bomb. The only major Pokemon you miss out on taking down is Venusaur, who, IMO, is the biggest threat to the team.

Seed Bomb, like you said, is obvious STAB. It rips most Bulky Waters and Grounds, and Rocks (though Low Kick is better here), and will be your main form of attack on some neutral Pokemon.

Sucker Punch is the crux of the set. It, on numerous occasions, has saved my ass, and is the sole reason I use Shiftry to start with. OHKOs Honchkrow, Houndoom, and Absol after SR, and like you said, beats many Fighters as well. You have to watch out for Hitmonlee, though, hope it doesn't get smart and Mach Punch, if it's CB. CS versions are fair game. IMO, the only common Fighters it has trouble with are Hariyama and Hitmontop, for obvious reasons (read: bulk), though Low Kick deals good damage to the former.

Why use SD Shiftry? Like I said, it has the speed to pull in with a common tier (Base 80), and also has enough power and a good movepool to pull off sweeps. And it carries a surprise value, yet isn't an ineffectual gimmick at the same time.

EDIT: It's only problem is setting up, so I abuse Encore Gardevoir and Poliwrath to help it do so.

Shiftry also has Explosion as something over Absol. Also a last resort move. And yeah, I forgot about Low Kick, it is much better.
 
My friend gave me the idea of this set. It does do a good job of annoying the opponent and can force a lot of switches. Here it is:


Grumpig, Thick Fat, leftovers, Calm, 252 HP, 156 Def, 100 Sp.D
Confuse Ray
Thunder Wave
Extrasensory
Power Gem/Shadow ball (I need a little help with this last move)

Yeah, this set is a little different from most grumpig set's you might have seen, but it is very effective at annoying the opponent. Simple little strategy here, just confuse ray as soon as you get in, t-wave the next (They might switch but it doesn't really matter), and if they did switch confuse again. Then start attacking with extrasensory which adds on a flinch rate. Combine all the hax's together, and your opponent has a 27/80 (Or 33.75%) chance of attacking. You can opt to go with a careful nature and switch extrasensory to zen headbutt for better hax rate (24/80 or 30% chance of attacking), but grumpig's attack stat is so crappy compared to it's special attack that I would go with extrasensory. The last slot is hard, but power gem gives a broader type coverage for grumpig, where shadow ball is a little bit more powerfull but doesn't give much out of psychic's and ghosts. Shadow ball also means dark types can come in and take little damage from this set.

It's also good to have spikes and stealth rock support along grumpig, because this grumpig should will force a lot of switches. This means you should have a ghost on your team to stop an opposing rapid spinner, like mismagius, to keep those rocks and spikes up. This grumpig is made very bulky, and with thick fat, switching in on fire and ice attacks is easy. 252 HP is obvious, and i split the rest of the EV's in both defense's just so it can handle attacks from both sides of the attacking spectrum.

Anyways, it's a little different from most grumpig you've seen (If you've seen any due to it being so underused), but if you like haxing your opponent to death, gathering up damage from SR and spikes, and kicking ass with a pig, then this Grumpig is for you. Please comment and leave any ideas. Thank you.

It sounds pretty good on paper. I am trying it out. You can opt for Heal Bell in the last slot, Grumpig can switch in to most special attacks with little trouble and cure your team.
 
I've actually been running SD Shiftry on one of teams for a while, and I can safely say, that if you're not in the sun, this set as it is, is totally outclassed by Jolly Absol.

SD Shiftry has its advantages over Absol. The biggest ones are the Base 80 speed, the secondary Grass STAB, and the surprise of Sucker Punch.

So, a better set would run as follows:

Shiftry@Life Orb
Jolly, whatever ability
252 Atk/252 Spd/4 HP
- Swords Dance
- Seed Bomb
- Sucker Punch
- Low Kick

Low Kick is infinitely better than Brick Break. It OHKOs standard Registeel at +2, and IIRC, via the glitch, it can OHKO Regirock and Steelix as well. Explosion is a very hard-hitting move, but you attain far better coverage with Seed Bomb. The only major Pokemon you miss out on taking down is Venusaur, who, IMO, is the biggest threat to the team.

Seed Bomb, like you said, is obvious STAB. It rips most Bulky Waters and Grounds, and Rocks (though Low Kick is better here), and will be your main form of attack on some neutral Pokemon.

Sucker Punch is the crux of the set. It, on numerous occasions, has saved my ass, and is the sole reason I use Shiftry to start with. OHKOs Honchkrow, Houndoom, and Absol after SR, and like you said, beats many Fighters as well. You have to watch out for Hitmonlee, though, hope it doesn't get smart and Mach Punch, if it's CB. CS versions are fair game. IMO, the only common Fighters it has trouble with are Hariyama and Hitmontop, for obvious reasons (read: bulk), though Low Kick deals good damage to the former.

Why use SD Shiftry? Like I said, it has the speed to pull in with a common tier (Base 80), and also has enough power and a good movepool to pull off sweeps. And it carries a surprise value, yet isn't an ineffectual gimmick at the same time.

EDIT: It's only problem is setting up, so I abuse Encore Gardevoir and Poliwrath to help it do so.

Nah, Hariyama take massive damage from a Swords Danced Seed Bomb, if not outright OHKO, and Hitmontop probably gets OHKOed. (Not sure, didn't do calculations) Although I admit they can be troublesome.
 
Bulk Up Hitmonchan Set

Hey ya'll. I got one more set to post atm, because i accidently posted it on the OU tier a week ago. Anyways, it's a bulk up Hitmonchan that I created because it does really well on the Shoddy Battle Server. Here it is:

Hitmonchan-Piston Pow, leftovers, Iron Fist, Careful,
Bulk Up
Drain Punch
Ice Punch/Mach Punch/Thunderpunch
Thunderpunch/Mach Punch/Ice Punch

This hitmonchan can really cause some havoc after a turn of bulk up. The startegy is pretty simple, come in on something that you will force out, bulk up, and react accordingly. Drain Punch, though beginning at a subpar base power of 60, after factoring in a bulk up, STAB, and iron fist, becomes a really powerful attack which provides Hitmonchan with a great tanking move, because it restores HP. For the next two moves, i recommend going with the boltbeaming elemental punches of t-punch and ice punch because it provides great coverage and get's a boost from iron fist. Mach punch is mentioned because you might come across weakened, but faster pokemon that can end hitmonchan's tanking prowess. But it all depends on what you think your team needs more of.

Hitmonchan has problems with a few pokemon (Venusaur, mismagius, rotom, and slowbro) but this set can still take down a number of these problems. Venusaur is a common switch in to hitmonchan, because they might assume a close combat or somthing along the lines of that, but even when they see bulk up, they don't switch. So this is where those 40 speed ev's come in. These ev's allow hitmonchan to outspeed the standard Bold 252HP 252 Sp.D 4 speed venusaur. After a bulk up, ice punch always 2HKO's venusaur with stelath rock support, and with a lum berry hitmonchan evades a fatal sleep powder that would shut it down. Hitmonchan 2HKO's the special sweeper mismagius set, while mismagius is unable to 2HKO with a life orbed shadow ball. Beware the bulky mismagius set's that have will-o-wisp however, even though lum berry makes judging the mag set a lot easier. Unless the willo mag is paralyzed, you will not be able to freely 2HKO mag without the chance of being burned. Same goes with rotom, watch out for the burn. Slowbro's the one that causes hitmonchan the most trouble. Unless you have 2 bulk ups currently on hitmonchan you will not be able to take slowbro one on one. Slowbro's standard 252 HP 252 Def set's psychic does 51.3-60.5% to this hitmonchan, so having a powerful dark typed pursuiter is very helpful alongside hitmonchan. This pursuiter can also take out other powerful psychic types that threaten hitmonchan, such as espeon, alakazam, or gardevoir that might try and come in and revenge kill hitmonchan.

The EV's of hitmonchan are pretty straightforward. 252 HP ev's gives hitmonchan great tanking potential. The attack ev's are their for the extra boost in power, and as mentioned before, the speed ev's are there to outrun the standard venusaur and 2HKO with ice punch. The special defense ev's and nature allow hitmonchan to take powerful attacks and respond with drain punch the same turn. Here are some calc's to show some of the attacks this hitmon can take:

Damage Calculations Against Hitmonchan w/ Careful Nature
Timid Max SpA Specs Scpetile Leaf storm vs. Hitmonchan: 76.9-90.4%
Mild Max SpA Blaziken Fire Blast vs. Hitmonchan: 64.8-76.3%
Modest Max SpA Specs Altaria Draco Meteor vs. Hitmonchan: 43.75-51.6%
Modest Max SpA Typhlosion Max Power Eruption: 62.17-73.0%

Yeah so that's the set for a bulk up hitmonchan i thought of. I'm sure this set has it's flaws, but i think smogon should put a bulk up set up to give hitmonchan other options besides a scarfed or banded set, which are done better by other, stonger, faster, fighting pokemon. Tell me whatcha think please.
 
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