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

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
I personally have used almost the exact same set, but with Gallade.

Hitmonchan gets:
Iron Fist
Higher base Def (14 points)
Pure Fighting typing (Bug, Dark resists)
Not being weak to ghost
Priority

Gallade gets:
Higher base HP (18 points)
Higher base SpD (5 points)
Higher base Attack (20 points)
Ability to use Substitute (no toxic!)
Better coverage in two moves
More ability to force switches
Not weak to Psychic (Can beat Alakazam)

Take your pick.

Gallade@Leftovers
Careful - 252HP/252SpD/4Att
~ Substitute
~ Bulk Up
~ Drain Punch
~ Night Slash
 

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


1.) You never listed the EVs. I know you mention them in the paragraphs, but not all in the same place and those paragraphs are pretty difficult to read in the first place.
2.) Ignoring the fact that Gallade will probably end up being voted BL soon, what does this have over Gallade? The difference in damage is pretty small, and Gallade has higher Speed, HP, and Special Defense. Mach Punch is the only thing Gallade doesn't have, but it doesn't seem like it should be on such a defensive set.
 
Tanking Arcanine:

Intimidate, Calm Nature, 252 HP, 252 SpD, Leftovers
-Flamethrower
-Dragon Pulse/HP Ground
-Will-o-wisp/toxic
-Morning Sun

This thing has some very nice stats on both ends 90/80/80 is not bad defensively, but is greatly aided by intimidate, WOW, and the proper EV investment not to mention leftovers and Morning Sun for reliable recovery.

Offensively, while Att is the stronger stat at 110, SpA isn't far off at 100 and gives Arcanine a little more versatility. Flamethrower for strong STAB and HP ground vs Dragon pulse depending on if you fear dragons or other fire types more.

Toxic is there as an option because being on the special end leaves Arcanine open to special walls. Although I suppose you could always change the nature to Hardy and use flare blitz over flamethrower to keep WoW over toxic...
 
Tanking Arcanine:

Intimidate, Calm Nature, 252 HP, 252 SpD, Leftovers
-Flamethrower
-Dragon Pulse/HP Ground
-Will-o-wisp/toxic
-Morning Sun

This thing has some very nice stats on both ends 90/80/80 is not bad defensively, but is greatly aided by intimidate, WOW, and the proper EV investment not to mention leftovers and Morning Sun for reliable recovery.

Offensively, while Att is the stronger stat at 110, SpA isn't far off at 100 and gives Arcanine a little more versatility. Flamethrower for strong STAB and HP ground vs Dragon pulse depending on if you fear dragons or other fire types more.

Toxic is there as an option because being on the special end leaves Arcanine open to special walls. Although I suppose you could always change the nature to Hardy and use flare blitz over flamethrower to keep WoW over toxic...
There is only one viable dragon type in uu, altaria. As such, dragon typing unstabbed is quite awful and deserves no mention.

Imo Jolly/ Timid(if you dont run flare blitz), 252 Hp/ 120 Def/ 136 Spe is the only defensive set that should be run until the suspects are voted on. Arcanine with the mentioned spread just helps counter so many top threats that I couldn't imagine trying to run anything else. Arcanine should be physically bulky, and that is all. Slude bombs on the switch from grass types are still going to hurt you and you take special fire attacks just fine with no ev investment.
 
I personally have used almost the exact same set, but with Gallade.

Hitmonchan gets:
Iron Fist
Higher base Def (14 points)
Pure Fighting typing (Bug, Dark resists)
Not being weak to ghost
Priority
Boosted Elemental Punches


Gallade gets:
Higher base HP (18 points)
Higher base SpD (5 points)
Higher base Attack (20 points)
Ability to use Substitute (no toxic!)
Better coverage in two moves
More ability to force switches
Not weak to Psychic (Can beat Alakazam)

Not Big in UU but the BoltBeam Combo with Ice/Thund Punch Boosted is Nice.

Imo Gallade should be used for other purposes than Drain Punch.

I use Gallade + Hitmon Combo
 
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, 252 HP 158 Atk 100 Sp.d 40 Speed
Bulk Up
Drain Punch
Ice Punch/Mach Punch/Thunderpunch
Thunderpunch/Mach Punch/Ice Punch

@MagicMaster: Sorry I did not put the ev's on it, i thought i did but i guess didn't, lol. And Hitmonchan has a couple of things that differentiate it from gallade, which is a higher base def to begin with (Allow it to take weaker physical attacks to boost up on, where on gallade it would be 2HKO's even after a bulk up) and the iron fist boosted elemental punches that give hitmonchan that unresisted type coverage. However, i realize gallade can get this great type coverage with two moves and use sub, but i do have a lum berry to help me with dealing with status. I guess it is a take your pick thing based on the advantages they provide, but i recommend using one of them on your team because the bulk ups sets do very well, either late-game sweeping or taking out 2-3 of your opponents pokemon. And sorry again for not putting the EV's in my original post, very dumb of me.
 
There is only one viable dragon type in uu, altaria. As such, dragon typing unstabbed is quite awful and deserves no mention.

Imo Jolly/ Timid(if you dont run flare blitz), 252 Hp/ 120 Def/ 136 Spe is the only defensive set that should be run until the suspects are voted on. Arcanine with the mentioned spread just helps counter so many top threats that I couldn't imagine trying to run anything else. Arcanine should be physically bulky, and that is all. Slude bombs on the switch from grass types are still going to hurt you and you take special fire attacks just fine with no ev investment.

To be honest...not going against you or anything...Its almost a prefernce of how your team is built around to determine a bulky arcanine's EV spread..for example i found the most productive set that has worked for me was Impish Max HP/Defense...same moveset...I'm still trying out the one with more speed EVs but i cant switch into many powerful moves, hurt or cripple them, and still be able to take on the next threat...with Max HP/Defense you are able to laugh at azumarill's aqua jet Will O Wisp and morning sun....and Rhyperior doesnt cause that much damage either after intimidate +Will O Wisp ( i wish i can back this up with damage calcs lol) One of the BIGGEST things i found was the ability to switch into Honchkrow...while running speed EVs does surivive the hit you have to play with arcanine carefully with stealth rock damage in the mix...and as i said in the beginning its a complete preference of how your team is built so if you have a honchkrow/gallade/venasaur/blaziken and alll other 80 base speed counter...if not than defintely run Speed EVs that is the for sure way to go

Anyways...I've been trying out this Odd moveset that has been working reeally well for lately though when paired with Arcanine+Torterrra+Spikes/Stealth Rock...

Defensive Toad
Toxicroak@ Black Sludge
252 HP/200 Defense/ 56 Attack
Impish
-Toxic
-Super Fang
-Pursuit
-sucker punch/low kick

This set looks completely gimmicky but its played out really well for me when paired with arcanine and torterra...I used to run Sub Focus punch with Max HP and Attack..and it worked really well playing off of many of toxicroak's useful resistances and water absorb and then i thought i would try a defensive set and it cripples alot of my checks...such as slowbro and milotic the top switch ins to toxicroak and arcanine....Torterra takes the EQs aimed at toxicroak and arcanine..arcanine takes the ice attacks and factors intimidate into the mix..and toxicroak takes the Water/ice combos...So far it has worked pretty well countering mismagius but not too well...sigh only if he had a recovery move...i understand quagsire does this better, but toxicroak is a huge surprise factor
 
I've been using a new lead and it has been doing me great things. I was waiting for a decent warstory to showcase it but I've obviously have became impatient.

Entei @ Flame Plate
Ability: Pressure
EVs: 80 Atk/176 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Eruption
- Lava Plume
- Stone Edge
- Hidden Power [Grass]
---

Full power Eruption 1-2HKO's a good portion of the metagame.
Lava Plume is to help break sashes and is a great back-up move when eruptions power is weakened.
Stone Edge hits Moltres, Arcanine, and Altaria super-effectively.
HP Grass main purpose is to hit Rhyperior, Omastar, and anything 4x weak to grass SE.

This set straight up loses Ambipom and Alakzam so plan accordingly. Even Uxie can be 2HKO'd.
 
Here's a new antilead I've been trying as of late. While looking at last months statistics I realized that one Poke could beat all of the top 5 leads. his name is...

dpmfa419.png


Floatzel (M) @ Focus Sash
Trait: Swift Swim
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature (+Spd, -SAtk)
- Aqua Jet
- Crunch
- Protect
- Taunt/Low Kick

Against the top 5 leads:

Ambipom - Protect the Fake Out. Crunch or Low Kick depending on what you run. AJ for the kill after the Sash is activated. If it U-turns, o well.

Frosslass - Taunt, Crunch, AJ.

Uxie - Taunt stops it from getting it's job done. Crunch can 3HKO, and 4HKOs the most defensive.

Moltres - Obvious.

Alakazam - You run the risk of being Tricked. Crunch then AJ for the kill.

So tell me what you think.

EDIT: I realize this is similar to Sharpedo but Sharpedo can't beat Ambi and Froslass like this one.

Just saw this and thought I'ld kind of nitpick real quick:

1) Can't say you always beat Froslass as some still run Thunderbolt (and more than not when seeing Floatzel will attack on turn 1 while you'ld of wasted a turn taunting).

2) Moltres still dents your shit HP Grass and Aqua Jet doesn't have enough power to KO anyway, so both players lose here

I've been using a new lead and it has been doing me great things. I was waiting for a decent warstory to showcase it but I've obviously have became impatient.

Entei @ Flame Plate
Ability: Pressure
EVs: 80 Atk/176 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Eruption
- Lava Plume
- Stone Edge
- Hidden Power [Grass]
---

Full power Eruption 1-2HKO's a good portion of the metagame.
Lava Plume is to help break sashes and is a great back-up move when eruptions power is weakened.
Stone Edge hits Moltres, Arcanine, and Altaria super-effectively.
HP Grass main purpose is to hit Rhyperior, Omastar, and anything 4x weak to grass SE.

This set straight up loses Ambipom and Alakzam so plan accordingly. Even Uxie can be 2HKO'd.

I've played you multiple times on the ladder, and I can honestly say that thing really is pretty effective. Looking at the set itself it looks like a wall-breaker, but using it as a lead seems like a decent idea as to keep Eruptions at full power. I think this would be better as a mid-game wall-breaker though instead of a lead, but I can definitely see how the surprise factor can really throw people off. Nice job on the set.
 
Nitpick: Why not Flamethrower over Lava Plume. Burn ain't omnipresent, y'know?

That's pretty much the same dilemma as the one regarding Thunderbolt and Discharge, but Lava Plume seems to fit better because of the possibility of taking out Froslass 30% of the time, as well as the burn on random switch-ins and, most notably Azumarill.
 
@jamashawalker
love toxicroak, usually run subpunch with max attack and enough speed EVs to outspeed honchkrow (stone edge).
Ive always noted toxicroak's ability to come in on milotic (not as much slowbro due to psychic) and used it to get the toad in and substitute.
Im just not sure what this set does. It seems to be physically built but the top physical attackers; arcanine, honchkrow, gallade, rhyperior beat it one-on-one i reckon and alot of them can set up on it. In fact anything with substitute can set up on it (SD Venusaur, SD sceptile) and with the loss of speed alot will be outpacing it.
I can see how youve used it, bring it in on resistances and hit something with super fang/toxic on the switch and it does that pretty well but it seems vulnerable to set up and it doesnt really seem to wall that much (kabutops) for a defensive poke.
Actually your idea has given me an idea for a slightly different, if more standard, idea:
Hit-and-Run Toad
Toxicroak@ Leftovers
4 HP/252 Speed/ 252 Attack
Jolly
-Super Fang
-Cross Chop/ low kick
-Stone Edge/ice punch/Pursuit
-Sucker punch

Similar to the SD set but instead of bringing it in and SDing only to see a counter that wasted one of your turns, you now Super Fang so that whatever they bring in has half HP, if he can land a supereffective hit Toxicroak has a good chance of KOing from there (especially as you mentioned you had entry hazards).
Any poke that realises it wont come in again may wish to attack, sucker punch now has attack EVs behind it.
The third moveslot is for ghosts like mismgius who want to set up when they realise you abusing superfang, SE is risky for breaking subs but provides better KO coverage.
I have left cross chop and low kick because i havnt run calculations to see which is better.
This set loses the chance of a sweep that SD set offers but offers more consistent damage and i dont think it undermines the spirit of your team; Toxicroak was only ever going to be and annoyer.

There are my thoughts, take it or leave it
 
I've been using a new lead and it has been doing me great things. I was waiting for a decent warstory to showcase it but I've obviously have became impatient.

Entei @ Flame Plate
Ability: Pressure
EVs: 80 Atk/176 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Eruption
- Lava Plume
- Stone Edge
- Hidden Power [Grass]
---

Full power Eruption 1-2HKO's a good portion of the metagame.
Lava Plume is to help break sashes and is a great back-up move when eruptions power is weakened.
Stone Edge hits Moltres, Arcanine, and Altaria super-effectively.
HP Grass main purpose is to hit Rhyperior, Omastar, and anything 4x weak to grass SE.

This set straight up loses Ambipom and Alakzam so plan accordingly. Even Uxie can be 2HKO'd.
Typhlosion does the job much better aside from having less bulk.

Set I have tried with only a marginal amount of success:
Jumpluff@Leftovers
Jolly (+Spd, -SAtk)
252 Atk, 252 Spd, 6 Def
Swords Dance
Leech seed
Bounce/Aerial Ace
Substitute.

The concept is simple. Swords dance, possibly lure in a wall like registeel, and proceed to subseed it to death. This set mostly acts as a lure for physical walls, so it helps weaken them for a sweeper like Swellow to sweep the rest of their team.
 
No, that Entei set is the shit. The first time I played it it wrecked half my team. And it isn't only because of the surprise factor, it's because it's good.
 
Here's ive got a set for you all to rate..my brother has made this thing and has been testing it in OU .But it could work in UU

Name: Annoying Boosting Tank
Umbreon @ leftovers
adament
252atk/4def/252spdef

Curse
Confuse ray
Payback
protect/wish/toxic

Well this set is more viable in OU tbh but let me explain it anyway. To start with you would protect(if you choose it) against ambipom leads and well confuse everything else. Confuse ray make the opponent switch or possible attack itself. This is ample time to set up curses to turn this into a fearsome sweeper, And its bulky defences make this even more viable and leftovers (or wish) will recover off the damage. Payback is the move of choice as you will be going last most of the time due to curses speed drop.

The last moveslot is personal preferance..wish to keep him alive and kicking, Protect to scout and help beat ambipom. And toxic so don't go out without damaging something. Pick your poison (pun intended)

EDIT: This set is used best as a lead
 
[]
442.png

Moveset Name: Painkiller
Move 1: Painsplit
Move 2: Torment
Move 3: Will'O'wisp/hypnosis
Move 4: Sucker punch/shadow sneak
Item: Sticky Barb
Ability: Pressure
Nature(s): impish/relaxed
EVs: HP-252/Def-140/SpD-116

This Spiritomb set is pretty versatile in a lot of situations, namely; killing Walls. The strategy against a wall is normally Will'O'wisp ,and painsplit till the wall is in range of your sucker punch/shadow sneak. Sticky barb is key here, what it does is allow you to take more and more health from your opponent without letting pesky healing moves like softboiled or roost get in the way. Torment is for bringing spiritomb out as a revenge killer, tormenting the choiced opponent, and leaving it struggling against your ghost typing. This can also work as an "Anti-Scout" as it allows you to deal some pretty serious damage with a switched in pain split.The Ev spread is pretty basic, allows max hp, and defenses against nearly any switch in, only worry about this set is something "Too Strong" to switch into.
Questions, comments, suggestions... still would love help with this ev spread, thank you :D
 
mix floatzel

419.png
MixZel @ Life Orb
Aqua Tail/Waterfall
Ice beam/Hidden Power Electric/Rain Dance
Crunch/Hidden Power Electric/Hidden Power Grass
Focus Punch/Focus Blast
228 Atk/252 SpA/28 Spe

This is an update on the mixzel set in the smogon analysis. I feel that this has more type coverage and can take down many threats with the given EVs and moves. Aqua tail(or waterfall for accuracy) is for STAB. Ice beam os for good use if you plan on using this in OU battle as with the given EVs it reaches a good 300 speed to outspeed neutral nature base 100's such as salamence and 1HKO. Hidden power electric is for the bulky water that try to wall you such as milotic, but he only does 31.5% - 37.6% so thats a 3HKO(possible 4HKO factoring in leftovers). Crunch is for Mismagius or Rotom that switch in. You can also run hidden power grass for the quagsires that try to wall you to do 108.6% - 127.9% damage on the bukly water set with a relaxed nature. focus punch is for the chansey switch that may come if your opponent see's an ice beam. Focus blast is for Steelix that may pssibly try to come in for the simple fact it does just as much as an unboosted waterfall but hitting on steelix's much weaker special defense. Focus blast does 84.2% - 99.4% to the standard baitlix which is a 2HKO if he comes in on waterfall(which does 39.9% - 47.5% chance of a 2HKO factoring in stealth rocks). I've found this to be the most effective in OU battle as most people have switch thinking this floatzel out speeds them just to be hit very hard from either attacking spectrum. Not to forget its very good wall breaking skills in UU. here are a few calc's of the damage done to some of the possible walls that would swith into it.

252HP/4SpD Slowbro hit by Hidden Power electric: 45.7% - 53.8%(2HKO w/ stealth rocks)

252HP/0Def chansey hit by focus punch: 265.9% - 313.1%

252HP/0Def registeel hit by focus punch: 70.9% - 83.5%

252HP/216Def porygon2 hit by focus punch: 76.5% - 90.4%

There you have it a new floatzel I have been using with good success. feel free to try it out and please give feedback
 
Mesprit @ Choice Scarf

Trick Room lead

Ability: Levitate
EVs: 254 HP/128 Def/128 SDef
Brave nature (+Atk, -Spd)
- Trick
- Trick Room
- U-turn
- Stealth Rock

If anyone could help with the EVs, that'd be helpful. I've used this set, and it works out well, especially for switching into my azzumarill.

Any tips?

(Sorry for not really putting any explanation, but it's pretty self-explanitory)
 
Mesprit @ Choice Scarf

Trick Room lead

Ability: Levitate
EVs: 254 HP/128 Def/128 SDef
Brave nature (+Atk, -Spd)
- Trick
- Trick Room
- U-turn
- Stealth Rock

If anyone could help with the EVs, that'd be helpful. I've used this set, and it works out well, especially for switching into my azzumarill.

Any tips?

(Sorry for not really putting any explanation, but it's pretty self-explanitory)

Actually it would be nice to explain why you would use this over any of the other pixies, namely Uxie.
 
Stronger U-Turn and Slower Speed. However, in the case of Trick Room you would (should) want a 'fast' U-Turn user in order to get your sweeper in safely.
 
dpmfa107.png
@Choice Band
Iron Fist | Adamant | 252 HP/252 Atk/4 Spd (or SpD)
~ Mach Punch
~ Close Combat
~ Pursuit
~ Ice Punch/Bullet Punch

Hitmonchan set I made trying to emulate Scizor. I'm not sure if TechniTop would do this better, but it's been doing pretty well so far. Mach Punch + STAB + Iron Fist for revenge killing, and Close Combat is brutal STAB with Choice Band. Pursuit is for Ghosts and Psychics, but helps for frail things getting out of there. Ice Punch is for coverage, or Bullet Punch for another priority attack.

I would like a bit of info on this set, mainly if Hitmontop would do a better job. Technician is better for Pursuit and Mach Punch, but its base attack is lower by 10 points, which reduces the power of Close Combat and Ice Punch (Ice Punch also doesn't get Technician boost, but it does get Iron Fist). Does the 10 extra attack outweigh the Technician bonus?
 
Here's a set I've been toying with.

481.png

Mesprit@Life Orb/Choice Band/Choice Scarf
Levitate/Jolly/4 HP/252 Atk/252 Spd
Zen Headbutt
Fire Punch
U-Turn
Healing Wish/Trick

Mesprit has equal Atk and SpA, but people will tend to send a special wall into it or their status absorber just to get hit hard by a stab Zen Headbutt. Max speed is ran to at least force speed ties with other base 80s, especially the likes of Venusaur and Blaziken who you will most likely OHKO. With the exception of Houndoom, the only pokemon in UU who resist Psychic and Fire are hit super effectively by U-Turn, which is always good for scouting in any case. When you're about to go down, drop a Healing Wish and bring in one of your weakened sweepers rejuvenated and ready to start again. Alternatively, you can use this set with a choice item and run Trick. An Adamant nature and/or lesser speed EVs could be run with a Scarf depending on what you want to out speed.

This set is meant for a highly offensive team to do some nice up front damage, scouting, and give a second wind to one of your other sweepers to keep the momentum going in your favor. The middling speed and lack of any kind of priority is a bit disappointing, though. Thoughts?
 
dpmfa107.png
@Choice Band
Iron Fist | Adamant | 252 HP/252 Atk/4 Spd (or SpD)
~ Mach Punch
~ Close Combat
~ Pursuit
~ Ice Punch/Bullet Punch

Does the 10 extra attack outweigh the Technician bonus?

I thought quoting the whole thing would take up too much space. Anyway, to answer your question, no- even with Iron Fist, Hitmontop has a stronger Mach Punch if it uses Technician as its ability. In part of the damage formula, the base power of an attack is multiplied by the Pokemon's attack. There are obviously a lot of other variables that determine the attack's exact damage, but assuming that they're hitting the same target, the Attack stat of the Pokemon and the base power of Mach Punch are the only variables. Assuming both have max attack, with Technician, Hitmontop's Mach Punch has a base power of 60. Its maximum Attack (unboosted) is 317. 317 x 60 = 19020. Iron Fist gives Hitmonchan's Mach Punch a base power of 48. Its maximum Attack is 339. 339 x 48 = 16272. The actual numbers are sort of inconsequential, but you can divide 19020 by 16272 to see that Hitmontop's Mach Punch is 116.8% stronger than Hitmonchan's. /boringmath

This set would have a stronger Close Combat than Hitmontop, but its lack of a boost to Pursuit on an opponent that doesn't switch and Iron Fist only benefiting Bullet Punch and Mach Punch among priority attacks makes it generally worse than Hitmontop (who boasts a better Defense stat) if you're using it with HP EVs. Iron Fist-boosted Ice Punch is a nice, but Hitmontop can use Stone Edge for Flying-types, or even Technician-boosted Aerial Ace for Bug-types and Venusaur. He has Sucker Punch as well, which Hitmonchan surprisingly doesn't get. So as a somewhat bulky set, it is outclassed by Hitmontop, and Hitmonchan isn't really fast enough to make much use out of Speed EVs in UU, where so many Pokemon with 80 base Speed reside (Venusaur, Gallade, Blaziken). If you were going to use a faster sweeper, Hitmonlee would be a better choice, with more Attack and Speed.
 
Scarf Gabite?

With decent attack and speed (for UU) I'm proposing a scarf Gabite. Dragon is a good type, the only other Dragon in UU being Altaria. Gabite not getting access to Swords Dance sucks too.

Gabite@Choice Scarf
Adamant/Jolly
32 Hp / 252 Atk / 224 Spe

Outrage
Earthquake
Stone Edge
Dragon Claw

224 Speed out speeds Max speed Swellow, max attack is obvious, the rest is dumped into Hp. Jolly is used to out speed Aggron after an RP. Outrage is the strongest attack, and with 4 steel types in UU it won't be too bad to be locked in to. Earthquake is the next move, providing good coverage, as there are no Flying/Levitating steel types in UU, provides perfect overage with Outrage. The next two attacks are mainly fillers, as Stab Outrage hits about as hard as SE Stone Edge. Stone Edge hits Flying types, and Dragon Clw is just there for if you don't want to get locked into Outrage.


What do you think?
 
Politoed Staller

186.png

Politoed@Leftovers
Bold Nature
Water Absorb
252 HP 176 Def 80 SpD
--Surf
--Ice Beam
--Toxic
--Encore/Protect

This is really annoying and can deal out small hits, but is meant to wear down opponents with Toxic and lock them into something and force them to switch, or to start Toxic Stalling and force them to switch. Repeat process. :D

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Golem@Leftovers
Adamant Nature
Rock Head
156 HP, 252 Atk, 100 Def
--Curse
--Stone Edge
--Sucker Punch
--Earthquake/Thunderpunch

Hallelujah, Golem got Curse in HG/SS. This is one of those things that if you set up once, its really hard to take out. After a Curse, a Choice Band Aqua Jet from Azumarill does about half, and it has the power to hit back. Good tank.
 
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