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

He's NU, and looking at his stats, rightfully so. It's unfortunate that lower tiers have so few steel Pokemon, especially for my team which tries to earn a late game sweep with a Ludicolo in UU. I know he's outclassed by Registeel (Legendaries turn me off for some stupid reason), I know that Ludicolo can take the ground and water moves thrown at Steelix (who has access to Explosion and gets STAB with Earthquake), but Goddamn it, I love this little bastard and he's fun to use.

Mawile @ Choice Band w/ Intimidate
Careful
252 HP/252 Sp Def
Iron Head
Sucker Punch/Payback
Ice Punch/Thunder Punch/Rock Slide
Brick Break/Rock Slide

With 252 HP/252 Sp Def, he's as specially bulky as possible, and Intimidate makes it so the 252 evs in HP cover his physical defense. I wanted to make him as bulky as possible while still dealing a little bit of damage, so I opted for the Choice Band, though leftovers could be viable, as his HP maxed with EVs and IVs makes his HP divisible by 16, maxing Leftovers recovery.

Iron Head is for STAB. Sucker Punch is for priority, which negates his horrible speed, but you don't want your opponent getting wise and realizing you're locked into it. Payback might be sweet since he's a slow fuck anyway, but SP is preferential. For the third slot I prefer Ice Punch over the other choices, since a lot of the Poison Pokemon that could give Ludicolo trouble if the rain runs out are also grass types, and it still takes care of the flying types and incoming ground types. Thunder Punch is there for Parahax but Ludicolo can generally counter the water types that come in against him, and Rock Slide takes care of incoming Charizard and Moltres that feel safer to switch in now that Ludi is back inside his Pokeball, as well as Bug types, although Mawile will probably never take advantage of the move's secondary flinch. The last move rounds it out, I generally find having both Ice Punch and Rock Slide to be the most helpful stopping more of Ludicolo's counters, but you never know when having an Fighting move will come in handy, in case he needs something to stop maybe other Steels or something for Kangaskhan who I just fucking hate.

The idea is simple enough. Once the opponent realizes that Ludicolo in rain is no joke, trys to revenge kill him or switches in, Mawile is on. He switches in to a Bug, Flying or Poison move, Intimidates and takes in resisted damage that he can hopefully hit back for at least neutral damage off of a CB with a respectable (decent is closer) 85 base attack. When an Earthquaker comes in or the threat is subdued, Ludicolo starts his job over again, hopefully finishing it before his good buddy bites the dust. Ludicolo's defenses are usually such that he doesn't mind taking neutral damage too much, so the only time his sweep is really threatened is when users of a Bug, Flying or Poison move come in anyway which Mawile resists, hopefully intimidating the attackers power down. His only real hindurance besides his shitty speed and special defense is his lack of a ground move, but you can use Brick Break for steels and Ludicolo can switch into EQ's and Surf the Fire and Ground Pok'emon that give Mawile trouble.

I realize that the set is nothing to write home about, but it's a little different than what's on his analysis page. I just want to maybe show everybody that with a little team support, the Steel type can make Mawile a good Pokemon that does more than suck and die. Although, yes he might be outclassed, and lord, does he still die.
 
I think if you want to make Mawile not be outclassed by Steelix or Registeel is Swords Dance. If you want you could keep it as a bulky attacker with those EVs with Swords Dance/ Iron Head/ Brick Break/ Sucker Punch ?
 
Bellydrum has always been my favourite stat up move, but the problem with most bellydrummers in UU is that they lack priority moves, and seeing as UU is rife with priority users, this puts them at a distinct disadvantage as not many of them are bulky or defensive enough to survive a hit. Untill now...

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Clefable (M) @ Toxic Orb
Ability: Magic Guard
EVs: 252 HP/252 Atk/4 Spe
Impish nature (+Def, -SpA)
- Wish
- Belly Drum
- Facade
- Meteor Mash/Fire Punch/Drain Punch


The strategy is so simple, wish first turn, then belly drum, recovering full health at the end of that turn. then laugh at your opponent as you hit them in the face with +6 facades. Fire punch helps cover pesky steels, meteor mash is for power and regirock, rhyperior coverage. Unfortunatly you have to decide whether you want to have steel or rock coverage. Alternatively you could put in drain punch and cover them both, but be useless against ghosts, the choice is up to you. Of course this set will require some para support as clefables speed is sub par.
 
Check the analysis next time. Also if you are going to dump all of those ev's into Attack use an Adamant nature.


This isn't the bellyedge set, if anything its more of a play on the toxic abuse set. Adamant nature does take away from clefables bulk, it all guesses on how you want to play i suppose, i prefer to be bulkyier
 
This is a variation on the Perish Song set that I came up with to deal with every special attacker and wall as well as providing support to my team.

Jynx @ Leftovers
Forewarn
Calm
4 HP / 252 Spe / 252 SpD
Mean Look
Toxic
Wish
Taunt

The idea here is to switch it in on something that wont hurt it. Once it is in on a special attacker you are home free. You go for Mean Look first. Two things can happen. One, they keep the poke in and you kill it. Two, they switch. If they switch Mean Look prevents a double switch as you go to your counter and no harm is done to Jynx. I find that a hard hitting fighting poke works well because it is strong against the Rock and Dark moves commonly fired at Jynx. I have yet to try Hariyama with it but I would guess that a thick fat variant would have amazing synergy with Jynx.

This takes down every special attacker that can't 2HKO it. Cresselia gets mauled by this set. Once you have your Special Attacker trapped you go to Toxic to poison and then Taunt to prevent recovery. Once you are set up Status doesn't really matter. Once everything is set up you can wish to heal and Spam the High PP Taunt.

Forewarn allows you to scout the opponents team while wishing to your counters with the added knowledge of what set the opposing poke is running. None of the standard Jynx sets carry wish and therefore it comes as a surprise to the opponent which helps to trap the type of pokemon you want.

The EVs are straight forward. Max Speed gives you a very fast Taunt and Max SpD is a requirement. Calm gives it that extra bulk and you get an extra HP point for what it's worth. Its Defence is so amazingly low that it is no use to try and trap a physical poke.

It is still in the early testing stages so there may be improvements that can be made. The biggest thing going for it is that there is no Cresselia set that can beat it once it is trapped Unless it has + heaps SpD and HP Electric due to Jynx resisting both Psychic and Ice Beam to two most used Attacks on Cresselia nowadays.

So what do you people think?
 
Cresselia are starting to run Signal Beam lately to punish Absol that switch in thinking they can set up for free, so you may want to check that you're not killed by those variants, as they're becoming more popular.

Second, you do have Leftovers and Wish to offset this somewhat, but your HP is divisible by 4, which means that if you somehow lose Lefties, you can only switch into Stealth Rock 3 times, as the 4th time will kill you. Even though Jynx can't take a physical hit, I'd recommend moving those 4 EVs into Def instead just to avoid this situation.
 
Ok signal beam would throw it around a bit. I haven't come across one of those yet.
That does ruin it. I had a spinner to deal with SR but that is also a valid point.
 
This is a variation on the Perish Song set that I came up with to deal with every special attacker and wall as well as providing support to my team.

Jynx @ Leftovers
Forewarn
Calm
4 HP / 252 Spe / 252 SpD
Mean Look
Toxic
Wish
Taunt

The idea here is to switch it in on something that wont hurt it. Once it is in on a special attacker you are home free. You go for Mean Look first. Two things can happen. One, they keep the poke in and you kill it. Two, they switch. If they switch Mean Look prevents a double switch as you go to your counter and no harm is done to Jynx. I find that a hard hitting fighting poke works well because it is strong against the Rock and Dark moves commonly fired at Jynx. I have yet to try Hariyama with it but I would guess that a thick fat variant would have amazing synergy with Jynx.

This takes down every special attacker that can't 2HKO it. Cresselia gets mauled by this set. Once you have your Special Attacker trapped you go to Toxic to poison and then Taunt to prevent recovery. Once you are set up Status doesn't really matter. Once everything is set up you can wish to heal and Spam the High PP Taunt.

Forewarn allows you to scout the opponents team while wishing to your counters with the added knowledge of what set the opposing poke is running. None of the standard Jynx sets carry wish and therefore it comes as a surprise to the opponent which helps to trap the type of pokemon you want.

The EVs are straight forward. Max Speed gives you a very fast Taunt and Max SpD is a requirement. Calm gives it that extra bulk and you get an extra HP point for what it's worth. Its Defence is so amazingly low that it is no use to try and trap a physical poke.

It is still in the early testing stages so there may be improvements that can be made. The biggest thing going for it is that there is no Cresselia set that can beat it once it is trapped Unless it has + heaps SpD and HP Electric due to Jynx resisting both Psychic and Ice Beam to two most used Attacks on Cresselia nowadays.

So what do you people think?


I honestly do not the point of ToxicTrapping when PerishTrapping is available to you. Firstly Perish Song kills the opponent faster than Toxic would, meaning there is less chance for you to get screwed over by a critical hit, not to mention that Jynx is incredibly frail, so the faster you kill off your target, the better. Secondly, Perish Song hits everything, so the set is not complete failure against Steels, Poisons (All whom are reasonably common in the UU metagame) and faster Pokemon who carry Substitute (Raikou, Mismagius and some Alakazam). The only thing Toxic works better than Perish Song is against Soundproofers who are immune to Perish Song, namely Electrode, Exploud and Mr. Mime. Electrode can just Taunt Jynx and laugh at it, Exploud isn't something you'd want to keep Jynx in against, so Mr. Mime is the only thing Jynx could probably beat, but you would still have to watch out for Trick and Encore.
 
I just found that with this it can take out a couple of things as well as support my team with wish provided that I'm not stupid about what I send it in against. I wouldn't have it in against anything that is physical. I have used it to stop a PZ and Cress. I came out of both with full health and only got paralysed by the Cresselia. It was then able to come in again and do the same job.
Maybe it was just the way my team was set up.
 
The only advantage is that Toxic can outlast Jynx. If somehow the get away from jynx (baton pass, uturn or killing it), toxic still stays. On the down side it doesnt affect steels or poisons of which there are many.
Taunt is a good move but substitute/protect can stop status too and help jynx take a hit. You dont stop them recovering but toxic will be building up (as long as its not rest) and probably kill them eventually. Or if you were using perish song you wouldnt even have a problem with rest.
The set has alot of promise, forewarn is quite unique and is used perfectly on this set.
Overall i agree with shrang, perish song is a better choice and maybe switching from taunt, if you arent afraid of roar/baton pass. In 3 turns they are probably going to focus on attack anyways. Wish/Protect would help jynx take hits.
 
This is my first time posting a set, so if you have suggestions, they are welcome.

Pokemon name: Venusaur
Moveset name: Statasaur
Move 1: Sleep Powder
Move 2: Stun Spore
Move 3: Leech Seed/Hidden Power Earth
Move 4: Toxic/Sludge Bomb
Item: Choice Scarf
Ability: Overgrow
Nature: Timid (plus speed, minus attack)
EVs: 252 Health/ 4 Defence/ 252 Speed

This set is designed to status your foe, then switch to someone to finish them. I have tested this set many times before posting it, and every time it has done the job well even in OU. This set's most important move is sleep powder. It can cause switches, so it's best used with stealth rock or spikes. Stun spore can help the slower members of your team catch up and can cripple a sweeper. Leech seed is an option to use against an already statused pokemon to heal the pokemon you switch in. Toxic is good for walls, and if you use hidden power earth over leech seed, you can hit steal and poison for super effective damage. If you use leech seed, sludge bomb may be a better option then toxic just so you have an attacking move. Venusaur has 426 speed after choice scarf which is pretty formidable. Venusaur is more durable than Venomoth or Jumpluff, which are the only pokemon in UU with sleep powder and more speed. Statasaur works best switching in on a wish to heal watever damage he may take. So that's the set, and again suggestions are welcome!
 
I would automatically go for a damage move or sub in slot four. If you are running stun spore and a bit of bulk then I would drop the scarf for lefties just so it can paralyze and sub seed if nothing else. I'm not really 'in the know' so I may not be the best judge.
 
Earthquake and Jolly might be a better option over Hidden Power Ground and Timid if you're going to be using a single attack. Unless the defender has a higher somewhat higher Defense than Special Defense, Jolly EQ will do more damage than Timid HP Ground. Of course, it depends on what you want to hit harder.

For example, EQ does more against Skuntank and Registeel (especially since most tend to be specially defensive nowadays), while HP Ground hits Steelix and Aggron harder (Aggron is probably the most important, being OHKO'd by HP Ground while only being 2HKO'd by EQ).
 
I just found that with this it can take out a couple of things as well as support my team with wish provided that I'm not stupid about what I send it in against. I wouldn't have it in against anything that is physical. I have used it to stop a PZ and Cress. I came out of both with full health and only got paralysed by the Cresselia. It was then able to come in again and do the same job.
Maybe it was just the way my team was set up.

Most modern Cress run Signal Beam, not Ice Beam (to hit Absol and other Dark types). Signal Beam also hits Jynx hard. If you run into a Psychic/Ice Beam version, Jynx will beat it, but that's not much comfort.

I'd run a more standard PerishTrapper, with maybe Protect over Taunt. If Cress has Signal Beam, you're screwed anyway, but a +3 Cress Psychic or Ice Beam will not OHKO Jynx.
 
Feraligatr@Leftovers
92 HP / 252 Attack / 164 Spe - Jolly
~ Dragon Dance
~ Substitute
~ Waterfall
~ Return

I kind of see why the analysis lists a spread of 228 speed and Adamant, (outspeeds Timid 252spe Sceptile after a DD) but Swellow outspeeds and KOs you with Facade. I hate having a Swellow end your sweep, so I run Jolly and enough speed to hit 384 after a DD.

Max Attack, and the remaining EVs are stuck in HP. You could also swap the Attack and HP EVs to give your Subs a pretty giant amount of bulk (Cressy's 0 SpA Bold Psychic does 24.1% - 28.3%: It sometimes won't break your Subs) while still retaining an offensive presence due to the Attack boosting effects of Dragon Dance. (You hit 403 Attack after one DD if you run 92 Attack compared to 453 if you run max) Whether the bulk or attack is more important to you is your choice. Registeel's standard EQ's don't break your sub with only 92 HP EVs. The other plus of extra bulk is the ability to take priority.

Some calcs:

Ambi FO vs 92 HP: 31.7% - 37.7% vs 252 HP: 28.3% - 33.7%

Morning Glory Arcanine XS vs 92 HP: 33.2% - 39.2% vs 252 HP: 29.7% - 35%

Technitop FO vs 92 HP: 22.5% - 26.6% vs 252 HP: 20.1% - 23.8%
Technitop MP vs 92 HP: 33.5% - 39.8% vs 252 HP: 29.9% - 35.6%

Absol Sucker Punch (strongest priority in the game) vs 92 HP: 51.2% - 60.5% vs 252 HP: 45.7% - 54%

Against the regular set (especially the LO set) these priorities would kill you quickly. Instead, priority becomes setup fodder for you to get that extra DD.

Some other random calcs:

Registeel EQ vs 92 HP: 19.5% - 23.1%

Milotic 108 SpA Surf vs 92 HP: 19.8% - 23.4%
Milotic 108 SpA HP Electric/Grass vs 92 HP: 39.5% - 46.7% (not a 2HKO, although you can't do much back)

Sub is a great addition. Registeel and Cresselia (among other things) can't cripple you with Thunder Wave or shorten your sweep with Toxic. It also protects you from priority that would otherwise KO you.

The final thing is the perfect coverage of Waterfall and Return, hitting everything out of OU and Ubers for neutral damage. Low Kick/EQ and Ice Punch isn't needed imo because of the great coverage provided.
 
So, I've used this lead to great success in this round of the metagame, thus I found it worth of being posted here.
Credits go to Cleanup141, from whom I got the idea of using it as a lead.

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Hariyama (M) @ Leftovers/ Flame Orb/ Life Orb
Ability: Guts
EVs: 12 HP/ 252 Atk/ 188 Def/ 56 Spe
Nature: Adamant (+Atk, -SpAtk)
- Close Combat
- Payback
- Bullet Punch
- Ice Punch/Sleep Talk

The effectiveness of this lead lies on its offensive nature, and on the amount of damage it's capable of dealing when up against many of the most common leads of the metagame. What really makes this successful though are two things: it has the capacity of only letting Froslass and Omastar set up one layer of hazards before taking them down, and either defeating or severely weakening counters to some sweepers (such as Scyther) that tend to be found on leading positions, like Regirock, Rhyperior, Steelix and such. Below are listed the top 15 leads of UU metagame and how Hariyama deals with them:

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- Hariyama takes no more than 75% from the combination of Fake Out and Return performed by LO Ambipom, while he can OHKO back using Close Combat.
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- Troublesome because it can only 3HKO it with Payback, but by packing Flame Orb or getting statused there's a chance it can 2HKO Uxie.
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- Payback followed by Bullet Punch beats Focus Sash Froslass while all they can do back is setup one layer of spikes or Ice Beam me for pitiful damage. BulkyLass isn’t always KOed by that combination, so depending on Payback’s damage you might just use it twice, for the sake of not getting screwed up by a low Bullet Punch roll and the following Pain Split. If using Flame Orb you can beat it regardless of the roll though.
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- Hariyama is OHKOed.
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- Hariyama loses, but will take 80% of Arcanine's HP with it. If you get statused, you win.
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- Hariyama is OHKOed.
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- Close Combat OHKOes it, but can’t stop rain.
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- Close Combat is 2HKO, while they only get one turn to setup rocks.
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- Close Combat + Bullet Punch = dead snowman.
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- Hariyama loses to it on the long run.
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- Hariyama outspeeds standard Lead Rhyperior and 2HKOes it, while it fails to OHKO back after the defense drops, meaning they only have one turn against Hari.
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- Hariyama 2HKOes it with Close Combat and simply loves eating toxic if they happen to choose that.
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- Hariyama outspeeds and 2HKOes it, so it only gets one turn of setup.
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- You know the drill: Hariyama 2HKOes with Close Combat and it only gets one turn to setup.
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- Depends on the spread. Some are KOed by a combination of Close Combat + Bullet Punch and some aren't. If you can't KO this, you're likely to lose this match up, as it'll be using Explosion.

Its effectiveness is not limited to leading issues though. It can act throughout the match as a status absorber, baiting status from Ghost-types (in Lefties case) and OHKOing them with Payback and checking a considerable number of threats like Torterra, Altaria, Feraligatr among others.

Regarding the moveset, Close Combat is STAB and hits Steels and Rocks for super effective damage. Payback is there to hit ghosts in general and to take care of lead Froslass, while also allowing Hari to smack something hard on a predicted switch. Bullet Punch is priority, something very important in this metagame and that allows it to pick off weakened Froslass. There are several possiblities for the fourth move: from Brick Break to handle screens to Stone Edge for flyers and Toxic for Cresselia. but the most notable ones are Ice Punch, which allows Hariyama to hit Altaria; Venusaur and Flying types, and Sleep Talk (thanks for the suggestion, IronBullet), that provides the team with a sleep absorber and allows Hariyama to abuse guts to its fullest.

Regarding the EV Spread and item they might look a bit messy at first, but they have a purpose. 252 Attack EVs paired with an Adamant Nature allow Hariyama to hit as hard as possible, pretty much what it’s meant to do. 12 HP EVs are there for the closest Leftovers recovery number. 56 Speed EVs allow Hariyama to reach a speed stat of 150, enough to outspeed LeadPerior, Omastar and anything geared to outspeed LeadPerior by one point. The rest of the EVs were poured on Defense, so that it has an easier time withstanding physical blows form the likes of Rhyperior and is able to check some of the aformentioned threats, like Torterra and Feraligatr. Leftovers, while odd on a set meant to be so offensive at first, is used to give it some extra durability and bluff a tanking set, attracting status, thus being able to retaliate with Guts boosted attacks and catch some unaware ghost types.

Both Flame and Life Orb are viable items as well, as the first bypasses the need of getting statused and gives you a very strong attacker, while the second can hit hard from the get go, OHKO Omastar (and Registeel IIRC), and allows you to have an easier time against Lass. Finally, it should be noted that if running LO/ Flame Orb, the HP EVs should be moved to Defense.

This set has a real hard times against the following leads: Moltres, Spiritomb, Alakazam and Uxie, and mild problems against Arcanine and Cloyster, thus having something that can deal with them is a good call. Registeel does a good job against all of them except Moltres and Arcanine; while itself is able to complement Hariyama and setup rocks, while bulky Waters like Milotic and Azumarill are able to handle Moltres and Arcanine.
 
Restoxic

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Pokemon Name: Cressilia
Moveset Name: Restoxic
Move 1: Toxic
Move 2: Psychoshift / Chargebeam
Move 3: Sleeptalk
Move 4: Rest
Item: Leftovers
Ability: Levitate
Nature(s): Bold
EVs: 248 HP / 216 Def / 44 SpD

Role: UU staller/status inflicter. The Restalk combination is usually one reserved for pokemon that excel in the defensive position as they need to be counted on to survive almost any attack for at least 2 turns. UU is devoid of steels while stall is the prevailant type of play in UU leaving little resistance in the way of inflincting and stalling with Restoxic. Perfect opportunity for Cressilia to defeat well over half the underused tier one vs. one with her star quality defensiveness. Rest + Sleeptalk can easily give Cressilia a devastating resistance to Toxic and even resist the other types of status used in an attempt to hinder her performance as inflicting Toxic may be the most well known way of defeating Tanks and Heavy Stalls. Cressilia may also be able to sleep an opposing pokemon while under the effects of Rest using Sleeptalk and hitting Psychoshift. Even exchanging her massive base defenses for those of more median, Cressilia`s typing and ability would allow her to switch in consistantly with little residual damage taken. Watch out for Darks like Cacturne Absol and other stat uppers like Mismaguis.



Absol CB Nightslash vs Cressilia Bold 248 HP 160 = HP Lost: 58% min vs. 69% max

Absol CB Nightslash vs Restoxic Bold 248 HP 216 = HP Lost: 54% min vs. 65% max


591 is high for attack stat even in OU. Combined with Absols 105 STAB Nightslash validating Cresselia`s endurance ability
 
UU is devoid of steels
That's a good one.

Sharpedo Antilead:

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Sharpedo (F) @ Life Orb
Ability: Rough Skin
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Taunt
- Aqua Jet
- Earthquake
- Crunch

Taunt shuts down status leads, and a STAB Crunch coming off 120 base Attack hurts pretty much anything on the switch. Vs Froslass, a Crunch followed by Aqua Jet allows for only 1 layer of spikes. Crunch easily 2HKOs Uxie, and puts the hurt on a large portion of the metagame. Earthquake allows for additional coverage and 2HKOs Registeel that come in to soak up Crunch. A switch is necessary on Ambipom, but a ghost/steel can either nullify Fake Out or soak up a U-Turn for little damage. No calcs because I'm lazy, but it works great on my HO team.
 
That's a good one.

Sharpedo Antilead:

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Sharpedo (F) @ Life Orb
Ability: Rough Skin
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Taunt
- Aqua Jet
- Earthquake
- Crunch

Taunt shuts down status leads, and a STAB Crunch coming off 120 base Attack hurts pretty much anything on the switch. Vs Froslass, a Crunch followed by Aqua Jet allows for only 1 layer of spikes. Crunch easily 2HKOs Uxie, and puts the hurt on a large portion of the metagame. Earthquake allows for additional coverage and 2HKOs Registeel that come in to soak up Crunch. A switch is necessary on Ambipom, but a ghost/steel can either nullify Fake Out or soak up a U-Turn for little damage. No calcs because I'm lazy, but it works great on my HO team.


That should really be a special or mixed set, as the lead you are trying to take out is Froslass, who invest heavily in defense from experience.
This is the set i used to great success in the last round, and was pivotal in ruining stall teams.

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Sharpedo @ Focus Sash
Ability: Rough Skin
EVs: 4 Atk/252 SAtk/252 Spd
Timid nature
- Surf
- Aqua Jet
- Taunt/Earthquake
- Dark Pulse
 
252 HP 252 Def Bold Froslass (Bulkiest set possible, which nobody runs, ever) takes 83.7% - 99.4% from Crunch and 21.2% - 25.3% from Aqua Jet, assuring a 2HKO. Standard LeadLass takes 150% minimum, putting it at 1 HP every time. I'll consider the special set, but does it really offer anything the physical set doesn't?
 
252 HP 252 Def Bold Froslass (Bulkiest set possible, which nobody runs, ever) takes 83.7% - 99.4% from Crunch and 21.2% - 25.3% from Aqua Jet, assuring a 2HKO. Standard LeadLass takes 150% minimum, putting it at 1 HP every time. I'll consider the special set, but does it really offer anything the physical set doesn't?

Your current set is at the mercy of lead Moltres. Life orb on such a frail mon is a bad idea, especially if you're planning to return later to taunt set uppers.

With focus sash, crunch only does 72-85% on 252/238 froslass. Dark pulse on the other hand hits for 82.6% - 97.7%. a guarenteed 2hko unless you draw minimum damage every time. Moltres takes 89.7% - 105.3% from surf, then you can AJ it if its still alive. It wont ko you in return due to sash
 
This was originally made a significant time ago to combat hail and getting set up upon. A strange build and mostly theorymon, but I guess it could stop rain dance. Or try anyway.

Silver Bullet Bastiodon
Bastiodon @ Focus Sash
Sturdy
Bold
252 HP / 114 Def / 144 SpD
0 Spe IVs (if using Metal Burst)
- Sandstorm
- Toxic
- Roar
- Metal Burst

Yes. It uses Sandstorm. Better than dying to rain dance teams. If you prefer, you can switch Metal Burst and Sash out for Rest and Lum/Chesto. Or Stealth Rocks and Leftovers. Or Block, etcetera. Bastiodon doesn't have a great deal of HP, but incoming attacks are fairly predictable. Ideally, you'll already have rocks/spikes up. It pairs fairly well with Mismagius, incidently.

Note; this build can also be pulled off with Aggron. Unlike Bastiodon, Aggron will go down very hard to any special attacks.
 
I've been running a Cradily set in my sandstorm Team recently, with Great Success. It's based the Stallrein Tactic, but I wanted to create a version that was viable in a Sandstorm team. I can't say it's as effective as Stallrein, but it works pretty well.
Stalldily
Cradily @ Leftovers | Suction Cups
Impish Nature
220Hp/124Def/100Sp.D/64Atk
- Ingrain
- Seed Bomb/Rock Slide
- Substitute
- Protect
The Idea is fairly simple. Substitute as they switch out, then ingrain as they break your sub. Cradily is really quite Bulky in a sandstorm, so should be able to take a hit and set up a substitute. Once a Sub is up, you can begin the cycle, and Stall away. 220 HP Ev's is the magic number, meaning The combination of Leftovers + Ingrain over two turns heals all the HP you lost getting a sub up. Seed Bomb is prefered over Rock Slide because it hit two of the types that Resist the Sandstorm super effectively, and is resisted by only one steel type in UU.
 
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